Keeper of the Grove (Warcraft III)

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.

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.

ntangling Roots

 * Causes roots to burst from the ground, immobilizing and damaging a target enemy.

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.

Dispel the roots.
 * Counters

orce of Nature

 * Converts an area of trees into Treants. Treants can attack land units.

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.

They can be dispelled or stolen from by Spell Breakers.
 * Counters

Thons Aura (Passive)

 * An aura that gives friendly units around the Keeper of the Grove a damage shield, which wounds enemy melee attackers.

Thorns Aura is only effective if your units are being hit by melee attackers.

ranquility (Ultimate)

 * Causes a rain of healing energy to pour down in a large area, healing friendly allied units for 20 hit points per second.

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. Stun, bind and focus on the Keeper if possible to force him to teleport or die.
 * Counters

Quotes

 * See Warcraft III Keeper of the Grove quotes