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2 | 3 | 7 | 8 | ![]() |
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5 | 13 | 14 | 16 | ![]() |
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1 | 4 | 9 | 11 | ![]() |
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6 | 12 | 18 | ![]() |
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10 | 15 |
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![]() ![]() Heroes with low health and no effective defense against ![]() ![]() ![]() ![]() |
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![]() ![]() Enchantress has great survivability tools, but sometimes she can find herself in situations where those might not be enough. Heroes that are able to dispel disables and debuffs or have regenerative skills are greatly appreciated by Enchantress, because that allows her to go for a more agressive playstyle. It's not unusual to have yourself saved by a well-timed dispel or have some healing on top of your own just enough to get out of what would otherwise be a deadly situation. ![]() ![]() |
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![]() ![]() Anything that can keep enemies in their places to help you land Impetus has very good synergy with Enchantress, as being able to freely hit enemy heroes without fear of retaliation or without the need to chase them is one of the things Enchantress appreciates the most. A good ![]() ![]() ![]() |
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![]() ![]() You should not pick Enchantress if there are heavy nukers on the opposite team as their burst is capable of making her defensive skills negligible, and also because she has very low HP and Strength gain, as mentioned above. Not being able to stand long in teamfights will translate into not dealing a lot of damage with Impetus, making you inefficient. Also, they usually require you to build specific items just to be able to survive their damage, which is a hassle to your itemization. ![]() ![]() |
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![]() ![]() Highly mobile heroes that can travel long distances with their skills and easily reach Enchantress' face are very dangerous for her. By being able to be constantly at your feet, those heroes give you a hard time because you can't really deal damage with ![]() ![]() ![]() |
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![]() ![]() Even though Enchantress' passive is very useful, it's not effective against all heroes. ![]() ![]() ![]() ![]() ![]() ![]() |
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![]() ![]() Enchantress has no farming tools whatsoever, and her only damaging skill is single targeted. That means she has a hard time clearing waves of creeps and making her way through swarms of units ( ![]() ![]() ![]() ![]() |
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![]() ![]() Lastly, having knowledge of all the factors that can contribute to a bad match, it is definitely not the smartest idea to first pick. Enchantress' counters are very obvious and you'll have trouble dealing with them. But if you're up for a challenge, though... ![]() |
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PASSIVE: Enchantress beguiles her enemies, slowing their attacks when she is attacked. DURATION: 4 ATTACK SPEED REDUCTION: 20 / 70 / 120 / 170 ( ![]() |
![]() ![]() 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 ![]() ![]() ![]() 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. |
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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 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 ![]() ![]() If you are laning by yourself, 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 ![]() ![]() ![]() ![]() ![]() ![]() As soon as you've learned your ultimate ability – ![]() |
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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 ![]() |
![]() ![]() 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 ![]() 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 ![]() |
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R: Enchantress places an enchantment on each attack, causing it to deal additional damage based on how far away the target is. RANGE: 575 ( ![]() ![]() ![]() ![]() DISTANCE AS DAMAGE: 16% / 20% / 24% ( ![]() DISTANCE CAP FOR MAXIMUM DAMAGE: 1750 MAXIMUM DAMAGE: 280 / 350 / 420 ( ![]() MANA COST: 40 / 55 / 70 COOLDOWN: 0 |
![]() ![]() 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 ![]() 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. |
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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.
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DUST OF APPEARANCE:![]() |
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SMOKE OF DECEIT:![]() |
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TOWN PORTAL SCROLL:![]() |
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DRUM OF ENDURANCE:![]() ![]() |
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HOOD OF DEFIANCE:![]() ![]() ![]() ![]() |
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INFUSED RAINDROPS:![]() ![]() ![]() ![]() |
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MAGIC WAND:![]() ![]() ![]() ![]() ![]() |
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PHASE BOOTS:![]() ![]() |
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POWER TREADS:![]() ![]() |
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BLACK KING BAR:![]() ![]() ![]() ![]() |
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BLOODTHORN:![]() ![]() ![]() |
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EYE OF SKADI:![]() ![]() ![]() |
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MOON SHARD:![]() ![]() |
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SCYTHE OF VYSE:![]() ![]() ![]() ![]() |
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AEON DISK:![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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EUL'S SCEPTER OF DIVINITY:![]() ![]() ![]() ![]() ![]() ![]() |
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GHOST SCEPTER:![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() ![]() ![]() ![]() ![]() ![]() In this chapter we'll go over the peculiarities that evolve around playing ![]() ![]() ![]() Even though it may vary depending on the hero lineups and the flow of the game, the early game usually represents the time span between the start of the match and when the first towers begin to go down. It consists mainly of the laning phase, where heroes gather against each other at the lanes and struggle for gold and experience. A few elements are pertinent to this stage: ![]() BOUNTY RUNES: The first concern of both teams when the game starts is to secure the initial ![]() These runes are of utmost importance because they give every allied hero 40 gold — increasing by 2 for each minute passed — regardless of who picked it up. Evidently, this can give your team a good gold lead depending on how many runes are picked up, which means that they are very looked upon by both teams and often result in confrontations to contest them. ![]() ![]() In case it's their team that'll be attempting to steal your rune, be wary. If they have heroes like ![]() ![]() ![]() After that, these same bounty runes will spawn every five minutes. It is strongly recommended that as the clock approaches their spawn time, you immediately leave your lane to wait in their spot before someone else gets it from you (enemy supports, more precisely). Remember, it's not only from yourself that you'll be keeping this gold away from if you lose the rune, but also from your teammates! POWER-UP RUNES: Bounty Runes may not be your only concern, though. In case you're filling the Mid Lane, the runes you'll be paying attention to are the Power-up runes — instead of gold, they grant a variety of buffs to the player that picks them up, depending on what rune is picked. They spawn at 2:00 on the game clock at both sides of the river, and every two minutes after that. They spawn randomly at one of these two locations until the 40 minute mark, after which they spawn simultaneously at both locations:
Enchantress has no reliable way to contest runes as was previously mentioned, but you may want to punish the enemy mid laner if they go for them. By slowing them with Enchant you'll be able do deal a good chunk of damage — even more if you already learned Impetus. This will make them think twice before trying to get them. Be specially wary and don't forget to alert your team if you're against the likes of ![]() ![]() After acquiring the runes, the laning phase will start, evidently. The most important aspect that you must keep in mind about this stage is the position of the creeps in the lane — where they'll meet and where they'll go to. Maintaining the creep equilibrium is crucial for your success because your objective is to remain safe from enemy ganks while being able to farm properly. For that reason, you should always try to keep the creepwave approximately in the middle of the lane, so you are never too far from the safety of your tower, but also not too close to prevent the creepwave from being hit by it. There is a multitude of tools to assist you in mantaining the creep equilibrium: CREEP BLOCKING: As soon as the first creepwave leaves the base, you can start this process. Creep blocking is accomplished by physically blocking your creeps' path with your hero so they take longer to reach the middle of the lane. Since your creeps move more slowly, they will meet closer to your tower, which is exactly what we want to mantain our safety, while making it riskier for the enemy to farm: In the video preview, we can see PSG.LGD's Chalice blocking his creeps. In the Mid Lane, being able to stand on your side of the river to last hit is valuable. The high ground allows you to see your opponent's side of the river, and for ranged heroes, that avoids the 25% uphill miss chance. Creep blocking is not restricted to the first wave, though. Players often resort to this if they feel the lane is too pushed to the enemy side and there's no way to bring it back. For instructions about how to creep block with precision and the best way to practice it, you can read this amazing article. LAST HITTING & DENYING: By only getting the last hit on the enemy creeps when farming instead of constantly damaging them, you impede your creepwave from killing the enemy's too fast and from shoving your lane forward — which is something you definitely don't want. It is specially important not to damage the enemy team's ranged creeps as though they are squishy and easy gold they're the creeps that deal the most damage, helping to push the wave towards your tower. Of course, even if you're last hitting, you should always consider that by getting the last hit on any lane creep you will naturally push the lane, since you are an additional damage source on the wave. What you should do to solve this is to attack your own creeps to deny them: by doing this, not only you'll prevent the enemy laners from getting gold, but also a good chunk of their experience will be lost, giving you a good advantage. For that reason, you should always try to deny as many creeps as possible. Of course, not only lane creeps can be denied, but also towers and other allied units, once they fall below a certain percentage of health: creeps and siege units at 50% and towers at 10%. PULLING: Pulling is the act of redirecting your lane creeps towards a neutral camp (the large camp, preferably) and having the entire creepwave to be killed by it. This is usually done when your creepwave is too pushed and you want to reset the creep equilibrium, allowing you to farm without being too exposed: This process also allows you to possibly deny XP and gold to your lane opponents, provided you are able to stop them from farming the pulled creeps. If you are in the Safe Lane (jungling), you might want to ocasionally pull for your carry if the lane is pushed. Keep in mind that in this situation you won't be able to pull the lane creeps directly to the large camp because of the way the routes are designed. What this means is that in order to kill the entire creepwave you'll have to do a process called creep stacking: It consists of attacking a creep in the neutral camp in order to draw their aggro so you can pull them out right before the spawn time (every minute), creating another group of neutral creeps in the same spot and making them stack. Only then you'll be able to pull the lane creeps there. Killing the entire creepwave is important because otherwise you'll end up having more creeps stacked in the next wave (as the creeps will leave the jungle and go back to the lane) and it will make it eventually push and bring your carry by the enemy's tower. Instead of stacking the small camp, there is an alternative way to ensure that your creepwave is killed in its entirety: As we can see, you can pull again from the small camp towards the large camp just as the neutral creeps are about to die. This is known as connecting the pull, double pulling, or chain pulling. Be wary, though, that heroes like ![]() When pulling, you should try to deny all your creeps while farming the neutral creeps for the extra gold income and experience. This is why pulling is usually done by a support, as it allows them to farm a little bit without leeching experience from their carry. However, not all times welcome pulling. If the enemy creepwave is just about to push towards your tower, you definitely won't want to pull your creepwave, as it'll make it much more harder for your carry to farm considering he'll have to tank the enemy creepwave. Also, this can hurt your tower a lot if he's not willing or can't tank the creepwave. Often times, you WILL want to pull without killing your entire creepwave: if you are antecipating that your team will want to push and take a tower, the extra creeps in the wave can be of help to this task. By courtesy of redditor jerseydevilz, here is the detailed time markings for attacking when stacking and pulling in patch 7.20's map: ![]() ![]() Ganking represents the act of visiting your allies' lanes with the intent of killing the enemy heroes and getting an overall experience and gold advantage. Of course, that presumes that you are discreet, be careful not to be seen, or otherwise use some form of stealth — you can't gank heroes by randomly walking straight to their faces! If you're jungling, this will be your primary focus in the early game as your actions can be quite game-changing. As you can see, ![]() ![]() If you're successful on your ganks, you can significantly slow down an enemy carry's farm or help a teammate recover a difficult lane. In some cases, you can even take down a tower right after it. These factors get even more important if you are facing a team that is strong in the late game, as you'll really need to have a solid start to prevent them from getting any consistent advantage. Ganking is not exclusive to the support/jungler role, though. You can also gank if you're playing as core, as soon as you hit level 6 and you spot a good opportunity to get a few kills: usually if the enemy is pushing too deep or if there is a skirmish going on. ![]() ![]() ![]() ![]() The mid game is often considered to be the stage of the game where the first towers start to go down and teams usually start to group together to teamfight and contest objectives such as towers, creep stacks, map vision and Roshan. Also, cores start to get their big items by this stage. Regarding the mid game, there are some elements to consider: ![]() Each time you hit an enemy creep, you're pushing the lane. Damaging the enemy creepwave will naturally cause yours to end up killing theirs faster, which will eventually cause your creeps to stack provided they are not killed, contributing to the building of larger allied creepwaves. It is evident that pushing is what leads a team to win the game. By accumulating allied creeps, you can take down enemy structures with more ease, which in turn gives your team gold advantage, more space, opportunities and also oppresses the enemy team inside their own territory. Also, pushing puts pressure on the enemy team by forcing them to defend their towers. This is an effective way to counter carry heroes, because they require some time and farm to become effective. Of course, there are slow and fast ways to do this. Attacking the creepwave, in the mid game, is considered to be a slow way to push because you can only hit one creep at a time and your attack damage isn't that high. Unfortunately, ![]() On the other hand, her ![]() Items like Blight Stone can make you even more effective in that task by lowering the towers' armor and making you and your team hurt them even more. ![]() ![]() Deciding when to push is a very important task. A few scenarios can contribute to this decision: DEAD ENEMIES: This one's very obvious. A tower or barrack needs heroes to defend it, otherwise it will go down in no time. After a teamfight or an important pickoff around the map where you have key enemy heroes killed, you can go straight to pushing a lane, as contesting your team's push with a hero disadvantage can be costy for the enemy team. This factor is often what impulses teams to pop a ![]() IMPORTANT ULTIMATES: If you have heroes like ![]() ![]() ![]() BIG ITEMS: The ideal time to push is usually when important items are acquired by your team — like a ![]() ![]() ![]() ![]() ![]() ![]() Teamfighting is the term used to describe a fight usually involving 3+ heroes from both teams. It is not a goal on it's own: it's usually something that happens as a consequence of a strategic movement seeking an objective. Having a good teamfight is crucial because your team commits resources to it, and because it has very high impact on the networth of the heroes involved. Dying will cost you experience and gold (because you'll be dead and not farming), aswell as give opening for possible towers being taken down by the enemy, or even Roshan. That can very well cause a harsh imbalance in the game flow. When teamfighting, keep in mind the following: POSITIONING: In teamfights, ![]() ![]() ![]() ![]() ![]() USE OF YOUR ABILITIES: There is more use to ![]() ![]() ![]() ![]() ![]() USE OF ITEMS: In teamfights, there are also other important priorities: popping ![]() ![]() ![]() ![]() ![]() Ah, the late game. It's the stage of the game that is beyond the rest. Basically, heroes cannot be alone on the map since all of the cores are strong enough to kill them and are potentially dangerous. This phase is when decisive teamfights and base pushes occur, possibly leading to the end of the game. In late game, the carries usually get all of their core items and max their skills. Magic nukes become way less useful (the health of important heroes get really high compared to an average magical nuke). Then there is also the ultra late game where basically everyone is six slotted and nearly max leveled, which means gold and XP difference doesn't really matter anymore. Usually the team composition (who has the hardest carries and the better teamfight potential) decides the outcome of the game. ![]() ![]() ![]() ![]() What this means is that you'll have to pay extra care with your positioning, and never wander off without your team to back you up. Dying in this stage will cost you a buyback, and if you don't have it, well... You'll risk putting your team in a very dangerous spot, having you unavailable for quite a long time. To be minimally useful, you should have your fair share of defensive utility items: Black King Bar, ![]() ![]() Before pushing high ground to win the game, your team will probably want to take Roshan. Enchantress is an ideal tank for roshan with her passive and healing, making your team able to kill him while taking minimal damage. On the other hand, she isn't the best suited to carry the aegis: she won't be going high ground as she can hit towers from quite a long range and the hard carry will make a much better use of the extra life. Always save the necessary gold for buyback. This mechanic is very decisive nowadays; the teams with the better timed buybacks usually win the game in the late game. ![]() ![]() Communicating with your teammates is one of the factors that carry the most weight when determining the success of your matches. Dota is not a single player game, which means that no matter how skilled you are, you can't win by yourself and you will depend on your teammates! With that in mind, the game offers a multitude of tools to help you better communicate with your teammates and make them colaborate with you. While it's valid to either type or use the voice chat, both of these platforms actually tend to be more of a place where people express their frustrations rather than provide constructive commands. The chat wheel, with its preset lines, redirects your points into more actionable goals, allowing you to give concise and direct commands. But the chat wheel is more than just a tool to tell your teammates that your lane opponent is missing from the lane. It can manage team morale, tilt your enemies, and help your team to relax in a stressful game. ![]() ![]() The positioning lines of the chat wheel are straightforward, which is a good thing. Most of the time you won't need too many from this list, as just a few commands will do to get the job done. "Get back!" is one of the most important commands. It quickly alerts your team that it's not a good idea to continue advancement, and that retreating should be considered. Other variations that might be similiar include "I'm retreating!" and "Careful!", but there's no need to dedicate a chat slot to them. "Go!" is another good one, and self-explanatory enough. "Stun now!", "Initiate!", and "Attack now!" are too specific and you'll end up barely ever using them, so there's no need to consider them at all. A similiar line which is also useful is "Get ready", as it prompts your team to fall in line, and it’s particularly useful if you’re either anticipating a gank or initiating one as it decreases the chance of a teamfight unfolding incorrectly because teammates are out of position. I also like "On my way" because it gives a sense of security to your teammates that you'll come to their aid or that you'll join them for an objective. However, this line is also covered by a ping command, which will be covered following. ![]() This useful article lists everything that can be achieved by holding alt and left clicking on different spots of the interface. As you can see, this useful utility substitutes most of the "Status", "Enemy", "Lane" and "Items" commands, so you can scrap them out of your chat wheel. Possible exceptions include "Help!", "We need wards", "We need detection", "Re-use courier" and "Deward please", as they have their utility and can't exactly be emulated through the ping commands. Alt clicking on the map or directly on the screen will create a ping alert with an exclamation mark. You can hold alt and slide the mouse to different directions while clicking to change the type of ping, which can include: "On my way", "Retreat", "Enemy has vision", "We need vision" and "Attack". It's important to emphasize that alt clicking on the game clock is important not only for Roshan death timings, but for creep pulls, tracking ultimate cooldowns and specially for the runes. Remind your teammates to check the bounty runes every five minutes, and if necessary you can use the command "Check runes please" from the "Misc" lines. Something that isn't specified in the article and is very useful is that by holding both alt and ctrl and clicking an item in the shop, you can make suggestion about purchasing it. This is very good when you're feeling your team needs key items like ![]() ![]() ![]() You can't play perfectly every match: sometimes you'll be prone to make mistakes, and that's fine! However, people can't really handle mistakes too well, specially in a highly competitive game like Dota. What that means is that to prevent the uncomfortable downward spiral of fingerpointing that usually happens in times like these when you've made a bad decision or fed the enemy team, it's often a smart idea to try to make the situation smoother with the "Flavor" lines in the chat wheel. Lines like "Game is hard", "Space created" and "I immediately regret my decision" are agreeable, funny remarks that can be used after dying or making something stupid, and helps your team to relax and to bring everyone back to the same page, rather than letting the moment linger. ![]() 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! ![]() On a special note, a few people contributed heavily to the construction of this guide, so they deserve to be named here: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Dates and information of any significant change made to this guide will be documented in this section, beggining from the moment of its publication. 2018 ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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