DotA2 Enchantress Skill Build Guide

Dota2 EnchantressDotA2 Enchantress (Aiushtha): 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 Overview

Faction: The Radiant
Primary Attribute: Intelligence
Attack Type: Ranged
Role(s): Ganker, Jungler, Pusher, Semi-Carry, Support

Enchantress Stats

STR: 41 at 25 (16 + 1/level)
AGI: 64 at 25 (19 + 1.8/level)
INT: 86 at 25 (16 + 2.8/level)
Health: 1290 at 25
Mana: 1339 at 25
Damage: 47 – 57
Range: 550
Armor: 0.66
Movement: 335

Enchantress Skills

Untouchable Untouchable (Passive)
Targetting Method: None | Allowed Targets: Enemy Units
Enchantress beguiles her enemies, slowing their attacks when she is attacked. Lasts 4 seconds.
Duration: 4
Attack Speed Slow: 40 / 70 / 100 / 130


  • All units who directly attack or cast targeted spells (not area of effect spells) on the Enchantress will be slowed.
  • The slow is applied at the start of the attack animation.
Enchant Enchant (Active)
Targetting Method: Unit | Allowed Targets: Enemy Units
Enchantress charms an enemy, bringing it under her control (if a creep) or slowing it (if a hero).
Range: 700
Duration: 5.5
Enchant Duration: 80 seconds
Movement Speed Slow: 20% / 30% / 40% / 50%
Mana Cost: 65
Cooldown Time: 30 / 25 / 20 / 15


  • Illusions can be converted. Converted Phantom Lancer illusions can proc more illusions.
  • Enemy-controlled creeps, such as Necronomicon creeps, can be converted.
Nature's Attendants Nature’s Attendants (Active)
Targetting Method: Instant | Allowed Targets: Allied Units, Self
A cloud of wisps heals Enchantress and any friendly units nearby. Lasts 10 seconds.
Heal Per Second Per Wisp: 10
Radius: 275
Duration: 10
Number Of Wisps: 3 / 5 / 7 / 9
Mana Cost: 125 / 140 / 155 / 170
Cooldown Time: 45


  • Units with full HP will not be selected for the heal.
  • Can heal units with magic immunity.
  • Even when Enchantress dies, Nature’s Attendants will still heal Allies for the rest of the duration.
  • Total heal: 300/500/700/900.
Impetus Impetus (Auto-Cast)
Targetting Method: Unit | Allowed Targets: Enemy Units
Places an enchantment on each attack while activated, causing it to deal additional damage based on how far away the target is. The farther the target, the greater the damage dealt.
Range: 550 (740*)
Distance Traveled Dealt In Damage: 15% / 20% / 25%
Damage Cap: 375 / 500 / 625
Mana Cost: 55 / 60 / 65


  • The damage is capped at 2500 distance ({375/500/625} bonus pure damage)
  • Distance to target is measured when projectile hits, meaning that running away from the target after using Impetus will increase the damage dealt.
  • While holding Aghanim’s Scepter, Enchantress can outrange towers.

Enchantress Skill Build Guide

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. 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 #2. 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.

Semi-Carry or Support Jungler Skill Build

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

Alternative Skill Build

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

Enchantress Pros and Cons

+ 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.
– 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.

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 #2 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 #2 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.

Enchantress Item Build Guide

Starting Items

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.

  • Animal Courier 150g
  • Gauntlets of Strength 150g
  • Gauntlets of Strength 150g
  • Tango 90g
  • Clarity 50g
  • Total: 590g (13g left over)

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.

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