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Soffy's In-Depth Enchantress Guide [7.19]

September 6, 2018 by Soffy-chan
Comments: 18    |    Views: 17711    |   


Main Build

DotA2 Hero: Enchantress


Purchase Order

Initial items

Early options

Core items

Luxury items

Situational items



Hero Skills

Untouchable

2 3 7 8

Enchant

5 13 14 16

Nature's Attendants

1 4 9 11

Impetus

6 12 18

Talents

10 15

Hero Talents

+25 Nature's Attendants Heal
25
+8% Impetus Damage
Enchant Affects Ancients
20
+100 Untouchable Slow
+8 Nature's Attendants Wisps
15
+50 Damage
+25 Movement Speed
10
+15% Magic Resistance


Soffy's In-Depth Enchantress Guide [7.19]

Soffy-chan
September 6, 2018

1.

CONTENTS:




Hello everyone, and welcome to my Enchantress guide! In this modest arrangement I have tried to compile all useful information I know about Enchantress -- which I gradually gathered through the MANY matches I've played with her -- and thus provide you with the necessary help to understand this incredible hero, since I believe that's the reason you've stumbled upon this guide, anyway! See to it, however, that this is mostly MY way of playing Enchantress, and the result of what I've observed from my time playing her. Thus, while it should be very useful for learning the hero, I encourage you to experiment on what suits your playstyle better. I am an active DotA player and I plan to keep this guide updated as frequently as I can. Whatever questions or inquiries you may have about this guide, or Enchantress, please feel free to let me know!




So hey, I'm a 21 years old casual DotA player from Brazil! I play DotA since 2015, but my first contact with MOBAs was through League of Legends, two years prior. I have played it a lot, but since I had some friends which were very addicted to DotA, I was eventually dragged into it and began to shift my focus from one game to the other.

Initially, when I first started playing, I didn't know the heroes too well, so I just picked one whose concept looked cool to me. I always liked ranged, healer characters (even though there are other heroes who fit that concept better, I didn't know that at the time), so from a first glance I thought it would be cool to play Enchantress. And then, from my first match, I instantly fell in love with her! I literally spammed her every match for a long time until I got to know more of the game's hero pool. So, yes, Enchantress was the very first character that I placed my hands on, and since then, I never stopped playing her, which is why I can comfortably say I am experienced with her.

Well, now that you know a little bit about me, let's get on with business! I hope you enjoy reading this guide as much as I did writing it. Oh, and I apologize in advance for any spelling or sentence structuring mistakes; English is not my first language, but I did try my best to avoid them.


Lore


Aiushtha, the Enchantress, is a ranged intelligence hero. She is an extremely fun hero to play — because of her diverse skill kit — but at the same time she is not very friendly to begginer players, due to the fact that she requires the player to have some ability with micromanagent in order for her to be played to her full potential (that is due to her Enchant skill, which allows her to take control over creep units). She is very flexible, and can be played as a Jungler, in the Offlane or even in the Mid Lane. It's not recommended to take her to the Safe Lane though, because although she can deal considerable damage with Impetus, she isn't the best suited to be carry, and functions better as a semi-carry due to her early game domination and decent scaling. It's very rewarding to learn how to play Enchantress, because she can really stomp games from very early stages, and good sucessful ganks, if she is jungling, can easily set up the road to victory for her team, similiarly to Chen. On that same end, she does require some team coordination for taking early objectives. However, that obstacle is a bit compensated because she also proves to be useful in mid to late game, as her Impetus provides her with good damage output, as long as she can keep her distance.




STATS


Good pusher;
Deals pure damage;
Good early game ganker;
Has high Intelligence gain;
Hard to kill without burst damage;
Lane bully;
Has high movement speed;

Has low HP;
Has low Strength gain;
Very vulnerable to burst damage;
Partially countered by Black King Bar;
Deals insignificant damage in short range.





Regarding team composition, Enchantress shouldn't be picked if a hard carry is missing, because other heroes fill that role better. It's a good idea to pick Enchantress if the enemy team is squishy, as her pure damage really will really hurt them. Heroes with disables that can keep enemies locked in place, such as Faceless Void, make it easier for her to land her Impetus, and as such can be looked at as good potential allies. Some heroes have good auras that can help out Enchantress considerably, such as Drow Ranger and Crystal Maiden, and so are also nice to have on her team. Aside from that, though, Enchantress is very versatile, and goes well with most heroes.

You should not pick Enchantress if there are heavy nukers on the opposite team (such as Lina, Lion or Queen of Pain), as she has no way to prevent that damage and has very low HP and Strength gain, as mentioned above. Other heroes that you should watch out for before picking her are those that can easily get close to her, making her Impetus damage useless (like Anti-Mage or Storm Spirit), and those whose attack speed modifiers allow them to make your Untouchable ineffective (such as Windranger and Troll Warlord).

It's also sometimes not a good idea to pick Enchantress against sources of magical immunity and silence, because the former can completely disable her Untouchable, so important to her survivability, and the latter can render her useless, unable to use any skill (more importantly her Impetus), which means picking her against heroes like Lifestealer, Juggernaut or Silencer should be avoided.








ICON SHORTCUTS:


In this section we'll go over each of Enchantress's abilities in detail, with general tips and information, and also a GIF of each ability in-game.






PASSIVE: Enchantress beguiles her enemies, slowing their attacks when she is attacked.


DURATION: 4
ATTACK SPEED REDUCTION: 20 / 70 / 120 / 170 (120 / 170 / 220 / 270)

Untouchable is a passive that applies a debuff on any enemy hero that issues an attack command or a targeted spell towards Enchantress, instantly slowing their attack speed. If the attack is fully executed, the slow debuff lasts for the remaining backswing duration of the attack.

It is needless to say that this is an excellent passive, and is one of the things that makes Enchantress such a lane bully. Untouchable will be your primary tool for compensating your low health pool and armor in the early stages of the game, and will make it possible for you to easily trade hits with any hero, specially the enemy supports that try to harass you. Untouchable also opens space for a more agressive playstyle in the sense that you can mitigate a lot of creep damage in lane, since they are also slowed by it.

With this passive, it's also very easy to escape tricky situations where you're surrounded by multiple enemy heroes, as you can prevent most of their hits until you can run away safely with your high movespeed, as long as they don't have hard disables or strong magical damage.

You shouldn't get too confident as the game progresses towards late game, though. Even with the massive attack speed slow, your health will still be pretty poor. Most right clickers will start to take a good chunk off of it with just a few hits as they begin to build their big items. Also, at this point, you'll be even more vulnerable to burst damage, specially strong cores', so it is crucial that you remember that you are just a squishy little hero and pay attention to your positioning.

When enemy heroes start building their Black King Bars, be wary that Untouchable does not pierce magical immunity, so your slow will have no effect on them. Also, heroes like Windranger and Troll Warlord will make your passive ineffective due to their ultimates' attack speed steroid.

It is also worth noting that due to the nature of her passive, Enchantress is an ideal tank for Roshan, being able to be targeted by him while receiving very little damage.

NOTES:

The slow is applied at the start of their animation. This means they will still be slowed even when they cancel the attack or the cast, or if it misses.

Your illusions benefit from Untouchable.

Disabled by Break (such as Silver Edge's active or Viper's Nethertoxin).

Doesn't affect buildings or wards (such as Witch Doctor's Death Ward).














W: Enchantress charms an enemy and applies a basic dispel on it, bringing it under her control (if a creep) or slowing it (if a hero).


RANGE: 700
DURATION ON HEROES: 3.75 / 4.5 / 5.25 / 6
DURATION ON CREEPS: 50 / 60 / 70 / 80
MOVESPEED SLOW: 55%
MANA COST: 65
COOLDOWN: 55 / 40 / 25 / 10

Enchant is a spell that can target both enemy heroes and creeps, having a different effect in each of those cases. If used on an enemy hero, clone (such as Meepo's duplicates or Arc Warden's Tempest Double) or creep-hero (such as Lone Druid's Spirit Bear or Warlock's Golem), it will greatly slow the target. If used on creeps or illusions, it will convert them, allowing Enchantress to control them. Along with these effects, Enchant will always apply a basic dispel on the target, which is capable of removing most basic stats altering effects (like speed or damage bonuses), slows and silences.

Enchant is a very good utility spell and it will serve you the most if you are jungling. With it, you can approach a neutral camp and take control of the strongest creep there, allowing it to tank the other creeps in the camp for you while you kill them, easily clearing it this way. Also, having creeps under your control in the early levels can be game changing if you are ganking, as you can use their abilities to provide extra damage or disables, and also due to the fact that squishy heroes will take tremendous damage from them. A very nice thing that I like to do aswell is to farm the enemy jungle instead of mine; that allows me to gank their Safe Lane instead of the usual Offlane when the time comes, and they most of the time won't be expecting it.

If you are jungling and you don't intend to gank for whatever reason, you can also send your creeps to harass other lanes (especially Midlane), as establishing your presence in the adjacent lanes of the jungle is very important. A good example is using Wilding Ripper's Tornado to zone the enemy midlaner and disrupt their farm.

If you are laning, however, Enchant won't provide you with much help. Against heroes, it functions primarily as a tool for chasing, which won't assist you with survivability or farming. A possible exception can be if you are laning against the likes of Abaddon, Ursa or Legion Commander, as you can dispel many of their skills with Enchant, such as Aphotic Shield, Overpower or Press the Attack. Of course, bringing a creep to the lane to harass the enemy suppports can be a nice aggressive strategy, but most of the time your other skills will be enough to handle them.

As soon as you've learned your ultimate ability – Impetus – Enchant will make your life much more easier by allowing you to slow your target and land as many ultimate hits as possible. Make sure to apply this debuff before chasing your target down, as it will help you a great deal. You can also use Enchant to hinder your enemies from chasing you, although you should keep in mind it has a long cast animation.

NOTES:

Ancient creeps can be converted if the talent Enchantress: Enchant Affects Ancients is chosen, but Roshan and creep-heroes which are also tagged as ancient creeps are only slowed.

If the same talent above is chosen, couriers can also be targeted, but it has no effect on them.

Blocked by Linken's Sphere's Spellblock.

Cannot target buildings or wards (such as Witch Doctor's Death Ward).

Does not pierce spell immunity.

When a converted creep's duration ends, it dies instantly. No one gets experience or gold from it.

When recast on an enchanted creep, its duration gets set back to 50/60/70/80 seconds. This also goes for other enchanted summoned units, such as Necronomicon's creeps. On an additional note, the duration of summons is not set to 50/60/70/80 upon first converting them. It only sets it after casting it on them a second time.

Enchant's current duration and cooldown allows for up to 1 / 2 / 3 / 7 creeps to be controlled at a time.














E: Enchantress summons a cloud of wisps to heal her and any nearby friendly units over a period of time.


DURATION: 11
RADIUS: 275
MANA COST: 170 / 160 / 150 / 140
COOLDOWN: 35
EFFECTIVE HEALING

Nature's Attendants is a spell that summons forth a cloud of healing wisps that will follow Enchantress for the duration, healing her and any injuried allied unit in a small area around her over time. The healing is very gradual, with each individual wisp choosing a random target in range to heal every second — without any priority — but ignoring units that are already at full health. Multiple wisps can choose the same target, so the less injuried allies in range, the more chance there is for the wisps to go straight to the ally you want them to.

Nature's Attendants is without doubt Enchantress' most important spell. It will provide a much needed sustain in lane, allowing you to recover from most of the harass that will be coming your way and making you practically unkillable along with Untouchable.

Throughout the game, the best way to use this spell is as prevention to upcoming damage. Since its healing happens slowly over time, it's not quite good to use it when you've already taken a lot of damage, as your enemies may be able to finish you off before you're able to recover yourself. Also, this spell has a long cast animation, so it will hinder your mobility a little bit, as well as give you a hard time to activate it if they have disables. But if you instead happen to use it before you're engaged, your healing will overcome the damage they deal to you and you'll be able to survive most of the time and get back to safety, or keep hitting them, depending on what's going on.

Of course, another important way to use it is simply to sustain yourself, topping off the health you lost from enemy harass. But do be careful, because Nature's Attendants has a respectably long cooldown and casting it will prevent you from using it again for quite some time in case you need to. Also, you'll have to become a little less aggressive without it to back you up. Ideally, you will want not only to use this spell, but also consumables to keep control of your health.

As detailed above, you can heal your allies with Nature's Attendants. However, you shouldn't go out of your way to heal them in teamfights; the range is ridiculously short for a healing spell, and trying to get near them may put a risk to your positioning, which should be your priority at all times, along with your constant Impetus damage. Also, most heroes lack the movement speed to follow after you, requiring you to practically stand still waiting for them to be healed, which can be quite dangerous.

NOTES:

Nature's Attendants ignores ancient creeps.

Wisps can heal invulnerable units, but not hidden ones (such as Puck in Phase Shift or someone in Shadow Demon's Disruption).

Pierces spell immunity.

Doesn't affect buildings or wards.

When Enchantress dies, the wisps still continue to heal units in range of her death's location.

When choosing the Enchantress: +8 Nature's Attendants Wisps talent, the numbers of wisps that can be seen in the animation does not increase.














R: Enchantress places an enchantment on each attack, causing it to deal additional damage based on how far away the target is.


RANGE: 575 ( 715) ( 765) ( + 905)
DISTANCE AS DAMAGE: 16% / 20% / 24% (24% / 28% / 32%)
DISTANCE CAP FOR MAXIMUM DAMAGE: 1750
MAXIMUM DAMAGE: 280 / 350 / 420 (420 / 490 / 560)
MANA COST: 40 / 55 / 70
COOLDOWN: 0

Impetus is a spell that enhances your basic attacks, making them deal extra pure damage on each hit. This damage is calculated taking into account how far away the target is from Enchantress at the moment the projectile hits, which means moving away from the target causes it to deal more damage on impact, and moving closer decreases the damage.

Impetus is Enchantress' only damage-dealing spell, but it is what makes her so impactful throughout the game. Dealing waves of constant pure damage isn't something to be underestimated, and it can easily burn through many targets' entire health, even that of tankier heroes.

There are two ways to use Impetus: you can toggle it on, causing it to be automatically activated along with each attack, or you can keep manually pressing R (or whatever key you use to cast your ultimates) while having the cursor over the target (this is called "orb walking"). Usually, in your early-mid game, you won't have the mana to back up an automatic use of Impetus and you won't be spamming it too much, so there is no reason to keep it toggled on. Another benefit of orbwalking is that when used manually, the attack is partially treated as a spell cast; this prevents the hero from drawing aggro from nearby enemy creeps or towers and makes it possible for them to harass an enemy hero without being focused as they normally would be. This is specially useful if you are ganking, as you can be aggressive without losing too much health in return or having to back up. I like keeping Impetus toggled on as soon as I buy Hurricane Pike, as its active has an extremely useful synergy with Impetus.

When orbwalking with Impetus, there are some things you should keep in mind. Firstly, that you are able to "cancel" the attack animation by commanding Enchantress to move forward right after the projectile has been thrown, maximizing the number of Impetus hits you are able to land this way, which is very important. Also, when chasing down an enemy, pay attention if you'll be able to land any more Impetus attacks on them: if that's not the case (for instance, if the target is getting out of vision or going under tower range), then when casting the last Impetus you should immediately turn around and walk away from the target, so you can make it deal the most possible damage (as explained above).

In general, always stay at the back of teamfights, making sure to be the farthest possible from your target, but also in a safe position from anyone coming your way. You should try to keep constantly moving to mantain the distance between you and your targets, thus making your damage as high as it can be.

NOTES:

Since the bonus damage is dealt in a separate damage instance and counts as spell damage, it is not affected or considered by anything that works with attack damage, but also that it fully works with spell damage amplification and spell lifesteal.

The attack range bonus of Aghanim's Scepter is granted only if Impetus is learned.

Doesn't affect buildings or wards.

Can be disjointed.

Pierces spell immunity.







In this chapter we will discuss what possible ways to progress Enchantress through her levels. She is a bit flexible on that topic, so I will go around what benefits her in which situations, as well as showing a general build which works in most games from my point of view. Also, considering Enchantress can be played in two different roles, I will point out how this variety affects her skill build.









When laning as Enchantress, wether that being in the Offlane or Midlane, you'll want to abuse your skill kit's most significant strength: your ability to endure the enemy's harass. By taking a first point in Nature's Attendants, you're guaranteed to have a powerful healing that can quickly bring most of your health back, in case you ever get low (there are very few heroes who are able to outdamage your healing in lane). That allows you to be aggressive and try to land as many attack hits as you can, knowing that even though you'll be attacked back, you'll be able to heal yourself. I prefer to start with Nature's Attendants instead of Untouchable because Untouchable's first level only provides 20 attack speed slow; while that is good, I think Nature's Attendants utility is better in terms of sustain.

After that, you'll focus on maximizing Untouchable and Nature's Attendants, respectively. Nature's Attendants healing is already strong by the start, and having your passive fully upgraded is just too good to pass. The games where you'll want to switch that order are the ones in which the enemy team has little to no right clickers, having much more spell damage than physical damage; after all, there is little need to rush the maximum level of an attack speed slow passive if you won't be attacked that much.

You don't want to spend a point in Enchant until Level 4 or 5. You won't be making much use of it in lane, as against heroes it just provides a slow. Of course, dominating a creep and bringing it to lane can help you pressure who you're against with, but you'll be doing it at the cost of your own survivability. Besides, one point in Enchant only allows you to dominate a single creep for less than a minute. It's best to wait and add a point to it when you're able to pair it with Impetus on the following level, and possibly scoring a kill. There can be exceptions, though: if you feel you'll be able to be overly agressive or push the lane fast, it's fine to invest in Enchant.

You should max Impetus and get your talents whenever possible. Don't ever skip them!









First of all, Jungle Enchantress has been nerfed very hard. She doesn't have nearly as much power as she used to, as she requires a lot more of point investments in Enchant to be able to dominate as much creeps as before.

Anyway, in opposition to being in a lane, as a jungler you'll be mostly secluded to the jungle without directly confronting any enemy hero, so your priority should be upgrading your farming and ganking tools; in other words, placing early points in Enchant. I think two points – along with one in Nature's Attendants to aid in your sustain and recovery from ganks – are enough.

Then, you should maximize your skills in the usual order: Untouchable and Nature's Attendants first while upgrading your talents and ultimate skill whenever they are available. Enchant should be the last priority.










At Level 10, you'll be choosing your initial talent in the match, picking between Enchantress: +25 Movement Speed and Enchantress: +15% Magic Resistance.

These talents are situational, even though Enchantress suffers a great deal against magical damage and taking a little bit of that weight from her back is always very welcome. Besides, Enchantress' base movement speed is already significantly good. The scenarios you'll want to favour the movement speed over the magic resistance are if the enemy team is lacking that type of damage, or if you're dominating the game and don't feel particularly threatened by it.





In this tier there are two powerful talents, with Enchantress: +50 Damage being more offensively oriented and Enchantress: +8 Nature's Attendants Wisps focusing around sustain. Before picking one of them, you might want to consider your situation in the game: is the enemy team picking on you with burst damage and disables? Are you being able to attack freely in teamfights?

If you feel you don't or won't really need the considerable increase in Nature's Attendants healing, you can go straight to giving that nice boost to your damage.





In this tier, I'm more inclined to suggest Enchantress: +100 Untouchable Slow rather than Enchantress: Enchant Affects Ancients, because the slow increase in Untouchable is just really massive to pass, which gets even more noticeable against a heavy lineup of right clickers.

Of course, dominating ancient creeps has great advantages; many of them provide strong auras for your team, while some of them have excelent active skills such as the Ancient Black Dragon's Fireball, which temporarily ignites a large area. They have high health and assist a lot with pushing, specially if you have a pack of them. With that being said, it's up to you if you want to favour some utility for your team, or emphasize your own survivability.





It's not very common to reach maximum level as Enchantress, as most matches tend to end quicker than that. If it comes to it, though, you'll be able to pick between Enchantress: +8% Impetus Damage and Enchantress: +25 Nature's Attendants Heal.

I always tend to get the bonus Impetus damage. By late game, you'll have most of your build complete already, which translates into having the extra range from both Aghanim's Scepter and Hurricane Pike, the useful mobility and also the stats from your other items. With proper positioning, you won't be getting in a situation where you'll need such a massive healing from Nature's Attendants.







Enchantress's item build is very versatile and flexible, as she only has two core items that you'll probably want every game: Hurricane Pike and Aghanim's Scepter. The rest purely depends on which enemy heroes she is facing, the current situation of the game, and also which position she's currently filling (which can range from 2 to 4).

Even though many items can work on her to a certain extent, I will only be talking about those which I think are a solid choice or at least worth it, which isn't the case of Mask of Madness, for instance.







These items will provide you a safe start, while giving a little bit of power to farm, deny and harass with your basic attacks. The regeneration from Tango is useful for keeping your health in shape from every little damage you may take, and Faerie Fire can be a life saving item if used at the right moment, plus it gives you +2 damage, which is always welcome. I like taking Circlet for the cheap stats, and to later build it into Ring of Aquila along with the Ring of Protection, which gives a nice little boost to armor. The Iron Branches also give good stats and can be built into a Magic Wand, which I strongly recommend. In case you are jungling, you might want to add a Clarity if you feel you are having mana troubles managing your skills; that shouldn't happen in lane, as you'll have only one active spell until Level 5 if you are following the build I recommended.




TOWN PORTAL SCROLL:
Town Portal Scroll should be in your inventory at all times, and I mean it! It is your most valuable mobility item, allowing you to go for your team's aid when needed, to get back faster to the lane and avoid missing too much farm and also to defend towers. It's just too good of an item to not keep it with you. A good use of Town Portal Scroll can change the tide of a teamfight completely.

DUST OF APPEARANCE:
Dust of Appearance should be in your inventory whenever there are invisible enemies in the other team. It is a crucial item, and trust me, most of your teammates won't buy it, so you must. Using Dust of Appearance will not only reveal invisible units in a large area but also slow them, allowing your team to follow after them or to back up more easily.

SMOKE OF DECEIT:
Smoke of Deceit is a must if you are jungling. The ability to position not only yourself, but also allied units, and approach your enemies without being seen by wards can be the difference between life and death for your target when ganking.




MAGIC WAND:
Magic Wand gives you good stats and a very useful active when stacked, allowing you to come out of many extreme situations alive. You can even use it to restore mana to give that last Impetus hit on a pesky enemy or use an emmergency Nature's Attendants when needed. It's considerably better against enemy heroes that spam skills, such as Zeus or Bristleback, as you'll stack charges very fast.

RING OF AQUILA:
Ring of Aquila provides a little bit of everything Enchantress likes: health, mana regeneration and damage. It also has a toggleable aura that can strengthen the armor of the allied units near you, making it a lot easier for you to push lanes and damage structures. That aura also has the advantage of making your enchanted creeps more durable. It's nice to get a Ring of Aquila because you can later disassemble it and use the Wraith Band to build your Hurricane Pike.

DRUM OF ENDURANCE:
Drum of Endurance is a great item with its all-around stats, and it synergizes with Enchantress very well. By increasing her damage, mana and her health by a great deal and also having an active that boosts her already high movement speed and increases her attack speed, she not only gets more durable, but is also able to chase down enemies more easily and land more Impetus hits.

HOOD OF DEFIANCE:
Hood of Defiance compensates a bit of Enchantress' innate inability to deal with spell damage, providing health regeneration and a good boost to magic resistance. You should look forward to purchasing it when against a lineup with heavy magical damage (such as heroes like Earthshaker or Sand King), as it will help you survive a great deal, along with Nature's Attendants.

PHASE BOOTS:
Phase Boots are my prefered choice of boots. Along with the considerable damage it provides, its movement speed active synergizes nicely with Enchantress, helping her chase down targets more easily. The ability to ignore unit colision when phasing is also very useful, specially when running away.

POWER TREADS:
Power Treads is an equally viable choice of boots. Focusing more on stats and attack speed, it makes Enchantress a little tankier, while also allowing her to land more attacks. The reason I prefer Phase Boots over this is because we'll be already building other items that helps with Enchantress' survivability, which gives space for a more aggressive choice of boots. That is up to your preference and playstyle, though. When using Power Treads, keep in mind that you should always keep it in Strength mode for the extra health. You can change it in late game, though, if you're not having issues with staying alive; the extra health won't matter that much anymore, and you'll have other tools for survival.










These are two powerful items that have a thing in common: they both increase your basic attack range and consequently boost your Impetus' damage by a good margin, as well as makes you able to attack enemies from a very safe distance. That is the reason I end up building them in almost every match.

Aghanim's Scepter, aside from the boost in your ultimate, also gives you a good amount of health, mana and stats, increasing your damage and making you a little more durable. The same can be said for Hurricane Pike, with the addition that it also offers an incredible active effect which not only allows you to go through some terrains, repoisition yourself and your allies and chase after your enemies, but also makes you able to land four very long-distance Impetus hits which deals ridiculous damage. For that reason, I usually suggest building Hurricane Pike before Aghanim's Scepter.







BLACK KING BAR:
Black King Bar should be acquired to nullify part of the effectiveness of enemy heroes who rely too much on disables or magical damage to be impactful ( Crystal Maiden, Lion, Leshrac, etc.), allowing you to get an advantage towads them. As was mentioned, Enchantress is very susceptible to suffering with burst damage, so Black King Bar suits well to her.

BLOODTHORN:
Bloodthorn is a great powerful item that upgrades from Orchid Malevolence. It gives a lot of damage, attack speed and mana regeneration (great for spamming Impetus) and is primarily used to silence casters before they have time to use their spells. Along with that, it has an active that makes everyone attacking the target to receive true strike and land critical hits, making it also great for dealing with enemies with evasion. It is ideal for a right-clicking hero such as Enchantress, so you should buy it when you need you and your team to quickly bring down a single target.


MOON SHARD:
Moon Shard is a delicious item on Enchantress, and is a personal favourite of mine for those games where your team is simply dominating. It is a costy item that provides nothing more than attack speed (a lot!), turning you into an Impetus machine gun. Of course, you have to be sure you have the mana to back it up, otherwise it won't be that useful. If you don't feel the urgent need of anything else, and you're being able to be safe in teamfights, throwing a lot of Impetus hits, then go ahead and buy it (be careful not to consume it).

SCYTHE OF VYSE:
Scythe of Vyse is one of the items that gives you the most Intelligence in the game along with a lot of mana regeneration, basically solving all your mana problems. However, this item is known because of its wonderful active – Hex – which strongly disables your target and allows you to freely attack it for the duration. It's overall a great item choice, but is even better against enemies that can run in and out of battles as they please, such as Anti-Mage, Queen of Pain or Storm Spirit. Taking that ability from them, even for a little bit of time, can be very valuable for your team.

EYE OF SKADI:
Eye of Skadi gives an absurd amount of stats, making you much more tankier than any other item listed here. It's a very good item to have, specially because it's also an attack modifier that makes you slow your enemies with each hit. That combines nicely with your Impetus and makes a lot more easier for you to kite enemy heroes without having to rely too much on your Enchant.








MONKEY KING BAR:
Monkey King Bar is a good offensive option for the huge attack speed and damage it gives you, but is mostly looked upon because of its ability to let you deal more easily with enemies – specially carries – that starts buying their evasion items (such as Butterfly), or already have evasion passives (the most common example is Phantom Assassin).

LINKEN'S SPHERE:
Linken's Sphere is a great defensive item to build when the enemy team has many strong targeted spells in their arsenal. The Sphere's Spellblock forces the enemy team to waste at least one spell on you in order to deactivate the barrier (which refreshes every 13 seconds), thus providing very useful utility. Also, heroes like Legion Commander – who rely on their strong single-target ultimates – will have to think twice before using them on you as their skill can go to waste.

EUL'S SCEPTER OF DIVINITY:
Eul's Scepter of Divinity gives great movement speed and mana regeneration, both which Enchantress appreciates. It should be bought for dealing with certain abilities that can hurt Enchantress a lot – like Juggernaut's Omnislash –, but is also very useful to temporarily remove someone, specially initiators, from the teamfight (like a blinking Axe, for instance).







As noted, to properly play Enchantress you must shine through your early and mid game, being as much as aggressive as you can without dying, as losing your advantage is extremely detrimental. To be successful in the Offlane or Midlane, you just have to get as much experience and farm as you can, while surviving the enemy harass. I'm sure that won't be a problem for you! If you are able to do that, you'll have enough gold to buy a few items and be consistently impactful through the match.

Similiarly, if you are jungling, you'll want to make sure your allies are being helped in their lanes instead. You'll want to be really annoying with ganks and your creeps, even if that means getting a little behind in levels. Do not be the kind of jungler that sits in the camps farming all day, because that's not what your role is for. Enchantress has too much potential to be wasted like that.

When laning phase is done and teamfights start to happen, group up with your team and bring your creeps to assist in pushing lanes. Always stay in the back of the teamfights, looking for key targets to be easily taken out by your Impetus (usually they're squishy, isolated or in bad position).

And... that's it! If you've read up until here, I hope I helped a little bit with your understanding of this amazing hero. She's not the kind that you'll first pick into any team, but she really excels in the right circumstances. Thanks for reading!






A few people contributed heavily to the construction of this guide, so they deserve to be named here:

Dopatwo: For granting me permission to use his lovely and super cute art as the cover of my guide!

Domingos: For motivating me to write the guide in the first place, and giving me many tips (check out his great Underlord Guide by the way).

Leo: For helping me with my builds and with general coding.

Many other guide authors here in Dotabuff (specially ChiChi and evilandrex) whose guides provided me with very useful information.

Candril: Words cannot express how grateful I am for your help, with content, art, and everything else. This guide is yours just as it's mine, my most cherished. <3






Dates and information of any significant change made to this guide will be documented in this section, beggining from the moment of its publication.


May 15th:

Guide published.


July 29th:

Updated skill descriptions to match hero's changes up to patch 7.19.

Updated stats to match hero's changes up to patch 7.19.


September 1st:

Updated stats to match hero's changes up to patch 7.19b.


September 6th:

Minor design changes.

Minor corrections.



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