The Forest Wanderer

Enchantress

Aiushtha appears to be an innocent, carefree creature of the woods, and while this is certainly true, it's hardly the whole story. She delights in all beings that sing and dance in the sunlight, but the whispers of the trees have warned her that a terrible danger grows in the shadows beneath the canopy.

At a Glance

Primary AttributeIntelligence
Primary RoleSupport / Jungler / Disabler / Pusher
ComplexityMedium

Core Principles

The forest provides all you need if you know how to listen. Every path leads victory when guided by nature's wisdom.

Master the Jungle

The jungle is your home, not just a resource. Learn creep timings, abilities, and value. The right creep at the right moment can win fights single-handedly.

Distance is Your Weapon

Your power grows with separation. The farther you stand, the harder you hit. Master positioning—high ground is your throne, vision is your advantage.

Heal with Purpose

Nature's Attendants is more than healing—it's momentum. Use it to sustain pushes, turn ganks, and keep your team fighting when enemies expect retreat.

Control Through Creeps

Every enchanted creep is a tool: vision, ability, distraction, or sacrifice. Never be without one—they're your extended presence on the battlefield.

Patience Over Panic

Enchantress wins wars, not battles. Your sustained pressure grinds enemies down. Stay at range, whittle them down, let them make the mistakes.

Nature's Timing

Every ability has its perfect moment. Sproink can win teamfights, Enchant can swing ganks, and Impetus secures kills. Trust nature's rhythm—jam too fast and you miss the harmony.

Victory through wisdom and strength

Hero Overview

Enchantress is a versatile intelligence hero who excels at jungle farming, map control, and long-range harassment. Her unique ability to enchant neutral creeps gives her access to various utility abilities, while her Untouchable passive makes her deceptively durable against physical damage dealers.

Enchantress thrives by utilizing her jungle efficiency to gain early advantages, then transitioning into a lane-dominating harasser with Impetus. Her gameplay combines careful creep management, strategic positioning, and sustained pressure that can cripple enemies from afar while her enchanted creeps provide vision and utility.

Pros

  • Excellent jungler from level 1
  • Untouchable makes her tanky against physical damage
  • Impetus provides devastating long-range damage
  • Enchant offers versatile creep control and utility
  • Nature's Attendants provides strong healing sustain
  • Great counter to illusion heroes

Cons

  • Vulnerable to magic burst damage
  • Low base movement speed
  • Mobility issues without items
  • Struggles against heroes with Break abilities
  • Healing can be countered by restoration reduction

Ability Analysis

Untouchable

Untouchable

Passive

Enchantress slows the attack speed of any enemy that attacks her.

Notes: Makes you incredibly tanky against physical damage dealers. The attack speed slow persists even during attack backswings. This ability is what makes Enchantress surprisingly durable despite her low base armor and health.

Enchant

Enchant

Target Unit

Temporarily enchants a target unit, gaining control over it, or slows an enemy hero while stealing some of its movement speed.

Cooldown: 30/25/20/15
Mana Cost: 65

Notes: Your signature ability for jungle farming and utility. Can control nearly any neutral creep, giving you access to their abilities. Also steals movement speed from enemies when used on heroes. Max one enchanted unit at a time (two with Aghanim's Scepter).

Nature's Attendants

Nature's Attendants

Active

Summons a swarm of wisps that surround Enchantress, healing her and nearby allies over time.

Cooldown: 45
Mana Cost: 140/150/160/170

Notes: Powerful area healing that keeps both you and your team sustained in fights. The healing is most effective when multiple allies are clumped together. Be aware that healing can be reduced by restoration reduction abilities and items.

Impetus

Impetus

Auto-cast

Enchantress's attacks have additional damage based on the distance between her and her target.

Notes: Your primary damage dealing ability. Damage is calculated based on distance when the projectile hits, with a cap at 1750 distance. Deals bonus damage to illusions. Manual casting won't draw creep aggro. The farther you are, the more damage you deal.

Untouchable (Shard Upgrade)

Untouchable (Shard Upgrade)

Active

Enchantress performs a small leap in any direction, dodging projectiles.

Cooldown: 15
Mana Cost: 50

Notes: The Shard upgrade gives you much-needed mobility and projectile dodge. Use it to dodge stuns, ganks, or reposition for better Impetus range. Essential for survivability against gank attempts.

Sproink (Aghanim's Scepter)

Sproink (Aghanim's Scepter)

Active

Enchantress leaps into the air, landing with force that slows and roots nearby enemies while causing all nearby creeps to attack them.

Cooldown: 120
Mana Cost: 200

Notes: Transforms Enchantress into a massive teamfight threat. The AoE root and creep swarm can win fights outright. Even if enemies are BKB'd, creeps will still attack them. Your ultimate teamfight control ability.

Developer's Notes

Developer Insights

Enchantress is a unique jungling support who specializes in controlling the map through creep enchanting and long-range harassment.

Key Insights:

  • Early jungle farming shapes her mid-game impact
  • Impetus provides devastating long-range damage
  • Untouchable makes her surprisingly tanky against physical attackers

Enchantress rewards smart positioning and creep management. She's not just a jungle hero—she's a map controller who can dominate games through vision control and sustained pressure.

Game Strategy

Early Game

Timeframe: 0-15 minutes Objective: Master jungle farming and attain core items Key: Begin in jungle at level 1 with Enchant; Focus on medium camps for best creep abilities; Use courier for vision when scouting camps; Slow transition to lane harassment with Impetus Items: Hand of Midas (Priority #1); Power Treads for mobility; Mana regen items Tips: Harpy Stormcasters provide excellent vision with Chain Lightning; Alpha Wolves offer damage aura for team fights; Satyr Hellcallers have powerful nuke abilities; Always have a creep enchanted for vision and utility

Mid Game

Timeframe: 15-30 minutes Objective: Control map and provide sustained damage Key: Harass enemies from maximum Impetus range; Use enchanted creeps for vision control; Focus fire on squishy ranged heroes; Stay near team for Nature's Attendants healing Items: Orchid Malevolence for silence; Hurricane Pike for positioning; Aghanim's Scepter for teamfight impact Tips: Position yourself on high ground for maximum safety; Use smoke to get into prime harassment positions; Cast Impetus manually to avoid creep aggro; Save Nature's Attendants for critical fight moments

Late Game

Timeframe: 30+ minutes Objective: Map control and teamfight execution Key: Stay at max range with Impetus for damage; Use Agh's Sproink for teamfight initiation; Focus down key targets with Orchid -> Impetus combo; Provide vision and utility with enchanted creeps Items: Satanic for survivability; Bloodthorn for damage amplification; Scythe of Vyse for hard disables Tips: Position behind your team for maximum Impetus effectiveness; Sproink can win teamfights if well-timed; Always keep a creep enchanted for utility; Don't be afraid to kite and reposition during fights

Tips & Strategies

Jungle Mastery

  • Harpy Stormcasters are the best early creeps for vision and harassment
  • Satyr Hellcallers provide strong nuke damage for early kills
  • Alpha Wolves offer damage aura that helps in team fights
  • Use courier scouting to find the best creep composition before clearing camps

Impetus Positioning

  • Damage is calculated when projectile hits, not when cast - maintain distance
  • Manual casting prevents creep aggro while harassing
  • Maximum damage occurs at 1750 distance - use terrain to maintain range
  • Against kiting enemies, pre-cast Impetus then walk back to increase damage

Enchant Applications

  • Enchanting enemy lane creeps gives them Glyph invulnerability
  • Can Enchant enemy illusions (including Grimstroke's Dark Portrait)
  • Enchant dispels enemy buffs when cast on heroes
  • Agh's Scepter allows controlling two creeps simultaneously

Item Guide

Starting Items

Basic regen and early mana pool for jungle farming. The intelligence bonus helps with early Enchant casts.

Tangos
Mantle of Intelligence
Faerie Fire

Tangos, Mantle of Intelligence, Faerie Fire

Core Items

Midas accelerates your farming, Treads provide stats and mobility, Orchid gives silence and damage amplification for target elimination.

Hand of Midas
Power Treads
Orchid Malevolence

Hand of Midas, Power Treads, Orchid Malevolence

Situational Items

Pike for positioning and escape, Satanic for late-game survivability, Scythe for hard disables, Linken's against single-target magic.

Hurricane Pike
Satanic

Hurricane Pike, Satanic, Scythe of Vyse, Linken's Sphere

Counter Guide

Good With

Enchantress excels when paired with heroes who can capitalize on her crowd control and harassment. Chen creates devastating dual-jungle pressure, while Lone Druid benefits from the extra space her long-range damage provides. Leshrac and Shadow Shaman can take advantage of enemies trying to approach her with their powerful area damage and control spells. Crystal Maiden and Keeper of the Light solve her mana issues while benefiting from her protective presence. Heroes with mobility like Anti-Mage or Slark profit from the distraction she creates from a distance. The key is heroes who need breathing room or can follow up on her harassment - her sustained pressure creates opportunities for carries to farm safely and initiators to find perfect engagements.

Bad Against

Enchantress struggles against heroes who can bypass her defensive tools or exploit her inherent weaknesses. Break carriers like Silver Edge or heroes with break abilities completely negate Untouchable, leaving her vulnerable. Long-range magic damage dealers such as Sniper and Zeus can kite her from outside Impetus range. Fast gankers like Phantom Assassin and Riki can burst her down before she can escape. Heroes with high magic burst including Lina and Lion eliminate her before Nature's Attendants can take effect. Anti-Mage burns her mana pool, crippling her casting ability. Illusion heroes can overwhelm her admitted illusions take bonus Impetus damage. The common thread is heroes who can close distance quickly, deal magic damage, or disable her passive abilities without needing to attack her directly.

Good Against

Enchantress dominates heroes who must attack her directly or rely on physical damage. Melee carries like Ursa, Lifestealer, and Sven find themselves crippled by Untouchable's attack speed reduction. Illusion heroes including Phantom Lancer and Naga Siren suffer from Impetus's bonus damage against illusions. Slow melee heroes who can't escape like Earth Spirit or Wraith King become free harassment targets. Heroes dependent on spells that need to get close like Crystal Maiden and Witch Doctor struggle to approach through sustained Impetus damage. Roshan-targeting heroes find her extremely effective at soloing or tanking the pit due to Untouchable reducing his attack speed. She excels against any hero who must commit to close-range combat, turning their aggression into a grave mistake through sustained long-range punishment.

Video Tutorials

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