
Treant Protector
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. <br><br>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. <br><br>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.
Base STR
25 +3.4
Base AGI
15 +1.8
Base INT
20 +1.8
Move Speed
280
Attack Range
150
Base Armor
1
Attack DMG
60–68
Projectile
900
Innate Abilities

Nature's Guise
Cooldown
36s
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.
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.
The Protectors don't often come into vision; their natural state being nestled within their leafy brethren.
Abilities

Nature's Grasp
Cooldown
23 / 21 / 19 / 17s
Mana
90
Creates vines towards the target location. Vines slow down and deal damage to enemies that walk through. Does 35% less damage to creeps.
DAMAGE PER SECOND:
35 / 50 / 65 / 80
MOVEMENT SLOW:
25 / 30 / 35 / 40%
VINE DURATION:
9 / 10 / 11 / 12
The tendrils of Rooftrellen's influence stretch to all corners of the forest.

Leech Seed
Cooldown
15 / 12 / 9 / 6s
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.
DURATION:
0.9 / 1.1 / 1.3 / 1.5
DAMAGE TO HEALING:
20%
BONUS DAMAGE:
20 / 40 / 60 / 80
HEAL RADIUS:
650
Rooftrellen nurtures the beings under his stewardship, sustained by the lifeforce of trespassers into his sacred ground.

Living Armor
Cooldown
24 / 21 / 18 / 15s
Mana
65 / 70 / 75 / 80
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.
HEAL PER SECOND:
4 / 7 / 10 / 13
DURATION:
12
MAX DAMAGE BLOCKED:
60 / 80 / 100 / 120
DAMAGE BLOCK DECREASE:
20
- Instances of damage less than 20 are ignored.
The roots and tendrils of the Treant Protectors are far-reaching, stimulating the growth and rejuvenation of all of nature.

Overgrowth
Cooldown
110 / 100 / 90s
Mana
200 / 250 / 300
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.
DURATION:
3 / 4 / 5
RADIUS:
800
DAMAGE PER SECOND:
95
- Works on Debuff Immune units, but if units gain debuff immunity after the effect starts, they'll break free.
Rooftrellen calls the ancestral spirit of nature, releasing its power through all of his kin.
Talents

Aghanim's Scepter

Overgrowth
Decreases Cooldown to 110 / 100 / 90 seconds. When casting Overgrowth, Treant Protector draws power from the soil, greatly increasing his size for 0 seconds. While enlarged, he gains phased movement with a fixed speed of 0, 0% bonus Strength, and a splashing attack that deals 0% of his attack damage in a 0 unit radius.

Aghanim's Shard

Eyes In The Forest
Mana
30
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.
- 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.
One can never be too certain who, or what, might need protecting.
Hero Performance
Median across all public matches · OpenDotaForm
49%
Win rate in recent matches
Performance
38%
KDA ratio (kills + assists / deaths)
Laning
12%
Last hits per minute over full game
Farm
41%
Average gold per minute
Fighting
12%
Average kills + assists per match
Experience
59%
Average XP per minute
Strategy
When to Pick Treant Protector?
Almost 800 HP and over 90 base damage at level one. No other support hero in Dota 2 comes close to those numbers. That is the foundation of everything Treant does—he walks into the lane looking like a core, hits like a core, and then proceeds to globally heal his entire team while going invisible in the trees. The current patch rewards hard supports who are either strong laners that can pair with ranged cores OR heroes with spammable global healing. Treant does both simultaneously, which is why he keeps showing up in strong win rate brackets whenever the meta leans into physical damage and sustained fighting—which is exactly what the current aggressive laning meta delivers.
The kit has become more unified in the current patch. Nature's Guise is now his innate—providing tree walking whenever he has not taken damage for 3 seconds and invisibility while standing near any tree, scaling in cooldown with hero level so by mid-game he is moving between trees almost at will. Nature's Grasp creates a line of vines toward a target location; those vines slow and damage enemies who walk through them AND count as trees for Nature's Guise purposes—meaning Treant can create his own invisibility cover in the middle of an open area by laying vines and immediately standing in them. The combination of these two abilities means a Treant who is not actively taking damage is essentially permanently invisible somewhere in the tree line with no item investment whatsoever, watching both lanes, preparing a gank that the enemy has no vision of until it is already happening. Leech Seed in the current version is now an attack modifier—Treant attacks an enemy to plant the seed, dealing additional magic damage, binding them briefly, and sending healing pulses to up to five nearby allied heroes simultaneously. This means every single Treant auto-attack in the early lane is potentially a slow, a bind, a damage instance, AND a heal to multiple allies at once—which is why CyberScore confirmed him as the hard support leader with the highest win rate heading into the current patch period.
Living Armor is the global tool that makes Treant irreplaceable in certain drafts—a global cast that provides damage block and HP regeneration to any ally on the map. The current patch increased the damage negation per instance from 100 to 120 while reducing the cooldown significantly to 24/21/18/15 seconds at max level. A cooldown of 15 seconds at max level means Living Armor is essentially permanently rotating between your most vulnerable allies every time they engage. Against a heavy physical damage lineup where your carry is taking sustained right-click damage, Living Armor's 120 damage negation per instance absorbing the hardest hits while simultaneously regenerating HP means the enemy physical carry has to land significantly more attacks to achieve what their item build promised. Overgrowth is the ultimate that defines Treant's teamfight presence—an AOE root that prevents movement, blinking, going invisible, and attacking for the full duration. It works on debuff-immune heroes IF the root lands before they activate BKB—a hero who pops BKB AFTER Overgrowth lands are already rooted and cannot move until the duration ends. Aghanim's Scepter takes this further by letting enchanted trees extend Overgrowth's reach—every tree on the map that Treant has enchanted creates an 800-radius Overgrowth extension when the ultimate is cast. He is disgusting in physical damage heavy lineups where Living Armor negates the right-click threat, in immobile heroes who cannot dodge Nature's Grasp vines, and in aggressive safe lanes where his level one physical threat immediately matches or outclasses any support who tries to contest him. He struggles against heavy magic damage lineups where Living Armor provides no block, against teams with multiple gap closers who can reach him in the trees with true sight, and against Gem of True Sight carriers who reveal his invisibility permanently.
Tips & common mistakes
- Nature's Guise invisibility activates after 3 seconds without taking player damage—most pub Treant players stand in trees and wait for invisibility before moving to gank, wasting the invisible approach time by being visible during the walk toward trees. The correct use is planning the approach so you reach the trees already 3 seconds away from the last damage taken, then continuing the invisible walk toward the target's lane without stopping. If you have to wait for invisibility to activate after reaching the trees, you are already positioned too late.
- Nature's Grasp vines count as trees for Nature's Guise — most pub Treant players use Nature's Grasp purely as a slow during fights and never think about the invisible approach application. Casting Nature's Grasp toward an approaching gank path and standing in the fresh vines immediately makes Treant invisible in an open area where no real trees exist. This allows Treant to set up Overgrowth from unexpected positions in open terrain that the enemy thinks is completely ward-covered and safe.
- Leech Seed is now an attack modifier — most pub Treant players from previous patches still think of it as a targeted spell and cast it separately. In the current version, leveling Leech Seed and landing right-click attacks in the lane is simultaneously harassing with the bonus magic damage, binding the target briefly, AND healing multiple allied heroes at once. Maximizing Leech Seed value means prioritizing auto-attacks on enemy heroes—not just standing at range and last-hitting creeps—because every landing attack is doing work for your carry's HP pool simultaneously.
- Overgrowth roots heroes who already had BKB active when it lands, but heroes who activate BKB AFTER the root lands break free—most pub Treant players Overgrowth into a fight and then watch BKB heroes walk out of it, having activated immunity after the cast. The correct approach is blinking into the overgrowth range. AFTER BKB is activated by the enemy team, so the root catches heroes who have already used their immunity window and cannot reactivate until the next cooldown. Wait for the BKB activation, then blink in and overgrowth the team that is now vulnerable for the full root duration.
- Living Armor's global cast can target any allied hero or structure on the map — most pub Treant players cast it reactively on whoever is being attacked in front of them. The correct use is proactively casting Living Armor on your mid laner before they walk up to their mid opponent, on your carry before a gank arrives, and on your towers when the enemy is pushing. The 120 damage negation per instance actively absorbed by a tower takes significantly longer to destroy—one Living Armor on a pushed tower sometimes represents the difference between the enemy killing it before your team responds.
- Treant has the highest base HP and damage of any support hero at level one — most pub Treant players play passively and heal their carry from the back of the lane, wasting the advantage that makes him uniquely powerful at level one. The correct laning approach is trading aggressively with the enemy support in the opening minute—you win that trade almost every time because of the raw stat advantage—then using the enemy support's retreat to zone the offlaner and deny farm while your carry secures last hits freely. If your offlaner is intimidated by Treant's base damage in the first two minutes, they will have a miserable laning phase.
Summary
Treant Protector is one of those hard supports that fly under the radar between his periods of dominance—CyberScore confirmed him as the hard support winrate leader heading into the current patch, the current meta rewards exactly the archetype he fills, and the current patch's Living Armor buff plus Nature's Guise scaling means he improves throughout the game in ways the numbers do not fully capture.
Enormous level one physical presence that the enemy cannot match, global healing that keeps your entire team healthier than any other support can achieve, and an Overgrowth that locks the entire enemy team in place for several seconds while your cores deal unlimited damage—that combination is quietly one of the best hard support kits in the game. Put him into physical damage lineups. Blink in after the BKBs pop.
And remember — the tree you are standing next to does not guarantee you are safe. It just means Treant is probably already there.
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