4 | 9 | 12 | 13 |
2 | 8 | 10 | 14 |
1 | 3 | 5 | 7 |
6 | 11 | 16 |
15 | 17 | 18 |
Hello! I am pretty new to both this site and DotA 2. But i tried Treant Protector once and the first game i played everyone called me MVP even the enemy team. And i became completly hooked to him. So i thought "Why not share my experience with Treant". And this is the build i use all the time when i play him and it an awesome build to support your team from every lane on the map! And please don't write anything mean this build is my own personal build that i use all the time and i am happy with it, but you can always give me feedbacks on what i should improve about the guide. Or if you have any questions don't hesitate to ask. All the guides i make are my own builds that i use. And i am sorry if my English can be bad at some times.
Words that i mark with Green means that i want to point out that specific awesome part of the spell.
Words that i mark with Red means that i want to point out that specific part i don't like with the spell.
Far to the west, in the mountains beyond the Vale of Augury, lie the remains of an ancient power, a fount of eldritch energy nestled deep in the high woods. It is said that the things that grow here, grow strangely. To the forces of nature this is a sacred place, made to stay hidden and unknown. Many are the traps and dangers of this land--all-consuming grasses and crossbred fauna and poisonous flowers--but none are so fierce as the mighty Treant Protectors. These ageless, titanic beings, charged with keeping the peace in this dangerous land, ensure that none within encroach without reason, and none without poach their secrets. For time untold they tended to their holy ground, uninterrupted, only dimly aware of the changing world beyond. Yet inevitably the wider world grew aware of this untamed land, and with each passing winter the outsiders grew bolder. Soon they arrived with tools to cut and with flames to burn, and often the Treants would ponder: who are these fragile, industrious creatures? What now had become of the wild, green world? There came and went an age of questions and of doubts, a thousand summers of long traditions set to scrutiny, while more and more the outsiders died and fed their earth. When all that bloomed had finally finished their say, curiosity had overcome caution. It was decided: a lone Protector would be sent into the wider world, and instructed to wander until the glaciers arose once more, to observe the changing land and its creatures, and to discover what unknown dangers could threaten their sacred ground.
In early I choose to rush the Energy Booster because Treant Protector can keep himself and other alive with his Living Armor in the beginning therefore not needing any Tango (Because tangos are cannibalism :P) or Healing Salve or not even Clarity because your spells are so cheap in lower levels and by level 2-3 i usually have my Energy Booster (Depends on last-hits). Then after Energy Booster i buy Boots of Speed.
In Mid-Game depends on who you are laning with but i usually go for Mekansm then Vladmir's Offering.
In Late Game you should go for Assault Cuirass and then go for any items you want.
Nature's Guise
Casting Method: Active
Targetting Method: Unit
Allowed Targets: Allied Units
Causes the targeted unit to blend in with the forest, becoming invisible to enemies and gaining a movement speed bonus when near a tree. If the unit moves away from a tree or the spell is cast on a unit with no nearby trees, Guise is lost.
Range: 300 (Could be longer range)
Duration: 15 / 30 / 45 / 60
Fade Time: 2
Tree Radius: 375
Bonus Movement Speed: 10%
This skill can be effective in later levels in my opinion. That is why I pick this skill in level 9. The spell can be used to help a strong teammate to gank or save yourself and/or teammate from a gank. But if you know how to handle your heals and items you won't be needing this skill until level 9.
Mana Cost: 90 / 80 / 70 / 60 Cooldown Time: 10 / 8 / 6 / 4
Leech Seed
Ability Affects: Damage
Target Unit: Enemies
Type of Damage: Magical
Treant plants a life-sapping seed in an enemy unit, draining its health, while simultaneously slowing it. The seed heals friendly units around it equal to the amount drained. Pulses 4 times. (Could pulse more times)
Range: 350
Radius: 500
Duration: 3
Slow: 24%
Lifesteal per Pulse: 30/45/60/75
Cooldown Timer: 16/14/12/10
Mana Cost: 140 mana
Rooftrellen nurtures the beings under his stewardship, sustained by the lifeforce of trespassers into his sacred ground.
This spell is good if you have it in a high level in early game but when in late game and for exampe you have a strenght hero with 3000+ hp it is pretty worthless, the only good thing with it in late game is the slow on 24%.
Living Armor
Ability Affects
Target Unit Allies
Target an allied unit or structure. Grants bonus regeneration and physical damage block. Dispels when more than 7 damage instances are taken.
Range: Global
Duration: 7 damage instances or 15 seconds
Physical Damage Block: 20/40/60/80
Bonus Health Regeneration: 4/7/10/13
Cooldown timer: 15 seconds
Mana Cost: 25 mana
The roots and tendrils of the Treant Protectors are far-reaching, stimulating the growth and rejuvenation of all of nature.
This is the skill that i love because it is GLOBAL and it can heal high amounts of damage in early and late game. And it has the same cooldown as duration if you don't get attacked by heroes more than 7 times.
Overgrowth
Summons an overgrowth of vines and branches around Treant that prevent afflicted enemies from moving, blinking, going invisible, or attacking.
Radius: 625 (Could be larger radius)
Duration: 3/3.75/4.5
Cooldown Timer: 70
Mana Cost: 150/175/200 Mana
Rooftrellen calls the ancestral spirit of nature, releasing its power through all of his kin.
NO DAMAGE ULTIMATE!
But even this skill dosen't do any damage it can be usefull against any Hero that can render themself invisible and/or blink or ofcourse just attack.
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