What players buy
The items bought most in each of Valve’s four game stages
89 buys
87 buys
80 buys
52 buys
40 buysBy GamGem ResearchLast updated 22 Sept 2026
Melee · Strength
The items bought most in each of Valve’s four game stages
89 buys
87 buys
80 buys
52 buys
40 buysWhich ability to max first, and where each point goes — what most league players on Treant Protector took at each level.
QCreates vines towards the target location.
Point Target · Magical damage
WTreant's attack plants a life-sapping seed in an enemy unit.
Unit Target · Autocast · Attack Modifier · Magical damage
EInfuses the target hero or structure with a protective coating which heals the target and blocks damage from player-controlled sources.
Unit Target · Point Target
RSummons an overgrowth of vines and branches around Treant that deal damage to afflicted enemies and prevent them from moving, blinking, going invisible, or attacking.
No Target · Magical damageMax E first, then Q, then W. Most took R at 6 / 13.
| Ability | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Q | Q | Q | Q | |||||||||||||
| W | W | W | W | |||||||||||||
| E | E | E | E | |||||||||||||
| R | R | |||||||||||||||
| TTalent | T | T |
How Treant Protector performs against every opponent with 30 or more counted games


Something that holds them still, or closes the gap yourself. Matched on “slow”, “root”.



A way out, a way to shrug the debuff, or something to eat the burst. Matched on “blink”, “invisib”.



Damage that lands now rather than over a minute. Matched on “magical”.


Creeps, summons and anything that hits a building. Matched on “creep”, “summon”.


Healing, regeneration or lifesteal — not having to walk back. Matched on “heals”, “healing”.

Vision, or true sight against something invisible. Matched on “vision”.
One count per medal, not one rate split across them; a medal with no counted matches is left out.
Bands under 120 matches are absent rather than shown small.

Creates vines towards the target location. Vines slow down and deal damage to enemies that walk through. Does 35% less damage to creeps.

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.

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.

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.

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.

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.
Changes Overgrowth
Decreases Cooldown to 85 seconds. When casting Overgrowth, Treant Protector draws power from the soil, greatly increasing his size for 16 seconds. While enlarged, he gains phased movement with a fixed speed of 345, 100% bonus Strength, and a splashing attack that deals 60% of his attack damage in a 300 unit radius.
Changes 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.
Ability names, icons, behaviour, damage type and text, plus the Aghanim’s Scepter and Shard descriptions — as the game itself ships them. Nothing here was counted over matches.
The same hero at each of Valve’s eight medals, over 4,610,063 public matches. Each medal carries its own sample, because the eight buckets are nothing like the same size.
Win rate against each opponent and across five match-length bands. This channel reports far fewer games than the medal figures above: the median hero pairing is 51 matches and the largest on the whole roster is 707. Rows under 30 games are absent rather than shown small, and the ones that remain are ORDERED by a figure shrunk toward even by its own sample — the rate you see is the real one, the ranking is the careful one.
The five most common items in each of Valve’s four game stages, with each row’s own pick count.
Where skill points go, read off every player's own learning order in premium and professional league matches on patches 7.41 and 7.40. Each level shows the ability most players took there and the share that did — a column only a third agree on is printed as a third, not as the rule. Heroes under 30 counted games show no path.
Each situation is a phrase match against Valve’s own ability text, and every row shows the phrases that matched. No win rate is attached, because nobody counts one per situation.
Mechanics are the ones Valve publishes for patch 7.41f. GamGem is not affiliated with or endorsed by Valve Corporation.