
Enchantress
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. <br><br>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.
Base STR
17 +2
Base AGI
19 +2.1
Base INT
22 +4
Move Speed
320
Attack Range
575
Base Armor
1
Attack DMG
21–31
Projectile
900
Innate Abilities

Rabble-Rouser
Enchantress causes neutral creeps or any unit under her control to deal additional damage to enemy Heroes.
DAMAGE AMPLIFICATION:
0%
- Does not affect converted neutrals, Tormentor, or Roshan.
Abilities

Impetus
Cooldown
6 / 4 / 2s
Mana
40 / 45 / 50 / 55
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.
DISTANCE DAMAGE:
5 / 10 / 15 / 20%
- The damage is capped at 1750 distance.
- Distance to target is measured when the projectile hits.
While Aiushtha favors peaceful means, she is capable of a magical onslaught from a distance, her spears gaining energy from the natural life around her.

Enchant
Cooldown
30 / 24 / 18 / 12s
Mana
70
Enchantress charms an enemy. If the enemy is a hero, they are dispelled and slowed for 3.5 / 4 / 4.5 / 5s, and Enchantress and her units gain bonus attack range against the target. If the enemy is a creep, she brings it under her control and receives 40% of their experience bounty. Enchantress can control creeps for up to 30 / 60 / 90 / 120s. DISPEL TYPE: Basic Dispel
HERO MOVE SLOW:
-30 / -40 / -50 / -60%
ATTACK RANGE BONUS:
50 / 100 / 150 / 200
CREEP MAX HEALTH BONUS:
150 / 250 / 350 / 450
CREEP ATTACK DAMAGE BONUS:
0 / 20 / 40 / 60
CREEP MAX LEVEL:
4 / 5 / 6 / 6
MAX ENCHANTED CREEPS:
1
- Illusions can be converted.
A true steward of the forest, Aiushtha befriends all within it - from lowly trolls to powerful centaurs.

Nature's Attendants
Cooldown
35s
Mana
140
A cloud of wisps heals Enchantress and any friendly units nearby.
DURATION:
7 / 9 / 11 / 13
HEAL PER SECOND:
4 / 8 / 12 / 16
RADIUS:
275
WISPS:
9
TOTAL MAX HEAL:
0
- Units with full HP will not be selected for the heal.
- Break disables Overprotective Wisps.
Whimsical spirits of the woods possess a healing power that is quite subtle, but gains strength in numbers.

Untouchable
Enchantress beguiles her enemies, slowing their attacks when she is attacked.
ATTACK SLOW:
-110 / -160 / -210
- All units who directly attack Enchantress will get slowed.
- The slow is applied on the attacking unit when the attack starts, not when damage is applied.
After attacking Aiushtha, most opponents are overwhelmed with guilt having attacked such a natural beauty.
Talents

Aghanim's Scepter

Little Friends
Cooldown
20s
Mana
75
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.
BONUS ATTACK SPEED:
70
BONUS MOVE SPEED:
100%
RADIUS:
1200
MINIMUM ROOT DURATION:
2
ROOT DURATION PER UNIT:
0.5
The laws of the forest may be oblique, but punishment for breaking them is swift and smiling.

Enchant
Enchantress can control multiple creeps at a time.

Aghanim's Shard

Sproink
Cooldown
10s
Mana
60
Leaps backward, dodges incoming projectiles, and launches an Impetus attack on the 2 furthest enemy units within Enchantress' attack range + 100.
LEAP DISTANCE:
500
TARGETS:
2
BONUS RANGE:
100
Sproink is as Sproink does.
Hero Performance
Median across all public matches · OpenDotaForm
48%
Win rate in recent matches
Performance
73%
KDA ratio (kills + assists / deaths)
Laning
17%
Last hits per minute over full game
Farm
44%
Average gold per minute
Fighting
23%
Average kills + assists per match
Experience
65%
Average XP per minute
Strategy
When to Pick Enchantress?
I am going to be honest with you—Enchantress has kind of fallen off right now, and the patch 7.41 changes did her no favors whatsoever.
The Spellbound ability component was completely removed from Enchant in this patch; the Overprotective Wisps component on Nature's Attendants is also gone, and her Rabble-Rouser base damage amplification got nerfed hard from 10% all the way down to 4% back in 7.40—that is a brutal combination of nerfs that has taken away a lot of what made her frustrating and oppressive to play against in the right matchups.
She is not completely unplayable, but she is nowhere near the priority pick she used to be, and in the current meta, where the best hard supports are heroes that can provide instant lockdown, survive aggressive dives, and create immediate kill threats—Enchantress does none of those things quickly enough to compete with the top options right now.
That said, she still has a very specific niche that nobody else in the game fills quite the same way—Untouchable is one of the most underrated defensive passives in all of Dota 2, slowing enemy attack speed by an absolutely disgusting amount the moment they try to right-click her, and Impetus at max level combined with her incredible attack range turns her into a hero that can deal pure spell damage from a distance that most carries simply cannot reach her from.
She is most comfortable in lineups that have strong frontline heroes that can absorb the enemy's attention while Enchantress sits at maximum range, poking with Impetus and healing everyone with Nature's Attendants—Centaur, Tidehunter, and Axe—big, tanky heroes that make the enemy team focus forward while Enchantress does her thing safely from the back.
She still pairs beautifully with carries that want a safe, healing-oriented laning phase—Medusa, Spectre, and Terrorblade—heroes that need time and peace to farm, because Nature's Attendant combined with Enchant controlling a neutral creep for extra lane presence gives these carries one of the most comfortable early games imaginable.
The new patch also gave Enchant a nice cast range buff, going from 500-650 all the way up to 500-800 at max level, which means she can now control neutral creeps from a much safer distance than before—a small consolation prize, but it does make her jungle control slightly more practical.
Avoid picking her into aggressive, kill-heavy lineups that dive her supports immediately and hunt her down before Nature's Attendants can keep her alive—Slark, Lifestealer, Phantom Assassin—heroes that ignore Untouchable's attack slow because they have on-hit effects or lifesteal that doesn't care how slow they are attacking because every hit still heals them back anyway.
Also feels genuinely terrible in heavy silence lineups because without Impetus, she is just a slow ranged hero with a mediocre slow and absolutely nothing else to offer the game—and if the enemy has an Ancient Apparition, Ice Blast completely cancels every single heal from Nature's Attendants and removes her most important utility tool entirely.
Tips & common mistakes
- Patch 7.41 removed Spellbound from Enchant completely — this means you can no longer root enemies in place with the enchant debuff the way you could before. Adjust your playstyle accordingly and stop playing her like she still has that CC component, because she doesn't anymore and people are still making decisions based on how she worked two patches ago.
- Untouchable is your most underrated asset in every single game, and people completely disrespect it. The attack speed slow it applies when enemies right-click you is absolutely massive at high levels—position yourself between the enemy carry and your own carry in fights specifically to force the enemy to hit you and have their attack speed gutted, making them significantly less threatening to your team.
- Impetus deals pure spell damage that scales with the DISTANCE between you and the target — the further away you are, the more damage it deals. This means you should always be positioning at maximum attack range when using Impetus, never walking closer to the enemy to make it easier to hit them, because every step toward them is pure damage you are throwing away for zero reason.
- Nature's Attendants wisps prioritize whoever is lowest HP in range. This means positioning during fights matters enormously—stay close enough to your carry that the wisps reach them, but far enough from the frontline that you aren't getting blown up yourself. The healing is irrelevant if you are dead two seconds into casting it.
- Enchanting and controlling the right neutral creep are still extremely impactful even after the nerfs. A centaur for the stomp, a satyr for the purge, a dark troll for the skeleton summons—these creeps still add meaningful utility and lane presence. Know which neutral camps spawn near your lane before the game starts and have a plan for what you are grabbing at minute one.
- Stop trying to lane aggressively with Enchantress like she is a kill support. She is NOT a kill support — she is a sustain and poke support. Use the early game to secure rune vision with your enchanted creeps, heal your carry through harass with Nature's Attendants, and set up the laning phase for your carry to thrive rather than hunting kills that she is not equipped to secure reliably.
- The new Enchant cast range going up to 800 at max level is actually a meaningful buff for jungle control specifically. Use this extra range to safely grab neutral creeps without walking deep into dangerous areas of the map—you can now control neutral creeps from behind trees and at angles that were previously impossible, which makes her jungle scouting and control significantly safer than it was before.
Summary
Summary
Enchantress has genuinely fallen off in the current patch, and the 7.41 changes were not kind to her at all—losing Spellbound from Enchant, losing Overprotective Wisps from Nature's Attendants, and coming off the back of a brutal Rabble-Rouser nerf has taken away enough of her identity that she is no longer the automatic consideration she used to be in the hard support role. She is still playable into very specific matchups where a safe, sustain-oriented laning phase and long-range Impetus and poke are what the draft needs—but if you are picking her expecting the same oppressive performance she had a year ago, you will be disappointed. Play her patiently, position at maximum range in every single fight, let Untouchable do its job by soaking right-clicks that would otherwise hit your carry, and accept that she is a passive, scaling support right now rather than an aggressive one. Just don't pick her into a lineup that needs instant kill threats, hard lockdown, or aggressive early rotations—because Enchantress in the current patch is a support that wins games slowly and quietly, not a support that announces herself with a bang and takes over the map from minute five.














































