Treant Protector's Talents
450 AoE Living Armor
+40 Leech Seed Damage/Heal
+8 Living Armor Bonus Armor
+30 Nature's Grasp Damage
+15% Leech Seed Slow
-5s Nature's Grasp Cooldown
+2 Living Armor Health per second
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.
October 30 edit: just got more buffs so now his heal is even better!
As a basic guide you can babysit multiple lanes through the early game and keep those heroes in lane (completely, they shouldn't need to leave at all, they can even buy Clarity over healing items). After mid game, the heal is less effective on heroes due to HP pool being much larger, but you can still keep pushers pushing if they shout for heals. More useful though is to watch all the towers and keep their health topped up. The heal still works well on towers.
Soul ring is very nice also.
Skills: Max Aura/Leech first. Either one does fine maxed first, make sure to max the one you didn't chose to max first second. Get ulti when able, invis is last priority.
Items: Start off Wards/Chicken, few branches and regen. Eventually get a drum and mek or pipe. You are a tanky support. A blink dagger is usually picked up. After Mek/Pipe, Drum, and Blink, go for situational items like Assault Cuirass, Shivas, Sheepstick, etc. Force Staff can replace blink dagger too.