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Treehugger!

Created by Randomnessrulez on 2010-02-24
Last modified: -
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Hello! I don't know you and you don't know me, so let me get straight to the point; this is a guide to Aiushtha (duh!!! says so in the title...). This is my first guide so be easy on me (please)! I felt like making this guide because, well, there wasn't another guide on enchantress after her nerf in who knows what version of DotA. Of course, this is my way of playing Aiushtha so be soft on your opinions...please...
Aiushtha

Aiushtha - The Enchantress


Range: 550 | Move Speed: 305
Primary: INT
Str: 16 + 1 | Agi: 19 + 1.8 | Int: 16 + 2.8
Damage: 47 – 57 | HP: 454 | Mana: 208
HP Regen: 0.73 | Mana Regen: 0.65
Attack Speed: 0.70 | Armor: 2
Untouchable
Untouchable (U)
Whenever the Enchantress is attacked, she beguiles the unit into slowing its attack for 3 seconds.
Level 1 - 20% reduction.
Level 2 - 40% reduction.
Level 3 - 60% reduction.
Level 4 - 80% reduction.
• All units who directly attack or cast spells (not AoE) on Enchantress will get slowed.
• The slow will be applied in the attacking unit when he commences his attack, not when he actually damages Enchantress.
Mana Cost: N/A
Cooldown: N/A
Comment: A nice slow or unit team conversion ability. Can be great for escaping from a hero, chasing a hero, neutral creeping, and making friends from enemies. Feel free to switch this with untouchable in the skill build (if you like to get early kills and taking risks).

Enchant
Enchant (C)
Brings target unit under control of Aiushtha for 80 seocnds, and will die afterwards. If the unit cannot be converted, it will instead be slowed for 5.5 seconds.
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.
• Converted creeps last for 80 seconds.
• Illusions can be converted.
Mana Cost: 65
Cooldown: 30/ 25/ 20/ 15
Comment: This can be a pain to DPSers on the other team as they find it hard to kill you with such slow attack speed. As mentioned above, you can switch this with enchant in the skill build, but I get it because I play safe.
Nature`s Attendants
Nature`s Attendants (R)
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.
• Units with full HP will not be selected for the heal.
• Can heal units with magic immunity.
Mana Cost: 125/ 140/ 155/ 170
Cooldown: 45
Comment: Great team/self healing ability that you can use to increase the team's endurance in a push or healing while being chased. Hard to support it with mana early on so we don't rush this skill, but still a great skill.
Impetus
Impetus (T)
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, with a 375 damage cap.
Level 2 - Deals 20% of the distance in damage, with a 500 damage cap.
Level 3 - Deals 25% of the distance in damage, with a 625 damage cap.
• The maximum damage is dealt at 2500 range. If this distance is exceeded, no bonus damage will be dealt.
• You can target magic immune units with this skill, but the bonus damage will not be applied.
• Distance to target is measured when projectile hits, meaning that running away from the target after using Impetus will increase the damage dealt.
Mana Cost: 55/60/65
Cooldown: 0
Comment: Your heavy damaging orb ability that deals PURE damage (go purity!) and pierces magic immunity. This gives you potent attack power in many situations (of course depending on how far the target is) such as harassing, chases, and clashes. You can wipe out softies with impetus.
Skill Build
Item Build

Item Build:

1.View Details for Bracer
Bracer
(510)
6 Strength
3 Agility
3 Intelligence
Gauntlets of Ogre Strength + Circlet of Nobility + Bracer Recipe Scroll
Hp and Str boost. Can be replaced with Nulls. Disregard it if you wish, if you lane against a soft hero, or if you aren't up against a good harasser.
2.View Details for Null Talisman
Null Talisman
(485)
6 Intelligence
3 Strength
3 Agility
Mantle of Intelligence + Circlet of Nobility + Null Talisman Recipe Scroll
Replace with Bracer if you wish. If you have no problems with mana, disregard.
3.View Details for Boots of Speed
Boots of Speed
(500)
50 Movement Speed
Note: Movement speed bonus doesn't stack with Boots of Travel, Phase Boots, Power Treads, or Boots of Speed.
Speed. Plain and simple.
Skill Build

Early Game:

So you just picked Aiushtha! Yay! Without even an attention grabbing introduction with silly metaphors, we skip immediately to evaluating Aiushtha's Pros and Cons:

Pros:

-Great supporting abilities
-Great pure (unreducable) damage and magic immune piercing orb ability (leading to next point)
-Shines in mid game
-Can be a team player
-Respects the environment like David Suzuki! (if you don't like him, screw you!)

Cons:

-Horrible Str gain (+1 only!) and leading to my next point...
-Susceptible to nukes
-Low starting mana pool
-Doesn't shine as bright in late game (but impetus still hurts!)
-Just a bit less than average MS

As mentioned above, poor Aiushtha is FRAGILE but powerful at the same time. Impetus is her main attack power source (PURE damage and pierces through magic immunity!) and it's an orb. So if you manually cast this upon your enemies, it won't trigger creep agression, meaning Aiushtha can harass without getting getting torn to shreds. Harass as soon as you get impetus, but harass responsibly (yes, I know that doesn't sound right).

Skill build:

(Replace untouchable with enchant if you wish)

1.NA
2.U
3.U
4.NA
5.U
6.I
7.NA
8.NA
9.U
10.E
11.I
12.E
13.E
14.E
15.St
16.I
17-25.St

Here we start off with Untouchable, that way, we slow our enemies' attack speed when they attack us and we can save our tiny hindquarters from mean harassers. This means that we may have a bit of trouble supporting Nature's Attendents and even impetus later on but a few clairities can take care of that (and possibly your other items). You will notice this is more of a skill-based build, we don't buff our stats until level 15-ish. This being said, enchant is learned earlier than the other build so we can slow people down and pummel them with Impetus.

But it's not like we have to get Untouchable first; sometimes getting a kill (or First Blood) is more important to you, especially if you're facing some heroes that stay back and barely (or don't even) harass. Then getting enchant might be better. Keep in mind what type of spells the opposing hero has, "mia" calls (or missing in action meaning an enemy hero has disappeared from another lane) and also the opponent's behaviour.

Anyways, we try to max-out either untouchable or enchant; while maxing out Nature's Attendants in the meantime, making it so you're more potent against enemies in Mid game (where you go and gank and possibly push), and you're also safe thanks to Nature's Attendants. However, it can't keep you alive from multiple heroes chasing you down, so be careful when you're chasing and notice your enemies' allies' movements (sudden "mias" for example).

Late game wise, you become more of a support hero. You know, healing allies, slowing down other heroes and disabling them with your items. Impetus still hurts and is still important, just not as much as Mid game because people buy insane items at this stage, and carries, DPSers, and even tankers bring out their full potential. This makes it harder for Impetus to kill.

We evaluate the items now:

-Bracers (1 or 2 or replace with Nulls for mana + damage) for the HP we need. Ignore if you don't need them and skip to boots and core item.
-Boots of Speed for, well, speed (surprise eh?).
-Str or Int Treads for more damage or HP, but don't get it if you want Boots of Travel for more speed (your skill Enchant can't save you from 3+ heroes chasing you).

-Now we get to our core items. We have a variety:

Orchid Malevolence for the damage, mana regen, some intelligence, the soul burn, and attack speed. Amplified damage from Soul Burn goes perfectly with impetus.

Bloodstone for basic survivability and mana. Good to beef Aiushtha up if you keep dying.

Guinsoo`s Scythe of Vyse for the disable, intelligence ,and mana regen. Great to use against chasers

Pick the one you need the most. Orchid (costs 5025 gold) and Bloodstone (5050 gold) is cheaper so getting one of those is better if you're having trouble farming and last hitting. Guinsoo, however, is more expensive (5675 gold) but the hex is very effective in saving your (possibly allies') butt(s), 1 vs. 1, and in chasing.

- Moving on, we have a choice of secondary items which gives you more flexible choices:

Guinsoo`s Scythe of Vyse same as above but don't get this twice!

Boots of Travel that extra MS and teleport helps greatly.

Shiva`s Guard boosts enchantress' endurance, intelligence, and gives a good aoe slow.

Orchid Malevolence same as above, don't get twice, you know the drill.

Secondary item choices depends on the situation and are more flexible than core item choices, meaning a Black King Bar or Kelen's Dagger isn't a bad idea.

After the secondary item is made, you can pretty much get what you want or need.

To sum it up, I have made a chart of the choices of items you should buy:

Now that you understand why I chose these these builds, we move on to the early game role and info.

Role: Simple; farm and deny (and possibly harass a little though concentrate on the denying and last hitting).

For more info on denying and farming and other such issues, visit Ghost's guide to DotA:

www.dotastrategy.com/forum/ftopic10674.html under denying and farming (so friggin' obvious...)

Moving on, we either go bottom lane for sentinels (top for scourge) or the mid lane (for both). Being in bottom lane (sents) or top lane (scourge) means your creeps battle your enemies near your tower, so you're pretty safe (and you have low HP, perfect match). Mid lane however, provides flexibility for ganking (as you can go top or bot) and better rune control. It's really up to you, but do know that early on, you're not a hero killer. You don't have impetus just yet and you're fragile (can't expect much from an elf that wears a bra made of leaves and grass). Concentrate mainly on denying and farming.

Our starting items should be:

Bracers and Nulls included:Circlet of NobilityCirclet of NobilityLesser Clarity PotionLesser Clarity Potion Lesser Clarity Potion

The circlets will prepare you for getting bracers/nulls and the clarities boosts your mana for heal/slow.

Without the circlets if you don't want bracers or nulls:Ring of BasiliusLesser Clarity PotionLesser Clarity Potion

The ring of basilius will grant enhanced mana regen, a bit of damage, and some good old armor. Perfect for Aiushtha and her low hp. The clarities, like above, is used to support her spells.

As the game progresses, we get our Bracers or Nulls (if you chose not to get Bracers, skip straight to the boots) and Boots of Speed. From here, you choose: Treads or save up for your core item and boots of travel later? It depends on your need for Str or Int versus your core and movespeed. As a mid game int, I usually go for Travel for the speed and getting my core earlier but it's totally your choice. Treads can be good too, it provides int thus giving you damage and mana. For Str treads, it gives her an HP boost. So you be the judge, though I will advise 'the boots of travel and core' path because of your need for speed to escape dangerous situations and your core is important in Mid game.

Feel free to use Nature's Attendents to heal your lane partner or you but keep in mind, you have a small starting mana pool. Wait for it to grow later and you can use it more often and increase it's level for greater effect.

By the end of early game (around lvl 6 when you get impetus), you should have this:

Any core (Treads):BracerBracerPower Treads

Orchid Core (Travel):BracerBracerBoots of SpeedSobi MaskRobe of the Magi

Guinsoo/Bloodstone Core (Travel):BracerBracerBoots of SpeedVoid Stone

As you can see, the decision of Treads and Travel really changes what items you get. If you don't have the Bracers, you should buy parts of your core with the spare 1020 gold.

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Comments

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86 By jasonpun 2010-03-08

nt very good guide dude...is just some normal item build...and ur skil build is for farming only

85 By edsel346 2010-03-08

84 By Vintage243 2010-03-07

their publishing anything these days..
its a good ROUGH copy.

83 By .PiGs 2010-03-07

No COmments. Lol Kind Of -->

82 By TheLulz 2010-03-06

Alright guide. Doesn't include jungling and ganking with neutrals. She isn't that efficient if she lanes, IMO. She should roam around with neutrals, outnumbering enemies in lanes and get a few kills in early-mid game. Other than that, the guide's pretty okay. 6/10

81 By i_am_ur_master 2010-03-05

If you're going to criticize a guide, GO GIVE SUGGESTIONS! Don't flame or say the guide is shit, how is that meant to help the guide author? Seriously, if you want the rights to go flame a guide or say shit like that, go make your own and get it published. Also, you also need to understand that a guide is the author's way of playing, not yours, so don't flame about WTF NO BLINK??? (example)

Back on topic
You need more detail in your guide, not just how to gank. As in what else you need to do.

80 By weeeman 2010-03-05

blink dagger+force?y not included... dis is a peace of shit!

79 By weeeman 2010-03-04

blink dagger+force?y not included... dis is a peace of shit!

78 By hunter_13_3 2010-03-04

NOT OK GUIDE.

How did this guide get published????????
THIS is CRAP!!!!!!!

77 By huntdamof 2010-03-03

regarding 69: max damage is + 400

76 By rllian 2010-03-02

When i saw the skill build i nearly died. Stats? what the **** for? It's not like you're going to spam your mana. and untouchable is probably the best passive survival skill early in the game. even spell casters can't spam that much early. in the first place with your insane regen/heal and untouchable, you should be doing all the harrassing. No untouchable early? dude at least add 1 to it for the dominating. a lvl 5 furbolg when youre lvl 2 can be really annoying.

75 By rllian 2010-03-02

i hate this guide. period.

74 By bhvaxalan 2010-03-02

you didn't mention force staff, it's used in pubs,

very short guide

73 By kinse15blood 2010-03-02

why is blademail bad?

72 By irson 2010-03-02

ok guide. 5/10

71 By Greggz 2010-03-02

Not good guide. 3/10

70 By Darkside 121 2010-03-01

tping doesnt affect impetus damage. it doesnt do dmg at all.

69 By Veno-Isak 2010-03-01

what is the max damage from impteus? if it is unlimited, it would be quite fun to time it when ur enemy are teleporting back to base

68 By KReKeR 2010-03-01

Nice guide I think.
thx. Very Helpful.

67 By roffel 2010-03-01

An OK guide, but you should've written about jungling / semi jungling with her =)

Bracers are nice, atleast if there are alot of nukers in the other team, otherwise I'd suggest Nulls :>