Enigma

From Liquipedia Dota 2 Wiki


[e][h]Enigma
Dire Hero
Enigma Large.png
Attributes
Strength Icon.png
17 +2.1
Agility Icon.png
14 +1
Intelligence Icon Main.png
20 +3.4
Armor
3.96
Movespeed
300
Base Stats
Sight Range:
1800 / 800
Attack Range:
500
Missile Speed:
900
Attack Duration:
0.4 + 0.77
Cast Duration:
0.3 + 0.51
Base Attack Time:
1.7
Magic Resistance:
25%
Turn Rate:
0.5
Level Changes
Level:
1
15
25
Hit Points:
540
1,120
1,540
Mana:
290
854
1,262
Spell Amp:
1.3%
4.5%
6.7%
Armor:
4
6
7
Damage:
42-48
89-95
123-129
Most played as
LessMore
1
2
3
4
5

Enigma icon.png Enigma[edit]

Recommended Roles
Disabler.png Disabler Jungler.png Jungler Initiator.png Initiator Pusher.png Pusher

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 personified—a 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 sentient—his motivations unknowable, his power inexorable, a force of destruction unleashed upon existence itself.

Abilities[edit]

Malefice
Enigma malefice.png
Targeting Type
Unit Target
Affects
Enemy Units
Damage Type
Magical
Focuses Enigma's hatred on a target, causing it to take damage and become repeatedly stunned for multiple instances.
QF
Mana Cost dota2.png 110 / 130 / 150 / 160
Cooldown Clock.png 15
Damage Per Hit30 / 50 / 70 / 90
Stun Duration0.25 / 0.5 / 0.75 / 1
Instances3
 4 (Level 20 talent)

Strike Interval
2
Duration6
Cast Range600
 Affected By: Blocked by Spell Immunity Blocked by Linken's Sphere and echoed by Lotus Orb Can be Dispelled
Strange gravities pull at the core of those who would oppose you, holding them in place.
Notes
Demonic Conversion
Enigma demonic conversion.png
Targeting Type
Unit Target
Affects
Units
Splits a unit into malevolent aspects of itself, all under Enigma's control. Repeated successful attacks cause them to multiply again; when this happens, the eidolons have their health restored.
WC
Mana Cost dota2.png 170
Cooldown Clock.png 35
Eidolons Summoned3
 11 (Level 25 talent)

Attacks To Multiply
6
Duration35
Cast Range700
 Affected By: Blocked by Spell Immunity
Enigma is capable of drawing aspects of himself from other dimensions—the result is a trio of dark eidolons that hunt the corporeal plane.
Notes
  • Attacks against Buildings do not count for multiplying Eidolons.
  • Eidolons multiply at the start of the seventh attack.
  • Cannot cast on neutral creeps level 5 or higher.
  • Does not affect ancient units.
  • Blocked by Spell Immunity.
Midnight Pulse
Enigma midnight pulse.png
Targeting Type
Point Target
Affects
Enemy Units
Damage Type
Pure
Damages enemy units in an area based on their max HP.
ED
Mana Cost dota2.png 95 / 110 / 125 / 140
Cooldown Clock.png 35
Damage Per Second3% / 3.75% / 4.5% / 5.25% of max enemy HP

Duration
11
Radius550
Cast Range700
Cast Point0.1
A section of the world slowly descends into the void.
Notes
  • Total damage: 33% / 41.25% / 49.5% / 57.75% of maximum enemy hp.
  • Does not affect ancient units.
  • Destroys trees in its area.
Black Hole
Enigma black hole.png
Targeting Type
Point Target
Channeled
Affects
Enemy Units
Damage Type
Pure
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.
Upgradeable by Aghanim's Scepter to add Midnight Pulse damage.
RB
Mana Cost dota2.png 275 / 325 / 375
Cooldown Clock.png 200 / 180 / 160
Damage Per Second50 / 100 / 150
Duration4
Radius420
Cast Range250
Scepter Ability
Adds Midnight Pulse damage
The ground trembles as Enigma channels his ultimate vortex of destruction, a singularity with the power to end worlds.
Notes
  • Total damage: 200 / 400 / 600.
  • Total damage: 200 / 400 / 600 + 12% / 15% / 18% / 21% of maximum enemy hp. (Scepter)
  • The extra Midnight Pulse damage granted by Aghanim's Scepter stacks with regular Midnight Pulse.
  • Disabled units cannot be moved by Force Staff and Geomagnetic Grip.
  • Disabled units are pulled and rotated toward the center of the black hole at 40 speed, with a max distance of 160.
  • Provides 800 ground vision for the duration of the black hole.

Talent Tree[edit]

Talent Tree
+8 Demonic Conversion Eidolons 25 +12 Armor
+1 Malefice Instance 20 +300 Health
+120 Gold/Min 15 15% Cooldown Reduction
+12% Magic Resistance 10 +20 Movement Speed


Summon Stats[edit]

Eidolon [h]
Enigma eidolon.jpg
Attributes
Attack Type
Armor Type
Basic attack icon.png
Basic
Basic Armor
Basic
Stats
Unit Type:
Summoned
Duration:
35
Hit Points:
180 / 200 / 220 / 240
HP Regen:
0.25
Damage:
16-24 / 24-32 / 34-42 / 43-51
Armor:
2 / 3 / 4 / 5
Movespeed:
280 / 300 / 320 / 340
Base Attack Time:
1.5
Attack Range:
450
Missile Speed:
900
Attack Duration:
0.4 + 0.77
Cast Duration:
0.3 + 0.51
Sight Range:
1200 / 800
Gold Bounty:
22-36
Experience:
12
Magic Resistance:
50%
Notes:
Eidolons restore hit points after multiplying.

Recommended Items[edit]

Standard Build
Starting Items Early Game Mid Game Late Game
Clarity Clarity Tango Soul Ring Boots of Speed Magic Stick Magic Wand Blink Dagger Arcane Boots Mekansm Black King Bar Guardian Greaves
Animal Courier NoItem.png NoItem.png NoItem.png NoItem.png NoItem.png NoItem.png NoItem.png NoItem.png NoItem.png NoItem.png NoItem.png

General Strategy[edit]

Widely feared for his ultimate ability, Enigma can summon a black hole capable of entrapping enemy forces, so that allies can then destroy them. An ever-present contingent of eidolons at his side, he pummels foes with ranged attacks.

Overview[edit]


Enigma is a versatile support, with the ability to completely dominate a team fight if played correctly.

Enigma will be played most effectively in the jungle. Enigma's second ability, Demonic Conversion, enables him to jungle without taking damage and is able to clear neutral camps quickly. This means enigma can jungle effectively, getting a timely blink dagger and levels without leeching from a lane.

Skill Build[edit]


Level 1 2 3 4 5 6 7 8 9 10
Spell Enigma demonic conversion.png Enigma midnight pulse.png Enigma demonic conversion.png Enigma malefice.png Enigma demonic conversion.png Enigma black hole.png Enigma demonic conversion.png Enigma malefice.png Enigma malefice.png Talents.png
Level 11 12 13 14 15 16 18 20 25
Spell Enigma malefice.png Enigma black hole.png Enigma midnight pulse.png Enigma midnight pulse.png Talents.png Enigma midnight pulse.png Enigma black hole.png Talents.png Talents.png

Max Demonic Conversion for efficient jungling, 1 early level of Midnight Pulse, and then max Malefice for stronger kill potential.

Early Game[edit]


You should almost always get Demonic Conversion lvl 1 as doing otherwise will make jungling unbearable and force you into lane. You can start the hard camp at lvl 1 and be fine. After this first camp you may be lvl 2, get your Midnight Pulse, use it to break the trees in the closet camp to the hard camp. This will help you jungle even faster, and use less mana in the long haul, as you can maximize the duration of your Eidolons. Proceed to jungle until you have blink and Ultimate. (You CAN gank before Blink but be advised it may not work out.) Once you have blink you can use your first black hole to get kills where you see fit. You can attempt to stay in jungle longer to get a fast Mek after blink, but try not to take your carries farm as he reaches mid game.

Tips & Tricks[edit]

  • Use your very first demonic conversion to deny one of your Mid landers friendly creeps, this gives your mid a small edge early game.
  • Don't aim for 5 man black holes, stopping key players is more important than a cool ultimate.
  • Try to land a Midnight Pulse into a black hole. However, if you have to, take the black hole by itself to avoid being stunned before you can even BH.
  • Micro your Ediolons to not die while you jungle, if they can replicate they get full health.
  • Use Eidolons in fights, they do a lot of damage to squishy players.
  • Utilize your stun by using it on people who need a long animation to do something; Teleporting, Shadow Fiend Ultimate, Sniper Ultimate, Bane Ultimate, Witch doctor

Mid Game[edit]


If Enigma has had a decent jungling time, he will outshine majority of other supports in mid game. He can easily ultimate with his blink and also stun because the enemy team shouldn't have BKB yet. During the mid game, you should attempt to get in good positions for black holes when team fights are imminent, you should also use your demonic conversion to push lanes, finally you should look for pickoffs because your stun is exactly what is needed for pickoffs.

Late Game[edit]


Enigma can finish up the game if he has used his farm effectively. The enemy team should have BKB which renders his stun useless, but his Black hole and Midnight Pulse pierce BKB. This makes his presence in fights very important. The two Big items here today are Refreshers and BKB. A 5 man black hope should already spell the end of a team fight, but if you BKB and get a black hole less than five, that's fine, because you cannot be stunned (unless it pierces). If you have refresher's you can either get two 5 man black holes, or you could disable the big enemy team playmakers forcing their buy back and have a 2nd Black hole in storage.

Version History[edit]

Balance Patch History
Patch Version Balance Changes[1]
7.06
  • Rework Replaced Respawn Talent: +1 Malefice Instance (Level 20)
7.02
  • Buff Level 20 Talent from -30s Respawn Time to -40s
7.00
  • Buff Eidolon movement speed increased from 260/280/300/320 to 280/300/320/340
  • Rework Black Hole now slowly rotates enemy units as it pulls them into the center
  • New Added Talent Tree
6.88
  • Buff Black Hole damage type from Magical to Pure and pierces Spell Immunity
  • Nerf Black Hole damage reduced from 55/110/165 to 50/100/150
6.87
  • Buff Fixed Demonic Conversion not working on Beastmaster's Boar or Hawk
6.86
  • Buff Eidolon movement speed increased from 250/250/260/260 to 260/280/300/320
  • Buff Malefice damage increased from 25/40/55/70 to 30/50/70/90
  • Buff Black Hole cooldown reduced from 200/190/180 to 200/180/160
6.85
  • Buff Midnight Pulse cast time reduced from 0.2 to 0.1
  • Nerf Midnight Pulse area of effect reduced from 600 to 550
  • Buff Black Hole radius increased from 400 to 420
6.84
  • Buff Midnight Pulse cast point improved from 0.3 to 0.2
  • Buff Black Hole now does a constant 55/110/165 damage per second regardless of proximity to the center
  • Buff Black Hole mana cost from 275/350/425 to 275/325/375
6.82
  • Nerf Midnight Pulse cooldown increased from 25 to 35
  • Buff Black Hole max damage rebalanced from 60/100/140 to 50/100/150
  • Buff Black Hole max damage area of effect increased from 150 to 200
  • Nerf Black Hole min damage rebalanced from 30/50/70 to 25/50/75
  • Nerf Black Hole min damage area of effect reduced from 500 to 400
  • Buff Black Hole mana cost rebalanced from 250/350/450 to 275/350/425
  • Buff Midnight Pulse damage type changed from Magical that Pierces Spell Immunity to Pure that Pierces Spell Immunity
  • Nerf Midnight Pulse damage reduced from 4/5/6/7% to 3/3.75/4.5/5.25%
6.81b
  • Buff Midnight Pulse duration increased from 8 to 11
6.81
  • Buff Midnight Pulse area of effect increased from 400 to 600
6.80
  • Buff Black Hole AoE increased from 375 to 400
  • Buff Black Hole cast range increased from 250 to 275
6.79
  • Buff Midnight Pulse dps increased from 3/4/5/6% to 4/5/6/7%
  • Buff Added Aghanim's upgrade: Adds Midnight Pulse damage to your Black Hole. This damage stacks with Midnight Pulse.
6.78
  • Rework Malefice scaling reworked
6.75
  • Nerf Malefice damage reduced from 30/40/65/80 to 40/40/65/65 (still 1/2/2/3 pulses)
  • Buff Midnight Pulse cast range from 500 to 700
  • Nerf Blackhole manacost from 200/300/400 to 250/350/450
6.74
  • Buff Black hole now prevents heroes being Forced out with Force Staff
6.69
  • Nerf Eidolons HP reduced from 200/225/225/275 to 180/200/220/240
6.59
  • Buff Improved Eidolons magic resistance a bit
  • Buff You now have vision over the area you cast Blackhole in.
  • Rework Reworked Enigma's Conversion
  • Buff Changed the model on Eidolons and adjusted the scales a bit
6.58
  • Buff Reduced Eidolons' bounty
  • Buff Reduced manacost on Midnight Pulse from 135/150/165/180 to 95/110/125/140
6.57
  • Buff Improved Eidolons damage type progression
6.50
  • Buff Implemented a better silencing mechanism in the Black Hole area to prevent spell execution regardless of cast animation time
  • Buff Improved armor on Enigma's Eidolons
  • Buff Improved Enigma's movement speed
6.48b
  • Buff Increased Enigma's base armor

See also[edit]

Notable Players[edit]

External links[edit]

Guides[edit]

References[edit]