Enchantress dota 2 carry explanation

Enchantress dota 2 carry explanation

Enchantress dota 2 carry explanation

Horns Out! Hard Carry Enchantress

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I think there is a major misconception on this site about how well a hero can kill and what support and carry mean.

Enchantress is usually regarded as a farming support hero, or “number 3”. She gets farm but she doesn’t need a lot. She kills heroes fairly well and does massive amounts of damage, but that doesn’t make her a carry. It just means she hits really hard

As far as I can tell, there’s no unique identity to this build. Additionally, there’s no intelligent design.

Coincidentally I have a good friend with the surname Higgins, which is pretty funny because I was arguing with him the other day about a build. No doubt no relation, I just found it a little humorous. In regards to your guide I think Sando said a lot of what was needed to be said, it is a good effort but I think the idea behind it is a bit flawed. I’ll address the guide from top to bottom to keep the criticism relevant to how its displayed, if I don’t go into detail on something that you disagree with feel free to challenge it and ask.

Starting with the cheat sheet, it really bugged me how limited your items were displayed. Some situational pick-ups can really help a player, things like BKB, Linken’s Sphere, Urn of Shadows, Necronomicon, Scythe of Vyse, Eul’s, etc. would really be great variation. With all the emphasis on map awareness and control it disturbed me that wards were not added to the item list. Now, the skill build, I have to disagree with. If you’re not going to be taking advantage of having many creeps and you’re not going to be ganking often then there’s no point in maxing Enchant since it only lowers the cooldown and the slow, the two things your avoiding to use early game. Also, you missed your last point in Impetus.

I found the written part quite disagreeable. The premise that Enchantress can hard carry and is a good duelist is fundamentally incorrect. To be a hard carry you must scale well into the late game, and not be completely shutdown by magic immunity. When the mid game comes a lot of heroes that have gap closer skills or have purchased gap closing items will start jumping on you because if your enemy has any sort of clue, as soon as they notice you’re doing damage and you’re still squishy because you have no resistances and have no escape, you’ll be a prime target. Enchantress was never a great duelist, but the lack of a creep front or a heal until level ten only makes it worse. As soon as almost any none-melee decides to stroll in your jungle with a disable you instantly become food for the rest of the game. Then we reach the mid-game you realize that you’re still quite useless unless your team is doing exceptional and have enough damage to kill them while your slow is on someone. I won’t continue into the late game section because if you’ve made it that far you’ve already won because the enemy clearly isn’t very good. I don’t mean it as an insult but its true, if they didn’t gank you or block most your camps before the end of mid game at all and didn’t win the basically 4v5 up until towards the end of mid game then they aren’t very skilled players. I think that Nature’s Prophet and Doombringer do what you’re trying to achieve on Enchantress much better. Yes she can do damage, yes she gets gold and items fast, yes she can jungle, but with this playstyle you run an extreme risk of being shut down and you can’t contribute until its too late if you’re losing.

If you want to make this a reliable strategy then you need to tone back on the carry a bit, you need accept that she can’t be anything more than a semi-carry. The player needs to contribute more in the early game, and by doing this and taking a tower or ganking occasionally then you maintain that advantage. Sure your GPM will be a bit lower than if you got AFK farm in jungle but your EXP will be higher and the enemy will be behind in gold and you’ll give your whole team a gold advantage, all being in lower risk too. I think of Enchantress as a Chen delayed 15 minutes, if you don’t have any towers taken by 20 minutes or the game isn’t over by 40 its GG for him, whereas Enchantress has a weaker early game but scales later in the game and works well with a carry like Anti-mage or Faceless Vo >

Exactly my item build on a carry ench.
The skill build not so much.

You only need 1 level in enchant.
Get slow or as i sometimes do, get stats till u feel the need for something else.
Level ur ulti at the standard.
This helps deal with her squishiness to some degree.

Also mention that she is similar to drow as a carry.
IF enemies can close the gap(blink skewr etc) into melee range you lose a lot of damage

1. I was always sucks at playing Enchantress. So I’m not gonna make any further comments regarding to the contents of this guide, but otherwise I’m gonna try this guide first whether it works out for me or not. I will let you know.

2. I play against Enchantress several times, and I can easily kill her with LIFESTEALER. Her untouchable means nothing to the-Fckin-imba-6-seconds-Rage-of-Lifestealer (even Enchantress doesn’t have much armor and HP, so yeah, you know what would happen in that 6 seconds).

Enchantress dota 2 carry explanation

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