Enchantress/Guide

Support

 * Enchantress is usually played as a support, protecting the lane carry by pulling the lane back and harassing the enemy with Impetus.

Jungle

 * Maxing Enchant allows Enchantress to jungle faster with more creeps. She can then use them with to gank other lanes, usually mid. Later on, she should help push with her army and aura items like.

General

 * Enchantress is effective at all stages of the game.
 * Building is a very good choice on Enchantress; as aside from the intelligence it gives her it can be used to put some distance between her and her enemy (thus empowering Impetus); or even if very well-timed to use it on Impetus's target while Impetus itself is mid-air; thus hugely increasing its damage. Also, it builds into.
 * Enchant allows Enchantress to micromanage just like Chen. Micromanaging is a crucial ability to master Enchantress.
 * Enchantress outranges towers with either or.


 * Max it out first as it is very powerful in early-to-mid game, particularly with attack range items like Dragon Lance.
 * Buy mana regenerating items like or  to fuel Impetus. Also consider buying an  or two for the laning stage.
 * Impetus calculates the damage with the distance between you and target when the projectile hit; so, after throwing Impetus, you can turn and run farther away from the target as an attempt to increase the distance and damage to finish off the low HP hero.
 * Toggle Impetus on as you push target away with for rapid and painful pure damage attacks.
 * Impetus scales well into late game with attack speed since it deals pure damage.
 * Impetus does not pierce spell immunity.
 * Cast manually in-lane to not draw creep aggro, and do painful pure damage.


 * Use Enchant to slow an enemy and dispel their buffs during ganks. You can then have more time to use your creeps' abilities on the slowed target.
 * Use Enchant on illusions of powerful enemy heroes late game, helping your team get rid of one nuisance.
 * Use Enchant on neutral creeps to control them and take advantage of their abilities and auras.
 * has Hurricane to reposition allies or enemies.
 * has Tornado to farm large stacks without drawing aggro, or to harass lanes by making Tornado follow an enemy.
 * and also have magical nukes to harass lanes.
 * has one of the best pushing abilities in the game.
 * ,, , and help ganks with their disables.
 * provides attack damage bonus aura that scales well into the late game.
 * With level 20 talent, Enchantress can use Enchant on ancient creeps.


 * Nature's Attendants keeps creeps and allies healthy in pushes.
 * Nature's Attendants helps in surviving ganks; use it before getting stunned and if she's the only target, as only heavy nukers are capable of killing her.
 * More tips needed.


 * Untouchable makes Enchantress resiliant against physical attacks, which is especially useful against harassment during the late-game stage.
 * However, be careful against magical nukes as she still has a low health pool.
 * Untouchable will slow 's attacks to a crawl, making Enchantress an ideal tank against him.
 * Untouchable stops enemy creeps in their tracks, allowing Enchantress and her team to push buildings.


 * Sproinking while an Impetus attack is in midair will effectively add damage to that attack. Combine this with Hurricane Pike to deal massive damage.
 * Remember that Enchantress can Sproink up and down cliffs for a quick getaway.
 * Sproink can disjoint dangerous projectile-based disables with an extremely low cooldown and mana cost, mitigating the need for.


 * Cast on enemies near lots of creeps, especially summons of and  as they can do a lot of damage.
 * More tips needed.

Items
Starting items:
 * heals every little wound that you get from jungling or gank attempts.


 * recovers health from a greater clash, which could potentially happen while ganking or in the jungle when meeting a roaming hero.


 * restores mana to keep using Enchant when jungle or gank.


 * gives cost-effective attribute bonuses.


 * makes ganking easier with invisibility and movement speed boost.

Early game:
 * provides movement speed boost for Enchantress to gank early.


 * refills health and mana in short bursts.


 * gives mana regeneration and blocks some magical damage to go along with Untouchable that counters physical attacks.


 * provides movement speed bonus for cheap; will build into Drum of Endurance.

Mid game:
 * give movement speed boost for superb positioning.


 * gives more attributes, as well as burst health and mana.


 * provides attack range bonus to increase damage of Impetus. The bonus strength and agility help Enchantress with some health and attack speed.


 * gives attributes and movement speed boost for Enchantress to gank and push.

Late game:
 * , upgraded from Dragon Lance, enables Enchantress to deal tremendous damage over a short period of time while keeping herself in a safe distance.


 * helps to pick off a single target with silence and critical strike, as well as granting intelligence, mana regeneration, and attack speed, greatly increasing the rate of using Impetus.

Situational items:
 * grants charges for slain enemies; use them to damage enemies or heal allies.


 * accelerates farm to help Enchantress transition to a damage dealer with her core items.


 * has aura that provides attack speed and health regeneration for Enchantress and her controlled creeps. Furthermore, it enables Enchantress to control another creep to increase the size of her army.


 * protects Enchantress against magical damage, working well with Untouchable to increase survivability.


 * gives attributes and a root to keep target in place for Impetus.


 * grants spell immunity to keep Enchantress alive and firing Impetus without enemy interruptions.


 * pierces evasion for Enchantress to land Impetus.


 * provides good bonuses to attributes and a hex that allows Enchantress to keep using Impetus on a target.


 * increases attack speed for faster Impetus, useful when you have the mana regeneration to sustain it.


 * allows Enchantress to attack faster with Impetus, and survive for longer in fights with armor.

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