2 | 4 | 8 | 9 |
1 | 3 | 5 | 7 |
10 | 12 | 13 | 14 |
6 | 11 |
15 | 16 | 17 | 18 |
Enchantress gets a really bad rap. Many people see her as a support and/or mid-game. When in all actuality she is a hard carry through and through. Late game there is just no stopping her, and there aren't too many heroes that can defeat her one on one, if any.
If you follow the steps exactly as I have laid them out, there is no stopping you. She has fastly become my favorite hero, and since she is completely overlooked, she is almost always available.
A caveat. Do not play this hero if you don't have great map awareness. There is a lot of jungling early game, so I typically stay glued to the mini-map while I kill jungle camps. Staying aware of ganks is essential in dominating.
The absolute key thing is to not have a bunch of idiots on the team. Even if there is, they shouldn't effect you as much, but it will cut down on complaints. Your main job is to rush Hand of Midas ASAP. This should be done in under 6 minutes of jungling. Always enchant the biggest creep in the camp. It might take away exp/gold, but you are able to run the creep through 2-3 camps before he is dead, thus keeping your mana high for more enchants.
ALWAYS BE WARY OF GANKS. If mid or top/bottom call missing stay close to the base/mid camps. I tend to only hunt at the camps close to the heroes, so the right 3 when I'm radiant and the right 3 if I'm Dire.
After the Hand of Midas, go for Power Treads. This shouldn't take very long at all. If there is an opportunity to gank, due to the other team being bad, go for it, but don't push it. Staying anonymous for as long as you can is a great thing. Let your team get into fights without you, the advantage is they will set up a certain order on who to focus on. It's never you, which is nice since you are about to make their lives hell.
The best part about Enchantress with Hand of Midas is that mid game comes faster than most other heroes. It's great to realize by the time you get level 11, most other heroes are still level 9 or 10. So when you actually venture out to kill, you hold a damage advantage, but not quite a hp one...yet.
After Treads, go for Point Booster. This is why you can't get into early fights, you have absolutely no mana/hp. Going Point Booster will build both of them up, and it will let you fight. After Point Booster, you should be at least level 9 (likely 11 at this point), and ready to rumble. Having your Untouchable maxxed out before you get into fights is an absolute must.
At this point, you should start building up your Bloodstone. Alternate jungling and teamfights as you see fit to maximize your gold intake. Always be moving. I usually go for the Void Stone after Point Booster to get mana regen, but honestly, I have no set order in how to build it. It varies from game to game on what I need the most: mana/regen/hp.
After Bloodstone, just get into fights. By this time, you should be near level 14, with all skills maxxed. Help your team push, if you do this right, you won't have many kills, so teams aren't aware of what you are capable of. You need this time to build a Aghanims Scepter. Point Booster first! When that is done, usually, so is the game.
NOTE: On team fights, NEVER INITIATE. Stay to the back, let the initiates and supports do their job, then run in horns a blazing. Use Enchant on the runners and go nuts. I tend to take out the casters/supports first since it takes, maybe 4 hits. Work on the big guys last, or let your team handle them. KSing will happen, its the nature (get it?!) of your ult. It won't matter since you will be dominating whole fights.
After Bloodstone, you should be going fully into fights. Again, I don't go to the base, if at all, so if there isn't a team fight or a lane to push, stick to the jungle and get that gold. I go for the Aghanims Scepter immediately starting with the Point Booster. This will shore up your vitals, and keep you in battles longer.
Around level 16 or 17, you should have the Scepter. This is when life just gets unfair for the other team. You are still not really a threat to them, but you are racking up kills like a mad man. The scepter usually changes this. You will be doing an unholy amount of damage fast, so get ready to have people take notice. Again, do not initiate. Let them take their focus on your team, it will not take long for you to lay waste to the opposing team.
After Scepter, you should be making more gold than you know what to do with. Go with Orchid Malevolence. The regen, haste, damage, mana, plus silence will just make this an exercise in futility for the opposing team. It is truly amazing what happens when you get this item. By now, you will be the main focus on team fights. Don't worry, I have tips below for this occasion.
After Orchid, it's really fielders choice. Honestly, most games are over or nearing it at this point, so go for whatever. I usually go for Monkey King Bar, but I have also hilariously gotten the Daedalus, and Abyssal Blade, because WHO CAN STOP ME? It really is a life of excess end game and going stupid with a few items keeps it fun. But, in case you are in a close game, go MKB so you can hit up hills, and then AC (I buy all items but hyperstone, then sell my Hand of Midas to the secret shop to pick up Hyperstone).
The game is over at this point. Grats on the win. Or grats on you cussing out your brain dead teammates.
Again, map awareness, map awareness, map awareness. Nothing is more important early game than this. Keep it simple, keep it easy and the money/exp will come. DO NOT BUILD AN ARMY OF CREEPS. It uses mana, and unless you are playing against a bunch of amputees, the opposing heroes will kill them quick for gold.
Never initiate. That's what your team is for. You are soft as hospital cotton. Until you get the Scepter (after the Bloodstone), you are weak. But don't worry, that changes.
Life after Scepter. It doesn't matter at this point, people can't hit you, you almost have 3k hp. High DPS heroes will get shut down by your passive, and you can run away using your sprites. Oh, and when you run away, feel free to cast Enchant and take one out. After scepter, the amount of damage you do is so massive, any non STR hero will fall faster than they can kill you.
That Hand of Midas needs to always be on a cooldown. Whats the point otherwise?
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