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Showing version 6.67c
Pseudonyms Aiushtha
Affiliation Sentinel
Class Ranged, INT

Damage 47-57 MP/HP
Armor 1.7 HP/MP regen
Attack Range 550 Attack animation 0.3/0.7
Strength 16 Casting time 0.3/0.51
Agility 19 Base Attack time 1.7
Intelligence 16 Missile speed 900
Sight range 1800/1800
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Information at a Glance
to be added…

Character Story
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 powers. 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.


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Untouchable
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.


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Enchant
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.
Cooldown: 30/25/20/15 seconds.


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Nature’s Attendants
Releases a swarm of wisps to heal nearby allies in a 300 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.

Cooldown: 45 seconds.


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Impetus
Gives strength to the Enchantress’ attacks, causing them to deal greater damage the further away the target is. Damage type is pure.

Level 1 – Deals 15% of the distance in damage.
Level 2 – Deals 20% of the distance in damage.
Level 3 – Deals 25% of the distance in damage.

Cooldown: 0
Manacost: 55/60/65

Orb effects do not stack
Buff placers do not stack


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Skill Builds
This is related to solo lane play. Enchantress can handle pretty much any lane with this build – even double stunners. Replay at the bottom of the page will show how an Enchantress can stand up to a VS/potm in lane and we have played agaisnt sk/lina where they could not manage a kill.
Solo lane build:
1.Natures Attendants
2.Untouchable
3.Natures Attendants
4.Untouchable]
5.Natures Attendants
6.Impetus

After this its really personal preferance. Our main Ench player goes:
7.Natures Attendants
8.Untouchable
9.Enchant

But I personally prefer a more aggressive

7.Enchant
8.Enchant
9.Enchant
10.Natures Attendants
11.Impetus
12.Untouchable
13.Enchant
14.Untouchable

I prefer to have the slow, but again – personal preferance and depends on enemy heroes and your team make up. If you have a lot of stuns and slows then you can afford to not go Enchant for the slow, and instead beef yourself up a bit more defensive wise.

I will talk about the reasoning of the skill build more in the Early game section and cover how you should be playing and using them.

The skill build for this is the following:

1.Enchant
2.Stats
3.Enchant
4.Stats
5.Enchant
6.Impetus
7.Enchant
8.Natures Attendants

This makes for a great offensive build after level 6 and means that you can play pretty much like Chen. After this you will want to max Natures Attendants and then Untouchable making sure to pick up Impetus at 11 and 16.


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Item Build
Solo lane:
Start off with your standard regen items and take a circlet for added hp. Since you will be solo lane don’t worry about a courier or wards. Take a magic stick and upgrade it – Always comes in usefull and will save your skin a few times when 1v2.



Jungling:
I would reccomend going Boots/tango. You will need the speed boost to fight with enemy junglers and it helps so much when ganking a lane. You also dont need a stack of regen items since Enchant is so cheap mana wise.



If you have an insanely hard, and very aggressive lane this is what you should be aiming for at the least at level 6. This really is a bare minimum and you should have more.. but not every game goes according to plan.



I recommend Phase boots over ptreads. BoT is too expensive for Ench when what you really want is a fast Guinsoos. Phase give a much needed speed boost for catching enemies and getting off extra orbs or catching someone with an Enchant slow.

The next step is this:



After this you want to get your “big item” up.

Depending on your teams amount of stuns and enemy heroes we tend to use either Guinsoos or Orchid. We also get a Midas if we are going to use Ench as a late game carry. If the game is dragging on and you are feeling like paper get a Heart.




Force Staff



I love this item on Ench, big numbers on Impetus are always fun when you force staff yourself away from the enemy and it has everything you need, Int gain is dmg/mana and thiers added damage and attack speed. The push itself gives some great utility but most often you are best off getting that Guinsoos. If you are playing a fun game as oppose to clan war then go ahead and get it, it’s a very fun item and you can do some great trick shots etc but for serious play a fast guinsoos can be game breaking.

Bracers



I don’t think you really need bracers, just stick with Nulls for the mana since you will need at 55/60/65 mana per impetus and you will be using a lot of those in a team fight not to mention spamming your slow and having wisps up. If you are up against NA then go ahead and get one but otherwise – stick to the nulls.

No bloodstones, No agha, No MKB.



You can BKB vs a stun heavy line up and you are carrying but I think an Orchid is ten times better. With an Orchid you are solving a problem at the beginning. Silence = No spells and No stuns whereas BKB means stuns go onto your allies instead of yourself.

Dagger



I have been asked my opinion on blink dagger and I have got to say What the hell are you smoking. Force staff gives you so much utility and can be used when under attack and gives stats. I love the Force staff build on Enchantress and if I was pub stomping I would probably get a blink dagger for lulz. I get the blink dagger when I want to be flashy. When I want to dodge impales/stormbolts/autoattacks really anything to show off or do unneccisary jukes but let me say that playing a flashy game is great untill you fuck up. I would rather have a consistant player who will give his team utility over someone flashy trying to make the next Art of Mindgames movie. So that is my view on blink dagger, go prawnage pubs with it but leave it at home when you want to play for real.


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How to play
Early Game
Putting Ench in the safe lane is your best bet, though she can go mid if you want. I just find her very strong against a double lane, even double stunners will have some serious trouble against her.

Last hitting should be pretty easy with such a great attack animation and a decent base damage. Just play it defensive, do a little harras on enemy melle if they have one, their is no point giving away free farm, if you see a storm bolt or impale coming your way be perceptive and use Natures attendants early. Its extremely hard to kill Ench when they are up and attack speed is slowed from Untouchable – Eat a tango use your wand and you shouldnt have much problem surviving at all.

At level 6 call for a gank immidiatly. As soon as our Enchantress is about to ding we have someone ready to gank and it always ends in a double kill. At level 4/5 you really dont have the hp to be able to take Enchantress free firing Impetus at you while you run away.

From then on the lane is yours. I like to let Ench farm a bit between ganks so she stays strong throughout the whole mid-game. But you really want to show some map dominance and ganks should be fast paced and often. Make sure to carry a tp as Ench should keep presence on the map. Helping allies and turning around a team fight is easy.


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Mid Game
Mid game you really just want to get your hex up and start some ganks. Offensive warding by your team will help and after a gank a quick tower push can often be acheived. Being harrased by Enchantress is never fun and she can tower dive so easily with wisps out.


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Late Game
Leading onto late game you are going to becomes a lot weaker. You really need your hex up and start going for tower pushes to end the game. Target support heroes early as 4/5 hits from Impetus is usually a kill and if anyone is running away – make sure to throw an orb after them.



Note: for those who doesn't like 6.68





Aiushtha the Enchantress
Author: magikarps
Map Vers.: 6.67c

magikarps

Im Gay?

Date Posted: 08/04/10
Last Comment:22/11/2010
Total Votes: 0
Current Rating: 0.00
Views: 2522



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