Ah, the great outdoors!
Neronas7
December 29, 2011
Hero Information
Enchantress, before the harsh -1 STR per level nerf, used to be a top tier hero, one of the strongest lane controller in the game, and was extremely hard to kill. Now, with her pitiful hitpoints, she falls very fast against nukers and is in desperate need for early/mid game survivability. However, considering the nice buffs she received recently, she is now a viable pick and perhaps the most offensive jungler in the game.
Pros n Cons
Pros:
â� Effective during the entire game
â� Strong jungler and decent laner
â� Decent base damage and good animation
â� Impetus scales very well into late game (Pure damage ignores armor), especially when Aiushtha gets some attack speed
â� One of the best heals in DotA
â� High INT gain
â� Counters physicals DPSers to a certain extent
â� Benefits greatly from Aghanim's Scepter upgrade
â� Can kite her foes to death with her slow, her long range and her devastating orbwalk
â� One of the best heroes for fast firstbloods/pushes
Cons:
â� Pathetic starting strength and strength gain, below average starting INT and AGI
â� Low armor
â� Relies on good neutral creeps to fuel her early game
â� Very vulnerable to nukes and burst damage
â� Is a mana *****, especially when orbwalking
Skills
Untouchable
Whenever the Enchantress is attacked, she beguiles the unit into slowing its attack.
Using Untouchable:
A very nice passive, especially early game. Untouchable has two uses: It counters physical DPSers to a certain extent (the AS reduction is not applied to AS gained from items, which is why Untouchable isn't that useful late game), and more importantly it completely neutralize creep aggro when you are attacking your lane opponent. Paired with your long range, this makes Enchantress a painful hero to face in a lane.
Enchant Brings target unit under control of Aiushtha. If the unit cannot be converted, it will be slowed instead.
Using Enchant:
A wonderful spell. It is both a very potent slow (almost 6 seconds of slow is no joke considering the amount of damage Aiushtha can deal when orbwalking), and your jungling tool. Considering the variety of neutral creeps you can convert.
Nature's Attendants Releases a swarm of wisps to heal nearby allies in a 275 radius. Each wisp lasts 10 seconds and heals 10hp/sec.
Using Nature's Attendants:
The "You can't kill me lol" button. This gives you insane HP regeneration (30/50/70/90 HP per second) over 10 seconds. Two problems; Nature's attendant is an amazing spell but not against burst damage especially considering that Enchantress is very squishy, and you can't activate it when you are disabled. When you see a Lion or a Doom coming to you, activate it even if you are full HP, because when they start disabling you, it will be too late. Same thing during teamfights: activating Nautre's Attendants a bit too early is better than getting raped because you didn't use it before the 18 AOE nukes (and it heals nearby allies too).
Impetus Gives strength to the Enchantress' attacks, causing them to deal greater damage the further away the target is.
Using Impetus:
Your almighty orb, which makes a great part of your damage output independent from your items (As long as you have enough mana to cast Impetus, obviously). It perfectly fits the hero theme of "I stay away from the target harassing her to death". Impetus can dish ridiculous amounts of damage (pure damage=not reduced by armor or magic resistance), especially with Aghanim's Scepter or Dagger/Forcestaff.
Skill builds and justifications
Enchantress skill build depends on where she starts the game: in the jungle or on a lane. In the first case, you need one point in Enchant to convert creeps. In both cases, your heal is maxed first because it is the spell that keeps you alive during early game, where you have 500-600 HP. Your ultimate is too good to be skipped.
Bambi in the jungle
Level 1: Enchant
Level 2: Nature's Attendants
Level 3: Nature's Attendants
Level 4: Untouchable
Level 5: Nature's Attendants
Level 6: Impetus
Level 7: Nature's Attendants
Level 8: Enchant
Level 9: Enchant
Level 10: Enchant
Level 11: Impetus
Level 12: Untouchable
Level 13: Untouchable
Level 14: Untouchable
Level 15: Stats
Level 16: Impetus
Explanation: This is the most common build when it comes to jungling. You get Enchant first for obvious reason (You need creeps to tank other neutrals, gank side lanes, push towers), Nature's Attendants is very nifty when you have to dive towers, and a level of Untouchable is handy when you have to tank that neutral because your stupid creep died, or when you aggro ghouls or treants during a gank. Enchant is maxed second, because you'll most likely be underleveled mid game, and that slow is really needed by then.
The laning Enchantress
Level 1: Nature's Attendants
Level 2: Untouchable
Level 3: Nature's Attendants
Level 4: Untouchable
Level 5: Nature's Attendants
Level 6: Impetus
Level 7: Nature's Attendants
Level 8: Untouchable
Level 9: Untouchable
Level 10: Enchant
Level 11: Impetus
Level 12: Enchant
Level 13: Enchant
Level 14: Enchant
Level 15: Stats
Level 16: Impetus
Explanation: When it comes to laning, Enchant is a supbar spell, and Untouchable becomes much more attractive. Your heal is still maxed first, but Untouchable is maxed second, because being almost immune to creep aggro is invaluable in order to dominate a lane. Note that, at level 4-8-9, if you feel that you can already harass enough without taking further levels of Untouchable, you can skill Enchant or even Attributes bonus if against some annoying nuker.
Item Build
Starting Items




A very good starting combination, with plenty of stats, especially much needed strength, some regen items. Icing on the cake, the two gauntlets can be used to build Urn of Shadows.
Core Items

They give you much needed hitpoints (you can also abuse the switch when jungling to keep your mana high), the AS bonus is nothing gamebreaking but still decent. Phase boots are useless for you (the damage is pathetic compared to Impetus, you don't really need the burst ms considering your potent slow), Arcane boots are overkill early game and not enough to spam Impetus later, and Boots of Travel are just too costly (and they don't give any survivability either).

Make your choice (Note: Nulls are a viable but risky alternative to bracers. Less hitpoints, more damage and mana)! These items share one thing: they give you cheap survivability (3 armor/6 STR) and some mana to boot (Brilliance aura/50% mana regen/3 INT).

Point Booster is the wet dream of Bambi. Hitpoints, mana, and one big step toward Agha.
Extension
Enchantress revolves around dishing high amounts of damage while dancing on the battlefield borders, and Agha helps you tremendously in doing so.
Viable luxuries

Scythe of Vyse solves your mana problems (late game, you are a mana *****), allowing you to spam Impetus freely. The active is also invaluable: 3.5 seconds of disable, best used on key heroes (disablers, carries) or on any bastard trying to cut your pretty throat.

Shiva's guard, unlike the Scythe of Vyse, doesn't provide huge mana regen (you still get huge amounts of mana pool). But the armor and the -AS aura are very handy against teams based on physical damage. The frost blast is also quite cool to get more Impetus hits on the slowed target (and you finally get some kind of AOE).

Forcestaff is a very fun luxury. It gives you two things: good stats (10 damage, 10 AS and 10 INT) and the hilarious active. You can use it to increase your Impetus damage, to reach an enemy or to escape one. A versatile item!

Dagger is a decent luxury (Escape mech and a way to increase Impetus damage) when it comes to organized games, where positioning is crucial. In public games, Forcestaff is much more useful
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