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GAME ENCYCLOPEDIA

Treant Protector

Description, attributes and patch history, in one place.

CURRENT GAME DATA

Calls upon the forest to root his foes

Treant Protector is ever the benevolent ally, sprouting regenerating armor for his cohorts and their fortifications alike. Emerging unseen from among the trees, he binds foes with overgrowth as he leeches health from enemies and into nearby allies.

Primary attribute: StrengthMeleeSupportDisablerDurableEscapeInitiator
Lore

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. There are all-consuming grasses, 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.

Strength25+3.4 per level
Agility15+1.8 per level
Intelligence17+1.8 per level
Health
670
Mana
279
Health regeneration
2.75
Mana regeneration
1.1
Min attack damage
85
Max attack damage
93
Armor
3.5
Magic resistance
25%
Movement speed
280
Attack range
150
Base attack time
1.9
Projectile speed
900
Turn rate
0.6
Day vision
1,800
Night vision
800

Innate ability

Grants bonus movement speed when near trees. Treant Protector additionally has Tree Walking if he has not taken damage for 2.75 seconds. While Tree Walking, Nature's Guise can be activated to grant Treant invisibility until he attacks or is no longer near a tree.

Detailed attributes
Cooldown (s)
36
MOVEMENT SPEED BONUS
10%
COOLDOWN
36
  • While affected by Nature's Guise, Treant can move unobstructed through other trees.
  • Vines from Nature's Grasp are considered trees for this ability.
  • While Tree Walking, taking damage does not disable the active ability or Tree Walking.

Abilities 5

Creates vines towards the target location. Vines slow down and deal damage to enemies that walk through. Does 35% less damage to creeps.

Detailed attributes
Cooldown (s)
23 / 21 / 19 / 17
Mana cost
90
Cast range
1,500
Cast point (s)
0.2
DAMAGE PER SECOND
35 / 50 / 65 / 80
MOVEMENT SLOW
25 / 30 / 35 / 40%
VINE DURATION
9 / 10 / 11 / 12

Treant's attack plants a life-sapping seed in an enemy unit. That unit takes additional magic damage, is rooted and disarmed for a short duration, and emits 2 healing pulses to up to 5 nearby allies of Treant Protector based on the damage dealt by the attack.

Detailed attributes
Cooldown (s)
15 / 12 / 9 / 6
Mana cost
35
Cast range
150
DURATION
0.75 / 1 / 1.25 / 1.5
DAMAGE TO HEALING
10 / 15 / 20 / 25%
BONUS DAMAGE
20 / 40 / 60 / 80
HEAL RADIUS
650

Infuses the target hero or structure with a protective coating which heals the target and blocks damage from player-controlled sources. Each time this spell blocks damage, the block amount is decreased. If the damage block is decreased to 0, the buff is removed early.

Detailed attributes
Cooldown (s)
24 / 21 / 18 / 15
Mana cost
80
Cast point (s)
0.3
HEAL PER SECOND
4 / 7 / 10 / 13
DURATION
12
MAX DAMAGE BLOCKED
60 / 80 / 100 / 120
DAMAGE BLOCK DECREASE
20

Aghanim’s Shard

Increases the Damage Blocked by Living Armor. Treant now also passively benefits from Living Armor, with the damage block resetting after not taking damage for 0 seconds.

  • Instances of damage less than 10 are ignored.

Eyes In The Forest

Granted by Aghanim’s Shard

Treant Protector enchants a tree, which grants him unobstructed vision in that location. The eyes last for 360 seconds and are invisible, but are destroyed if their host tree is destroyed or if they are attacked directly.

Detailed attributes
Mana cost
30
Cast range
350
Cast point (s)
0.2
  • Being entangled by Overgrowth through enchanted trees from Eyes in the Forest does damage.
  • If the enemy has True Sight, they will be able to see which trees are enchanted.

Summons an overgrowth of vines and branches around Treant that deal damage to afflicted enemies and prevent them from moving, blinking, going invisible, or attacking.

Detailed attributes
Cooldown (s)
110 / 100 / 90
Mana cost
200 / 250 / 300
Cast point (s)
0.5
DURATION
3 / 4 / 5
RADIUS
800
DAMAGE PER SECOND
95

Aghanim’s Scepter

Decreases Cooldown to 25 seconds. When casting Overgrowth, Treant Protector draws power from the soil, greatly increasing his size for 16 seconds. While enlarged, he gains phased movement with a fixed speed of 345, 100% bonus Strength, and a splashing attack that deals 60% of his attack damage in a 300 unit radius.

  • Works on Debuff Immune units, but if units gain debuff immunity after the effect starts, they'll break free.

Talent tree

Snapshot updated: Valve source

Current values, not historical patch values. Official descriptions are in English.

Change history

63 records
PATCH 7.40heroes

Treant Protector › Talents

6 changes
  • Level 10 Talent +2.5% Nature's Guise Movement Speed replaced with +50 Base Damage

  • Level 10 Talent Living Armor Heal Per Second increased from +2 to +4

  • Level 15 Talent +18% Leech Seed Movement Slow replaced with +10% Leech Seed Damage to Healing

  • Level 20 Talent Leech Seed Bonus Damage increased from +45 to +80

  • Level 20 Talent +8 Living Armor Bonus Armor replaced with +20 Living Armor Damage Block

  • Level 25 Talent -35s Overgrowth Cooldown replaced with -3s Leech Seed Cooldown

PATCH 7.40heroes

Treant Protector › Nature's Guise

4 changes
  • No longer upgraded with Aghanim's Shard

  • Now can be activated while tree walking to make Treant Protector invisible until he attacks or loses the Nature's Guise buff

  • Linger time: 2s. No Mana Cost. Cooldown: 50s. Cooldown is reduced by 3s per 2 Treant Protector's level ups

    Down to 8 seconds on level 29

  • Cooldown starts when the invisibility ends

PATCH 7.40heroes

Treant Protector › Nature's Grasp

4 changes
  • No longer does 50% more damage and slow when touching a tree

  • Damage per second increased from 30/40/50/60 to 35/50/65/80

  • Movement Slow increased from 20/25/30/35% to 25/30/35/40%

  • Creep penalty decreased from 50% to 35%

PATCH 7.40heroes

Treant Protector › Leech Seed

5 changes
  • Ability Reworked

  • Passive, auto-cast attack modifier

  • Treant Protector's attack plants a life-sapping seed in an enemy unit, dealing an extra 20/40/60/80 magic damage. The enemy is bound for 0.9/1.1/1.3/1.5s and emits two healing pulses, one upon application and one upon expiration, healing up to 5 allies within 650 units for 15/25/35/45 + 20% of the damage dealt by the attack. No Mana Cost. Cooldown: 15/12/9/6s. Breakable

  • Now only sends out a maximum of 5 heals per pulse, prioritizing heroes

  • No longer has a creep penalty for healing

PATCH 7.40heroes

Treant Protector › Living Armor

5 changes
  • No longer grants bonus armor

  • Now grants 100 damage block from player-controlled sources. Each time this spell blocks damage the effect is decreased by 35/30/25/20

  • Damage block affects any types of damage

  • The heal ends earlier if the damage block is reduced to 0

  • Instances of less than 20 damage are ignored by Living Armor. They are neither blocked nor counted towards block decrease

Source: Valve’s Dota 2 patch notes. Dates use UTC. This archive contains imported gameplay patches; it does not include every client hotfix. Dota 2 belongs to Valve.
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