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StrengthStrength · Melee

Treant Protector

Calls upon the forest to root his foes

SupportDisablerDurableEscapeInitiatorModerate to play
Treant Protector portrait

Win rate

45.5%

D across all ranks

Pick rate

2.2%

of public matches

Public picks

72.9K

in the sample

Pro scene

0

0 bans · 0% win rate

Win rate by rank

  • Herald1Herald45.4%
  • Guardian2Guardian45.4%
  • Crusader3Crusader45.3%
  • Archon4Archon44.9%
  • Legend5Legend45.6%
  • Ancient6Ancient46.2%
  • Divine+7Divine+45.9%

Bars start at 50%. Sample sizes: Herald 2.1K · Guardian 7K · Crusader 12.5K · Archon 17.7K · Legend 18.3K · Ancient 9.8K · Divine+ 5.5K.

Last 6 days

45.1%

Popular item build

Starting items

Bought before the horn

  1. 1

    Boots of Speed

    500g
  2. 2

    Blood Grenade

    50g
  3. 3

    Observer and Sentry Wards

    50g
  4. 4

    Smoke of Deceit

    50g
  5. 5

    Sentry Ward

    50g
  6. 6

    Observer Ward

    0g

Laning

The first minutes

  1. 1

    Boots of Speed

    500g
  2. 2

    Urn of Shadows

    825g
  3. 3

    Arcane Boots

    43%1,500g
  4. 4

    Tranquil Boots

    900g

Mid game

Core items

  1. 1

    Blink Dagger

    45%2,250g
  2. 2

    Arcane Boots

    43%1,500g
  3. 3

    Essence Distiller

    1,775g
  4. 4

    Solar Crest

    2,575g

Late game

The full build

  1. 1

    Blink Dagger

    45%2,250g
  2. 2

    Aghanim's Scepter

    4,200g
  3. 3

    Force Staff

    2,200g
  4. 4

    Solar Crest

    2,575g
  5. 5

    Vladmir's Offering

    2,200g
  6. 6

    Lotus Orb

    3,850g

Most-bought items for Treant Protector in OpenDota’s sample of parsed public matches (762 purchases counted). Bars compare each item with the most-bought one in its phase. The percentage is the win rate in games where Treant Protector bought the item by minute 30 (green or red when it is clearly above or below Treant Protector’s average). Teams that are ahead buy items sooner, so a high number shows the item goes with winning games, not that it causes the win. Items with fewer than 100 games show no percentage. Cheap components are hidden from the mid and late game.

What these items do

  • Boots of Speed

    500

    • +45 Move Speed

    Movement speed bonuses from multiple pairs of boots do not stack.

  • Blood Grenade

    50

    • +50 Health

    Use: Throw Grenade: Throw a grenade at the target area. Enemies in the area will take 50 damage on impact, and be slowed by -15% and take 15 damage every 1s for 5…

    Full description

    10s

    Use: Throw Grenade. Throw a grenade at the target area. Enemies in the area will take 50 damage on impact, and be slowed by -15% and take 15 damage every 1s for 5 seconds. Radius 300.

  • Observer and Sentry Wards

    50

    Use: Plant: Plant the currently active ward. Double-Click to switch the currently active ward.

    Full description

    Use: Plant. Plant the currently active ward. Double-Click to switch the currently active ward.

    • Hold Control to give one ward to an allied hero.
  • Smoke of Deceit

    50

    Use: Disguise: Turns the caster and all allied player-controlled targets in a 1200 radius invisible, and grants 15% bonus movement speed for 45 seconds.

    Full description

    1s

    Use: Disguise. Turns the caster and all allied player-controlled targets in a 1200 radius invisible, and grants 15% bonus movement speed for 45 seconds. While the caster is still disguised, any allies that come within 300 range of them will also get the buff applied to them. Each smoke can only be applied once to allies. Attacking or moving within 1025 range of an enemy hero or tower, will break the invisibility. Disguise grants invisibility that is immune to True Sight. Smoke of Deceit is usable from the backpack and has no cooldown when swapped into the main inventory.

  • Sentry Ward

    50

    Use: Plant: Plants a Sentry Ward, an invisible watcher that grants True Sight, the ability to see invisible enemy units and wards, to any existing allied vision within a…

    Full description

    1s

    Use: Plant. Plants a Sentry Ward, an invisible watcher that grants True Sight, the ability to see invisible enemy units and wards, to any existing allied vision within a 1050 radius. Lasts 7 minutes. Does not grant ground vision. Hold Control to give one Sentry Ward to an allied hero.

  • Observer Ward

    0

    Use: Plant: Plants an Observer Ward, an invisible watcher that gives ground vision in a 1600 radius to your team. Lasts 6 minutes.

    Full description

    1s

    Use: Plant. Plants an Observer Ward, an invisible watcher that gives ground vision in a 1600 radius to your team. Lasts 6 minutes. Hold Control to give one Observer Ward to an allied hero.

  • Urn of Shadows

    825

    • +1 Mana Regen
    • +2 All Attributes
    • +2 Armor

    Active: Soul Release: Provides 30 health regeneration when cast on allies, and deals 25 damage per second when cast on enemies. Lasts 8 seconds.

    Full description

    10s

    Active: Soul Release. Provides 30 health regeneration when cast on allies, and deals 25 damage per second when cast on enemies. Lasts 8 seconds. Gains charges every time an enemy hero dies within 1500 units.

    • Empty urns gain 2 charges.
    • If the allied unit is attacked by an enemy hero or Roshan, the effect is lost.
    • Does not trigger spell block or spell reflect.
  • Arcane Boots

    1,500

    • +45 Move Speed
    • +0.25 Mana Regen
    • +125 Mana

    Active: Replenish: Restores 150 mana to all nearby allies. Radius: 1200

    Win rate when bought43.0% · 237 games

    • ≤ 12 min48%134
    • 12–15 min36%59
    • 15–20 min38%39
    • 20–30 min–5
    Full description

    55s

    Active: Replenish. Restores 150 mana to all nearby allies. Radius: 1200

    Passive: Basilius Aura. Grants 1 mana regeneration to allies. Radius: 1200 Movement speed bonuses from multiple pairs of boots do not stack.

    • Does not work on Meepo clones.
  • Tranquil Boots

    900

    • +65 Move Speed
    • +14 Health Regen

    Passive: Break: Whenever you attack a hero or are attacked by any unit, the bonus 14 HP regen is lost and the movement speed bonus is reduced to 40 for 13 seconds.

    Full description

    13s

    Passive: Break. Whenever you attack a hero or are attacked by any unit, the bonus 14 HP regen is lost and the movement speed bonus is reduced to 40 for 13 seconds. Movement speed bonuses from multiple pairs of boots do not stack.

  • Blink Dagger

    2,250

    Active: Blink: Teleport to a target point up to 1200 units away. Blink Dagger cannot be used for 3 seconds after taking damage from an enemy hero or Roshan.

    Win rate when bought45.1% · 153 games

    • ≤ 12 min–5
    • 12–15 min–2
    • 15–20 min60%35
    • 20–30 min41%111
    Full description

    15s

    Active: Blink. Teleport to a target point up to 1200 units away. Blink Dagger cannot be used for 3 seconds after taking damage from an enemy hero or Roshan.

    • Self-casting will cause you to teleport in the direction of your team's fountain.
  • Essence Distiller

    1,775

    • +1.5 Mana Regen
    • +3 All Attributes
    • +6 Armor
    • +150 Mana

    Active: Soul Release: Provides 40 health regeneration when cast on allies.

    Full description

    10s

    Active: Soul Release. Provides 40 health regeneration when cast on allies. Can be ground targeted to lie dormant for up to 15s and attach to the first enemy that comes within 450 radius. When on enemies, deals 25 damage per second and provides True Sight over them and shares their vision with the wearer's team. Lasts 8 seconds. Gains charges every time an enemy hero dies within 1500 units.

    • Empty distillers gain 2 charges.
    • Only the closest Essence Distiller to the dying hero will gain a charge.
    • If the allied unit is attacked by an enemy hero or Roshan, the effect is lost.
    • Does not trigger spell block or spell reflect.
    • While dormant, provides vision in 450 radius. Vision lingers for 0.5s after latching.
  • Solar Crest

    2,575

    • +7 Armor
    • +25 Move Speed
    • +200 Mana
    • +200 Health

    Active: Shine: When cast on an ally, grants them 5 armor, 60 attack speed, 15% movement speed and a 350 physical damage barrier.

    Full description

    16s100

    Active: Shine. When cast on an ally, grants them 5 armor, 60 attack speed, 15% movement speed and a 350 physical damage barrier. Does not grant bonus armor, movement or attack speed if used on self. Duration: 7

    • Shares cooldown with Pavise.
  • Aghanim's Scepter

    4,200

    • +10 All Attributes
    • +175 Health
    • +175 Mana

    Passive: Ability Upgrade: Upgrades the ultimate, and some abilities, of all heroes.

  • Force Staff

    2,200

    • +10 Intelligence
    • +175 Health

    Active: Force: Pushes any target unit 600 units in the direction it is facing.

    Full description

    19s150

    Active: Force. Pushes any target unit 600 units in the direction it is facing.

    • Self-cast will cause you to use Force on yourself.
    • Force Staff doesn't interrupt the target's actions.
    • Will not work on a unit inside Chronosphere, Duel, or Black Hole.
    • Force Staff has 850 cast range when cast on enemies.
  • Vladmir's Offering

    2,200

    • +1 Armor
    • +0.75 Mana Regen

    Passive: Vladmir's Aura: Grants 20% lifesteal, 18% bonus damage, 1 mana regeneration, and 2 armor to nearby allies. Radius: 1200

    Full description

    Passive: Vladmir's Aura. Grants 20% lifesteal, 18% bonus damage, 1 mana regeneration, and 2 armor to nearby allies. Radius: 1200

    • Lifesteal on attacks against creeps is reduced to 12%.
  • Lotus Orb

    3,850

    • +10 Armor
    • +6.5 Health Regen
    • +4 Mana Regen
    • +250 Mana

    Active: Echo Shell: Applies a shield to the target unit for 5 seconds which re-casts most targeted spells back to their caster.

    Full description

    15s175

    Active: Echo Shell. Applies a shield to the target unit for 5 seconds which re-casts most targeted spells back to their caster. The shielded unit will still take damage from the spell. Dispel Type: Basic Dispel

    • Targeted abilities from neutral items do not trigger Echo Shell.

Abilities

Nature's Grasp

23 / 21 / 19 / 17s90

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

Leech Seed

15 / 12 / 9 / 6s35

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
0.75 / 1 / 1.25 / 1.5
DAMAGE TO HEALING
10 / 15 / 20 / 25%
BONUS DAMAGE
20 / 40 / 60 / 80
HEAL RADIUS
650

Living Armor

24 / 21 / 18 / 15s80

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 10 are ignored.

Aghanim’s ShardIncreases 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.

Eyes In The Forest

Granted by Aghanim’s Shard30

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.

Nature's Guise

Innate36s

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.

Overgrowth

Ultimate110 / 100 / 90s200 / 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.

Aghanim’s ScepterDecreases 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.

Talents

-3s Leech Seed Cooldown

25

450 AoE Living Armor

+20 Living Armor Damage Block

20

+80 Leech Seed Bonus Damage

+10% Leech Seed Damage to Healing

15

+25 Nature's Grasp Damage

+3s Living Armor Duration

10

+50 Base Damage

Base stats

Attributes

  • StrengthStrength25+3.4/lvl
  • AgilityAgility15+1.8/lvl
  • IntelligenceIntelligence17+1.8/lvl

At level 1

Damage
85–93
Attack time
1.9s
Attack range
150 (melee)
Move speed
280
Armor
3.5
Magic resistance
25%
Health
670 (+2.8/s)
Mana
279 (+1.1/s)
Vision day / night
1800 / 800

Recent changes

latest 12 patches
  1. 7.41f
    • Base Intelligence decreased from 20 to 17
    • Nature's Guise:Invisibility linger when leaving trees decreased from 2s to 1s
    • Leech Seed:Now costs 35 mana
    • Damage to Healing rescaled from 20% to 10/15/20/25%
    • Living Armor:Minimum damage block decreased from 20 to 10
    • Talents:Level 10 Talent +3 Living Armor Heal per Second replaced with +3s Living Armor Duration
  2. 7.41e
    • Base Attack Speed decreased from 100 to 90
    • Leech Seed:Root duration decreased from 0.9/1.1/1.3/1.5s to 0.75/1.0/1.25/1.5s
    • Living Armor:Mana Cost increased from 65/70/75/80 to 80
  3. 7.41c
    • Eyes In The Forest:Added AoE indicator to cast
    • Talents:Level 10 Talent Living Armor Heal Per Second decreased from +4 to +3
  4. 7.41b
    • Nature's Grasp:Cooldown increased from 20/19/18/17s to 23/21/19/17s
  5. 7.41
    • Nature's Guise:Cooldown changed from 35s - 1s per level up to 36s -1s per level
    • Living Armor:Mana Cost increased from 40/45/50/55 to 65/70/75/80
    • Max Damage Blocked decreased from 120 to 60/80/100/120
    • Damage Block Decrease improved from 35/30/25/20 to 20
    • Eyes In The Forest:Charge Restore Time increased from 55s to 135s
    • Duration increased from 300s to 360s
    • Max Charges decreased from 3 to 2
  6. 7.40c
    • Eyes In The Forest:Eyes now have a 50g bounty when killed
  7. 7.40b
    • Base Armor increased by 1
    • Nature's Guise:Cooldown decreased from (50s - 3s per 2 levels ups) to (35s - 1s per level up)
    • Living Armor:Damage Blocked increased from 100 to 120
    • Cooldown decreased from 30/25/20/15s to 24/21/18/15s
    • Overgrowth:Aghanim's Scepter Cooldown increased from 80/70/60s to 85/75/65s
  8. 7.40
    • Removed Primeval Power and Sapling facets
    • Nature's Guise: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
    • Cooldown starts when the invisibility ends
    • Nature's Grasp: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%
    • Leech Seed: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
    • Living Armor: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
    • Duration decreased from 18/22/26/30s to 12s
    • Heal per second increased from 3/4/5/6 to 4/7/10/13
    • Overgrowth:Now upgraded with Aghanim's Scepter
    • Decreases cooldown from 110/100/90 to 80/70/60s. When casting Overgrowth, Treant Protector draws power from the earth, becoming massive for 16 seconds, gaining +100% Strength, Phased Movement, and a Splashing Attack that deals 60% of attack damage in a 300 unit radius. While large, he has a fixed movement speed of 345. Buff is undispellable
    • Eyes In The Forest:Now granted by Aghanim's Shard
    • Mana Cost decreased from 100 to 30
    • Cast Range increased from 160 to 350
    • Overgrowth is no longer applied around enchanted trees
    • Enchanted trees now have the same health as Observer Wards, and they expire after 5 minutes
    • Trees can be attacked when revealed by True Sight. Attacks will remove the ability effect from the tree without destroying the tree itself
    • Charge Restore Time increased from 40s to 55s
    • Talents: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
  9. 7.39e
    • Base armor increased by 1
    • Living Armor:Bonus Armor increased from 4/6/8/10 to 4/7/10/13
  10. 7.39d
    • Overgrowth:Damage per second increased from 85 to 95

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.

Win rates come from public Dota 2 matches (OpenDota), 3.4M matches counted, refreshed Oct 24, 2026. Tiers use the win rate in the chosen rank: S 52.5%+, A 51%+, B 49%+, C 47.5%+, D below; heroes with too few games are left unrated. Hero data and patch notes are Valve’s. Builds Forge is an unofficial fan site, not affiliated with Valve.