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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.

AbilitiesEdit

Ability Name Ability Description Details
Nature's Guise

Nature's Guise

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, Guise is lost. Range: 300

Duration: 15/30/45/60
Fade Time: 2
Tree Radius: 375
Bonus Movement Speed: 10%

Leech Seed

Leech Seed

Rooftrellen plants a life-sapping seed in an enemy unit, draining its health, while simultaneously slowing it. The seed heals friendly units around it equal to the amount drained. Pulses 4 times. Range: 350

Radius: 500
Duration: 3
Slow: 24%
Lifesteal per Pulse: 30/45/60/75

Living Armor

Living Armor

Infuses allied heroes and structures with a protective healing aura, increasing armor and regeneration. During the day, the aura that affects heroes extends globally, while for structures and at night, the aura radius shortens. Radius: 900

Daytime Radius for Heroes: Global
Bonus Armor: 1/2/3/4
Bonus Health Regeneration: 1/2/3/4

Overgrowth

Overgrowth

Summons an overgrowth of damaging vines and branches around Rooftrellen that prevent afflicted enemies from moving or attacking. Deals damage once per second. Radius: 625

Duration: 3
Damage per Second: 50/75/100


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