Aiushtha The Enchantress Item Build Guide and DotA Strategy

Aiushtha The Enchantress – DotA Hero Items Build, Skills Build, Guide and Strategy. Although all Dryads are Cenarius’ daughters, Aiushtha is said to be his first and favorite. Because of her direct relation to him, she has borrowed much of his power. This is demonstrated by her control over the shy Wisps which she uses to heal her allies, and her ability to bring an opponent under the will of the Sentinel. Preferring ranged combat to melee, she fashioned a spear that strikes with more force the further her target is away. Her agility is unmatched, and any opponent attempting to kill her will find she skips ahead of them with surprising ease. Want to see more about DotA Hero Aiushtha The Enchantress Item Build Guide and DotA Strategy? See my post below!

Aiushtha The Enchantress Advanced Statistics

Affiliation: Sentinel
Attack Animation: 0.3 / 0.7
Damage: 47 – 57
Casting Animation: 0.3 / 0.51
Armor: 1.66
Base Attack Time: 1.7
Movespeed: 310
Missile Speed: 900
Attack Range: 550
Sight Range: 1800 / 1800

Aiushtha The Enchantress Abilities Build

1. Untouchable (Hotkey: U)

Whenever the Enchantress is attacked, she beguiles the unit into slowing its attack.
Level 1 – 20% reduction.
Level 2 – 40% reduction.
Level 3 – 60% reduction.
Level 4 – 80% reduction.
- All units who directly attack or cast spells (not AoE) on Enchantress will get slowed.
- The slow will be applied in the attacking unit when he commences his attack, not when he actually damages Enchantress.
Mana Cost: N/A
Cooldown: N/A

2. Enchant (Hotkey: C)

Brings target unit under control of Aiushtha. If the unit cannot be converted, it will be slowed instead.
Level 1 – 20% slow if unit cannot be converted.
Level 2 – 30% slow if unit cannot be converted.
Level 3 – 40% slow if unit cannot be converted.
Level 4 – 50% slow if unit cannot be converted.
- Converted creeps last for 80 seconds.
- Illusions can be converted.
Mana Cost: 65
Cooldown: 30/ 25/ 20/ 15

3. Nature’s Attendants (Hotkey: R)

Releases a swarm of wisps to heal nearby allies in a 275 radius. Each wisp lasts 10 seconds and heals 10hp/sec.
Level 1 – 3 Wisps.
Level 2 – 5 Wisps.
Level 3 – 7 Wisps.
Level 4 – 9 Wisps.
- Units with full HP will not be selected for the heal.
- Can heal units with magic immunity.
Mana Cost: 125/ 140/ 155/ 170
Cooldown: 45

4. Impetus (Hotkey: T)

Gives strength to the Enchantress’ attacks, causing them to deal greater damage the further away the target is.
Level 1 – Deals 15% of the distance in damage, with a 375 damage cap.
Level 2 – Deals 20% of the distance in damage, with a 500 damage cap.
Level 3 – Deals 25% of the distance in damage, with a 625 damage cap.
Mana Cost: 55/60/65
Cooldown: 0 seconds
- The maximum damage is dealt at 2500 range. If this distance is exceeded, no bonus damage will be dealt.
- You can target magic immune units with this skill, but the bonus damage will not be applied.
- Distance to target is measured when projectile hits, meaning that running away from the target after using Impetus will increase the damage dealt.
- Aghanim’s Scepter increase attack range and cast range by 165 to 715.

Aiushtha The Enchantress Skills Build

1.Natures Attendants
2.Untouchable
3.Natures Attendants
4.Untouchable]
5.Natures Attendants
6.Impetus
7.Natures Attendants
8.Untouchable
9.Enchant
7.Enchant
8.Enchant
9.Enchant
10.Natures Attendants
11.Impetus
12.Untouchable
13.Enchant
14.Untouchable

Aiushtha The Enchantress Items Build

Starting Enchantress Items

With Enchantress you just need mana regen because of her Nature’s Attendants. You need a Magic Stick
early on to help you if you are short on mana and hp. Magic Stick is also to assist you when you want an
instant hp recovery when you’re ganked. Those Branches of Ironwood are for additional hp, damage and mana. The Healing Salve is for emergency purposes if your enemies in your lane are heavy nukers.

Killer Enchantress Item Build

Phase Boots for the additional damage and the large movement speed boost which is really a combo for the 5.5 seconds slow of Enchantress’ Enchant skill and go for that kill. The Magic Wand is when you needed hp the most especially for survivability in clashes and ganks. The best item for Enchantress would be Orchids of
Malevolence which really compliments Enchantress with its additional damage, attack speed, mana regen (for spamming of Impetus) and the Soul Burn skill.

Optional / Situational Enchantress Items

Dagger is to help Enchantress escape and survive in ganks. Be sure to have Black King Bar when there
are lots of heavy nukers because with the low hp of Enchantress she can’t survive with stuns and instant damages. You want to build Vanguard if you feel that you’re too soft and find yourself lying dead alot
of times. The additional 250HP and the damage block are a big help for Enchantress. Force Staff is an alternative for Dagger.

Aiushtha The Enchantress Strategy

Early Game
Enchantress is one of those heroes able to jungle effectively from level 1 and onwards. She is also one of the most offensive heroes early game. If your team put you in the jungle, your job is to pressure the lanes next to your jungle, killing heroes and pushing towers. You are not Lycan or Terrorblade, and therefore you should never afk farm in the jungle.

Enchanted creeps are of course the key to a succesful jungling Enchantress (See the mini guide to Enchant for more information about them). Do not forget that they only last for 80 seconds, so spam their spells as much as you can. If you are diving a tower (Most common dive case: you come to a lane, your allies are a dual lane against a solo hero hugging his tower), micro your creep so he goes in first and takes the hits from the tower. If the tower starts hitting you, use your heal; loosing some mana is always better than dying.

You may find various situations, ganking trilanes, solo heroes, dual lanes, ganking mid or a side lane, jungling in your own woods or not, discovering only Wildkins and Hellcallers. Always be agressive early game, but always remember that you are a squishy hero that needs some farm to stay alive.

Mid game
Mid game for Enchantress is not a very stable concept. If you are jungling, it starts when you stop the perma gank game. You should have your core items by now, and you can start using Impetus on a regular basis even if you can’t spam it.
Mana management is the key

Your spells are quite cheap (except Nature’s Attendants, but it has quite a high cooldown), but they are very spammable, especially Impetus. You should always watch your mana pool. I’ve seen too many players die because they wasted Impetuses and they didn’t have enough mana to use their heal.

Dance around your targets

With her long range (550, or 700 with Agha), her low hitpoints and her orb, Enchantress gameplay is very dependent on kiting and hit and run. Mastering the distance between you and your opponents is what separates an average Ench player from a good one. Staying away (but not too far) even when you have the edge decreases the risks of getting surprised and increases the damage from your ultimate: Less hits to kill someone=less time for the opponents to react and less risks to run out of mana

Use creeps whenever you can

By midgame, you no longer entirely rely on enchanted creeps (assuming you were jungling obviously) but they can still help you in many ways. They have some nice auras, disables, they help during pushes and they can even help you to take down Roshan (the blue Ogre). Do not underestimate them.

Try to farm some items

Let it be clear: You are not Rylai or Ezalor, you shouldn’t have boots and two bracers after 40 minutes. You are very squishy but you have a very high damage output even without items, and that makes you a target of choice. You NEED some items to do your job, so if you have noone to gank, take some minutes to farm. If you can get these items killing opponent heroes, it’s very nice, but sometimes you’ll have to farm.

Use wisps

You may laugh at that, but some people are way too conservative with Nature’s Attendants. Hey guys, it’s not Black Hole, you’ll not get flamed by your whole team if you waste 3-4 seconds of heal. If you eat some nuke/disable, or if an enemy starts focusing you, get the wisps out.

Late game

Thanks to Impetus pure damage, you scale quite well into lategame, especially if you managed to buy items solving your two problems: Survivability and Mana.

Always, always, ALWAYS watch your positioning
Positioning is what keeps you alive and allows you to do your job (DPSing one hero to death with Impetus). You should never be in the very heat of the battle unless it is obvious you are going to win, and even then you should be cautious. A disabled Enchantress with a bad position isn’t going to last very long (Remember that little song: One, two, three, dead Bambi). Positioning is also the key to high damage Impetuses.

Your role in teambattles is to focus someone down
When it comes to late game, define your priorities and focus on them until they are dead. You should try to focus heroes with high armor (Impetus rapes them) or with high magic resistance if the rest of your team relies on magical damage. Melee heroes are usually better targets because your slow rapes them (they can’t fight back, and you like kiting people).

Spam your spells (besides Impetus)
This is also one of Enchantress strenghts late game: Your heal should always be out during teamfights, and you should spam Enchant as much as you can. A 50% slow is no joke.

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