Keeper of the Grove

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[e][h] Keeper of the Grove

16 +1.80

15 +1.50

18 +2.70

20 - 26


Primary Attribute
Base Stats
1800 / 800
Turn Rate:
Level Changes
HP Regen.: (+0.50 at Night)
20 - 26
30 - 36
44 - 50

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.


Entangling Roots
Cast Type : Active  Ability Type:  Magical
Target Type : Unit Target  Damage Type:  Magic
Causes roots to burst from the ground, immobilizing, disarming, and damaging a target enemy unit.
Cast Requirements : 75 8 s  Range:  600 / 600 / 800
Targets Allowed : Ground, Enemy, Neutral, Organic
Duration : 9 (3) / 17 (4) / 25 (6) s
Root Damage : 15/20/30 dmg per second
Hotkey : E


  • 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.

Force of Nature
Cast Type : Active  Ability Type:  Magical
Target Type : Area Target
Converts an area of trees into Treants. Treants can attack land units.
Cast Requirements : 100 20 s  Range:  800
Area of Effect : 150 / 225 / 300
Duration : 60 s
Summons : Treant
Summon Count : 2/3/4
Hotkey : F


  • 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
Cast Type : Aura  Ability Type:  Universal
Target Type : No Target  Damage Type:  Universal
An aura that gives friendly units around the Keeper of the Grove a damage shield, which wounds enemy melee attackers.
Targets Allowed : Air, Ground, Friend, Self, Vulnerable, Invulnerable
Area of Effect : 900
Reflects : 15/30/45% of melee damage
Notes : The damage is reflected, before it is reduced by armor.
Hotkey : R


  • 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.
Cast Type : Channel  Ability Type:  Universal
Target Type : No Target
Causes a rain of healing energy to pour down in a large area, healing friendly allied units for 48 hit points per second.
Cast Requirements : 125 120 s
Targets Allowed : Air, Ground, Friend, Self, Vulnerable, Invulnerable, Neutral
Area of Effect : 900
Duration : 12 s
Regeneration : 48 HP/sec
Hotkey : T


  • 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.
  • Using an invulnerability potion while channeling will interrupt the spell.


Gives Night Elves the ability to see as far at night as they do during the day.
Researched at : Hunter's Hall
 Hotkey : U
Cost : 50 50  Research Time:  45
Requires : Tree of Ages

Version History[edit]

Balance Patch History
VersionReleaseBalance Changes
  • Buff Entangling Roots cast range on level 3 increased from 600 to 800.
  • Neutral Tranquility Invulnerability time removed. Duration reduced from 15 to 12. Healing increased from 40 to 48.
  • Buff Entangling Roots damage per second increased from 15/15/25 to 15/20/30.
  • Buff Keeper of the Grove now has 19 starting Intelligence, up from 18.
  • Buff Increased Treant damage base from 14 to 16 (Damage changed from 15-17 to 17-19).
  • Neutral 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.
  • Neutral 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.
  • Neutral 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.
  • Neutral Channeling ultimates now cancel invulnerability. If an invulnerability spell is used while channeling, channeling will end.
  • Nerf Thorns no longer interacts with Critical Strike.
  • Buff Force of Nature cooldown reduced to 20 seconds, down from 30 seconds.
  • Neutral Thorns is now a %-based ability that reflects 10%, 20% or 30% of melee damage dealt by level.
  • Nerf Treants now last 60 seconds, down from 75 seconds.


External links[edit]