Treant Protector: abilities, talents and story
Treant Protector is ever the benevolent ally, sprouting regenerating armor for his cohorts and their fortifications alike. Emerging unseen from among the trees, he binds foes with overgrowth as he leeches health from enemies and into nearby allies.
Abilities
- Nature's Grasp — Creates vines towards the target location. Vines slow down and deal damage to enemies that walk through. Does 35% less damage to creeps.
- Leech Seed — 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.
- Living Armor — 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.
- Eyes In The Forest — 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.
- Nature's Guise — 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.
- Overgrowth — 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.
Story
- 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. Ma…