You know what I love? EVERYTHING!
evilandrex
January 4, 2014
Introduction
"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."
Enchantress is a
strong early to mid-game hero capitalizing on her great utility with healing, creep control skills, and pure damage to support her allies, push towers, and kill enemy heroes. By using the potent skills of neutral creeps in the jungle, she has the ability to be a
strong presence in lanes adjacent to her jungle while not being gold dependent at all. Because of the lack of need for items, Enchantress can spend gold on various support items while still being useful in the mid-game. Although, Enchantress can be a potent semi-carry, given her powerful anti-carry passive and strong pure damage output through her auto-attacks buffed with her skills - her early game prowess can take her into late-game with a heavy advantage over enemy heroes in both gold and experience. Either way, Enchantress is a force to be reckoned with and should be
played aggressively early game even though she is jungling to capitalize on her early game power.
Enchantress requires micromanagement, good positioning, and generic support skills. Without these, an Enchantress can quickly find herself in a situation of quick and painful death. Always on the move, Enchantress needs to know exactly when to go where or the player will miss the opportunity for kills or a clutch save on an ally.
Hero Stats
Persistent Base Stats
Movement Speed: 310
Missile Speed: 900
Sight Range: 1800/800 (day/night)
Attack Range: 550
Scaling Base Stats
Strength +1.0/lvl
Agility +1.8/lvl
Intelligence +2.8/lvl (Primary)
Health
Mana
Damage
Armor
Attack per Second
Health Regeneration
Mana Regeneration |
Level 1
16
19
16
454
208
47-57
1.66 (9%)
0.7
0.6
0.7
|
Level 25
40
62
83
910
1079
134-144
10.48 (31%)
1.07
1.5
3.3
|
As seen here through these stats,
Enchantress has low average attributes - this is especially apparent in her strength gain, the lowest in the game at 1.0 per level. An Enchantress needs to have good positioning in order to survive in team fights and continue to do damage without taking too much damage. This
lack of scaling stats is factored in when choosing items to buy throughout the game. It should also be noted that her attack projectile speed is not particularly fast, Enchantress can take advantage of this with her ultimate skill, Impetus.
Pros / Cons
Pros:
- Extremely strong early game due to strong healing and creep domination
- Aggressive jungler due to dominated creeps, she can push and gank often applying constant pressure onto a lane
- Does not rely heavily on items even though many items are effective on Enchantress
- Self-defense comes from abilities
- Can deal Pure Damage
Cons:
- Low defensive stats (low strength overall, low armor)
- Requires some mana management
- Power falls off later into the game
- Main source of damage output easily stopped by Black King Bar
- Lackluster laner
With these strength and weaknesses of Enchantress in mind, the player must play to her advantage; Enchantress
must play aggressively early in the game, yet be wary of counter-ganks as Enchantress is extremely squishy. If the enemies can get the upper hand, killing Enchantress, she loses her early-game advantage. Usually,
Enchantress is incapable of becoming a semi-carry without running a large risk of possibly wasting farm that she has obtained due to Black King Bar. The best path to take is
a support that capitalizes on her early game or mid-game game power and investing her gold in supportive items.
Skills
All of Enchantress's skills are effective at different situations and a player should know the importance of each skill to understand the mechanics behind each skill to make good decisions on leveling and using each skill.
Untouchable [Q]
Enchantress's only passive skill is a potent
defensive skill against auto-attacking heroes especially those with lower attack speed.
The untouchable
debuff will apply to any enemy units (heroes, summons and creeps) beginning to attack you, meaning that even if they don't throw out the auto-attack, they'll get the debuff. The debuff applies a
flat (something the tooltips do not show) attack speed reduction. The application of this, will be completely
nullified by magic immunity effects such as
Black King Bar.
Untouchable is most noticeable mid-game but the flat attack speed reduction can be relevant throughout the game, the massive 110 (more than a mask of madness activation) reduction can mean life or death in certain situations against carries. Untouchable is a strong ability to
give Enchantress room to re-position if she is caught out by enemy carries.
Although Nature's Attendants are usually leveled before Untouchable, it
may be wise to level it a couple times before maxing Nature's Attendants in certain situations. If early in the game, most of the damage is coming from auto-attacks (such as a Sniper) even two levels of Untouchable can slow down the damage output of the sniper. Untouchable can also be used to
help kill jungle creeps without using Enchant as creeps will likely be unable to attack Enchantress too many times before dying to her but this use of Untouchable is not recommended as it still poses a danger to Enchantress if she does not have enough attack speed. Please see build #3 for the alternative skill build. Alternatively, only a couple of levels of Untouchable can be taken - making a nice balance between stats and auto-attack defense.
Enchant [W]
Enchant is Enchantress's most versatile skill and also most important skill for her early game power. By being able to control neutral creeps, she has
a whole arsenal of stuns, slows, and nukes at her disposal to make her presence known in the adjacent lanes to her jungle while Enchant itself is used to slow down the target before allowing her controlled creeps to charge in.
The cooldown and mana cost
when managed properly can be consistently used to control a neutral creep, kill the camp, then move into the lane for a quick gank using not only the controlled creep but Enchant again to set up for your own creep. Please go to the Early Game Jungling Section on Neutral Creeps. Please be aware that multiple creeps can be taken control of, use this to your advantage when pushing or ganking.
Enchant, outside of controlling neutral creeps, is
slow that scales upwards with levels, it only continually gets stronger with no downside when leveled. Enchant helps Enchantress continually attack enemy heroes with Impetus making the window of opportunity to do damage and kill much larger. The
range is 700, longer than the average ranged attack range, making Enchant a powerful slow skill when chasing or initiating a gank.
Enchant is a priority skill for Enchantress players to level. It should also be noted that enemy illusions can be controlled with Enchant.
Nature's Attendants [E]
Nature's Attendant is
strong heal over time that is key to Enchantress's survival. Although costly in mana, the heal provided can out-heal many sources of damage earlier in the game.
When cast, a set of spirits will float around Enchantress going to any ally that has been damaged - each spirit can heal for 10 health per second. The spirits will move to a random damaged allied unit to grant them the heal every second. This means that if there are
multiple units that are hurt around Enchantress, the heal will not be as concentrated thus healing a single unit for less every second. When using Nature's Attendants, be aware of other damaged units around whoever you're trying to heal, whether it's you or an ally try to move controlled creeps or move away from lane creeps.
Being a heal over time, it is worth activating it early as soon as some health is lost - keeping Enchantress close to full health is important because she has a low max health. In midst of team fights or when running away from enemies, just
activate Nature's Attendants and continue on. When allies are escaping, escort them away with Nature's Attendants and heal them up. Another possible use of Nature's Attendants is with pushing, standing with the creep wave and your own controlled creep,
healing your lane creeps under the tower, it is an easy way to push towers down. However, the mana cost of Nature's Attendants grows as it is leveled, overall it should be used only when needed and should not be spammed. The
later levels of Nature's Attendants can be taken later into the game if Enchantress is having mana troubles. See Build #3 for an example build that delays Nature's Attendants.
Impetus [R]
Impetus is what gives Enchantress the strong damage output in the mid-game. This
pure damage orb allows Enchantress to help damage enemy heroes with proper positioning. This skill can be auto-casted but there are times where casting it manually can be a good thing.
At level six, Enchantress will not have enough mana to consistently use Impetus so while ganking,
manually casting and orbwalking forward is the most effective way to use it. Another benefit of manually casting is the creep aggro - by manually casting it, you won't be drawing unnecessary lane creep aggro, taking less damage while ganking to allow Enchantress to continue to play aggressive with little to no downtime.
When using Impetus, it is
always important to consistently animation cancel. There are two situations where you move backwards or forward. You want to move towards the target when using Impetus if you know you can continue to attack that target. But, if Enchantress is likely throwing out the last Impetus (for example, the target is getting under tower range), Enchantress should animation cancel backwards from the target - maximizing the damage output of the Impetus.
Skill Builds
Enchant is the keystone spell for Enchantress in the early-game, it is maxed as soon as possible as it scales positively for the slow amount and its cooldown. Generally, in between Enchant and obviously leveling Impetus as soon as possible, Nature's Attendants is leveled, as it is a strong healing skill to further boost Enchantress's support power. But since Enchantress can
sometimes find herself mana-starved, the player can delay the later levels of Nature's Attendants in order to keep the mana cost lower - in its place Untouchable can be useful for defense against heroes that deal their damage mainly from auto-attacks. An example alternative skill build can be found in build #3. Another possibility is to skip Untouchable completely, this should only be done if the enemy is COMPLETELY spell based damage, instead of Untouchable stats are taken in its place to give Enchantress more much needed stats.
Items
Enchantress is a strong support hero, whether it is the hard support or the secondary support, Enchantress can shine without many items.
After buying some cheap core items, Enchantress's build opens up giving her a great flexibility in items choices. General support items do not hold down Enchantress in obtaining her core items because of her ability to jungle effectively.
Starting Items
Animal Courier 150g
Gauntlets of Strength 150g
Gauntlets of Strength 150g
Tango 90g
Clarity 50g
Total: 590g (13g left over)
This starting build
focuses on giving you a nice boost in your strength to increase Enchantress's maximum health alongside a couple consumables items just to allow Enchantress to stay out in the field to deal damage. At the beginning of the game, if another ally decides they want to buy the animal courier, buying wards in place of the Animal Courier is required.
Persistent Support Items
As a support, there are many items that need to be used at different situation. Because Enchantress's core items are very cheap,
investing in these items is a good use of gold. Communication with allies is important when maintaining the use of these items - define which hero will maintain each set of support items.
- Flying Courier should be bought every game, if you have some extra gold be sure to buy this upgrade for the courier. The courier should be flying before five minutes.
- Observer Wards are an important to maintain throughout the game, lend a hand on buying these items whenever they're down. It is part of your role as a support to help maintain consistent wards at different locations throughout the game.
- Sentry Wards can be used both to kill enemy wards or getting sight on enemy invisible heroes. Either way, if there is a need for this type of ward, Enchantress can look to buy them.
- Town Portal Scroll is a staple for all heroes, and this is especially true for Enchantress, she doesn't have a hard escape skill so with a quick juke with a teleport scroll can bring Enchantress to safety.
- Dust of Appearance once again an important item in certain situations, especially to quickly take down invisible enemies.
- Smoke of Deceit is important for team ganks on the map, not only does it grant invisibility and move speed bonuses to your allied heroes, it also grants the same effects to your creeps helping them get into position as well.
Core Items
The core item set looks to be a cheap and effective way to fill Enchantress's role while also covering some of her weaknesses (such as health).
Urn of Shadows is extremely useful when used in conjunction with the aggressive play style of Enchantress. Not only does it give strength and mana regeneration it is a good choice of item for Enchantress. When the urn is at 0 charges, the next kill around Enchantress will give 2 charges instead of 1 - knowing this,
Urn charges should be consumed whenever possible. Do note that it only dispels under tower damage or hero damage - use it with that in mind, healing allies out of tower damage or while fighting creeps. An alternative to this item is
Ring of Basilius, this can provide similar mana regeneration but also provide an armor aura to push tower more easily;
multiple urns on one team does not stack, so be careful before buying it.
Power Treads is a versatile boot choice. Most of the time, it should be kept at its strength state - the boots will provide attack speed on top of the nice boost of health. Later in the game, if staying alive is not a problem - it can be swapped over to Intelligence to give a boost in damage and mana.
Magic Wand can not only help you keep mana and health up but if charged up can mean life or death when escaping from enemies providing a quick burst of health or mana.
Luxury Items
Usually, only one or two of these items will be obtained by Enchantress before the end of the game - each item has its uses and the player must make a decision for every game.
Aghanim's Scepter can allow Enchantress to
dish out more damage while providing a strong aspect of defense both in stats and increasing her range. The increased range on Impetus actually
applies to Enchantress's normal attack range instead of just the spell. Buy this item if more damage is needed while also needing some defense.
Eul's Scepter of Divinity is a strong item that gives extra regeneration but it also
gives the ability to remove an enemy hero out of a team fight with cyclone. Along with that, it can be used on Enchantress herself as a panic button in order to mitigate some damage on her. Eul's also provides a hard disable, something that Enchantress does not have in her skill set.
Force Staff can not only be
used as an escape mechanism but if the player is faster enough, it can also heavily boost the damage output on one Impetus shot. If a player is running away from Enchantress - right after Impetus is through, Force Staff can be used to either push the target farther away from Enchantress or Enchantress backwards away from the target, both increasing the damage output of Impetus for one throw.
Scythe of Vyse, although very expensive, is one of the strongest disable based items. It gives a good amount of stats and mana regeneration and its ability - hex - can allow Enchantress to
quickly dish out damage on a specific target without any retaliation.
Necronomicon compliments her pushing capabilities. The minions summoned not only deal damage but their
abilities can discourage anti-push abilities and reveal invisible heroes lurking near a tower.
Orchid Malevolence is a nice mix of stats and abilities for an intelligent auto-attacking hero. It gives attack speed (something Enchantress naturally lacks), mana regeneration, and intelligence. The
amplification/silence ability can really help focus down a single target very easily.
Mekansm is needed for every team, if your team doesn't have one of these, be the nice support and work towards one. It also gives a nice boost of armor for even more survivability.
When to Pick?
Enchantress should only be
picked when the jungle is available for her and a hero on her team is capable taking a sidelane solo. She can effectively
play the support role on a team, whether it is full support with wards or the secondary support going for cheap support items such as Force Staff or Mekansm earlier.
Good Allies
Heroes that are capable of
soloing a lane effectively that also have strong ganking capability are good allies for Enchantress if the solo lane is placed beside Enchantress's jungle; a few notable ones are:
- Puck can help in ganks with Enchantress while being capable of delaying her own death with Phase Shift for Enchantress to get into the lane for assistance.
- Luna can thrive in a solo lane that is supported by Enchantress, although Luna usually is not the best candidate for a solo lane - the constant pressure Enchantress can apply to a lane due to the aggressive play early can give a lot of room for Luna to farm and also help with ganks using Lucent Beam
- Windrunner with Shackleshot can help setup ganks with Enchantress making a potent combo with Windrunner's great damage output.
At the later parts of the game, heroes that can
keep enemies heroes locked into place can allow Enchantress to easily deal damage without having to worry about the possibility of death, a few notable heroes are:
Other notable heroes that work well with Enchantress are as follow:
- Troll Warlord can not only help Enchantress's damage output in team fights with Battle Trance but with regular use of it, tower killing can become extremely easy.
- Lycanthrope can give a strong boost to not only Enchantress but her controlled neutral creeps with Howl
- Keeper of the Light can allow Enchantress to use more of her abilities more often with Chakra Magic; this takes the pressure of mana management of player.
Bad Enemies
Certain enemies can prey on Enchantress easily causing her great problems, she isn't tanky and
very susceptible to ability/item based burst damage; some notable heroes are:
- Nyx Assassin whole skill set can easily cause heavy damage to Enchantress, especially while she's in the jungle; Vendetta can allow Nyx to kill Enchantress before she has time to react.
- Vengeful Spirit can Nether Swap Enchantress out of position and in the time that Enchantress is out of place, she is likely dead as she would not last long in that situation.
- Zeus will quite quickly destroy an Enchantress with his multitude of nukes - the damage of a spell such as Lightning Bolt comes very quickly and will not be nullified by Untouchable or Nature's Attendant.
Magic Immunity can quickly destroy all of Enchantress's abilities, whether it is defense or offense -
Enchantress should look out for sources of magical immunity because of this, some examples are:
- Lifestealer is not only a carry but Rage can render Enchantress's ability useless.
- Juggernaut can use Blade Fury to escape or chase down Enchantress to kill her quickly without Enchantress being able to do anything to slow his advance.
- Omniknight can grant anyone Repel, effectively protecting anyone he wants from Enchantress.
Silences can effectively stop most of the things Enchantress can do; Enchantress's damage and utility are based off of her spells - without them, she quickly becomes useless. Some heroes that should be noted for their silence are:
- Doom Bringer can not only silence Enchantress but also disable her items with Doom which completely devastates Enchantress's ability to do anything, not to mention the fact that within lanes, Doom can kill off any creeps brought into lane to gank.
- Silencer not only has a on demand global silence but Last Word will always stop Enchantress from using Impetus because of the silence - beyond that, the disarm can even stop the basic auto attacks of Enchantress.
- Death Prophet can not only Silence Enchantress but continue to damage her without focusing on auto attack damage.
Enchantress as a Counter
Enchantress can shine as a counter to a specific type of hero due to her unique skill set, some heroes that Enchantress can effectively counter are:
- Dragon Knight like most other carries without Black King Bar can be hindered by Untouchable's attack speed decrease.
- Chen's controlled creeps can be taken over by Enchant to quickly use an ability of the creep, hopefully before Chen has time to take back his own creep.
- Venomancer and his multitude of damage over time spells can easily be healed by Enchantress's Nature's Attendant effectively rendering Venomancer's spells useless.
- Phantom Lancer's illusions can be taken control of by Enchantress, these illusions have the same duplicating properties of Phantom Lancer's own illusions, this can be an extremely effective way to deal with Phantom Lancer later into the game.
Early Game (Jungling, Ganking, and Supporting)
Early game,
Enchantress shines in her ability to be aggressive and become a strong presence in the game. Enchantress begins in the jungle but even after the very first camp, the Enchantress can begin making her presence known in the adjacent lanes. Throughout the early game,
Enchantress should play very actively - setting up kills and pressuring lanes.
Jungling
Jungling with Enchantress is relatively simply because she never has to danger herself while ganking by simply using enchant to
take control of the strongest creep in a camp to tank. Enchantress will be relying on the jungle as the main source of gold and experience for her taking on mostly the medium and large camps.
Controlling multiple units is extremely important for Enchantress to be successful throughout the game. Making proper control groups can help make controlling multiple units much easier - here is my own setup for controlling multiple units:
- Control group 1 - Enchantress and all extra controllable unit
- Control group 2 - Enchantress only
- Control group 3 - All extra controllable unit only.
This control group set up allows the player to move all units at once but also quickly send commands to only certain units.
There are certain creeps that the Enchantress should look out for as they are especially useful for her purposes.
Dark Troll Warlord
Dark Troll Warlords are a strong neutral creep for Enchantress. Firstly, this creep is ranged and does decent auto-attack damage - the extra boost of damage is always welcomed. One of its skills,
Ensnare can hold down a target to open up for other skills in a gank - making this creep a powerful creep to have. Its second skill can summon skeletons if there is a corpse (something died near) nearby. The skeletons come in pairs and are not particularly tanky but still provide extra meat-shields and extra damage when pushing a tower.
Ursa Warrior
The Ursa Warriors (not fuzzy wuzzy) have a nice mix of tankiness, damage, and control ability. With
Thunder Clap, it is a potent damage and a bonus slow - also note that Thunder Clap has a large AoE range around the neutral creep. Use this one mainly for ganking or pressure, the
Ursa Warrior can pose a consistent danger in a lane because it can easily be used for a follow-up in damage and slow in a gank. Other than Thunder Clap, the Ursa Warrior does not have another skill. Note that the Ursa Warrior can only use its ability 3 times before running completely out of mana.
Satyr Hellcaller
The Satyr Hellcaller is the strongest creep for pressure in a lane. On its own, it only has a
line based AoE magic damage but it can be used to simply force enemy heroes back from a lane. Alongside that, its long range damage capability makes it a
strong candidate for bonus damage in a gank especially against heroes that have escape mechanisms. This neutral creep also has a passive aura that grants minor health regeneration to allies near it, this can be used to give some assistance to hurt allies in lane but it can usually be overlooked due to its slow regeneration. Be aware that Satyr Hellcallers can only use its Shockwave skill 3 times before running completely out of mana - use it wisely.
Centaur Khan
The Centaur Khan is a good creep for ganking and pushing. The Centaur's War Stomp ability will stun everything near it while doing some minor damage. This ability makes the Centaur a strong ganking creep being able to
completely disable heroes in a small AoE. Unlike the Ursa Warrior though, the AoE for the stomp is quite small, positioning the centaur is very important. The Centaur can only use the stun twice until it runs out of mana, don't waste it. The Centaur also has
an aura that increases attack speed, this makes the centaur especially strong in fights and pushing towers. Whilst pushing towers, the increased attack speed can help take down the tower quickly and then the stunning capabilities can help deter anyone teleporting in or coming in to deny the tower.
Wildwing Warchief
The Wildwing Warchief is the best creep for applying pressure to the lane. Its ability,
Tornado, deals strong damage while the Wildwing can still be out of sight. Enchantress can just leave the Wildwing channeling the spell out of sight and send the tornado in while Enchantress goes back into the jungle. The Tornado should be micro'd to deal as little as possible damage to the lane creeps and get as close to the hero as possible. The damage is usually enough
to force the enemy hero in lane to run away from the tornado giving your allied lane partner some time to farm. The tornado also grants limited vision around it, use this to scout out locations if necessary. This neutral creep also has a bonus armor aura, this can be useful when pushing the lane to give creeps some extra defense against the tower and other creeps.
Ganking
In the early game, Enchantress should work to be a strong presence on the lanes adjacent to her jungle - whether it be ganking and
killing enemy heroes or simply applying pressure to the lane. The idea is - Enchantress is the lane partner that isn't in the lane.
Ganks can start happening as soon as Enchantress gets her first neutral creep. If the creep is one with a particularly strong control skill such as the Ursa Warrior, first blood can be made extremely quickly. Although Enchantress should work to get experience and gold while in the jungle,
whenever the opportunity is available (enemies pushed up or they are attempting to kill in the lane themselves) Enchantress should immediately move to gank the lane. Although playing this aggressive style may leave Enchantress slightly lower level, the amount of control the Enchantress can have over a lane can allow whoever is in the lane to farm freely.
Ganking a side lane is extremely easy if they are pushed forward, it allows a neutral creep to easily get behind the target to attack and use its spells. Here is an example of a path that could be taken in a gank:
Beastmaster and Ancient Apparition decided they wanted to attempt a kill on Luna, Enchantress sends her Dark Troll Warlord first to ensnare the Beastmaster to allow Luna to move into a better position. Enchantress uses Enchant on the Beastmaster and proceeds to kill him with auto-attacks. Ancient Apparition is still out of place after this so with the help of Luna, he is killed as well.
This is a single gank, many other ganks can take place -
the goal is to keep continual pressure in the lane to give room for the laner to farm. Enchantress is the lane partner that is never in lane.
Ganking the middle lane is usually harder because of the shorter distance between both towers. There are two main ways to attempt a gank for midlane: looping behind the lane or as a counter-gank. If the enemy hero is slightly pushed up, looping around can be done in two ways - you can either split up Enchantress and her neutral creep;
have the neutral creep move in from behind and Enchantress from in front sandwiching the target. Enchantress and her Neutral Creep can also
both loop from behind together, this method is more dangerous as it puts Enchantress in danger but it is also more effective in catching the target out.
The other method is to look to
counter gank, if the enemy mid moves in on your mid, the combination of Enchantress, her neutral creep, and your allied mid can easily take out the enemy hero. Here's an example of a situation in mid:
Pudge and Beastmaster are attempting to kill Tiny, Tiny moves backwards and Enchantress quickly moves the Ursa Warrior in for a stomp then to follow up with Enchant to slow down Beastmaster - Tiny turns around to stun and toss Enchantress closer to Beastmaster, finishing him off with simple auto-attacks.
While doing ganks on lanes, be aware of tankiness of the creeps. If the creep is tanky enough,
diving a tower can be relatively safe - use this advantage to push the limit of how far a gank can go.
Supporting
Enchantress is a support hero, even as a jungler, she needs to keep an eye on her adjacent lanes to see where she can help. She can use her neutral creeps to harass a lane with just a creep while Enchantress herself continues to jungle, she can make a pull, and keep vision on the map.
Some neutral creeps are very strong for harassing a lane, creeps such as the Wildwing or Satyr Hellcallers can
use their spells to pose a danger to the heroes in a lane forcing them away from the creep wave, its gold and its xp. A Wildwing can send in a tornado while standing out of a lane or a Satyr Hellcaller can run around in the lane using Shockwave forcing enemies away.
This can all be done without Enchantress being within the lane - she can be doing something else.
Making stacked pulls is extremely important to help make a lane more gankable and safe for your allies. If a lane is pushed too close to the enemy tower, Enchantress can stack the camp nearest to the lane at X:53 then make the pull of the stacked camp at X:15. This can once again be done with a controlled Neutral Creep to allow Enchantress to do something else in the process. It should also be noted that sometimes the stacked camp can be killed by the pulled lane creeps, so trying to last hit the dying creeps could be useful in gaining extra gold and experience while still denying the lane of experience.
Maintaining vision is important for any team - it is usually the support's job to do so.
Enchantress can buy wards without too heavily delaying her core items, please refer to your favorite warding guide for proper ward positioning. Alongside wards, there are other ways to provide vision around the map, one way is to use your neutral creeps.
By leaving a neutral creep in specific locations where you predict a gank is coming from, it can allow you to prepare for whichever hero is coming for a gank - leaving a creep should only be used when Enchantress or a lane is retreating a safer position expecting a gank from another lane.
Mid Game (Team Fight, Pushing, and Supporting)
Enchantress
can continue to be effective in the mid-game. This is where team fights begin, pushing becomes more important, and supporting still is one of Enchantress's jobs. Positioning becomes more and more important for Enchantress as the game goes on -
careful manipulation of her skills, neutral creeps, and her own position is required for Enchantress to continue to do well mid-game.
Team Fights
In team fights, players need to be aware of what enemies are doing and allies are moving.
Enchantress needs to be moderately far away from enemy heroes to maximize her damage output with Impetus. Although the team fights at this point in the game may not be full 5v5's they still pose certain danger to Enchantress if she over-extends.
Impetus should be used consistently and heals with Urn of Shadows and Nature's Attendants should be used whenever possible. Enchantress can
take a neutral creep into a team fight if the player knows that the team fight will be starting - the extra creep can be very helpful with its aura and AoE spells.
Here is an example of a smaller encounter:
Luna has been initiated on by the enemy team, some of them are severely weakened - but Luna is almost dead. Enchantress teleports in and quickly gives Luna a heal using the Urn then seeing as most of the enemy heroes are in the process of retreating, picks off Ancient Apparition with slow and Impetus.
The
key here is knowing when it is safe to extend forward and when to back off - even a couple seconds out of position, Enchantress can quickly find herself dead due to her lack of health.
Pushing
Pushing becomes increasingly important as mid-game comes around.
Using neutral creeps, pushing down towers can be much easier than normal. Many types of neutral creeps have auras and abilities that help push the creeps forward and kill a tower safely. Take a look at the choices of good
neutral creeps for pushing.
When pushing, there is a certain danger of a gank from behind or even teleporting in. There are certain ways to prevent these ganks from happening. One way is to
use a neutral creep to give vision in vulnerable areas - use a skeleton from the Dark Troll Warlord or even enchanting an enemy lane creep. This extra bit of vision is important to note incoming heroes. Another use for a neutral creep while pushing is to stand in a position that can
stop enemies from coming in to deny the tower or even stop your team from finishing off the tower - by using a creep with a control skill such as the Centaur Khan, the stun can be just long enough for the enemy hero to miss the window of opportunity for the deny. Overall, a neutral creep is important to the success of a tower push.
Supporting
Supporting should be consistent throughout the game. Warding should be continue to be maintained but positioning can change to be more aggressive or more defensive - once again, please refer to your favorite ward guide for more information. Aside from warding, buying other supportive items is important - once again supportive items should fit the team's need so
communication is important to assign which item needs to be bought by who.
As a role, being a support means you're running around lending a hand anywhere possible. By holding a
teleport scroll, Enchantress can work to help keep allies alive and counter-gank. Along with that,
refrain from taking kills even though there is incredible damage potential with Impetus in the middle game. That is not to say kills will not come Enchantress's way, her powerful consistent range damage will often grant kills to Enchantress - kills are kills, they take gold away from enemies and give it to your own team. Enchantress's power will soon drop off in the late game,
make use the mid game and make an impact on the game quickly.
Late Game (Team Fights, Pushing, and Supporting)
In the late game,
Enchantress severely drops off - she's extremely squishy, her damage can be stopped by Black King Bar, her heals won't be able to out heal many sources of damage, and her neutral creeps die more easily. Playing correctly becomes increasingly important in order to stay relevant at this point in the game.
Team Fights
At this point, enemy carries may have BKB's which drops Enchantress's damage output heavily so
Enchantress could look to prey on other weaker heroes such as supports. [Positioning is extremely important at this time in the game, standing in the wrong place can cause a quick death. A player needs to look at the battlefield and
see what locations where Enchantress can be most effective yet away from any immediate danger.
Take a look at this team fight for an example of analyzing the battlefield:
There are two places Enchantress doesn't want to be:
- In the red zone, a large cluster of units are here - avoiding this area can help keep Enchantress away from devastating AoE skills and possibly being body-blocked by units.
- In the green zone, we have the tower range - avoid this because the tower AI will target Enchantress if she begins to deal damage to enemy heroes, the damage of the tower can take off chunks of health from Enchantress's already small health pool.
- Enchantress is standing in a position where she can make Impetus auto-attacks on enemy supports, killing them quickly.
Enchantress is significantly weaker later in the game, careful positioning is the key to surviving team fights while still being useful.
Pushing
Pushing and finishing the game is something that Enchantress can help heavily in. Many games become a siege on the enemy base - attempting to take down the tower and barracks while fighting up hill. While fighting uphill, vision is a problem when initiating the fight. Enchantress can take control of a
creep and send it up hill at any time in order to quickly provide vision, giving the opening for an initiator to begin the fight.
Killing towers require creeps to stay alive to remove backdoor protection - between towers, Enchantress should
endeavor to use Nature's Attendants to heal those creeps in between waves of creeps and towers. Every bit of health can make a push into the base much easier. In other situations, if the enemy team has been wiped out and it is a rush into the enemy's base - Enchantress with
Untouchable can skip ahead to delay creeps from moving forward to begin damaging them before allied creeps reach them. This can decrease the amount of time that creeps will take to get to enemy base.
Supporting
Supporting should never stop, whether it be smoke or offensive wards, these items should always be maintained when necessary through the game.
There are times where it is necessary to turn around to body block enemies chasing your allied carry - causing Enchantress to run head first into the enemies likely dying. This is okay if it is in effort to save an allied carry -
a carries death is much more devastating than a support's death. Another thing Enchantress should look for are lanes that are being pushed up exclusively by creeps, at the later points in the game, creeps can easily take down towers without enemy heroes being within the lane. Because Enchantress's
Untouchable is such a potent attack speed slow against lower attack speed units, Enchantress can very easily tank a wave of creeps with Nature's Attendants on.
Continue to work to help your allies, don't stop being helpful to your team even if your own power has greatly fallen.
Summary
Thank you for reading my guide, practice is important when playing any hero, this guide is only the start of your career with Enchantress - best of luck.
Here is the replay where I took most of the photos for this guide, the Enchantress played by me. There are a handful of mistakes in there, learn from those mistakes that I've made to see what not to do at certain places.
Match ID:
117896492
Thank you anyone who played with me. I've put a download for the file from the match ID if the in-game download is unavailable.
This guide is also available on the following formats:
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