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Like the Void between the Stars - Enigma

November 19, 2014 by BlueBrick
Comments: 0    |    Views: 2812    |   


Build 1
Build 2

The Jungler

DotA2 Hero: Enigma




Hero Skills

Malefice

2 4 8 9

Demonic Summoning

1 3 5 7

Midnight Pulse

10 11 12 13

Black Hole

6 14 16

Talents

15 17 18


Like the Void between the Stars - Enigma

BlueBrick
November 19, 2014


Introduction



Nothing is known of Enigma's background. There are only stories and legends, most of them apocryphal, passed down through the ages. In truth, Enigma is a mystery for whom the only true biography is description: he is a universal force, a consumer of worlds. He is a being of the void, at times corporeal, other times ethereal. A beast between the planes.
There are stories that say he was once a great alchemist who tried to unlock the secrets of the universe and was cursed for his arrogance. Other legends tell that he is an ancient being of strange gravity, the abyss personifieda twisted voice from out the original darkness, before the first light in the universe. And there are older legends that say he is the first collapsed star, a black hole grown complicated and sentienthis motivations unknowable, his power inexorable, a force of destruction unleashed upon existence itself.


Hello and welcome to my guide to Enigma!
Enigma is a ranged intelligence hero who has the ability to disable entire teams by himself. His most famous skill is Black Hole, a gamebreaking ultimate that can turn teamfights around. This is why he is usually focused first in teamfights.

Although Enigma is not classified as a support, most people play a supportive role with him. I mean, he definitely can't be a carry, so he has to be played as a support. So I can say that Enigma is one of my favourite support heroes.

When people think of Enigma, they think of Black Hole. He is more than just Black Hole, and I will show you how to play him.

So I hope my guide will help you to understand and play Enigma better.

Pros and Cons

Pros

  • Good teamfight presence
  • Effective Jungler
  • Effective Solo Laner
  • Good pusher
  • High Intelligence gain

Cons
  • Pretty squishy
  • Usually focused in teamfights
  • Spells have high mana cost
  • Ultimate has a LONG cooldown

Skills and Abilities

Malefice


Ability:
Affects:


Single Target
Enemies
Focuses Enigma's power on a target, causing it to take damage and become repeatedly stunned for multiple instances. An instance strikes every 2 seconds.

Level

1

2

3

4
Mana Cost

110

130

150

160
Number of instances

3

3

3

3
Damage per instance

25

40

55

70
Stun duration per instance

0.25

0.5

0.75

1
Malefice duration

4

4

4

4
Cooldown

15

15

15

15

Notes:
  • Hits the target in 2 second intervals, starting immediately as the debuff is placed, resulting in 3 strikes.

This is Enigma's first skill, Malefice. This skill is mainly used to cancel channelled spells, cancel teleports, or just finish off someone with low health.
This skill is great for chasing down enemies, because they will be repeatedly stunned, so you can catch up with them.
You can also use this skill in combination with Midnight Pulse, so the enemies will stay in the AoE for a longer time, thus taking more damage. Midnight Pulse will be explained later.

Demonic Conversion


Demonic Conversion Ability:
Affects:


Single Target
Creeps
Transforms a creep into three fragments of Enigma himself. These eidolons are all under Enigma's control, and repeated successful attacks cause them to multiply. When this happens, the eidolons have their health restored.

Level

1

2

3

4
Mana Cost

170

170

170

170
Cast Range

700

700

700

700
Number of Eidolons

3

3

3

3
Attacks to multiply

6

6

6

6
Duration

35

35

35

35
Cooldown

35

35

35

35

Notes:
  • When the Eidolons multiply, their health is refreshed, but their duration is not refreshed.
  • Eidolons can only multiply once. Multiplied Eidolons cannot multiply further.
  • Cannot be cast on Ancient creeps or Roshan.
  • Can be cast on Siege creeps.

This is what makes Enigma such a good jungler. You can turn a creep into your very own demon children.
If you cast Demonic Conversion on an enemy or neutral creep, you will still gain the gold and exp! You can also use this to deny your own creeps.

Guess what? The Eidolons last as long as the cooldown of the skill. So once your Eidolons expire, you can cast it again and continue farming.
The mana cost of Demonic Conversion is quite high, at 170. This is why you must get lots of Claritys before you jungle.

Midnight Pulse


Ability:
Affects:


Point Target
Enemies
Covers an area in dark resonance, damaging enemy units based on their max HP.

Level

1

2

3

4
Mana Cost

95

110

125

140
Cast Range

700

700

700

700
Radius

600

600

600

600
Max health as damage

3%

3%

4%

5%
Duration

11

11

11

11
Cooldown

35

35

35

35

Notes:
  • Does not affect Ancient creeps, Roshan and Couriers.
  • Successive casts of Midnight Pulse on the same area work independently. They fully stack.
  • Destroys trees in its area.

Don't you like the name? Midnight Pulse. It sounds so...cool.
Anyway, this is Enigma's third skill. It will cover an area in some dark vortex thing, and any enemies in that area will take periodic damage.

This ability will destroy trees, so you can use it to clear juking paths in the trees.
This skill, in combination with Black Hole, can deal huge damage to enemies.
Also, Midnight Pulse deals PURE damage. So it completely ignores spell resistance!

Black Hole


Ability:
Affects:


Point Target
Enemies
Summons a vortex that sucks in nearby enemy units. Enemies affected by Black Hole cannot move, attack, or cast spells. The closer units get to the center, the more damage is dealt.

Level

1

2

3
Mana Cost


275

350

425
Duration

4

4

4
Disable radius

400

400

400
Far damage radius

400

400

400
Close damage radius

200

200

200
Far damage

25

50

75
Close damage

50

100

150
Cooldown

200

190

180

Notes:
  • Can pull units through impassable terrain and through trees.
  • Does not affect buildings, wards and siege creeps.
  • Magic immune units will be disabled, but they don't take the damage.

Ah, the infamous Black Hole. This is why Enigma has such a good teamfight presence. This is why he is always focused first in teamfights.
Because he can disable an entire team!

This spell has the longest cooldown of any spell in the game. More than 3 minutes. So use it wisely.

But even though it has a long cooldown, you shouldn't be afraid to use it on a single enemy in the early game. If you can guarantee the kill, just use Black Hole on a single enemy, in early game. Don't do this in mid or late game, because you need it for teamfights.

Item and Skill Builds

Starting items for Enigma are very different from other heroes. He needs lots of Claritys because his skills cost a lot of mana. And he needs some sort of mana regeneration, for the same reason.

Starting Items







You will be jungling. So you don't need items like Iron Branches. Instead, you can spend the gold on an Animal Courier for your team.
Observer Wards are of high priority. You need to ward the entrances of your jungle so you can see any incoming enemies.
I'm not just talking about 1 Clarity here. You need at least 3 Claritys. No kidding. You want to be able to use Demonic Conversion over and over again. So, get those Claritys.
Sage's Mask is a very good pickup. It gives an additional 50% mana regeneration, which is a lot if you think about it.
Later, craft your Sage's Mask into a Soul Ring

Early Game Items





Here are a few good early game purchases to help you jungle, and also to help in fights.

You want to get Magic Stick if you are facing a lot of spell casters, such as Lina or Zeus. You are an initiator. Initiators definitely need this.
Boots of Speed will give you that extra movespeed to move in and initiate. This is until you get Blink Dagger.
You can craft your Sage's Mask into a Soul Ring or a Ring of Basilius. I personally prefer Soul Ring. Sacrificing a little health is not a problem because you'll be in the jungle anyway.

Core Items



Blink Dagger is a core item for every initiator, including you. Try to get this as soon as possible.
Magic Wand ia basically an upgraded version of Magic Stick. Again, get this if you are facing many spell casters.
Now, some of you may be wondering, why Bracer? Because you are an initiator, that's why Bracer. You will always be focused in teamfights. Bracer will let you tank the damage, because you are pretty squishy. Bracer is definitely a must.

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