HERO / GET TO KNOW THEM

Enchantress

Abilities, roles and builds with an explanation for every purchase.

VALVE · 7.41fChecked 06.10.2026Game data source ↗
EnchantressHERO GAME PLAN

What I want to do in the game

I strengthen the lane with a dominated creep, help with healing and keep my distance for Impetus.

Harmful up close and lethal at a distance, Enchantress skewers foes with attacks imbued to become more damaging the further they fly. Whether inflicting powerful slows on her enemies or charming forest creatures to fight her battles, she is never short of tools to win a fight.

01 / ROLE IN THE TEAM

A pick is not a plan yet.

My recommendation is a starting point. We choose another position together with the team and for its needs.

05

Hard support · position 5

Initial recommendation

Help the lane, provide vision and keep the ally alive first; expensive upgrades follow the necessary team purchases.

03

Offlane · position 3

My resource is the team's space: I hold the lane and build for initiation or team protection.

MY VIEW OF THE HERO

Pick for a purpose. Play with a plan.

When I pick

This suits an active lane with creep control, team healing and attacks from a comfortable range.

What I watch out for

Magical burst and quick disables can be more dangerous than normal attacks. On position five, a greedy physical inventory should not consume the team's resources.

What I do in combat

We give the controlled creep a specific job: control, pressure or cover. I attack from range myself and choose a safe next step in advance.

What I check first

In position five, I do not take farm that a core needs just to build physical damage.

02 / ITEMS FOR A PURPOSE

What I buy and why.

This is an editorial starting plan based on hero mechanics. It is not presented as a match I have already tested or a popularity ranking.

Hard support · position 5

My starting plan

Here is my initial plan: I do my role's job first, then choose the items the team needs. I adapt the order and expensive purchases to the opponent.

  1. 01 / First stepBoots of Speed

    An inexpensive first step towards the speed you need. I choose the upgrade based on my role and the match’s needs.

  2. 02 / FoundationDragon Lance

    Increases a ranged hero’s attack range and provides useful attributes.

  3. 03 / FoundationForce Staff

    Moves me or an ally out of danger; direction depends on the target's facing.

  4. 04 / Next choiceHurricane Pike

    Combines attack range with a tool for breaking a dangerous close-range engagement.

  5. 05 / Next choiceHoly Locket

    Strengthens the hero’s healing plan and provides another source of restoration when needed.

What I change for the situation 3 options
Glimmer Cape ↗

Adds a protective tool and hides the chosen ally; invisibility does not replace escaping detection.

Pipe of Insight ↗

Provides team protection against substantial magical damage.

Black King Bar ↗

Provides a window for my actions against eligible magical damage and disables. I check effects that pierce the protection.

I see the minute on the clock. And the situation too.

I do not assign one ‘correct’ minute to every purchase. I look at my gold, the next fight and the problem: am I missing mana, target access, control or protection? If an expensive slot will arrive too late, I get a useful answer earlier.

03 / HERO ABILITIES

Abilities. As in the game.

Original Valve icons and descriptions. Cooldowns and mana are shown by level from the data snapshot; talents and upgrades can change the values.

Ability

Impetus

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. Deals double damage to illusions.

↻ 6 / 4 / 2 / 0 sec.Mana 40 / 45 / 50 / 55
Ability

Enchant

The hero enchants the chosen enemy. If the target is an enemy hero, it is slowed for 3.5/4/4.5/5 sec. and receives a dispel.

↻ 30 / 24 / 18 / 12 sec.Mana 70
Details and upgrades

The hero enchants the chosen enemy. If the target is an enemy hero, it is slowed for 3.5/4/4.5/5 sec. and receives a dispel. The caster and controlled units gain bonus attack range against that enemy. If the target is a creep, it comes under the hero’s control for 30/60/90/120 sec. and grants 40% of the experience for its kill. DISPEL TYPE: basic

Aghanim’s Scepter

Enchantress can control multiple creeps at a time.

Ability

Nature's Attendants

A cloud of wisps heals Enchantress and any friendly units nearby.

↻ 35 sec.Mana 140
Ability

Untouchable

Enchantress beguiles her enemies, slowing their attacks when she is attacked.

Innates, upgrades and other forms3 abilities +

These abilities are not necessarily available at the same time. I check the condition beside the name: innate ability, another form or an Aghanim purchase.

From Aghanim’s Shard

Sproink

Leaps backward, dodges incoming projectiles, and launches an Impetus attack on the 2 furthest enemy units within Enchantress' attack range + 100.

Full description

Leaps backward, dodges incoming projectiles, and launches an Impetus attack on the 2 furthest enemy units within Enchantress' attack range + 100.

From Aghanim’s Scepter

Little Friends

Enchantress roots an enemy unit. All creeps, ally, enemy and neutral within a radius will gain bonus movement and attack speed and attack the chosen target for 6 seconds.

Full description

Enchantress roots an enemy unit. All creeps, ally, enemy and neutral within a radius will gain bonus movement and attack speed and attack the chosen target for 6 seconds.

Innate

Rabble-Rouser

Enchantress causes neutral creeps or any unit under her control to deal additional damage to enemy Heroes.

Full description

Enchantress causes neutral creeps or any unit under her control to deal additional damage to enemy Heroes.

Valve base stats +
Health · base
494
Mana · base
339
Damage · Valve field
43–53
Armour · Valve field
4.17
Movement speed
320
Attack range
575
Strength · base / gain
17 / 2
Agility · base / gain
19 / 2.1
Intelligence · base / gain
22 / 4

These are fields from the official source. The hero's final values in the client account for attributes and other active mechanics.

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One hero. Many decisions.

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