Treant
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.
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.
Duration: 15/30/45/60
Fade Time: 2
Tree Radius: 375
Movement Speed: 10%
If cast on a unit that isn't near a tree, it will lose the invisibility almost instantly.
Nature's Guise checks in 1 second intervals for nearby trees, removing invisibility if none are found.
Treant plants a life-sapping seed in an enemy unit, draining its health, while simultaneously slowing it. The seed heals friendly units around it. Pulses 6 times.
Damage Per Pulse: 15/30/45/60
Movement Slow: 28%
Radius: 500
Duration: 4.5
Infuses the target hero or structure with a protective coating which grants bonus regeneration. Also blocks some damage from all sources . Dispels when a number of damage instances are taken.
Damage Instances: 4/5/6/7
Regen: 4/7/10/13
Block: 20/40/60/80
Duration: 15
Can be cast through the minimap.
Treant Protector enchants a tree, which grants him unobstructed vision in that location. If Overgrowth is cast, units within a 700 radius of an enchanted tree will be entangled and damaged.
Tree Vision Radius: 700
Overgrowth Radius: 700
Overgrowth Damage Per Sec: 175
Being entangled by Overgrowth through enchanted trees from Eyes of the Forest does damage. Being entangled by Overgrowth directly from Treant Protector does not.
If the enemy has True Sight, they will be able to see which trees are enchanted.
Summons an overgrowth of vines and branches around Treant that prevent afflicted enemies from moving, blinking, going invisible, or attacking. Upgradable by Aghanim's Scepter.
Duration: 3/3.75/4.5
Radius: 675
Works on Spell Immune units, but if units gain spell immunity after the effect starts, they'll break free.
Being entangled by Overgrowth through enchanted trees from Eyes of the Forest does damage. Being entangled by Overgrowth directly from Treant Protector does not.
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