Aiushtha appears to be an innocent, carefree creature of the woods, and while this is certainly true, it is hardly the sum of her story. She well understands the suffering of the natural world. She has wandered far, and fared through forests bright and drear, in every clime and every season, gathering friends, sharing news, bringing laughter and healing wherever she goes. For in worlds wracked by war, forests are leveled for the building of ships and siege engines; and even in places of peace, the woods are stripped for the building of homes, and as fuel for countless hearths. Aiushtha hears the pleas of the small creatures, the furtive folk who need green shade and a leafy canopy to thrive. She lends her ears to those who have no other listeners. She carries their stories from the wood to the world, believing that her own good cheer is a kind of Enchantment, that can itself fulfill the promise of a verdant future.
Aiushtha the Enchantress is a ranged intelligence Hero who uses her abilities to push through lanes and gank with relative ease. Enchantress works well as a jungler in the early game, as it maximizes the effectiveness of her Enchant and Untouchable abilities. On first glance, she may be just a support, serving her allies with powerful heals, creep abilities and slows, but as time goes on, her power increases and once she has her ultimate, Enchantress' regular attacks are strong enough to make her a potential carry.
Enchantress is a hero who is "useful" throughout all game stages (Early/Mid/Late) as her abilities make her someone to truly be reckoned with. Though she has a c*appy STR Gain and Low HP (not as low as Gorgon but still), she is one of the most squishiest mofos I have ever seen.
Enchantress beguiles her enemies, slowing their attacks when she is attacked. Lasts 3 seconds.
Attack Speed Slow: 20/50/80/110
After attacking Aiushtha, most opponents are overwhelmed with guilt having attacked such a natural beauty.
Enchantress charms an enemy, bringing it under her control (if a creep) or slowing it (if a hero).
Enchant Duration: 80 seconds
Movement Speed Slow: 20%/30%/40%/50%
A true steward of the forest, Aiushtha befriends all within it - from lowly trolls to powerful centaurs.
Nature's Attendants Hotkey;E/R
A cloud of wisps heals Enchantress and any friendly units nearby. Lasts 10 seconds.
Heal Per Second Per Wisp: 10
Number Of Wisps: 3/5/7/9
Whimsical spirits of the woods possess a healing power that is quite subtle, but gains strength in numbers.
Ability Affects Damage
Auto-Cast Enemy Heroes Pure
Places an enchantment on each attack while activated, causing it to deal additional damage based on how far away the target is. The farther the target, the greater the damage dealt.
Range: 550 (715*)
Distance Traveled Dealt In Damage: 15%/20%/25%
Damage Cap: 375/500/625
Ability can be targeted on magic immune units, but will not damage them.
Increases attack range and cast range of Impetus.
While Aiushtha favors peaceful means, she is capable of a magical onslaught from a distance, her spears gaining energy from the natural life around her.
*Good throughout all game stages
*Impectus deals s*it load of damage
***** STR Gain and starting HP
*No escape mechanism
Seeing as your going as a Support role, it should be that you will always buy the courier, and if another support has, then the other option would be to buy some wards, and buy Circlet which will later be farmed into a Bracer, as it provides a good amount of attributes, due to the fact your HP is low and with your strength gain, Bambi's quite squishy.
The reason why you need RoB and clarities is that although you will be jungling, Enchantress is not a afk jungler, meaning that you'll be in and out of jungle frequently. Seeing as you'll be using your Enchanted creeps throughout the duration of their usefulness for ganking.
After farming boots and Urn, all Enchantress saves up for is a Aghanim, it's her only purpose for the next 20 minutes (with the exception of wards of course)
(JUST READ EARLY-SUPPORT)
Throughout MID Game, you should buy Arcane boots if your going for a Support role, as Wisps have not only have a high manacost, but I'm sure your team would appreciate it too, and you find that Orbwalking does drain the **** out of your mana. And with Aghanim, this is Enchantress' baby, with this, you are put out of Turret range, meaning that you can attack without being attacked, so your a female sniper in terms of AR. And with Force Staff, you can get even more distance between you and your target, increasing Impectus damage, but beware, this might end up in an escape, so it's better if you use this if they are low on HP
and your sure your carry can't get them or you're by yourself. And your Bracer will be turned into something useful, such as drums, though if someone on your team already has them it's best if you get Force Staff.
Aghanim, this is all you need, along with Force staff (Read Support-orientated for why)
-The Centaur Khan is a creep which is usually always Enchanted, all game, He is pretty tanky, and his stun is good throughout all stages. If you find one of these creeps, take him and try to gank. He combos pretty well with Troll Warlord, as you ensnare enemy hero, then Centaur stuns. Always get these.
-The Satyrs, these guys make me lol every time, you want that kill? how about I kill him instead? so all your hard work would've been for nothing, Hellcaller is usually the one to get, as its passive gives your a good amount of extra HP regen. And his Shockwave is pretty good early game. Get early game if you find
-Alpha Wolf, this bad boy is good late game, as his passive gives you and allies within a 900 radius 30% damage increase. Good if your laning with Drow ranger I guess :3
-Troll warlord, good ensnarement, though only get if you either (a) have a Centaur to combo snare+stun or (b) you want to just snare and the lane next to jungle has a stunner
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