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

HERO GAME PLANI 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.
My recommendation is a starting point. We choose another position together with the team and for its needs.
Help the lane, provide vision and keep the ally alive first; expensive upgrades follow the necessary team purchases.
My resource is the team's space: I hold the lane and build for initiation or team protection.
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.
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.

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

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

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

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

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

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

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.

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 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
Enchantress can control multiple creeps at a time.

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

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

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

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.
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.

Enchantress causes neutral creeps or any unit under her control to deal additional damage to enemy Heroes.
Enchantress causes neutral creeps or any unit under her control to deal additional damage to enemy Heroes.
These are fields from the official source. The hero's final values in the client account for attributes and other active mechanics.
Items, slang and real episodes help connect abilities with what happens in a match.