2 | 4 | 8 | 9 |
1 | 3 | 5 | 7 |
10 | 12 | 13 | 14 |
6 | 11 | 16 |
15 | 17 | 18 |
Hi there! This is my second guide ever, so please, provide constructive criticism, and if you like guide, vote up on it!
Today I present a build for Rooftrellen, a hero that despite various retooling I find to be very good in many fields. The two builds represent very different ways of supporting, but keep in mind at the end of the day Treant is still a support. As such, Treant should be played when a support/tank is indeed needed or if his abilities have great synergy with teammates already picked. Some extra things to note is that Rooft has the second highest STR gain of any hero in the game, and has THE highest base attack damage, making him a powerful tank right from the start.
The Tree Ninja build focuses on use of one specific ability Treant possesses:
Nature's Guise only works when near trees. When in use, Treant is completely invisible, and as an added bonus is able to use any abilities or items without breaking the invisibility. The only way this ability CAN stop working is if the duration, at its max 60 seconds, runs out, or if you are not near any trees. Keep in mind it has a 2 second fade time, but if you use it while still invisible there will not be a fade time. As an added bonus, the Guise works on allies when they stay near trees, but unfortunately they cannot cast spells and remain invisible like you can.
Proper use of Nature's Guise can turn Rooft from a bulky durable tree to a silent and elusive assassin, with proper use of course. This build depends entirely on your ability to effectively maneuver through the map, taking full advantage of your invisibility. Indecision will only cause problems, and teammates will most assuredly be mad when you are just standing there invisible while lanes are pushed and towers are lost.
This will be your bread and butter in the early laning phase, the damage/healing combined with Treant's potent attack damage AND the Seed's slowing power can easily secure first blood on weaker foes, and allow complete control of the lane. It deals a total of 300 damage at its highest level, and heals that same amount. It does not scale well into the late game, but proper use can keep teammates healthy as well as slow enemies at crucial moments.
Once upon a time, this was a neat aura with a night/day mechanic. Now it's a low cost active ability that can heal allies as well as give them some protection from further attacks. The downside here is that it will dispell after the target is hit 6 times. Level this last, and use it on anyone or anyTHING that needs it. That's right, Treant's Living Armor works on ANYTHING allied, even structures!
Level this at the usual 6-11-16, as it's a very potent AOE disable! It can even go through magic immunity, but at the same time casting magic immunity while under its effects will get rid of it. I should mention that a Refresher Orb is a very good idea if the situation calls for it. With proper use of your invisibility, you can very easily suprise and gank the entire enemy team with this ability!
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