Keeper of the Grove
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.
The Keeper of the Grove is a great Hero! All four of his abilities are extremely useful. Entangling Roots can be used to stop melee units in their tracks allowing the Night Elves to pick them off at range with Archers, Huntresses, or Dryads. Force of Nature can be used to create Treants, which can complement your army. Force of Nature can also be used to remove trees allowing you to reach Gold Mines surrounded by trees. Thorns are very useful when facing lots of melee units. Tranquility can be used during battle to determine the outcome and to repair units such as Glaive Thrower while they assault a town.
It's best to keep the Keeper of the Grove away from enemy units and Heroes, as he is more of a weak spell caster type Hero. If the enemy tries to attack him run away or out of range. The Keeper of the Grove is somewhat large so it's easy to get stuck if you're not careful. Leave plenty of room around him for escape. Be sure to keep the Keeper behind your army and out of danger.
There are several point spending strategies with the Keeper of the Grove. Some players focus on Entangling Roots followed by Thorns if the enemy is using melee units. It's very important to not waste points in Thorns if the enemy is using mostly ranged units. In large team games Thorns can be very effective as it protects multiple armies. If you are not going to use Thorns you can place points in Entangling Roots and Force of Nature. But If you use a lot of Entangling Roots you may find you never have mana for Force of Nature and vice versa. The other option for the Keeper of the Grove is to place points in Force of Nature and Thorns.
The Keeper of the Grove is an excellent Hero rusher with Entangling Roots. He can run in and Entangle enemy Peons and melee units such as Grunts and Footmen at the start of the game. He can run in and Entangle something then run. The Keeper of the Grove is also useful at preventing Hero rushes when using Entangling Roots on enemy Heroes.
When selecting items for the Keeper of the Grove, pick "caster" type items that help his mana and intelligence.
- 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 Archmage Mass Teleport. If you cast Entangling Roots on an enemy Archmage, the Archmage and units will not be able to teleport. Entangling Roots is good to interrupt spells that require spell channeling.
- Treants are great additions to your army. Since Force of Nature is only limited by its mana and cooldown, buy Mana Potions or replenish mana using Fountains or Moon Wells then cast Force of Nature again.
- Use Force of Nature to clear away trees so that you can reach Gold Mines surrounded by trees or after using Scroll of Town Portal in a closed base.
- Thorns Aura is only effective if your units are being hit by melee attackers. If the enemy is using a lot of ranged troops, don't invest in this skill or at least don't invest heavily in this skill.
- Once this spell is cast collect units under the rain until they are healed.
- This spell must be maintained by having the Keeper of the Grove stand still while the spell is cast to get the full effect
|Balance Patch History|
|Patch Version||Balance Changes|
|1.31.0|| Keeper of the Grove Night vision radius reduced from 900 to 800.|
Keeper of the Grove Intelligence reduced from 19 to 18.
Tranquility invulnerability duration reduced from 3 seconds to 1.
Treant base damage reduced from 15 to 14.
|1.30.3|| Entangling Roots cast range decreased from 800 to 600.|
|1.30.2|| Treant base damage reduced from 16 to 15.|
Level-2 Entangling Roots duration on heroes reduced from 5 to 4 seconds.
Level-3 Entangling Roots duration on heroes reduced from 7 to 6 seconds.
|1.29.0|| Increased Treant damage base from 14 to 16 (Damage changed from 15-17 to 17-19).|
Keeper of the Grove now has 19 starting Intelligence, up from 18.
Entangling Roots damage per second increased from 15/15/25 to 15/20/30.
Tranquility has been completely reworked. The spell now gives a 3 second Invulnerability at the start of the cast. The heal amount has been doubled from 20hp/s to 40hp/s, but the duration is halved from 30s to 15s.
Entangling Roots duration reduced for units from 9/24/36 seconds to 9/18/30 seconds, but increased for heroes from 3/4/5 seconds to 3/5/7 seconds.
|1.17|| Channeling ultimates now cancel invulnerability. If an invulnerability spell is used while channeling, channeling will end.|
Level-1 Entangling Roots base duration reduced to 9 seconds from 12, but level-3 Entangling Roots damage increased to 25 per second from 15 per second.
|1.15|| Force of Nature casting range increased to 800 from 700.|
|1.10|| Tranquility mana cost reduced to 125 from 200.|
Treants created by Force of Nature now benefit from the Nature's Blessing upgrade.
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)).
Tranquility cooldown reduced to 60 from 120.
|1.04|| Thorns no longer interacts with Critical Strike.|
|1.03|| Force of Nature cooldown reduced to 20 seconds, down from 30 seconds.|
Thorns is now a %-based ability that reflects 10%, 20% or 30% of melee damage dealt by level.
Treants now last 60 seconds, down from 75 seconds.
- 2018-10-04 | Keeper of the Grove: The Terror of 1.30? by RehcraM of Warcraft3.info