|
Roles: durable, initiator, lane-support, disabler.
![[image loading]](http://edge1.dotafire.com/images/hero/icon/treant-protector.png)
Lore: + Show Spoiler +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.
How do you build him?
core for me is: vlads, AB, Mek and DoE then late game either vang/ cruisass maybe a refresher if need be.
What do you like about this hero and hate about this hero? what is your strategy ?
discuss?
|
What is "AB". Abyssal Blade? Thats pretty expensive for core. Also vlads does nothing on the hero, except for supporting another carry (who really doesn't benefit until after ~2 big items anyway).
Anyway, My thoughts about Tree: His strengths lie in a) his ridiculous leech seed which is a good nuke, a decent slow, and a ridiculous AOE heal for anything nearby, making him and his team nigh-undivable (especially combined with the armor spell). b) his easy initiation/counter initiation that can go through BKB (this is his ulti and his invis combo'd together). c) general tankiness, resistance to harass, and high base damage make for a passable laner (but often very passive). d) can cast spells from invis without breaking
His weaknesses: a) no stun effect until 6, b) terribad mana pool, high mana costs c) melee d) absolutely no carry potential e) poor mobility f) very level dependant g) quite possibly the WORST invis ability in the game
So a lot more bads than goods IMO. In order to take advantage of his strengths, you need to: Carry TP's and save your teammates who are getting ganked, Buy a soul ring to spam that leech seed, and don't be afraid to pop that ultimate (the CD is pretty low).
To penalize opposing treants: Save your BKB for after his ulti, drain his mana whenever/however possible, and buy sentries/dust (2 second fade time generally makes it pretty easy to find him after he goes invis). Do your best to minimize the heal his leech seed provides (stay away from enemy heroes while it is on you). Positioning is pretty key vs this guy.
|
On November 23 2012 07:18 Sn0_Man wrote: What is "AB". Abyssal Blade? Thats pretty expensive for core. Also vlads does nothing on the hero, except for supporting another carry (who really doesn't benefit until after ~2 big items anyway).
Anyway, My thoughts about Tree: His strengths lie in a) his ridiculous leech seed which is a good nuke, a decent slow, and a ridiculous AOE heal for anything nearby, making him and his team nigh-undivable (especially combined with the armor spell). b) his easy initiation/counter initiation that can go through BKB (this is his ulti and his invis combo'd together). c) general tankiness, resistance to harass, and high base damage make for a passable laner (but often very passive). d) can cast spells from invis without breaking
His weaknesses: a) no stun effect until 6, b) terribad mana pool, high mana costs c) melee d) absolutely no carry potential e) poor mobility f) very level dependant g) quite possibly the WORST invis ability in the game
So a lot more bads than goods IMO. In order to take advantage of his strengths, you need to: Carry TP's and save your teammates who are getting ganked, Buy a soul ring to spam that leech seed, and don't be afraid to pop that ultimate (the CD is pretty low).
To penalize opposing treants: Save your BKB for after his ulti, drain his mana whenever/however possible, and buy sentries/dust (2 second fade time generally makes it pretty easy to find him after he goes invis). Do your best to minimize the heal his leech seed provides (stay away from enemy heroes while it is on you). Positioning is pretty key vs this guy.
sorry arcane boots i should of typed it out ! i get the boots due to difficulty in mana management early game. i get vlads to support more often as i see him follow that roll.
i agree with your strengths / weaknesses but i also believe that his core strengths also rely on his high strength gain low mana cost healing spell (living Armour) . i have to agree STRONGLY with the worst invis character..... that 2 second phase in timer is a killer..... literally.
|
Treant can definitely carry. Almost every pro pub game I've seen of him he was played as a carry - but any hero can carry in pubs. His carry relies primarily on rushing a radiance and using it to farm with his high str gain offsetting the need for hp boosting items.
|
That was moreso with the old Treant than the current version. The removal of damage from his ult and the change to Living Armor pretty much pigeonhole him into support currently.
|
Well he does have a high base atk allowing you to last hit and farm much better allowing you to perhaps get those expensive cores you mentioned but treant overall has a very high base hp, cheap mana items such as soul ring should be sufficient early on because basically soul ring+leech seed is free. You don't really need to buy vanguard because of your living armor skill providing physical dmg block and your damn high hp, though pipe vitality booster could be a better option.
Later on, I would aim for the meka/force staff and if I have been doing really well, radiance is not a bad option for him too because you are already tanky and you are going to be invis ulti-ing most of the time anyway. I've also seen many players go for arcane/(any survivability)/refreshers, just for that double ulti (which is ridiculously effective late game, 8+ sec of no atk, no invis or escape).
|
Building refresher on Treant isn't as good as it used to be. The patch reduced his ult's cooldown by quite a bit. It's not like a Tidehunter ravage or an Enigma blackhole with a ridiculously long cooldown. 80 seconds means you can pretty much have it for every team fight anyway.
As far as carrying can go, Treant can do it, but would lose out to every other dedicated carry out there. His skillset is just build much more for support.
I like to play Treant solo safe lane while my team does a solo mid and offensive tri. Living armor means you have a global presence from level 1. Skill your invis or nuke/heal depending on how well you are doing in your own lane and go for mana boots or tranquil + soul ring.
After that build depending on what your team strategy is. If you want to push then mek and pipe. If you want to gank then go for fast blink, followed by shivas. If you want to semi carry because your dedicated isn't doing so well, then rush radiance and then either a heart or AC. If you went tranquils and your carry needs a vlads you can build that for him. If your team is losing and you don't have much farm, buy drums.
Late game, either refresher or necronomicon as luxury items.
|
Carry treant sucks ever since his BAT was increased. BAT of 1.9 makes carry treant no go, or rather, it used to just be bad compared to an actual carry, now it's really really bad.
|
i like building him like a beastmaster, soul ring (or arcanes), blink, necro book. Though sheep is actually good on him since you can cast while invis with his invisibility, so you can walk up and initiate with a sheep on the carry then blink in and root everyone.
then again the last time i played him at a high level was when you had to buy int treads.
|
On November 23 2012 19:49 PrinceXizor wrote: i like building him like a beastmaster, soul ring (or arcanes), blink, necro book. Though sheep is actually good on him since you can cast while invis with his invisibility, so you can walk up and initiate with a sheep on the carry then blink in and root everyone.
then again the last time i played him at a high level was when you had to buy int treads.
I really like the idea of necro book. I usually go for soul ring --> trainquils --> drums, and from there I had no idea what to get.
Necro book is really cool because it allows heros with no hope of good dmg to get some good dmg and dewarding power as a bonus.
|
Blink dagger s ur core item. Your better off just not choosing the hero.
|
I think he fits best as a roaming support role and initiator. That would put him in the #4 spot for farm priority. The problem with him is that he has no stun. However, he is stupidly good at diving.
For skills, you'd want at least one level in Nature's Guise fairly early on. Then prioritize Seed and Armor based on what you need.
Items-wise, he's pretty similar to SK and Tide. Arcane Boots + Blink Dagger. Drum is another good pick up as well as Mek. You want to prioritize what your team lacks though. If they need Blink Initiation, then go for that. Using Nature's Guise will only get you so far. Other good items to pick up might be Soul Ring (situationally), Shiva's (late game), and Necro book. Force Staff is another potential pick up, same with Heaven's Halberd for the disarm.
I'd argue he works best in an aggressive trilane because his skills allow you to be incredibly offensive with lower risk. Leech Seed will let you dive a hero into tower range because you're being healed. Same with Living Armor.
Alternatively, I'd be interested to see how well he works in suicide lane with the living armor rework.
I've seen him work very well as a dual roamer with a hero like Veno as well. At level 2, they can wreck by making both heroes invis to gank through the jungle. Gale + Leech Seed is devastating early game.
|
For me he worked well as off laner before the recent changes. Living armor as global aura at daytime was way more usefull then the current active spell is in my opinion. I didnt get the 6.75 changes at all, yes he was around 60% win chance for pub games but he was played so few times that iam not sure if people had just no idea what to do vs him ( he has been changed so freaking much ) or if he was really "imba". But thats just my part. The playstyle has not changed that much, aside from the fact that its way harded to play as a farming treant now. He was about to get a place but then 6.75 came :/
Items: I like orb of venom as it stack with leech seed. Drums, Arcane Boots, Medallion, Veil, Meka, Vlades, Pipe or what ever the other support player doesnt or cant get. Get was has the most use for your team. If you really want to go a dps route armlet + treads + X is the way to go for me.
Nature's Guise can also be nice add on for the team initiator - depending on where the fight is about to happen. But the fade time and the fact you need to be close to trees makes it pretty situational. Also 4 sec cooldown can ensure nice team positioning and a almost permanent invis team. But it requiers communication which of course is pretty bad in pub games.
http://play.gosugamers.net/dota2/tournaments/346:raidcall-dota-2-league/63:group-stage/347:group-stage/matches/5247:pulse-esports-vs-fnatic-raidcall-dota2
Pulse vs Fanatic @RaidCall Dota 2 League pre 6.75 First game involes a off lane treant by wagamama
|
Usually when I play Treant I like to play him as a lane support for a ranged carry. I start with tango, salve, courier/wards, 2 clarities and rest on branches. When laning I usually level living armor first because that allows me to go smack the lane opponents with Treant's high base damage. Eventually I get a soul ring and that allows me to further harass with the nuke, with some right clicks inbetween. If the carry is farming well then I leave to gank the other lanes. If I go soul ring, I skip arcane boots and go straight for meka, if the other support isn't. If he isn't, I upgrade my boots depending on what I need (usually arcane) and work on a blink/pipe (depends as usual)
I also like to have a level on the invis before lvl 6 so that allows me to gank pretty easily once I get my ult. If I'm doing extremely good, I buy a refresher orb.
And that's pretty much it I think My pub treant with 87% Win rate!
|
I think leech seed needs a buff, I always max the global shield first, and by the time I get to level leech seed, its already mid game and by then invisibility is more useful
|
quite possibly one of the worst heroes at the moment, wait until balance changes
|
|
|
|