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 . Entangling Roots can be used to stop melee units in their tracks allowing the Night Elves to pick them off at range . 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 . Keepers that focus in Force of Nature make great early soloing Heroes . The Keeper can use the Treants and an Archer or two to solo Creeps at the start of the game . Entangling Roots can also work as the Keeper can put the most powerful Creep leader out of action ( unless Spell Immune ) and finish off the leftovers . Focusing on Entangling Roots will require more control and more " dancing " on the part of the player . 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 . Spells and Abilities . Entangling Roots . 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 . Force of Nature can be useful for quick access to mines that are surrounded by trees . Treants are pretty worthless in combat except for the very early game . They can be upgraded with Nature ' s Blessing but that doesn ' t help them much . Thorns Aura ( Passive ) . 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 . Tranquility ( Ultimate ) . 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 . Force the Keeper of the Grove to run which will cancel Tranquility .