We all know that Enchantress is usually played as a jungler, because of her Enchant ability. What most people usually ignored though it's her amazing capacity for offlaning. Between her passive Untouchable, her natural high movement speed (the highest base move speed in the game) and the right choice of items, you can not only survive a hard offlane but even cause some troubles to the enemy carry and farm a bit yourself (unless of course you pick her into a straight magical nuke line-up, which you shouldn't do anyway).
This allows you not only to play Enchantress in a different role but also it let's you still occupy the semi-carry role (ideally the #3), because your core items are not that difficult to achieve and you can help your teammates get the kills, while giving up on farming through the game. From there on, there are so many items that are potentially good for you that she ends up being one of the most flexible heroes in Dota 2 in that regard, which makes her an even better pick for many games.
What's really awesome about Enchantress is that she's one of the most flexible Inteligence heroes I know concerning her item build. Besides the Dragon Lance/ Aghanim's Scepter, which you will want almost every game but even that may be skipped, you will buy for her what you need specifically for that game, bearing in mind your enemies and your role - which may even range from the Position 2 to the Position 4.
Because so many items are possible for her, and I'm here only to tell you about my way of playing her, I will not explain those items such as a Bloodstone, which you may buy in some occasions, but that are not my favourite go-to items.
On the items that I don't recommend going for - again, if you intend to try my way of playing - a brief explanation: Don't go Hand of Midas because you're priority won't be farming and you will be joining fights from level 6 onward (and because you already have a nice XP boost in the beggining of the game by offlaning); Don't go Mask of Madness unless in rare situations because the attack speed boost is offset by the extra damage received, and you're not in a position to handle that nor do you need the extra attack speed for anything else than teamfights (and you don't need lifesteal).
|This is my regular set of items in the beggining of the game, if I don't expect too have too much trouble in the offlane. It gives you enough damage to compete in last-hits and denies, and also general stats to help with HP and mana. You can also use it to go mid if you notice suddenly your team doesn't have a mid. I usually sell the Null Talisman later in the game, as I don't like the items it upgrades to.
|This alternative initial items are called "the Slasher's way", which you can see in this video. The principal diference from my usual build is that mine gives you less HP points and more damage points, and this one gives you more HP points and less damage points - that is, this one is better for surviving a very hard offlane, but worse in terms of damage. Use it if you're expecting a trilane or even a nasty combo lane with lots of disables and nukes. You will later use the Circlet to buy a Magical Wand, which I think is very good for Enchantress through the entire game.
As I've been explaining, this is Enchantress's only core because most games you will want to build a Dragon Lance for your first item, as it gives you a mix of all the things you need: more survivibility, more damage, more attack speed. At some point you might want to trade this for an Aghanim's Scepter or not, depending on the specific game. Tip: Don't forget that Dragon Lance can be disassembled, so you can disassemble it at some point to help you get your extra item, be it the Aghanim's Scepter or a Black King Bar (or even an Orchid Malevolence with that Quarterstaff, if you have a good timing on it, beause if it comes after the enemy team has their BKBs up is useless).
Power Treads used to be the best Boots for her because of the attack speed, extra life points or mana from tread switching, but now I think Phase Boots are a best choice most games, since you will already have attack speed and HP from the Dragon Lance, so this item strenghts your laning phase and the burst move speed is usually just what you need for that extra hit in that will kill your target. If you go this route, however, consider items like Magic Wand and/or Drum of Endurance, for some extra survivibility.
|As your big weakness is magical damage and disables, you will probably need a Black King Bar most games. Get it as your second item or even first if you're having troubles surviving teamfights.
|Since you can now have attack modifiers working at the same time that Impetus, Eye of Skadi is my favourite one. Not only his stats make Enchantress very difficult to kill (what other Inteligence hero can gro to 2k HP?), but also you have no more kiting troubles and you don't depend on your Enchant to slow your enemies.
|You will notice there's a point in the game where you have nice HP, nice mana, good damage to give, but not that much attack speed. Moon Shard is the item for this - don't eat it, just buy a casual Hyperstone if you have all the items you think you need that game, and upgrade it if you have the money for that and buyback. It's even more worth it now that is has no recipe - you're ahead in the game and controlling the map, just buy it in the enemy's secret shop.
|Damage and attack speed are always welcomed, and you might need a Monkey King Bar in the late game if your enemies are purchasing evasion items.
|I already explained you might encounter the need for armor some games. You will always want also attack speed for more DPS. If no-one in your team is getting one and you think it's a good idea (for instance, you're against enemies with armor modifiers, such as Sven and Dazzle), then an Assault Cuirass is just what you need.
|An Hex and Inteligence? Yes please.
|If you're dealing with pesky mages, you might prefer to get an Orchid Malevolence besides or instead the BKB. Even just the casual Oblivion Staff is actually amazing for Enchantress, because it gives her all the stats she wants, including attack speed.
|If you need to be protect against some kind of strong spell that usually initiates the fight (for instance a Rupture or a Doom), but you don't really need a BKB for other than that, consider buying a Linken's Sphere to counter that.
|Although an unexpected item for Enchantress, you might want a Shadow Blade some games because, offering extra damage and attack speed, it is good for a more kind of ganker Enchantress. Upgrade it to Silver Edge if you welcome the Sange stats and the break active against an enemy with a complicated passive (such as a Viper, Bristleback or Phantom Assassin).
|Although Enchantress has very little armor, you will only feel the need for it in the late game, and if you're not ahed/if the other team is killing you through rick-clicks. In that case Shiva's Guard gives you nice Inteligence, which translates into damage, and an attack slow which sinergyzes with your passive.
It's rather obvious by now, but avoid picking Enchantress if you're facing huge magical damage on the other side ( Leshrac, Queen of Pain, Venomancer, etc., all a pain in th *** for you). If it happens for some reason, don't hesitate go to Point Booster into Black King Bar or even casual Cloak or Glimmer Cape, you're not use for your team if you're dead, and you're a squishy hero - you actually have the lowest strength growth – +1 per level - of the game, which you can remedy by purchasing Strenght items.
Other heroes that she isn't good against include all of those that can easily come in her face, making her Impetus damage useless (blinkers like Anti-Mage or abilities like those from Storm Spirit and Phantom Lancer), and those which attack speed modifiers make your Untouchable not that big of a deal (such as Windranger and Troll Warlord).
Also don't pick her if you're missing a hard carry - she can carry, but not outcarry most hard carrys like Anti-Mage or Faceless Void. She's the mid game carry, excelling in situations where the space created by her will help your real hard carry farm unobstructed.
She can mid reasonably, because she can survive and last hit as told for the offlane, but she's unable to gank or contest runes, so avoid this unless completely necessary - and in that case try to have your support help you with runes vision and get a Bottle, because your regen may not be enough.
I don't advice picking her for any other place that isn't the jungle, the offlane or mid, because she needs the early levels to be succefull, so don't run her on duo or trilanes, if you can avoid it. If you're forced to duolane, access if you have killing potential with your teammate and in that case play aggresively; if not, concentrate on farming to get your core items asap and disrupting the enemy's farm.
The fact that she's a flexible hero also means that she can partner up with most heroes, because a heal and a slow are always nice to have. She doesn't have any special preferences though, besides from heroes like Crystal Maiden and Drow Ranger, which make her life easier because of their auras. If you're considering her on a full draft, try to couple her with heroes that have harder disables and even more mobility, as Enchantress is fast but can be kited.
Enchantress is a very flexible Inteligence hero that you can pick up to explore some flaw in the enemy's picks - are they going for heavy right click physical damage dealers? Are they picking squishy heroes that will melt against pure damage?
This way of playing her is very fun, as you will see the look of confusion on your enemies when they're having troubles shutting down a offlane Enchantress, or later trying to focus you with spells such as Duel and Chronosphere. Be a courageous venison and take these in the name of your team!
And whatever happens, SPROINK ON!
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