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.
Hey guys. This is a short and sweet guide for a tank(ish) support. I noticed my build is slightly different than some so try it out if you'd like. I've seen a lot of people max out living armor as soon as possible. I find that I can still play a decent support while not focusing on Living Armor. The skill build I've shown allows me to start ganking well by level 7. I probably won't go into a whole lot of detail about certain things due to the fact that there is tons of information in other guides for Treant. Some may consider this a standard "noob" build, but sometimes that's what people need. This guide also won't be as pretty and organized as the others, but is my first guide so let me know what I can do to make it better.
A good Treant Protector can be invaluable to a team. There are different ways to build, but I like to have a balance between Support and Tank. Sometimes support characters are extremely useful early and mid game, but not as important late game. This is the reason that I enjoy playing Treant as a tanky support.
Treant has second highest strength in the game. You'll find that Treant Protector is extremely useful in about any teamfight, as he is able to withstand a good amount of damage. Nature's Guise allows Treant to protect himself and his teammates for a quick escape.
In early game, Treant Protector also grants his ability to stay in the lane for a long period of time and help his teammates with the global Living Armor spell. Rooftrellen can also cast Living Armor on friendly towers, keeping his base alive while his team is pushing on.
Nature's Guise, which can be cast on allied heroes as well as himself, gives the hero movement speed and invisibility when near a tree. This can be utilized for great ganking opportunities. Pudge, Tiny, or Lifestealer, Rooftrellen are great allies for Treant Protector. Treant Protector's Leech Seed ability slows enemies and also heals nearby friendlies via pulse.
Treant Protector's ultimate ability, Overgrowth, is a very powerful disable. Using this ability in team fight can prevent other heroes from blinking/invisibility. If used correctly, it can be a very deadly ultimate.
This is a great skill to have for many reasons. Ganking, escaping, or saving a teammate. Because of the increased movement speed, you can also use it to catch up to a feeling hero. Keep in mind, you must stay close to a tree in order for this ability to work. With a fade time of 2, you must cast this before you prior to getting to the "point of no return" in order to prevent yourself from wasting mana.
Treant protector is still able to cast abilities while remaining invisible to enemy heroes. If you have to hide yourself for any reason in a fight, you can still stick around for support.
You must communicate with your teammates. If you try to cast this spell trying to save unknowing teammates you typically end up wasting your mana. Many players forget about Treants ability to hide them while panicking to get away from a gank.
Possibly one of the most useful abilities of Treant is Leech seed. It's a great slow to allow for ganking. Along with slowing an enemy, it also pulsates and heals surrounding friendlies. This can be useful early game if being chased or if you find yourself in a tight spot.
Using this in conjunction with Nature's Guise will give you a chance to set up ganks, or get away in tight spots.
If need be, building a soul ring will allow you to harass enemies in your lane and can be quite beneficial for gaining gold early.
I know many Treant players max out Living Armor by level 7, but with this build you can still be a good support character while being effective for early kills.
This ability heals your allies. With low mana cost and quick cooldown. You can quite easily spam this ability. Use it often. Pay attention to other lanes and see if your friendlies need some hp. The longer they can stay in the lanes without healing, the better off your team will be down the road.
Besides healing your allies, you can use this spell on TOWERS! I see a lot of Tree players go full games without once using this ability on towers. Especially early game, this can be very useful.
Be aware of the map. Be able to see your allies that need help, or towers that need more life.
Overgrowth is a great disable. Perfect for ganking. Excellent for getting away.
This Ultimate ability will hold all heroes in place within the AOE.
Overgrowth breaks through magic immunity to hold heroes in place, but if the magic immunity is cast after, the hero will break through.
Every game is different. Adjust your build to the needs of the game.
Obviously just because you don't build to be a total support, doesn't mean you can't get items that help. Example: couriers and wards. Carries should not be in charge of buying such items. The more money your carry can spend on damage items, the better off your team will be.
This build for early game is obviously not set in stone. Change to the needs of the game. Get your boots early and shoot for arcane boots asap. Finish out your vanguard and see where the game is at.
The two core items I religiously get are Arcane boots and Vanguard. If it's a bad start, Ring of Basilius and a bracer can be fit in early. As I've said multiple times - every game is different.
The vanguard allows me to last a bit longer in team battles. You can take advantage of this and get AOE items that benefit your team. Assault Curri***, Drum of Endurance, Vladmir's Offering, Mechanism, etc.
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