- For lore, see keeper of the grove.
Keeper of the Grove | |
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Race | Keeper of the grove |
Faction | Night Elf Sentinels |
Statistics | |
Hit points | 500 (900*) |
Hit point regeneration | Always |
Hit point regeneration rate | 0.80 (1.61*) +0.50 at Night. HP/sec. |
Mana | 270 (630*) |
Mana Regeneration rate | 0.91 (2.13*) Mana/sec. |
Gold | 425 |
Lumber | 100 |
Food | 5 |
Build time | 55 sec. |
Hotkey | K |
Combat | |
Normal attack | 23 (47*) avg |
Can attack | Air, Ground, Structure |
Range | 60 |
Attack type | Hero |
Cooldown | 1.83 (1.56*) sec. |
Weapon type | Missile |
Armor Type | Hero |
Armor | 3 (6*) |
Day Sight | 180 |
Night Sight | 80 (180*) |
Movement Speed | Fast (320) |
Sound | |
Sound Set | HeroKeeperOfTheGrove |
Hero Parameters | |
Primary Attribute | Intelligence |
Strength | 16 (+1.8/level) |
Agility | 15 (+1.5/level) |
Intelligence | 18 (+2.7/level) |
The enchanted Keepers are the favored sons of the demigod Cenarius. Like their lesser Dryad sisters, the Keepers appear to be half Night Elf, half stag. They have enormous antlers and manes of leaves that flow down their backs. Their right hands are disfigured and twisted - as if they had become like the gnarled root-claws of the Treants. Keepers possess many strange powers over nature and the animals. Though they typically remain within the sacred Moon Groves of Ashenvale forest, the Keepers always heed the call to arms when the greater lands of Kalimdor are threatened.
Statistics
Level | Attack (Ground/Air) | Armor | Strength | Agility | Intelligence | Hit Points | Mana |
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1 | 20-26 [23 avg] | 3 | 16 | 15 | 18 | 500 | 270 |
2 | 22-28 [25 avg] | 3 | 17 | 16 | 20 | 525 | 300 |
3 | 25-31 [28 avg] | 3 | 19 | 18 | 23 | 575 | 345 |
4 | 28-34 [31 avg] | 4 | 21 | 19 | 26 | 625 | 390 |
5 | 30-36 [33 avg] | 4 | 23 | 21 | 28 | 675 | 420 |
6 | 33-39 [36 avg] | 5 | 25 | 22 | 31 | 725 | 465 |
7 | 36-42 [39 avg] | 5 | 26 | 24 | 34 | 750 | 510 |
8 | 38-44 [41 avg] | 6 | 28 | 25 | 36 | 800 | 540 |
9 | 41-47 [44 avg]/None | 6 | 30 | 27 | 39 | 850 | 585 |
10 | 44-50 [47 avg]/None | 6 | 32 | 28 | 42 | 900 | 630 |
Hero names
Larodar, Anubris, Nandieb, Califax, Bandalar, Malorne, Gholbine, Dagda, Nuada, Oghma, Centrius, Ceredwyn.
Information
The Keeper of the Grove is an powerful support Hero mainly due to his Entangling Roots and Tranquility spell alongside his passive Thorns Aura effect when learned.
As a support hero, the Keeper of the Grove excels at taking down fleeing units with Entangling Roots. It should be his first spell, since he can temporarily incapacitate a target, which is especially useful in the early stages of creeping. It can also interrupt channeled spells in a pinch if he gets in range.
Generally, Entangling Roots and Thorns Aura should be given the highest priority due to their versatile use in both early and late-game. Force of Nature is only useful as an early game skill, and will quickly wear off after the preparing up units and killing off creeps. Tranquility is his most powerful spell, turning the nearby area into a healing area for allied units, rapidly restoring their health which stacks with the presence of friendly healing wards and make them incredibly hard to kill due to their rapid health regeneration.
When selecting items for the Keeper of the Grove, pick "caster" type items that help his mana and intelligence.
Spells and abilities
Entangling Roots
- Causes roots to burst from the ground, immobilizing and damaging a target enemy.
Cooldown | Mana Cost | Range | Area of Effect | Allowed Targets |
---|---|---|---|---|
8 sec. | 75 | 80 | Unit | Ground, Enemy, Neutral |
Level | Duration (Hero) | Effect | Hero Level Req |
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1 | 9 (3) | Immobilizes, disarms, and deals 15 damage/sec. | 1 |
2 | 24 (4) | Immobilizes, disarms, and deals 15 damage/sec. | 3 |
3 | 36 (5) | Immobilizes, disarms, and deals 25 damage/sec. | 5 |
Entangled Units are unable to attack, though they can still cast spells.
Entangling Roots will prevent enemy Heroes and units from teleporting back to town via Scrolls of Town Portal or the Archmage's Mass Teleport spell. It can also interrupt channeled spells.
- Counters
Dispel the roots.
Force of Nature
- Converts an area of trees into Treants. Treants can attack land units.
Duration | Cooldown | Mana Cost | Range | Allowed Targets |
---|---|---|---|---|
60 sec. | 20 sec. | 125 | 80 | Trees |
Level | Area of Effect | Effect | Hero Level Req |
---|---|---|---|
1 | 15 | Raises 2 Treants. | 1 |
2 | 22.5 | Raises 3 Treants. | 3 |
3 | 30 | Raises 4 Treants. | 5 |
Force of Nature is useful for accessing areas blocked by trees and also for early creeping. Outside of that, they're fairly useless despite being able to benefit from the Nature's Blessing research. If you are not intending to access areas blocked by trees, only take down as much trees as necessary since destroying numerous trees will still yield the same amount of Treants as the spell can create.
- Counters
They can be dispelled or stolen from by Spell Breakers.
Thorns Aura (Passive)
- An aura that gives friendly units around the Keeper of the Grove a damage shield, which wounds enemy melee attackers.
Area of Effect |
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90 |
Level | Effect | Hero Level Req |
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1 | Reflects 10% of melee damage | 1 |
2 | Reflects 20% of melee damage | 3 |
3 | Reflects 30% of melee damage | 5 |
Thorns Aura is only effective if your units are being hit by melee attackers.
Tranquility (Ultimate)
- Causes a rain of healing energy to pour down in a large area, healing friendly allied units for 20 hit points per second.
Duration | Cooldown | Mana Cost | Area of Effect | Effect | Hero Level Req |
---|---|---|---|---|---|
30 sec. | 60 sec. | 125 | 90 | Heals 20 HP/sec | 6 |
Once this spell is cast collect units under the rain until they are healed.
- Counters
This spell must be maintained by having the Keeper of the Grove stand still while the spell is cast to get the full effect. Stun, bind and focus on the Keeper if possible to force him to teleport or die.
Upgrades
- Ultravision
- Gives Night Elves the ability to see as far at night as they do during the day.
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Quotes
Patch changes
Template:Warcraft Patch Template:Warcraft Patch
- Patch 1.10 (2003-07-03):
- Reign of Chaos
- Entangle now prevents an affected unit from attacking, and interrupts channeling spells such as Blizzard and Starfall. However, its duration has been reduced to 12(3)/24(4)/36(5) (unit(Hero)).
- Treants created by Force of Nature now benefit from the Nature's Blessing upgrade.
- Tranquility cooldown reduced to 60 from 120.
- Tranquility mana cost reduced to 125 from 200.
- The Frozen Throne
- Entangle duration versus Heroes reduced to 3/4/5 from 3/5/7.
- Entangle duration versus Heroes reduced to 3/4/5 from 3/5/7.
- Reign of Chaos
- Patch 1.04 (2002-11-04): Thorns no longer interacts with Critical Strike.
- Patch 1.03 (2002-10-09):
- AI Keepers of the Grove no longer cast Force of Nature on different cliff levels.
- Thorns is now a %-based ability that reflects 10%, 20% or 30% of melee damage dealt by level.
- Force of Nature cooldown reduced to 20 seconds, down from 30 seconds.
- Treants now last 60 seconds, down from 75 seconds.
- Patch 1.01 (2002-07-05):
- Treant damage reduced from an average of 17 to 16
- Force of Nature cooldown increased to 30 sec from 20 sec.
External links
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