
Nature's Grasp
Creates vines towards the target location. Vines slow down and deal damage to enemies that walk through. Does 35% less damage to creeps.
Abilities, roles and builds with an explanation for every purchase.

HERO GAME PLANWe provide the team with healing and vision, while Overgrowth holds enemies in place for allied damage.
Treant Protector is ever the benevolent ally, sprouting regenerating armor for his cohorts and their fortifications alike. Emerging unseen from among the trees, he binds foes with overgrowth as he leeches health from enemies and into nearby allies.
My recommendation is a starting point. We choose another position together with the team and for its needs.
Help the lane, provide vision and keep the ally alive first; expensive upgrades follow the necessary team purchases.
I contribute through laning, control and movement. I adapt the expensive core route to my budget.
This is an editorial starting plan based on hero mechanics. It is not presented as a match I have already tested or a popularity ranking.
Here is my initial plan: I do my role's job first, then choose the items the team needs. I adapt the order and expensive purchases to the opponent.

Provide speed and regeneration between engagements, fitting a support’s budget.

Changes the entry angle and lets me reach a target quickly. Damage taken can prevent its use.

Adds objective pressure and a disable after suitable lockdown; I account for the cast preparation.

Adds a protective tool and hides the chosen ally; invisibility does not replace escaping detection.

Unlocks or upgrades Living Armor, Eyes In The Forest. The exact effects are shown below in the abilities section.

I do not assign one ‘correct’ minute to every purchase. I look at my gold, the next fight and the problem: am I missing mana, target access, control or protection? If an expensive slot will arrive too late, I get a useful answer earlier.
Original Valve icons and descriptions. Cooldowns and mana are shown by level from the data snapshot; talents and upgrades can change the values.

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

The hero’s attack deals bonus magic damage and plants a draining seed in the victim, briefly rooting and disarming it.
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.

Places a protective layer on the selected hero or building, restoring health and blocking damage from units controlled by enemy players. Damage block decreases with each trigger.
Places a protective layer on the selected hero or building, restoring health and blocking damage from units controlled by enemy players. Damage block decreases with each trigger. If it reaches zero, the layer disappears completely.
Increases damage blocked. Treant passively gains Living Armor; damage block recovers if he takes no damage for a period.

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.
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.
Reduces cooldown to 25 sec. Casting empowers the owner with the earth’s strength for 16 sec., greatly increasing his size and granting +100% strength, a fixed movement speed of 345, and the ability to pass through units. The hero’s attacks become area attacks, dealing 60% damage to enemies within a radius of 300 of the target.
These abilities are not necessarily available at the same time. I check the condition beside the name: innate ability, another form or an Aghanim purchase.

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.
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.

Increases the owner’s movement speed near trees. If he has not taken damage in the last 2.75 sec., he can move through trees and activate this ability to become invisible until he moves away from…
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.
These are fields from the official source. The hero's final values in the client account for attributes and other active mechanics.
Items, slang and real episodes help connect abilities with what happens in a match.