Jungling with Enchantress is relatively simply because she never has to danger herself while ganking by simply using enchant to take control of the strongest creep in a camp to tank
. Enchantress will be relying on the jungle as the main source of gold and experience for her taking on mostly the medium and large camps.
Controlling multiple units is extremely important for Enchantress to be successful throughout the game. Making proper control groups can help make controlling multiple units much easier - here is my own setup for controlling multiple units:
☼ Control group 1 - Enchantress and all extra controllable unit
☼ Control group 2 - Enchantress only
☼ Control group 3 - All extra controllable unit only.
This control group set up allows the player to move all units at once but also quickly send commands to only certain units.
There are certain creeps that the Enchantress should look out for as they are especially useful for her purposes.
Dark Troll Warlord
Dark Troll Warlords are a strong neutral creep for Enchantress. Firstly, this creep is ranged and does decent auto-attack damage - the extra boost of damage is always welcomed. One of its skills, Ensnare can hold down a target to open up for other skills in a gank - making this creep a powerful creep to have
. Its second skill can summon skeletons if there is a corpse (something died near) nearby. The skeletons come in pairs and are not particularly tanky but still provide extra meat-shields and extra damage when pushing a tower.
The Ursa Warriors (not fuzzy wuzzy) have a nice mix of tankiness, damage, and control ability. With Thunder Clap, it is a potent damage and a bonus slow
- also note that Thunder Clap has a large AoE range around the neutral creep. Use this one mainly for ganking or pressure, the Ursa Warrior can pose a consistent danger in a lane because it can easily be used for a follow-up in damage and slow in a gank
. Other than Thunder Clap, the Ursa Warrior does not have another skill. Note that the Ursa Warrior can only use its ability 3 times before running completely out of mana.
The Satyr Hellcaller is the strongest creep for pressure in a lane. On its own, it only has a line based AoE magic damage but it can be used to simply force enemy heroes back
from a lane. Alongside that, its long range damage capability makes it a strong candidate for bonus damage in a gank especially against heroes that have escape mechanisms
. This neutral creep also has a passive aura that grants minor health regeneration to allies near it, this can be used to give some assistance to hurt allies in lane but it can usually be overlooked due to its slow regeneration. Be aware that Satyr Hellcallers can only use its Shockwave skill 3 times before running completely out of mana - use it wisely.
The Centaur Khan is a good creep for ganking and pushing. The Centaur's War Stomp ability will stun everything near it while doing some minor damage. This ability makes the Centaur a strong ganking creep being able to completely disable heroes in a small AoE
. Unlike the Ursa Warrior though, the AoE for the stomp is quite small, positioning the centaur is very important. The Centaur can only use the stun twice until it runs out of mana, don't waste it. The Centaur also has an aura that increases attack speed, this makes the centaur especially strong in fights and pushing towers
. Whilst pushing towers, the increased attack speed can help take down the tower quickly and then the stunning capabilities can help deter anyone teleporting in or coming in to deny the tower.
The Wildwing Warchief is the best creep for applying pressure to the lane. Its ability, Tornado, deals strong damage while the Wildwing can still be out of sight
. Enchantress can just leave the Wildwing channeling the spell out of sight and send the tornado in while Enchantress goes back into the jungle. The Tornado should be micro'd to deal as little as possible damage to the lane creeps and get as close to the hero as possible. The damage is usually enough to force the enemy hero in lane to run away from the tornado giving your allied lane partner some time to farm
. The tornado also grants limited vision around it, use this to scout out locations if necessary. This neutral creep also has a bonus armor aura, this can be useful when pushing the lane to give creeps some extra defense against the tower and other creeps.