- Home>
- aghanim , carry , Centaur , creep , Deer , Demi-Human , Enchantress , jungler , long range , nature , painful harasser , Ranged , support >
- Dota 2 - Enchantress Build Guide
BIO
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.
INTRODUCTION
Enchantress is one of the best jungling hero in Dota. She can acquire some creeps in the jungle to push quickly and destroy towers on the early game. She can also become a reliable damager with her ultimate which will deal a painful damage from a long range attack.
PROS | CONS |
Has a big early pushing power | Squishy |
Have a painful harassing skill | Acquired creeps have limited time |
Have a nice healing skill | |
Slowing the attacker of her |
LEVEL | 1 | 15 | 25 | ||
---|---|---|---|---|---|
HIT POINTS | 454 | 720 | 1,290 | SIGHT RANGE | 1800 / 800 |
MANA | 208 | 718 | 1,342 | ATTACK RANGE | 550 |
DAMAGE | 47-57 | 86-96 | 134-144 | MISSILE SPEED | 900 |
ARMOR | 2 | 5 | 11 |
ABILITIES
ABILITY: PASSIVE | ATTACK SLOW: 20 / 50 / 80 / 110 |
This skill helps you survive while ganked or while in a teamfight because your opponenet will have their attack speed reduced while attacking you, so they will lose damage potential.
2. Enchant
Enchantress charms an enemy, bringing it under her control (if a creep) or slowing it (if a hero).
MANA COST: 65/65/65/65 | COOLDOWN: 30/25/20/15 |
ABILITY: UNIT TARGET | AFFECTS: ENEMY UNITS |
MOVE SLOW: 20% / 30% / 40% / 50% | ENCHANT DURATION: 80 / 80 / 80 / 80 |
SLOW DURATION: 5.5 / 5.5 / 5.5 / 5.5 |
This skill will gives you the ability to conquer the creeps in the jungle. On the early game, the big creeps like centaur, Wildkin etc are very strong. They will gives a massive amount of damage to enemy and towers. the creeps are also useful for ganking because it has some unique ability such as stun or tornado.
This skill can also become a slowing skill when casted on enemy's hero, very useful to catch enemy that tries to run away.
3. Nature's Attendants
A cloud of wisps heals Enchantress and any friendly units nearby. Lasts 10 seconds.
MANA COST: 125/140/155/170 | COOLDOWN: 45 |
ABILITY: NO TARGET | HEAL PER SECOND: 10 / 10 / 10 / 10 |
RADIUS: 275 / 275 / 275 / 275 | WISPS: 3 / 5 / 7 / 9 |
A healing power come out and healing all nearby allies. A nice skill to helps team members to survive in the low Hp.
4. Impetus
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. Impetus is a Unique Attack Modifier, and does not stack with other Unique Attack Modifiers. Upgradable by Aghanim's Scepter.
MANA COST: 55/60/65 | COOLDOWN: 0 |
ABILITY: AUTO-CAST, UNIT TARGET | AFFECTS: ENEMY UNITS |
AFFECTS: ENEMY UNITS | DISTANCE DAMAGE: 15% / 20% / 25% |
SCEPTER BONUS RANGE: 165 / 165 / 165 |
This skill is your main skill for harassing enemies. It is very painful skill for an INT hero like you. The further the lance moves, the more painful it will be.
SKILLBUILD
Level 1: Enchant
Level 2: Nature's Attendants
Level 3: Enchant
Level 4: Untouchable
Level 5: Enchant
Level 6: Impetus
Level 7: Enchant
Level 8: Nature's Attendants
Level 9 : Nature's Attendants
Level 10: Nature's Attendants
Level 11: Impetus
Level 12: Untouchable
Level 13: Untouchable
Level 14: Untouchable
Level 15: Stats
Level 16: Impetus
Level 17-25: Stats
Why maxed Enchant first? You need this to gather creeps from the jungle.
Why maxed Nature's Attendants before Untouchable? Nature's Attendants is more important than Untouchable because it will keeps your team survive in many situations in the game.
Early Game
On early game, you should not go straight into the lane because you should acquire the creeps in the jungle to gank enemies and also for early pushing. You can stay in the jungle for a while in the early game while gaining more level and more creeps. If you already get 3 creeps, you can come to the lane and push the lane for early tower that gives gold advantages to the team.
try to use TAB to change between your creeps, try to maximiz every creeps ability like the Centaur's stun, Wildkin's tornado, etc.
Also remember to slow down enemy using enchant and also remember to heal allies using the Nature's Attendant.
Mid Game
Mid game is still the time to use all the creeps. You should try to maximize every creeps ability.
Use Wildkin's tornado to destroy's enemy's push wave, the damage is constant and not so painful, but with the time goes by, it will deal lots of damage to the pushing wave. Or you can use this tornado to push enemys lane.
Or, Use Centaur to stun the enemy. and Use Troll to net the target.
Roaming is your job in this stage of the game. Use your creeps to accompany you to kill all the enemy in every lane. It is good to kill enemy's carry to delay his farm and increase your team's chance to win the teamfight.
Late Game
Remember that you have the Impetus, it will help the team to deal physical damage in the late game teamfight. Although you are not 100% carry, this Impetus skill is so good to deal damage and harass all the enemy.
Also use Nature's attendant maybe still useful here, to keep all team members alive during a hard teamfight.
Maybe you can use some item you bought, like Sheepstick or Mekansm. All items are useful to keep your teams powerful in the teamfight.
ITEMS BUILD
1. Power Thread
Total cost: 1900
Recipe: Gloves of Haste, Boots of Speed, Belt og Giant Strength/ Robe of Magi/ Band of Elvenskin
Active: Switch Attribute - Changes selected attribute between Strength, Agility and Intelligence. Flat movement speed bonuses from multiple pairs of boots do not stack. + 55 Movement Speed + 8 Selected Attribute + 30 Attack Speed |
6. Aghanim Scepter
Passive: Ultimate Upgrade - Upgrades the ultimates of certain heroes. + 10 All Attributes + 200 Health + 150 Mana |
Total cost: 5675
Recipe: Mystic Staff + Ultimate Orb + Void Stone
Active: Hex - Turns a target unit into a harmless critter for 3.5 seconds. Destroys illusions. + 10 Strength + 10 Agility + 35 Intelligence + 150% Mana Regeneration Manacost: 100 Cooldown: 35 |
Total cost: 5025
Recipe: 2 x Ring of Obilivion + Recipe
Active: Soul Burn - Silences target unit for 5.0 seconds and amplifies the damage it takes by 30.0%. + 25 Intelligence + 30 Attack Speed + 30 Damage + 150% Mana Regeneration Manacost: 100 Cooldown: 18 |
6. Shivs's Guard
Total cost: 4700
Recipe: Plate Mail + Mystic Staff + Recipe
Active: Arctic Blast - Emits a freezing wave that does 200 damage to enemies and slows their movement by -40% for 4.0 seconds. Passive: Freezing Aura - Reduces attack speed on enemies. Multiple instances of Freezing Aura do not stack. + 30 Intelligence + 15 Armor AURA SLOW: 25% Manacost: 100 Cooldown: 30 |
The +Armor makes you become tanky and can survive in the though teamfight.
Also helps you chase enemies faster because this item will slow down your target. + Arctic Blast (More Slow and 200 damage)
GOOD ALLIES
1. Carries
(Example: Magine, Void, Luna)
BAD ENEMIES
1. High Instant Damage
(Example: Lina, Lion, Tiny)
They are all have deathly instant damage. And because you are squishy, you can instantly die, beware of them.