Treant Protector Overview

Melee, Disabler, Durable, Escape, Initiator, Support




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Hero Attributes

25 +3.4

15 +1.8

20 +1.8

Movement speed


Sight range




Base attack time



87 - 95

Attack point


Talent Usage

450 AoE Living Armor


100 DPS Overgrowth

Overgrowth Undispellable

-40s Overgrowth Cooldown


+40 Leech Seed Damage/Heal

+8 Living Armor Bonus Armor


+45 Leech Seed Damage/Heal


+30 Nature's Grasp Damage

+15% Leech Seed Movement Slow


+18% Leech Seed Movement Slow


-5.0s Nature's Grasp Cooldown

+36 Living Armor Heal


+2 Living Armor Heal Per Second



Time Played




10338y 42d 21h 5m

This month

16y 61d 9h 34m

Guide & Build Strategies

Lore & Bio

The ruins of an ancient power, a source of eldritch energy tucked deep in the high woods, lie far to the west, beyond the Vale of Augury, in the mountains beyond the Vale of Augury. It is stated that the plants and animals that grow here grow in odd ways. This is a sacred spot to the forces of nature, designed to remain hidden and unknown. This region is full of traps and hazards. There are all-consuming weeds, hybrid fauna, and deadly blooms, but none are as fearsome as the Treant Protectors.

These ageless, titanic beings, tasked with maintaining peace in this hazardous realm, make certain that no one enters without reason, and that no one steals their secrets. They tended to their holy land unbroken for untold ages, just vaguely aware of the changing world beyond. However, the outside world eventually became aware of this wild country, and with each passing winter, the outsiders became more daring. They appeared with tools to cut and flames to burn, and the Treants wondered aloud who these delicate, hard working creatures were. What had happened to the wild, green planet now? A thousand summers of lengthy traditions put to the test, as more and more outsiders died and fed their ground, came and went in an age of questions and misgivings.

Curiosity had triumphed over prudence by the time all that flowered had had their say. It was determined that a lone Protector would be dispatched into the broader world, with orders to roam until the glaciers arose again, to monitor the changing land and its species, and to learn about any new threats that may harm their sacred site.

In the game, Rooftrellen, the Treant Protector, is a melee strength hero that excels at aiding and strengthening his companions with his useful collection of nature-based spells. He has the most natural attack damage and the third highest overall strength in the game, making him a natural tank both offensively and defensively. Manipulating the power of plants to his will, he may grant himself invisibility and stealth with Nature's Guise and move faster, making it a good ganking talent and a decent reconnaissance skill, as long as he stays close to a tree. He can use Leech Seed to drain a target's health, slowing it down and delivering mild damage over time while replenishing adjacent allies by the same amount. His distinctive Living Armor truly lives up to his name, as he can deliver greater health regeneration and armour to teammates and even friendly buildings from anywhere on the map.

Finally, his ultimate Overgrowth immobilizes and renders nearby adversaries unable to fight for several key seconds while also hurting them over time with vines, branches, and roots. Rooftrellen may not be able to deal a lot of damage outside of his regular assaults, but he can provide a lot of defensive utility and survivability to himself and his teammates, sowing the seeds for a decisive victory.

treant protector masterdota dota 2

This is his in-game description: 

“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.”

Attribute & Stats

  • Health:    200/700/1640/2560/2940;

  • Health regen: 0.25/2.75/7.51/12.11/14.01;

  • Mana:    75/315/615/975/1107;

  • Mana regen: 0.5/1.5/2.76/4.26/4.81;

  • Armor:    -1/1.5/6.17/11.5/13.5;

  • Att/sec: 0.53/0.61/0.75/0.92/0.98;

  • Damage: 62‒70/87‒95/134‒142/180‒188/199‒207;

  • Magic resistance: 25%;

  •  Movement speed: 285;

  •  Attack speed: 100;

  • Turn rate: 0.6;

  • Vision range: 1800/800;

  • Attack range: 150;

  • Projectile speed: Instant;

  • Attack animation: 0.6+0.4;

  • Base attack time: 1.9;

  • Damage block: 16;

  • Collision size:    24;

  • Legs: 2;

  • Gib type: Wood.

Abilities & Talents

treant protector talents dota 2

Skills building guide

skill building guide treant protector dota 2

For Treant, you usually take Nature’s Guise and Living Armor first, although this can be changed as well depending on what you want to build. Two points on Living Armor and Nature’s Guise can help you defend well against enemies in the beginning of a match, which is useful for avoiding firstblood. If, however, you want to try to get firstblood, it’s recommended to take Leech Seed first in order to slow down the enemy.

Leech Seed is your main nuke, and needed to tie enemies down in order to finish them. A nuke is more powerful in the early game when everyone is easier to be killed. 


Nature's Grasp

Nature’s Grasp (Unit Target, Physical) 

Effect: Plants vines in the direction of the target. Vines cause foes to slow down and take damage if they walk over them. When vines come into contact with a tree, they cause 50% greater damage. Creeps take half the damage.

Cast Animation: 0.2+0.7

Cast Range: 1500

Vine Path Length: 1500

Vines Radius: 135

Damage per Second: 30/40/50/60 (Talent 60/70/80/90)

Tree Contact Damage Increase: 50%

Creep Damage Percentage: 50%

Move Speed Slow: 25%/30%/35%/40%

Vines Duration: 9/10/11/12

Aura Linger Duration: 0.5

Cooldown: 20/19/18/17 (Talent 15/14/13/12)

Mana: 75/80/85/90


Nature's Grasp's effects have a travel time, and are not instantly applied within its whole area.

The vine path consists of 8 thickets, which are placed in a straight line in front of Treant Protector. The thickets are placed with 175 distance from each other, with the first one starting 100 range in front of Treant Protector, resulting in a total length of 1500. The brambles spawn in 0.1-second intervals, with the first one spawning upon cast, resulting in a formation time of 0.8 seconds. With the path length and effect radius, Nature's Grasp can hit units up to 1635 range away.

The thicket's duration starts after it was created. This means the last thicket disappears 9.8/10.8/11.8/12.8 seconds after cast. If a tree is within the radius of any thicket, all thickets deal increased damage. Checks for trees once upon creation of the path. Trees created or destroyed after the thickets' creation are ignored.

The movement speed slow and damage are provided by an aura, which is applied by each thicket in the path, it has a linger duration of 0.5 seconds. There are 2 different modifiers used — the damage modifier is used by regular thickets, while the damage bonus modifier is used by thickets buffed by trees. These 2 modifiers stack with each other, but do not stack with multiple of themselves.

Deals 7.5/10/12.5/15 (Talent 15/17.5/20/22.5) damage in 0.25-second intervals, starting 0.25 seconds after the debuff is placed. Can deal up to 285/420/575/750 (Talent 570/735/920/1125) damage (before reductions) to a single unit. When buffed by a tree, deals 11.25/15/18.75/22.5 (Talent 22.5/26.25/30/33.75) damage in 0.25-second intervals. When buffed by a tree, can deal up to 427.5/630/862.5/1125 (Talent 855/1102.5/1380/1687.5) damage to a single unit.

Against non-hero units, it deals 3.75/5/6.25/7.5 (Talent 7.5/8.75/10/11.25) damage in 0.25-second intervals, starting 0.25 seconds after the debuff is placed. Can deal up to 142.5/210/287.5/375 (Talent 285/367.5/460/562.5) damage (before reductions) to a single non-hero unit. When buffed by a tree, deals 5.63/7.5/9.38/11.25 (Talent 11.25/13.13/15/16.88) damage in 0.25-second intervals. When buffed by a tree, can deal up to 213.75/315/431.25/562.5 (Talent 427.5/551.25/690/843.75) damage to a single non-hero unit.

Does not pierce Spell Immunity.

Leech Seed

Leech Seed (Point Target/Magical) 

Effect: Treant places a life-sucking seed in an enemy unit, draining its health and slowing it at the same time. The seed heals friendly troops in its immediate vicinity.

Damage/Heal Per Second 16/32/48/64/104 (At Level 20 Talent)

Movement Speed Slow 8%/14%/20%/26% (At Level 15 Talent 23%/29%/35%/41% 15)

Duration 5

Radius 650

Cast Range 400

Cast Point 0.5

Cast Backswing 0.4


Mana 80/90/100/110


Does not pierce Spell Immunity.

Blocked by Linken's Sphere and echoed by Lotus Orb.


Cannot be disjointed.

Total damage/heal: 80/160/240/320/520 (At Level 20 Talent)

The pulses travel at 400 speed.

The healing projectiles travel at a speed of 450. Healing projectiles cannot target invulnerable or hidden units, but airborne projectiles still heal them. The heal is independent from the damage and always heals for the same amount, regardless of how much damage the target takes.

Deals damage and sends healing projectiles in 1-second intervals, starting immediately upon cast, resulting in 5 pulses.Can deal up to 80/160/240/320 (Talent 280/360/440/520) damage (before reductions) and heal for the same amount of health a single unit for the same amount.

The debuff persists through death, so even when the target dies, Leech Seed continues pulsing.

If the target turns invisible while Leech Seed is still active, the pulses continue coming from its current actual position, making it possible to track the target.

Living Armor

Living Armor (Unit Target)

Effect: Choose an ally unit or structure to attack. Provides more regeneration and armor. A protective coating is applied to the target hero or structure, which heals the target and offers additional armor.

Cast Animation: 0.3+0.66

Cast Range: Global

Total Heal: 60/100/140/180 (Talent 96/136/176/216)

Armor Bonus: 5/6/7/8 (Talent 13/14/15/16)

Duration: 12

Talent Radius: 450

Cooldown: 26/22/18/14

Mana: 50


When ground-targeted, the closest unit to the target point is targeted instead. ↓↓ Double-tapping automatically targets self.

Can be cast on buildings, providing all its effects to them.

Heals 5/8.33/11.67/15 (Talent 8/11.33/14.67/18) health in 1-second intervals, starting 1 second after the buff is placed, resulting in 12 instances.

With the level 25 Talent talent, Living Armor turns into an area-targeted ability, so that it cannot directly target units anymore. ↓↓ Double-tapping centering the radius around Treant Protector.

Eyes In The Forest

Eyes in the Forest (Unit Target)

Effect: Treant Protector enchants a tree, granting him unhindered eyesight in that area. Units within an 800 radius of an enchanted tree will become entangled and injured if Overgrowth is cast.

Cast Animation: 0.2+0.83

Cast Range: 160

Vision/Overgrowth Radius: 800

Global Tree Respawn Time: 10

Number of Charges: 3

Charge Replenish Time: 40


Requires Aghanim's Scepter icon.png Aghanim's Scepter to be unlocked.

Eyes In The Forest sets the respawn time of all natural trees on the map to 10 seconds, down from the default 3 minutes. Planted trees are not affected.

Acquiring Aghanim's Scepter causes destroyed trees on the map to respawn immediately.

There is no limit on how many enchanted trees can be up at one time, and the enchantment lasts until the tree is destroyed. A single tree can be enchanted multiple times. However, this provides no gameplay benefit.

Enchanted trees have distinct icons Eyes in the Forest minimap icon.png on the minimap. It is colored green/blue if Treant Protector is an ally.

Enchanted trees have 800 radius flying vision. If enemies have True Sight over the enchanted tree, the visual effects on both the affected tree and the 800 radius circle around it can be seen.

The sound effect upon cast is audible to allies only.

Applies  Overgrowth based on the current level within 800 radius of every enchanted tree when Overgrowth is cast. Overgrowth notes fully apply. Multiple overlapping areas do not cause Overgrowth to stack.

When losing Aghanim's Scepter, the enchanted trees still provide vision, and the enchantment is not removed. However, Overgrowth no longer root enemies around the enchanted trees anymore.

Enchanted trees have their own minimap icon.

Nature's Guise

Nature’s Guise  (Unit Target)

Effect: Treant gains Tree Walking if he hasn't taken damage in the last 3 seconds. Treant obtains a movement speed bonus and increased healing and regeneration when active.

Tree Search Radius: 150

Move Speed Bonus: 15% (With Aghanim's Shard 30%)

Heal and Health Regen Amplification: 40%

Damage Disable Duration: 3

  • With Aghanim's Shard Fade Delay: 0
  • With Aghanim's Shard Invisibility Linger Duration: 0.75
  • With Aghanim's Shard Root Total Damage: 200
  • With Aghanim's Shard Default Root Duration: 1
  • With Aghanim's Shard Near-Tree Root Duration: 2
  • Cooldown: With Aghanim's Shard 10

Aghanim's Shard upgrade: Causes you to become invisible with Nature's Guise and root enemies upon attacking. Roots them for 2 second and deals a total of 200 damage. Lasts an extra second when attacking near a tree. Increases movement speed bonus by 15%.

Partially usable by illusions. Invisibility component fully works for illusions. Root on attack does not work for illusions.


This is an innate ability and does not need to be learned.

Nature's Guise is disabled when taking damage greater than 0 (after reductions), while not already affected by it. This means when Treant Protector is within the tree search radius, taking damage does not disable any of the bonuses. Only damage from player-controlled sources, including allies, and Roshan icon.png Roshan can disable Nature's Guise.

Applies heal amplification and health regeneration amplification, but not lifesteal amplification or spell lifesteal amplification.

With Aghanim's Shard, attacks root the target whenever the ability is off cooldown, preventing them from moving and casting certain mobility abilities. If Treant Protector has the tree-walking modifier, the root duration is increased to 2 seconds. Deals 4 instances of 50 damage over the total duration. The damage interval adapts to the root duration. The first damage instance is dealt after {\displaystyle {\tfrac {1}{4}}}th of the root duration is over, and not immediately upon placing the debuff. Provides True Sight over the target.

With Aghanim's Shard, Treant Protector also gains invisibility within 150 range of a tree. Unlike the other bonuses, the invisibility has a linger duration of 0.75 seconds. This means the invisibility is not lost instantly upon getting out of range of a tree, and may not be lost at all when coming within range of a tree again. Casting abilities does not break the invisibility. Performing an attack breaks the invisibility, regardless of whether the attack actually landed or not. While attacking within the tree search radius, it causes the invisibility to be reapplied on him 0.75 seconds later.

Casting spells or using items does not break invisibility.


Overgrowth (Unit Target)

Effect: Around Treant, summons a thicket of vines and branches that hinder afflicted opponents from moving, blinking, becoming invisible, or attacking.

Cast Animation: 0.5+1.17

Radius: 800

Damage per Second: 75 (Talent 175)

Duration: 3/4/5

Cooldown: 100Mana: 200/250/300

Aghanim's Scepter upgrade: Grants a new ability: Eyes In The Forest.

If Overgrowth is cast, units within a radius of an enchanted tree will be entangled and damaged. Passively causes all trees to respawn much faster.


Roots and disarms the targets, preventing them from moving, attacking, and casting certain mobility abilities. Provides True Sight over the targets, but does not affect already invisible targets.

Forces a stop command onto affected units upon placing the debuff, canceling ability casts, and interrupting channeling abilities. Since this only happens once upon placing the debuff, it does not prevent other channeling abilities after the debuff is placed.

Deals damage in 1-second intervals, starting 1 second after cast, resulting in 3/4/5 instances.

Can deal up to 225/300/375 (Talent 525/700/875) damage (before reductions).

With Aghanim's Scepter icon.png Aghanim's Scepter, Overgrowth also affects enemies within 800 range of a tree enchanted by  Eyes In The Forest.

Effective items guides

Early game


Tango: In the laning stage, Tango heals a little at a time.

Healing Salve

Healing Salve: brings back a lot of health.


Clarity: replenishes mana while harassing foes with early Leech Seed.

Orb of Venom

Orb of Venom: In the early game, Orb of Venom uses a slow to keep adversaries in range of your devastating physical strikes.

Observer Ward

Observer Ward: offers map vision.

Boots of Speed

Boots of Speed: increases movement speed.

Magic Stick

Magic Stick: aids in the restoration of mana and health.

Infused Raindrops

Infused Raindrops: Mana recovery and magical damage absorption are provided by Infused Raindrops, which can also be utilized to construct Urn of Shadows.

Wind Lace

Wind Lace: provides an inexpensive movement speed boost. Midway through the game

Mid game

Arcane Boots

Arcane Boots: Treant Protector and allies gain mana from Arcane Boots.

Magic Wand

Magic Wand: has some benefits, like healing health and mana in bursts. 

Urn of Shadows

Urn of Shadows: provides a variety of benefits and charges that heal or harm heroes.

Solar Crest

Solar Crest: replenishes mana and grants or removes armor from troops.

Late game

Guardian Greaves

Guardian Greaves: an upgrade to Arcane Boots and Mekansm, recovers life and mana in a given region, as well as granting an aura of health regeneration and armor to heroes with low HP.

Aghanim's Scepter

Aghanim's Scepter: offers Treant Protector vision across the map and allows him to deal damage with a semi-global Overgrowth in the late game.

Lotus Orb

Lotus Orb: provides regeneration and armor, and friendly heroes can use Echo Shell to dispel and reflect single-targeted spells.

Situation items

Tranquil Boots

Tranquil Boots: restore health and increase movement speed when roaming the map. Consider it if your teammates don't require the extra mana provided by Arcane Boots.

Soul Ring

Soul Ring: Treant Protector's mana concerns are solved with Soul Ring in the early to mid game, allowing him to employ Leech Seed to gank and Living Armor to heal more frequently. To reduce the item's health cost, pair it with Tranquil Boots.

Drum of Endurance

Drum of Endurance: grants allies cheap attribute benefits, as well as movement speed and Treant Protector, which stacks with Nature's Grasp.

Blink Dagger

Blink Dagger: enables more potent Overgrowth initiations, as well as allowing Treant Protector to dart around the forest while remaining invisible thanks to Nature's Grasp.

Meteor Hammer

Meteor Hammer: Treant Protector gains strength, intellect, regeneration, and area stun from Meteor Hammer. Overgrowth's root will aid him in reliably using this item as an initiation tool.

Vladmir's Offering

Vladmir's Offering: Treant Protector and his team benefit from Vladmir's Offering, particularly the attack damage increase, which scales effectively in the late game.

Pipe of Insight

Pipe of Insight: protects the team from magical attacks.

Heaven's Halberd

Heaven's Halberd: disarms an opponent hero while also increasing durability by offering strength, status resistance, and evasion.

Shiva's Guard

Shiva's Guard: gives physical damage protection as well as a sluggish aura that aids in teamfights.

Octarine Core

Octarine Core: reduces item and ability cooldowns, notably the upgraded Overgrowth, allowing you to farm more and deliver persistent pressure to all lanes

Refresher Orb

Refresher Orb: Treant Protector can use Overgrowth twice in a row with the Refresher Orb.


Radiance: Even while invisible, Radiance deals excellent area damage during conflicts.

Enemies & Allies


Keeper of the Light

Keeper of the Light: Chakra Magic along with Leech Seed is a great source of infinite mana, health and damage.

Crystal Maiden

Crystal Maiden: Treant Protector can root the enemies in place while Crystal Maiden channels Freezing Field. Living Armor may keep Crystal Maiden alive while she is channeling Freezing Field.


Mirana: can hit a long range Sacred Arrow while targets are slowed by Leech Seed or rooted by Overgrowth.

Nature's Prophet

Nature's Prophet: Sprout synergises very well with Nature's Grasp as Treant Protector can deal extra damage to enemies stuck in Sprout. This is due to Nature's Grasp's increased damage and Treant Protector's ability to path through trees created by Sprout without destroying them.


Pudge: greatly benefits from Treant Protector, as he can easily cast a deadly Meat Hook while his victims are rooted.


Warlock: Warlock can full stack an  Upheaval while the enemies are in Overgrowth. Warlock  Chaotic Offering applies a good stun that can be used along with Overgrowth. Also, as the victims are unable to move, the Golems can do significant damage.

Others: Centaur Warrunner, Tiny, Dark Seer, and Disruptor are examples of heroes who benefit from Treant Protector's AoE abilities. Phoenix deserves special note since Overgrowth can guarantee Supernova to go off, inflicting damage and stunning through spell immunity. Heroes with mana regeneration abilities can assist Treant in maintaining his mana pool as he casts Leech Seed, healing his allies and himself. 

Heroes like Sven, Lifestealer, Skywrath Mage, and Ursa, who require adversaries to be close to them or in one place for an extended period of time, will have a significant advantage in the clash, as Treant Protector possesses one of the game's longest AoE movement hindering abilities.


Monkey King

Monkey King: Monkey King is one of the few other heroes who can easily traverse through trees, counteracting Treant Protector's ability to hide in trees.

Phantom Lancer

Phantom Lancer :Doppelganger can dispel Leech Seed. It can also destroy large amounts of trees, counteracting Nature's Guise and Eyes in the Forest


Rubick: All of Treant Protector's abilities are worth stealing, and Rubick is able to cast them with no animation time.


Slardar: Corrosive Haze will reveal Treant Protector even when he is under the effects of Nature's Guise.


Timbersaw: Not only are all of Timbersaw's active abilities capable of cutting down trees, but  Whirling Death and  Timber Chain also require it to be effective, counteracting both Treant Protector's Nature's Guise and Eyes in the Forest abilities.

Others: Heroes who inflict the majority of their damage via abilities will fare well against Treant Protector, since the Tree's abilities provide excellent protection against physical damage and basic assaults, but nothing in the way of strong nukes. Treant Protector's skills are substantially hindered by heroes who have the ability to remove or destroy trees: Nature's Prophet, Batrider, Lina, Enigma, Mars

Items Counter

Gem of True Sight

Gem of True Sight: All trees boosted with Eyes In The Forest, as well as Treant Protector himself, are revealed with Gem of True Sight.


Tango: is widely available and can be purchased in large quantities to eliminate trees by eating them.

Quelling Blade

Quelling Blade: Trees are felled by the Quelling Blade and its upgrade, Battle Fury.

Force Staff

Force Staff: as well as its upgrade, Hurricane Pike, can remove trees in a straight path.

Manta Style

Treant Protector's powers can be dispelled with any dispel, thus equipment like Manta Style and Guardian Greaves can help you defeat him.

Sentry Ward

Sentry Ward protects: you from Treant Protector's invisible ganks.

Favorable Matchups

Spirit Breaker

Spirit Breaker: Spirit Breaker's slow attacks cannot harm a hero shielded by Living Armor.


Anti-Mage: Anti-Mage relies on blinking and attacking. Overgrowth prevents both. Be wary that he will eventually farm up a  Manta Style that fully dispels Overgrowth. Good players will wait for your ultimate to use their manta. Perhaps an ally has a silence or similar that would force him to use his manta before your ultimate.


Lycan: Lycan has no kind of teleport, being only able to walk, and heavily relies on his attacks. As Overgrowth roots and disarms the targets, Lycan can't do much in an overgrowth field.

Storm Spirit

Storm Spirit: If Storm Spirit is caught in an Overgrowth, he is shut down. With the exception of Electric Vortex, he won't be able to cast any relevant skill.

Drow Ranger

Drow Ranger: Another hero heavily based on attacks and no mobility, being an easy prey for Treant strong disarms and motion reduction skills.

Phantom Assassin

Phantom Assassin: Overgrowth prevents Phantom Assassin from using  Blink Strike even through her spell immunity. Living Armor reduces Phantom Assassin's physical damage whenever she attempts to gank an allied hero.

Others: Overgrowth has a long lifespan, preventing captured troops from attacking, moving, or blinking. If heroes like Storm Spirit, Mirana, Anti-Mage, and others are captured, they won't be able to do anything. Keep in mind that while Overgrowth prevents blinks and pseudo-blinks, it does not prevent units from casting other types of spells. Heroes like Clinkz, Sniper, Lone Druid, Troll Warlord, Legion Commander, and Wraith King rely on attacks with little or no spell power, so they are vulnerable to Overgrowth's grassy grasp.

Game plan

Early game

If you're the main support, getting courier and wards should be your top goal. Ward is critical for the team to monitor the runes and to keep you aware of any gank attempts by the enemy.

Early on in the game, you should focus on assisting your allies. That's because you're seen as someone who helps others. The carry of a helpful hero must be protected. You can accomplish this by providing living armor in all perilous situations. If your carry is being targeted by the opponent, you must also tank the damage. Invisibility can be used to keep your buddies alive.

Living armor can also be used to save your towers. If your companion isn't a carry, you can last hit.

Mid game

In the middle of the game, you should participate in all gank and teamfight operations. You have Leech Seed, which may be used to slow down adversaries, and you can kill them with your allies.

You're a good initiator because you have Overgrowth. With this skill, you must catch at least two heroes. You can use Nature's Guise to slip into enemy crowds and cast Overgrowth there, allowing your teammates to kill all of the foes. Remember to employ Leech Seed on anyone who flees your team.

Always remember to replace the wards. Your team will always require vision in a specific area. The most crucial location to look for is Roshan. Another ward can be placed on the enemy's jungle.

Late game

Late in the game, there will be a lot of actions in the teamfights. Beware! If your team loses a single teamfight, the game may be lost. You should have already reached a high level here, with all high level skills as well as high sats, HP, and damage. Everyone on the map does, too. With the high level, this also means a lengthy respawn time. As a result, every action becomes more significant and decisive. So be focused and don't freak out in every situation. Always think clearly and make full use of your resources.

Your main role in the late game is to start a teamfight. Here, you're being a true teamfight starter. Overgrowth is your key skill in this game. If you can capture 3-5 heroes with Overgrowth, your team will have an easy victory because adversaries that are being Overgrown are easy to kill. To start a teamfight, you can use Blink Dagger or your invisibility talent Nature's Guise. Always remember to use the Leech seed if an opponent hero manages to get away.