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For lore, see keeper of the grove.
Keeper of the Grove
Race Keeper of the grove
Faction Night Elf Sentinels
Statistics
Hit points 500
Hit point regeneration Always
Hit point regeneration rate 0.80 (+0.50 at Night) HP/sec.
Mana 270
Mana Regeneration rate 0.91 Mana/sec.
Level 1-10
Gold 400 (0, If hired first) Gold
Lumber 135 (0, If hired first) Lumber
Food 5 Food
Produced at Altar of Elders
Build time 55 sec.
Hotkey K
Combat
Weapon(s) Nature's Power
Normal attack 20-26 (23 avg)
Can attack Ground, Structure, Debris, Air, Item, Ward
Range 60
Attack type Hero
Cooldown 1.68 (Basic 2.19) sec.
Weapon type Missile
Armor Type Hero
Armor 3 (Basic -2)
Day Sight 180
Night Sight 80
Movement Speed Fast (320)
Sound
Sound Set HeroKeeperOfTheGrove
Hero Parameters
Primary Attribute Intelligence
Strength Infocard-heroattributes-str 16 (+1.8/level)
Agility Infocard-heroattributes-agi 15 (+1.5/level)
Intelligence Infocard-heroattributes-int 18 (+2.7/level)
WC3RoC-logo
This article contains lore taken from Warcraft III: Reign of Chaos, Warcraft III: The Frozen Throne, the manuals, and/or official bonus maps.

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 Strength Hit Points HP Regen Rate
(At Night)
Agility Armor (In-game) Cooldown Intelligence Mana Mana Regen Rate Attack (Ground/Air)
1 16 500 0.80 (1.30) HP/sec. 15 2.5 (3) 1.68 sec. 18 270 0.91 Mana/sec. 20-26 (23 avg)
2 17.8 525 0.85 (1.35) HP/sec. 16.5 2.8 (3) 1.66 sec. 20.7 300 1.01 Mana/sec. 22-28 (25 avg)
3 19.6 575 0.95 (1.45) HP/sec. 18 3.4 (3) 1.61 sec. 23.4 345 1.16 Mana/sec. 25-31 (28 avg)
4 21.4 625 1.05 (1.55) HP/sec. 19.5 3.7 (4) 1.59 sec. 26.1 390 1.31 Mana/sec. 28-34 (31 avg)
5 23.2 675 1.15 (1.65) HP/sec. 21 4.3 (4) 1.54 sec. 28.8 420 1.41 Mana/sec. 30-36 (33 avg)
6 25 725 1.25 (1.75) HP/sec. 22.5 4.6 (5) 1.52 sec. 31.5 465 1.56 Mana/sec. 33-39 (36 avg)
7 26.8 750 1.30 (1.80) HP/sec. 24 5.2 (5) 1.48 sec. 34.2 510 1.71 Mana/sec. 36-42 (39 avg)
8 28.6 800 1.40 (1.90) HP/sec. 25.5 5.5 (6) 1.46 sec. 36.9 540 1.81 Mana/sec. 38-44 (41 avg)
9 30.4 850 1.50 (2.00) HP/sec. 27 6.1 (6) 1.42 sec. 39.6 585 1.96 Mana/sec. 41-47 (44 avg)
10 32.2 900 1.60 (2.10) HP/sec. 28.5 6.4 (6) 1.40 sec. 42.3 630 2.11 Mana/sec. 44-50 (47 avg)

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 who is also very easy to use, even moreso than the Demon Hunter.

Players should generally invest skill points into both Entangling Roots and Force of Nature despite the heavy mana drain it puts on him. He is a fast Hero and Entangling Roots has very good range, damage and duration, especially at higher levels where it is guaranteed to kill a non-melee ground unit if not dealt with accordingly. This spell prevents units from auto-attacking, making it very useful in removing enemy attackers during a battle.

Force of Nature is reasonable for creating early sandbags for creeping and the Treants themselves have reasonable stats in the early stages of a game.

While Thorns Aura is good at reflecting damage dealt by melee attacks, it can usually be ignored as many players tend to drop using melee units (if they were using any) early game, who generally get replaced by either ranged units who ignore the aura, or very bulky melee units where the effect essentially doesn't deal enough damage back.

Tranquility is his most powerful spell, as it stacks with friendly healing wards and Unholy Aura for very high health regeneration for a short amount of time. The spell itself can essentially be used to heal units in a pinch or during a hectic battle.

Spells and abilities[]

Entangling Roots[]

BTNEntanglingRoots
Causes roots to burst from the ground, immobilizing and damaging a target enemy.
Cooldown Mana Cost Allowed Targets
8 sec. 75 Ground, Enemy, Neutral, Organic
Level Duration (Hero) Range Effect Hero Level Req
1 9 (3) sec. 60 Immobilizes, disarms, and deals 15 damage/sec. 1
2 17 (4) sec. 60 Immobilizes, disarms, and deals 20 damage/sec. 3
3 25 (6) sec. 80 Immobilizes, disarms, and deals 30 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[]

BTNEnt
Converts an area of trees into Treants. Treants can attack land units.
Duration Cooldown Mana Cost Range Allowed Targets
60 sec. 20 sec. 100 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)[]

PASBTNThorns
An aura that gives friendly units around the Keeper of the Grove a damage shield, which wounds enemy melee attackers.
Area of Effect Allowed Targets
90 Air, Ground, Friend, Self, Vulnerable, Invulnerable
Level Effect Hero Level Req
1 Reflects 15% of melee damage 1
2 Reflects 30% of melee damage 3
3 Reflects 45% of melee damage 5

Notes: The damage is reflected, before it is reduced by armor.

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

Tranquility (Ultimate)[]

BTNTranquility
Causes a rain of healing energy to pour down in a large area, healing friendly allied units for 48 hit points per second.
Duration Cooldown Mana Cost Area of Effect Allowed Targets Effect Hero Level Req
12 sec. 120 sec. 125 90 Air, Ground, Friend, Self, Vulnerable, Invulnerable, Neutral Heals 48 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[]

BTNUltravision
Ultravision
Gives Night Elves the ability to see as far at night as they do during the day.
Research Cost Researched At Requirements Upgrade Time Effect
50 Gold 50 Lumber Hunter's Hall Tree of Ages 45 sec. Night Sight: 180

Quotes[]

Gallery[]

Patch changes[]

  • WC3tFT-logo Patch 1.17 (2004-09-20):
    • Level-1 Entangling Roots base duration reduced to 9 seconds from 12.
    • Level-3 Entangling Roots damage increased to 25 per second from 15 per second.
  • WC3tFT-logo Patch 1.15 (2004-05-10): Force of Nature casting range increased to 800 from 700.
  • WC3tFT-logo 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.
  • WC3RoC-logo Patch 1.04 (2002-11-04): Thorns no longer interacts with Critical Strike.
  • WC3RoC-logo 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.
  • WC3RoC-logo 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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