GUIDE RATING

4 Votes

Tank Tree

November 1, 2012 by Private_Ryan
Comments: 8    |    Views: 6610    |   

Build 1

Build 1: Side Lane

DotA2 Hero: Treant Protector

Offense

Damage 81-89

Defense

Armor 1.1

Other

Movement Speed 300

Attributes

Strength 107.5
Agility 65
Intelligence 62

Basic Stats

Health 2278
Mana 1040

Purchase Order

Starting

Laning

Mid Game

Late Game

Situational/Ridiculously Over Fed



Hero Skills

Nature's Guise

1 12 13 14

Leech Seed

2 3 5 7

Living Armor

4 8 9 10

Overgrowth

6 11 16

Stats

15 17 18 19 20 21 22 23 24 25


Tank Tree

Private_Ryan
November 1, 2012


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--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.

Intro

Rooftrellen the Treant Protector is a melee Strength Hero who excels in supporting and strengthening his allies with his beneficial set of spells using the power of nature. He is a natural Tank, offensively and defensively, having both the highest natural attack damage, and the second highest overall Strength in the game. Manipulating the power of the plants at his will, he can grant invisibility and stealth to himself and his allies with Nature's Guise , replenish their health with Leech Seed which also slows and damage his prey. His Living Armor bless his allies with natural protection, giving them bonus health regeneration and damage block. His scariest feature is Overgrowth, though it doesn't deal damage, Rooftrellen summons vines, braches and roots to entangle his enemies, making them helpless and unable to attack for a long time.

Summary

Treant is a great support/tank hero, able to heal heroes/towers all around the map, heal himself and his lane partner in the early game to stay in lane longer, while being able to protect himself or his lane partner in the event of a gank by turning them invisible as long as they stay near the trees. His ultimate is considered on par with Tide's ultimate, however it has much shorter range, almost half the aoe, while at the same time has a much longer duration and goes through BKB. Remember, Treant is a tank/support hero. You should not be taking lane farm from a carry, should they be your lane partner, instead focusing on denying and keeping them alive with Living Armor and Leech Seed. However, if you lane with another support, such as Crystal Maiden or Dazzle, last hit as much as you can to quickly reach your core items.

Abilities


Natures Guise: 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, Nature's Guise is lost. Treant Protector can cast spells and remain invisible under Nature's Guise.

Range: 300
Duration: 15/30/45/60
Fade Time: 2
Tree Radius: 375
Bonus Movement Speed: 10%
Cooldown: 10/8/6/4 Mana Cost: 90/80/70/60


Leech Seed: 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.

Range: 350
Radius: 500
Duration: 3
Slow: 24%
Lifesteal per Pulse: 30/45/60/75
Cooldown: 18/16/14/12 Mana Cost: 140


Living Armor: Target an allied unit or structure. Grants bonus regeneration and physical damage block. Dispels when more than 6 damage instances are taken.

Range: Global
Duration: 6 damage instances or 15 seconds
Physical Damage Block: 20/40/60/80 (hero only)
Bonus Health Regeneration: 4/7/10/13
Cooldown: 15 Mana Cost: 25


Overgrowth: Summons an overgrowth of vines and branches around Treant that prevent afflicted enemies from moving, blinking, going invisible, or attacking.

Radius: 625
Duration: 3/3.75/4.5
Cooldown: 80 Mana Cost: 150/175/200

Strategy

Treant is an early game support and a late game tank. His abilities, aside from his ultimate, are really effective early game, as living armor can keep a tower healed up and leech seed can heal a significant amount of damage. But later on, when peoples max health gets up to about 1500 or so, 300 health from Leech Seed isn't all that much. And late game when a tower gets rushed, its not often that the team can defend it quick enough to save it, thus Living Armor becomes less reliable. Don't get me wrong, it is still a very useful ability, and you should ALWAYS have that ability on cooldown. Always be healing the towers. With such a high strength gain, Treant really beefs up late game with max health, and becomes much tankier.

A side note on his ultimate: His ultimate is greater than Tidehunters in the aspect that Treant's goes through BKB heroes. If you know that the other team has a few BKBs, try to save your ult until they start using them. Otherwise they will use BKB during the ult and just break free. Normally, just try to position your ult to hit as much of the enemy as possible. I personally don't like initiating with Treant's ult, unless other, more useful abilities are waiting for a good time, such as Black Hole or Freezing Field. If Treant initiates with his ult, those 3 seconds are wasted as your team then runs out to attack, instead of starting the team fight, then popping Treant's ult to disable everyone while your team wastes no time to continue the offense.

Item Build

To start off, you'll want to purchase a Stout Shield, an Iron Branch, a Soul Ring Recipe, and the Courier, being a support. The Stout Shield will allow you to tank some damage while either last hitting or denying for your lane partner and you can keep your health and that of your lane partner up by using the Soul Ring and casting Leech Seed whenever the enemy gets close to last hit. At best, this will force them out of the lane, giving you or your lane partner free farm, and at worst they'll still last hit but you will get healed for 300 health.

Finish the Soul Ring in lane and start spamming Leech Seed to keep your ally's health up and the enemy away from the farm! Then you'll rush Vangard to give Treant a good tanking bonus, with greater health and damage block to stack with Living Armor. Now you should finish a Headdress before the tower fighting begins. This will help your team regen a little health between fights.

At this point, someone should have taken a tower or two, and your team has begun to hop between lanes to push the rest. You should quickly finish a Mekansm to give a good heal and armor bonus during a team fight. Now your team should be easily handling team fights, what with the Mekansm heal and armor and your dangerous 3 second AOE disable with your ult, OVERGROWTH. You can then build a pair of Arcane Boots and sell your Soul Ring. Remember to refresh your ally's mana and not just your own! You should also pick up a Perseverance ring, to build either a Bloodstone or Refresher Orb, depending on what your team needs.

If your team needs more tanking, finish the Bloodstone first, giving a huge health boost, as well as immense mana regen to keep all your spells on cooldown, such as Leech Seed or Living Armor. You can disassemble the Arcane Boots for the mana booster and build Treads out of the Boots. Once you finish the Bloodstone, you can sell the Soul Ring to give you more inventory space. If your ult isn't securing kills well enough or giving a big enough advantage during team fights, rush a Refresher Orb to give a total of 6/7.5/9 seconds of AOE disable. This is a ridiculous amount of time for a complete enemy team disable, and if you manage to finish the Refresher Orb, consider the game over for the enemy team.

If the game has not ended yet, pick from some of the situational items, such as Heart, Assault Cuirass, Radiance, or Pipe, for ultra tanking/support. Radiance is especially helpful as it gives a large damage boost and an easy harassing method while invisible under Nature's Guise.

Guide Discussion
Quote | PM | +Rep by wilddeonpwn » November 1, 2012 1:19am | Report
Nice guide, I like it! +1, but here's some feedback:

Maybe you shouldn't start with the soul ring recipe. Start with a Tango or Salve instead, as you'll probably need more regen. Other than that, I like this very much. Tank Treant is the way to go and this item build seems to work quite well, I will try it next time I think about playing him.

Anyways, this is a great addition the the Treant guides, you should be proud. Well done good sir!

wilddeonpwn


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Quote | PM | +Rep by jaslam » November 1, 2012 5:37am | Report
I would say an early arcane is better than treads. You will notice that Treants skills become more mana efficient as he levels them (particularly nature's guise) so the boosted mana, as well as the active for the whole team would be beneficial. you can break it up later on for the bloodstone anyway, and then get treads or travel. (that attack speed boost is minimal, as you're not designed to essentially hit something continuously - that's someone elses job.)

Though it is more expensive - a mech can give you the same benefits as a vangaurd. you may not have the dmg block - but the armour will increase your EHP quite a bit, + the fact your str is already high is also good. the active is of course one of the best for the team in the game. Don't forget you still have the stout shield for some dmg block anway (or upgrade to poormans for an extra 300)

I would be careful with referesher as your first major buy - I'm pretty sure you wouldn't have enough mana to cast all skill, refersher and OG/all skill again..

jaslam


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Quote | PM | +Rep by Private_Ryan » November 1, 2012 9:37am | Report
jaslam wrote:

I would say an early arcane is better than treads. You will notice that Treants skills become more mana efficient as he levels them (particularly nature's guise) so the boosted mana, as well as the active for the whole team would be beneficial. you can break it up later on for the bloodstone anyway, and then get treads or travel. (that attack speed boost is minimal, as you're not designed to essentially hit something continuously - that's someone elses job.)

Though it is more expensive - a mech can give you the same benefits as a vangaurd. you may not have the dmg block - but the armour will increase your EHP quite a bit, + the fact your str is already high is also good. the active is of course one of the best for the team in the game. Don't forget you still have the stout shield for some dmg block anway (or upgrade to poormans for an extra 300)

I would be careful with referesher as your first major buy - I'm pretty sure you wouldn't have enough mana to cast all skill, refersher and OG/all skill again..


You'll only be able to finish the refresher late game since Treant isn't supposed to farm a lot, and by that point you would have just enough mana for a double overgrowth. And thank you for the arcane recommendation, but I personally go with a Soul Ring because its easy to finish very quickly and in lane, if it takes you a long time to get arcane boots, you wont be able to use leech seed as effectively in the beginning, and i'll add the Mek

Private_Ryan


Posts: 5
Quote | PM | +Rep by Laudes » November 2, 2012 8:23am | Report
Arcane boots and soul ring should be in all treant games! Same on all str-supports, soul ring!

Laudes


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Posts: 14
Quote | PM | +Rep by Atlas » November 2, 2012 4:09pm | Report
Why is a bloodstone needed? He isn't terribly mana-costly.

Atlas
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Quote | PM | +Rep by Private_Ryan » November 2, 2012 8:03pm | Report
Atlas wrote:

Why is a bloodstone needed? He isn't terribly mana-costly.


A bloodstone gives a huge tank bonus with the +500 health, and if you get refresher, then having that mana regen helps to keep casting abilities. Always keeping Leech Seed on cooldown during a fight can really help, as your entire team will get 300 health about every 12 seconds

Private_Ryan


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Quote | PM | +Rep by Mirror » November 10, 2012 1:35pm | Report
I like the color and most of the content but I disagree with radiance in the over fed group. radiance is only good if rushed. Since the blood stone refresher and heart all should come first the game would have been going on for some time. Still a solid job +1

Mirror
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Quote | PM | +Rep by Private_Ryan » November 13, 2012 6:10pm | Report
Mirror wrote:

I like the color and most of the content but I disagree with radiance in the over fed group. radiance is only good if rushed. Since the blood stone refresher and heart all should come first the game would have been going on for some time. Still a solid job +1


Even if its mostly late game, having a radiance burning everyone throughout an entire team fight can still stack up damage. Mostly its just for more teamfighting damage, even if it is not as useful late game, plus adding 60 damage to Treants already considerable damage per hit is pretty helpful, since with Treads he'll be attacking considerably quicker.

Private_Ryan


Posts: 5

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