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16 Votes

Enchantress' Charming Jungle Minion Guide

January 16, 2013 by Robfire
Comments: 10    |    Views: 65912    |   


Hero Build

DotA2 Hero: Enchantress





Introduction

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So you've started out with Enchantress and read her Enchant ability. What's this? You can take control over non-hero/ancient units? Well, that must include jungle ones too, right?

Precisely. And that's what this guide is about.

To start off, I'll talk a little about the items that compliment this whole charming deal, then I'll get into the minions.

Complimential Items

Hand of Midas is a great tool if you need some of that extra gold and exp. Staying par with levels is very important with Enchantress. And if you don't need or feel like charming the other lesser creep or creeps in that little jungle area, then it's a great tool for preventing them from being annoying and attacking your minion a bit.

Helm of the Dominator is really cool. The jungle creeps will be without a time limit! And that now reduced 60 second cooldown? DAMN. This sure has a lot of possibilities for having a good defensive team. Just don't cry over the spilled milk - or in this case, blood stain your dead minions will leave if you don't be careful with them. However, you can only have 1 minion at a time, so be sure to take good care of it. It's also worth noting that not every minion is infinite with it, creeps that normally have a time limit will have the same time limit as usual. Think of it as just taking it under your control. With this and a mixture of charm, you can do some hilarious body-blocking with your creeps. If you want to know how you can hold all those limes, check out the 5th section of this guide, Control Groups and Unit Management.

Force Staff is great for Enchantress with and without any minions. I mean, since her Impetus deals more damage the farther they are, you can use it to propel an enemy farther away to get a quick kill. On top of that, there are unlimited possibilities on how to use it. You can use it on any unit. ANY unit! Enemies, allies, and neutrals alike. Propel a minion up a cliff, get your centaur closer to your target to lay down that juicy stun, get that healer away from vulnerabilities, and the list goes on. Just remember that it propels them in the direction they're facing, so you have to be careful and time it right.


Smoke of Deceit isn't necessarily bad, but situational. I'm only putting it on the list because it can be a potential godsend. It cloaks you and allies around you for a solid 40 seconds, but get close to an enemy tower or enemy hero and it's gone. You're probably pretty disappointed about that, but there are still possible times to use use it! Maybe you need to squirm around some minions and observer wards as safely as possible, who knows?

Last item I'll talk about are the Arcane Boots. To be honest, this doesn't compliment minions too well, but much like Smoke, it's a situational thing. Unlike Smoke, though, it's very useful to Enchantress without minions as well. Getting that extra mana is a great and cheap source of efficient regen if you use it frequently, along with being able to give some bursts of it to your allies too. Don't forget that you're also somewhat of a support!

That's not really what this guide is about, though. As I get back on topic, we get into the...

Jungle Creeps Guide

The jungle is an endless source of minions, exp, gold and first-bloods. The two jungles are located in bot for Radiant, and top for Dire. It's important to jungle in the one that isn't on the enemy's side, so try and work out with your team which lane you go to. I guess you could go mid, but you'd have to take some time to travel from jungle to jungle and then all the way back to mid. The creeps spawn precisely on the 30 second mark on the game timer, so keep that in mind!



Satyr Soulstealer, Satyr Trickster

Satyr Soulstealer Stats
Health: 600
Mana: 600
Damage: 25
Movement Speed: 270
Armor: 1

Satyr Trickster Stats
Health: 240
Mana: 500
Damage: 8
Movement Speed: 300
Armor: 0

These guys aren't the best, but definitely aren't the worst. The Soulstealers, at least. As for the Tricksters, they're pretty much just a tiny pile of gold and exp and won't do anything useful for you at all.
Soulstealers aren't too bad very early game. Their Mana Burn is their only ability, which can target an enemy unit and drain 100 mana and health from them. It has an 18 cooldown and costs 50 mana itself. It can be useful for draining an enemy hero's low mana to limit them from using a threatening attack (This is not to be confused with Nyx Assassin's ability Mana Burn with the same name). Do not underestimate this. Just imagine the possibilities of instantly draining 100 mana from enemy heroes that need it ever so drastically, especially early game! Otherwise, the Soulstealer has adequate stats and can last in a minion wave for a little bit.
Tricksters are hard to use and not that useful to begin with. They'll slow an enemy, and remove buffs/debuffs from enemies/allies, but neither of them really do much or work well, especially because of these little guys' horrendous stats. 270 HP, 0 armor? Come on.


Ghost, Fell Beast

Ghost Stats
Health: 500
Mana: 400
Damage: 47
Movement Speed: 320
Armor: 1

Fell Beast Stats
Health: 400
Mana: 0
Damage: 14
Movement Speed: 350
Armor:1

Eh. These guys? Not useful, not good. Probably the worst possible creeps you can find. Good thing they can be taken down easily!
The Ghost slows 20% movement speed and attack speed for 1.5 seconds per attack, and that's pretty much the only kind of half mediocre thing this pack can do. That, and Fell Beasts have a whopping 350 movement speed. I guess maybe you could use them for some quick scouting, but it wouldn't be all that useful.


Alpha Wolf, Giant Wolf

Alpha Wolf Stats
Health: 600
Mana: 0
Damage: 31+9 (With Packleader's Aura)
Movement Speed: 350
Armor:3

Giant Wolf Stats
Health: 500
Mana: 0
Damage: 22+6 (With Packleader's Aura)
Movement Speed: 350
Armor:1

These guys? So so. Not bad enough to smash your keyboard when you find them, but not good enough to get excited when you find them. What's funny is that the Giant Wolves aren't the giant ones.
Both units have a 20% chance to land a Critical Strike and deal 200% damage (Obviously not to be confused with Skeleton King's ability Critical Strike with the same name), but their most effective passive is most likely the Packleader's Aura that the Alpha one carries, which gives 30% damage in a 900 radius. Not too bad for assisting minions, don't you think?


Now, with these minions all seeming kind of weak and just a bother, don't lose hope just yet. To revitalize those eyes of yours, here's my personal favourite badass of a minion:

Centaur Khan, Centaur Outrunner

Centaur Khan Stats
Health: 1100
Mana: 200
Attack: 52
Movement Speed: 320
Armor: 4

Centaur Outrunner Stats
Health: 550
Mana: 0
Attack: 19
Movement Speed: 350
Armor: 2

Here they are. The best, most useful, most versatile, most tanky, most bulky, most outstanding and most ****ing awesome minions in the game. This in comparison will probably make you want to not read about the rest of the creeps after this just because of how awesome these guys are. Every game, you should pray to the almighty jungle God that he grants you these guys as the first batch of creeps in your jungle. Just look at their stats, seriously. Khan has 1100 HP and 52 attack, at the very beginning of the game! And on top of that, his War Stomp stun non-hero units for a full 3 seconds and stuns heroes for a still juicy 2 seconds in a 250 radius, while dealing 25 damage. If that isn't the #1 source for first bloods, I don't know what is. However, do be aware that it has a 20 second cooldown and costs an astounding 100 mana, which is a full half of how much mana he has. Ring of Basilius can help him regenerate mana, but he'd probably run out of life time first - my reccomendation would probably be to get Arcane Boots as well. Khan also has a Swiftness Aura, which increases allies' attack speed by 15 in a 900 radius. Absolutely amazing. The Outrunner may not be as good as Mr. Khan over there, but he's still without a doubt a pretty good minion. Although not having any abilities or passives, he has good stats - especially for a unit with 350 movement speed.
Although this is all I have to say on these guys, I feel as if I just started talking about them. They're my #1 reccomendation for charming, and can be used in ways from using Nature's Attendants to get them to take the hits from a tower to ganking almost any hero, especially early game. Use them wisely!


Wildkin Warchief, Wildkin

Wildkin Warchief Stats
Health: 950
Mana: 400
Attack: 53
Movement Speed: 320
Amor: 4+3 (With Toughness Aura)

Wildkin Stats
Health: 350
Mana: 0
Attack: 22
Movement Speed: 300
Armor: 2+3 (With Toughness Aura)

These guys aren't too bad either. I'd say they're among the best, but only if you know how to use them right. Specifically the Warchief. The regular Wildkins have boring stats and no abilities, so they're not really useful at all. As for the Warchief, however - not only are his stats nearly on par with Khan, but what's quite unique about him is his Tornado.

Tornado is a channeled ability with a 70 cooldown and lasts 40 seconds. As the picture shows, it calls a tornado down. But, the best part is that you can control this tornado. It's no faster than 125 move speed, but having it follow minion swarms and mess with enemies early game can be very effective, as long as you hide your Warchief somewhere he wouldn't be easily attacked. Why? Because the tornado deals 15% movement slow, 15% attack slow, 15 damage per second to units far away and 45 damage per second to units closer. This is amazing against heroes who are very slow and haven't gotten their boots yet, as not only can it slow them, but it can follow them around, dealing damage to them.
Because of its long cooldown, you'll pretty much only be able to use this once in its lifetime, so use it very wisely.

Oh yeah, and Warchief gives 3 bonus armor in a 900 radius with Toughness Aura. Not too bad.


Kobold Taskmaster, Kobold Tunneler, Kobold

Kobold Taskmaster Stats
Health: 400
Mana: 0
Attack: 14
Movement Speed: 330+39 (With Speed Aura)
Armor: 1

Kobold Tunneler Stats
Health: 325
Mana: 0
Attack: 14
Movement Speed: 270+32 (With Speed Aura)
Armor: 1

Kobold Stats
Health: 240
Mana: 0
Attack: 10
Movement Speed: 270+32 (With Speed Aura)
Armor: 0

These guys fall a bit into the not very useful category, but the Taskmaster DOES have a speed aura that increases ally move speed by 12% in a 900 radius with a solid 330 movement speed alone, so he can be used for a quick speed boost for you and allies.


Ursa Warrior, Furbolg Champion

Ursa Warrior Stats
Health: 1100
Mana: 300
Attack: 52
Movement Speed: 320
Armor: 4

Furbolg Champion Stats
Health: 950
Mana: 0
Attack: 41
Movement Speed: 320
Armor: 5

These guys most likely stand in a solid second place for best minions, mostly the bigger Ursa Warrior guy. His stats are practically the same as Centaur Khan's - although his one ability is a bit different. Thunder Clap is an effective skill that slows movement/attack speed by 25% for 3 seconds and deals 150 damage in a 300 radius. The cooldown is 12 and it costs 100 mana, which is a third of his maximum mana. For the Warrior, mana regen is also something that can be pretty dandy.


Satyr Hellcaller

Satyr Hellcaller Stats
Health: 1100
Mana: 600
Attack: 52
Movement Speed: 290
Armor: 0

I wanted to separate this minion because he's far better than the other Satyrs and also spawns with two Soulstealers with him and no Tricksters. Hellcaller is even with the Ursa Warrior and Khan in terms of health and attack, making him probably one of the best possible creeps to charm. To boot, he has a Shockwave, which is a skillshot that travels to a range of 800 and deals 125 damage. It's cooldown is an amazing 8 seconds and it costs 100 mana, a sixth of his maximum. This is a great ability early game, as it can help deal damage to hooligans running away from your first bloods. His passive is an Unholy Aura that gives +4 health regen to allies in a 900 radius. Very potent.


Dark Troll Warlord, Dark Troll

Dark Troll Warlord Stats
Health: 1100
Mana: 550
Attack: 51
Movement Speed: 320
Armor: 1

Dark Troll Stats
Health: 500
Mana: 0
Attack: 25
Movement Speed: 270
Armor: 0

I won't say anything about the regular Dark Trolls, as usual - but the Dark Troll Warlord is probably another tie for second best minion. Unlike most, this guy actually has 2 active abilities. Hang on to your chair, because the excitement has just begun! His first ability is Ensnare, where he casts a net at an enemy for a full 1.5 seconds. This is an astoundingly potent first blooder, as it can trap the foolish mortals that dare run away from the mighty Warlord. It has no more than a 20 second cooldown and a 150 mana cost. As for his second ability, Raise Dead, mister green skin takes a single corpse of a fallen unit and converts it into 2 little skeleton minions. This has a 25 second cooldown and a 50 mana cost, and the skeletons last 40 seconds.

Skeleton Warrior Stats
Health: 250
Mana: 0
Attack: 24
Movement Speed: 270
Armor: 1

So they're nothing that special, but they can contribute to minion swarms at least a little. Try to use it right before you run out of time with the Warlord, so that you have 2 minions to remember him by. Lest we forget.


Harpy Storm, Harpy Scout

Harpy Storm Stats
Health: 550
Mana: 540
Attack: 33
Movement Speed: 310
Armor: 2

Harpy Scout Stats
Health: 400
Mana: 0
Attack: 32
Movement Speed: 280
Armor: 1

These guys you don't tend to see very often, however, that doesn't make them too valuable. Their stats are around decent, and the only ability they have is Harpy Storm's Chain Lightning. It releases a high voltage bolt at a target enemy dealing 140 damage, and then jumps onto another enemy, losing 25% of its damage per jump. It can target a max of 4 people. It only has a 4 second cooldown and costs 90 mana, so it can be convenient in some ways, sometimes.


Gnoll Assassins

Gnoll Assassin Stats
Health: 370
Mana: 0
Attack: 33
Movement Speed: 270
Armor: 1

Among one of the most useless of all creeps. Its poison deals 2 damage per second for 20 seconds on non hero units and 10 on hero units. That's pretty much all they can do.


Forest Troll High Priest, Forest Troll Berserker

Forest Troll High Priest Stats
Health: 450
Mana: 500
Attack: 28
Movement Speed: 290
Armor: 0

Forest Troll Berserker Stats
Health: 500
Mana: 0
Attack: 32
Movement Speed: 270
Armor: 1

While the Berserker's rather useless, High Priest isn't bad at all. Like most creeps, it's best early game. It has an ability that autocasts, even while it's moving, that restores 15 health to an injured ally around him every half a second. That doesn't sound like much, but think about it like this. It'll heal as much as a fully charged Magic Stick in 7.5 seconds! He can supply minions with a bit of extra health to help push, or maybe bring a squishy ally's HP up a bit. It is important to keep in mind that he WILL only last 80 seconds like all creeps, so using this one wisely is exceptionally important, and they're pretty rare to boot. They'll only spawn around the two jungle spots close to the inner mid tower on Radiant's side.


Ogre Magi, Ogre Mauler

Ogre Magi Stats
Health: 600
Mana: 400
Attack: 25
Movement Speed: 270
Armor: 0

Ogre Mauler Stats
Health: 850
Mana: 0
Attack: 25
Movement Speed: 270
Armor: 1

Ogre Maulers aren't too useful, they may have 850 HP, but their 25 attack is quite pathetic. While the same applies to Ogre Magi(Not to be confused with Ogre Magi, seriously Icefrog), he has an ability quite similar to Lich's Ice Armor. It is an ability that can be used on an ally to grant them a buff that lasts 40 seconds and makes any melee attack that is used on the ally slow the attacker by 20% attack and 30% movement speed. It has a short as hell 5 second cooldown and costs only 40 mana.
This is definitely a situational thing. You should definitely consider before charming one of these as opposed to going into the jungle and thinking "oh look, this guide said they were good I'll charm one". Remember, Enchant does only have an 80 second creep charm duration. If you charm him arbitrarily, he will most likely just go to waste. There are a few things Magi is useful for, though, such as Roshan, or maybe even the last horrid jungle creep I'll be mentioning below.


Mud Golems

Mud Golem Stats
Health: 800
Mana: 400
Attack: 31
Movement Speed: 270
Armor: 4

Ugh. Out of all the jungle creeps you can find, especially early game, these are by far the worst. Why? Because you can't charm them. At all. They're magic immune. You'll just have to have that spot in the jungle occupied by them until you're high enough level to defeat them. Or if someone else does already.


And those were all the non ancient creeps in the jungle and what to do with them. Now let's look farther into controlling these creeps and using them to your advantage.

Getting First Blood

Call me crazy, but I would definitely say Enchantress is probably the #1 first blood getter. and maybe Chen, but nobody cares about him. Just pretend he doesn't exist.

So the game has just started, and all you have leveled is Enchant. Always level that first. Sneak away to the jungle right at the 30 second mark, but not any before. Jungle creeps spawn every 30 seconds if there is nobody in vision of them, and if not, you'll have to wait until the 60 second mark.

So the first creeps you find may not be too great, but that's okay! There are plenty other parts of the jungle. Quickly look at the rest of them.

Ah, yes, this is much better. Now let's discuss how to use potent first-blooding minions.



So your foe sees your minion and tries attacking it. Huh? 1110 HP? That's way more than a level 1 will have!

Lead with their ability. In this case, the Centaur's stun will be a great way to get that foe to stop moving.

Boom. Just remember to level Nature's Attendants next so you can wipe the blood off and heal, especially if you had to do some tower diving.


The Satyr Hellcaller can do very well in assisting you in getting some extra damage with his skillshot. Since this is not a slow or a stun, waiting for Enchant's cooldown to return is a safer approach.

Ursa Warrior's clap is great for dealing some damage and even slowing the enemy by 25% for a short while. Pull it off right and the kill goes to you.

Wildkin Warchief's tornado not only slows the enemy, but deals a pretty efficient damage over time. Great if the enemy hasn't gotten boots yet, especially if you enchant them as well.

The Dark Troll Warlord's net can prevent your enemy from running away for a good 1.5 seconds. That and his base attack can hopefully take your enemy to tears.

Ogre Magi isn't the best solution and will only work on melee heroes, but you must settle with what the jungle gives you. Pop some Ice Armor on yourself and let him attack you. The 30% movement and attack speed slow for a lengthy 5 seconds should aid you in obliterating your opponent's silly melee ***.

Control Groups and Unit Management

Once you try out some minion charming, you may find that it's near impossible to quickly click on a minion in time and make him use something, and then select your own hero again. Well, fear not. In this section of this guide, I shall assist you in becoming a lot better at microing your minions, specifically with key bindings. It doesn't sound like much, but it's almost essential to have efficient keys to press and to cycle through. Let's go over the useful ones.


Select Hero

I want you to bind this to something important, like how I have it bound to space for easy access. As Enchantress, you're going to be swapping through different units constantly and you'll need to access the most important one sometimes - yourself. Without this, you won't be able to do a lot and you may find yourself getting confused in what you are controlling. Get used to binds like this and aim for succeeding. Remember: minions are minions, while it's important to keep track of them, it's important to keep track of yourself too. Try not to focus too much on them when you're in a deep situation.

Attack Move

This may not seem important, but it is. Having this bound will help you bring minions to attack things conveniently. Sure it's not the best way to plan out your attacks on minions and get lasthits properly, but if you did that manually, there would be absolutely no point of the minion being there in the first place. If you need more guidance, here's a picture:

Say, I want my Centaur to help push the swarm while I help defend mid. Attack Move is my solution.

NOTE: This is also the bind you need to deny. Check out the section on Denying to learn more.
Ctrl Clicking

While maybe not being as important as others, it still is a good tool for moving all the units you control. Maybe use ctrl click once to move your minion and then quickly do a regular click somewhere else to control yourself. This is the fastest way of controlling, and although it does not give you access to the unit's selection of abilities, it can still be pretty nifty.


Select All Other Units

This too, is pretty much vital to your success in the micro industry, at least for when you're controlling a single unit. This will select every unit you control (not counting shared unit control and disconnected users) except for Enchantress herself. Swapping from hero to minion with this key and your Select Hero key can lead to great things. However, this can't necessarily be used to manage groups of multiple minions that have different abilities that you want to select individually. For this, see the next thing on the list.

Control Groups

Say you have multiple units with multiple abilities and you want to control them individually, or maybe you have multiple groups you want to manage individually. Control groups are the answer, but they aren't necessarily the most intuitive thing if you haven't played an RTS or are aware of how they control fully.

Now, listen up. You should probably bind your control groups to your numbers, and if your numbers are taken up by the items slots like mine are, I reccomend the F keys. In order to use control groups, you must press CTRL+CONTROL GROUP NUMBER KEY. For example, selecting one or more of my minions and pressing CTRL+F1 will create the first control group. Pressing F1 on its own will select the group you have created. Pressing CTRL+F1 again with other things selected will overwrite it. This really does have endless possibilities, and it's an absolute virtue. But wait, what's that thing mean at the bottom there?

Control Group Tab

This isn't necessarily as useful as control groups themselves, and what it basically does is it cycles through every unit you control(including disconnected players and unit control). For example, if I were to have 3 units to control: Enchantress, a Centaur and a Satyr, pressing my Control Group Tab button will go to the Centaur, then to the Satyr, then back to Enchantress. This is mostly only useful when you don't have any time to make control groups.


Here's a small tip. You can see the amount of time your minion be alive if you select them and look under their portrait, as if you were checking your own level.

Denying

This is something you need to do. If you read the Control Groups and Unit Management section, you will know that Attack Move is what you need to do this so called "denying". This is rebindable in the controls, like pretty much everything else.

I won't touch on what denying is too much in this guide, because that would be a little off topic. Let's keep it simple.

Denying is essentially killing a friendly unit or tower to prevent enemies from gaining EXP. This is a great thing to do to enemy creeps during laning if you're with a carry so you focus on it as opposed to getting lasthits. But that's not what I'm here to talk about!

Of course, as Enchantress, you're going to be charming jungle minions. That's what this guide is about. Although, without care, making your minions run into towers or get aggroed and attacked while vulnerable can just give the enemies free gold and exp. Think of it as a jungle minion running up to them and giving them free resources. This is where denying comes in handy.

If one of your minions is below half HP, you will be able to use Attack Move on them and attack them.

If there's an exclamation mark as the minion dies, that means you successfully took his life to prevent enemy resource gain. Congratulations, you monster!

Jungle Spawns and Stacking

The title of this section may confuse you at first, but it's understandable once you get the hang of it.

Jungle creeps spawn at the 30 second mark, and will spawn at every minute after.

If there is a hero, a ward, or any unit at all besides the neutrals native to that spawn are in vision of the spawn, the creeps will not respawn. If this is the case, the opportunity for creeps to spawn in that minute is gone. They will spawn at the next one minute interval if there are no units in sight. Did I mention that wards count? Because they do. It's not as bad as you think, though.

Sentry Wards can see enemies' Observer Wards, and even enemy Sentry Wards.

Placing these near the outsides of camps is great, since they have very small vision range if there are no invisible units nearby. If there is a spawn that is not generating any creeps, the enemy's wards may be the problem. Be wary!



So now that you know how the spawns work, let's discuss Creep Stacking.


Like most MOBA terminology, the term's name is intuitive to an extent. This strongly depends on exploiting the jungle camps obeying consistent game time spawns. To start, aggro some jungle creeps and get them to chase you out of the jungle. Don't go too far out, though, or else they'll just go back to the camp. This NEEDS to be done at a reasonable duration before the next creep spawn.

Make sure they're out of the spawn's vision. This seems easy, but it can take a lot of practice! Especially because they lose interest and head back to camp after about 7 seconds.

If you did it right, your jungle should look something like this:

This really is a hard thing to pull off, and it's rather risky. Try your best, and try not to rely on it too much.

Fun-to-Mess-With Heroes


Enigma has minions. Though they won't do too much, they're still an okay thing to mess around with.


Broodmother has minions. These also aren't too great, as they can't hide in her webs, but they're decent nonetheless. Not that decent though. They're mostly made for swarming. Although, their move speed is impressive.

Dark Seer's ult, Wall of Replica creates illusions of you. And boy, do they do some damage. This is probably one of the best things to charm.
Lycanthrope's Spawn Wolves spawns some annoying wolfies with high move speed, high stats and at level 4, have permanent invisibility! Scouting with these for a short amount of time would be a great option if the team needs it.

Chaos Knight's Phantasm is a great thing to charm, as it does the exact same amount of damage as Knight himself does! Don't get too cocky, though, as it will take twice the damage he does. Your best bet is to not make it just run in and attack him mindlessly. It can be a lifesaver for some late game ganks, especially if that Knight stocked up on damage items.

Nature's Prophet's Nature's Call can convert forest trees into minions. You know the deal. They're especially decent early game, when he can spawn only 2 of them and they aren't in a large swarm.

Chen's Holy Persuasion can also possess jungle creeps. FOREVER. NO TIME LIMIT. He can only have a certain amount going from 1/1/2/3, which is why it's so much fun to take the minions back. I mean, he can just get another one, but centaurs aren't unlimited. ;)

Morphling's Replicate can create a copy of any hero, ally or foe, besides himself. Think of them as illusions, but stronger. However, this is important. While this can be decently fun to play with, it can be VERY dangerous. Why? Because Morph Replicate exists. It causes Morphling to take the replication's place on the map, and it STILL applies even if you've charmed it. This can be a lot of fun, too, though, because he won't be able to see the replication. If done right, you can reel him into towers or even spawn quite effectively.

Outroduction

Thanks for reading my guide to the jungle creeps, if you even read it all. You probably didn't. I don't expect you to, at least. You probably just got some info and skipped a bunch of parts. Thanks anyways. Vote it up or something, I guess. Or don't. Also feel free to correct anything I did wrong, because I probably missed a few things or messed up a few things.


Also, check this guide out on Steam.


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