Dota 2 Enchantress Guide – Builds, Abilities, Items and Strategy

By   /   4 years ago


Enchantress is a ranged intelligence hero who largely functions as an aggressive jungler. In fact, she’s so singular in her niche, that shes actually quite a gamble to play.

Her impact on the early game is so profound, and if you and your team rides it to an early victory, than she pays off. However, she doesn’t scale that well. So, the longer the game goes on, the less effective she is. Enchantress also has a very interesting play style predicated upon the fact that she only functions when your team is winning.

If your team can hold the line between you and the enemy, she can pump out a lot of item independent damage. If the other team is running for their lives, while your team gives chase, she becomes an absolute monster.

Because of this mechanic, her gold that she obtains from her great early game, is used to support the team. If you want a support character that requires finesse, then Enchantress is for you.

For more help on Dota 2, read our Outworld Destroyer, Brewmaster and Ogri Magi Guide.

Enchantress Abilities

Untouchable

  • Targets: Enemy Units
  • Effects: Slows the attack speed of attackers by  20/40/60/80% for 3 seconds
  • Cost: None

A crazy good passive that makes Enchantress an undesirable target to many auto attack reliant characters.

Enchant

  • Targets: Enemy Units
  • Effects: Possesses a creep for 80 seconds, if cast on a hero, slows for  20/30/40/50%
  • Duration of slow: 5.5 seconds
  • Range: 700
  • Cooldown: 30/25/20/15
  • Cost: 65

This ability gives Enchantress most of her power early game. Being able to take control of neutral creeps gives you access to a plethora of extra abilities to use against heroes, and an expendable meat wall that tanks neutral creeps for you. With the same exact skill, you can slow enemy heroes. That’s a lot of power for one skill point allocation.

Nature’s Attendants

  • Targets: Allied Units, Self
  • Effects: Releases 3/5/7/9 healing wisps that heal for 10 health per second each
  • Duration: 10 seconds
  • AoE: 275
  • Mana: 125/140/155/170
  • Cooldown: 45 seconds

An incredibly powerful heal over time, that follows your position healing those near you.

Impetus

  • Targets: Enemy Units
  • Damage: Deals 15/20/25% of the distance the projectile travels, as pure damage, capped at 375/500/625 damage
  • Range: 550 (715)
  • Mana: 55/60/65

Impetus allows you to manipulate the distance between you and your target in a really fun way – with damage! Because this spell calculates the damage based on where the projectile lands, and not where it was fired, you can run away from your target, to create big damage.

Once you get a good feel for this ability, you can throw an Impetus at someone and then walk in the opposite direction with your back turned to them, singing the song, “Cool Guys Don’t Look At Explosions,” while you score a killing blow on someone off in the fog of war. Purchasing an Aghanimn’s Scepter improves Enchantresses attack range from 550, to 715.

Enchantress Builds

  1. Enchant
  2. Nature’s Attendants
  3. Nature’s Attendants
  4. Enchant
  5. Nature’s Attendants
  6. Impetus
  7. Nature’s Attendants (maxed)
  8. Untouchable
  9. Untouchable
  10. Untouchable
  11. Impetus
  12. Untouchable (maxed)
  13. Enchant
  14. Enchant (maxed)
  15. Stats
  16. Impetus

This is my preferred build that I’ve become comfortable with over many, many games as Enchantress. There’s no logical reason to take two points in Enchant, it’s just that, I can’t tell you how many kills I’ve missed, because I didn’t have that second point in Enchant.

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