Lore & Bio
"Chaos hunts the spark of endless suns, whose light will die in my crushing grasp."
The origin of Enigma is still unknown to the world, what people have heard for ages are just stories and legends, and most of them are fictitious. Enigma is the creature of emptiness, no one knows his actual form, sometimes he has a certain form, sometimes he doesn't. Some say this creature lives among the planets.
There are many stories about him. One is that Enigma was an alchemist who was punished by a curse for his arrogance when trying to decipher the universe's secrets. Other fables tell that he, an abyss that has personality, was born before the first light was shed to the universe. There are also other legends that Enigma is the first fallen star but somehow survives and becomes this creature. And now people know Enigma as a sophisticated and emotional creature.
Regardless of the stories or legends, Enigma is an extremely strong and cruel creature with unimaginable power.
As for the in-game description, it’s as follows:
“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.”
Attribute & Stats
Strength: 21 + 2.5 each level;
Agility: 14 + 1 each level;
Intelligence: 19 + 3.6 each level;
Health regeneration: + 2.1 each second;
Mana regeneration: + 0.95 each second;
Damage: 43 - 49;
Magic Resistance: 25%;
Turn Rate: 0.6;
Attack Range: 500;
Projectile speed: 900;
Attack Animation: 0.4+0.77;
Sight Range: 1800/800;
Base Attack time: 1.7 seconds per attack;
Damage Block: 0.
Abilities & Talents
The cooldown reduction talent can be stacked with other sources of cooldown reduction.
Skills building guide
With this build, Enigma can farm quickly and accumulate enough golds for his core items. The first skill must be maxed out is Demonic Conversion with the amount of eidolons Enigma creates that can work as a useful tool to farm and push his lane. It is also used to harass the opponent heroes. Then Malefice is the skill that needs to be upgraded to the full as you’re gonna need it in the fight.
Midnight Pulse is maxed last as it is more useful in the mid or late game when your team needs more damage to secure a kill. And remember to always add a point on your ultimate.
Malefice (Unit Target, Magical)
Effect: Enigma cast a spell dealing damage to the target and stun it for a few instances. An instance strikes every 2 seconds.
Mana cost: 100/120/140/160
Cast Range: 600
Instant Interval: 2
Damage per Instance: 40/60/80/100
Stun Duration per Instance: 0.4/0.6/0.8/1
Malefice Duration : 4
Number of Instance: 3
Cast Animation: 0.3+0.6
On each tick, the damage will be applied first then the stun.
The first instance occurs upon cast, and then every 2 seconds.
On each tick, Malefice first applies the damage, then the stun.
Can deal up to 120/180/240/300 (Talent 280/420/560/700) damage (before reductions).
Multiple instances of Malefice do not stack, but refresh the duration instead. It continues ticking with the tick rate of the first cast.
Does not pierce Spell Immunity.
Blocked by Linken's Sphere and echoed by Lotus Orb.
Demonic Conversion (Unit Target)
Effect: a creep works at a sacrifice to summon three fragments of Enigma from other dimensions. These eidolons follow Enigma’s order and can multiply when they cause repeated successful attacks. When this happens, their health will get restored.
Mana cost: 140/150/160/170
Cast Range: 700
Number of Eidolons: 3
Attack to multiply: 6
Duration: 40 seconds
Cast Animation: 0.2+0.57
Eidolon’s HP: 180/200/220/240
Eidolon’s Armor: 2/3/4/5
Eidolon’s Magic resistance:50%
Eidolon’s Attack damage: 20 / 28 / 38 / 47
Demonic Conversion can be casted on both enemy and ally creep and still get the gold and experience bounty or resulting in a deny respectively.
Only attacking wards and enemy units can be counted to multiply.
Demonic Conversion kills the target unit, granting the gold and experience bounty, or resulting in a deny if used on allies.
Attacking buildings or allied units does not count towards the number of attacks required to multiply, but attacking wards does. The attack is counted upon projectile launch, not upon hit, therefore, it does not matter whether the attack actually hits the target or not. Eidolons multiply upon their 7th attack projectile launch, regardless of whether the attack is a valid one (such as attacking a building).
When multiplying, the Eidolon's health is refreshed. Their duration is not refreshed. However, the splitting Eidolon's duration gets increased by 2 seconds. The Eidolon's name progress is as follow: Lesser Eidolon ➜ Eidolon ➜ Greater Eidolon ➜ Dire Eidolon.
Eidolons can only multiply once. Eidolons which spawned through multiplication, cannot multiply.
Cannot be cast on ancient creeps, wards, creep-heroes
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.
Midnight Pulse (Point Target, Magical)
Effect: Enigma creates a circular area in dark resonance which damages the inside enemy units based on their max HP.
Mana cost: 50/80/110/140
Cast Range: 700
Max Health as Damage per Second: 4.75%/5.5%/6.25%/7%
Cast Animation: 0.1+0.0
Midnight Pulse deals damage in 1 second intervals, starting 1 second after cast, reaching in 9/10/11/12 instances.
Can deal up to 42.75%/55%/68.75%/84% of the affected units' maximum health before reductions as damage.
Does not affect ancient creeps and wards.
Successive casts of Midnight Pulse stacks and work fully independently from each other.
Destroys trees within the radius at the target location upon cast.
Black Hole (Point Target, Pure)
Effect: Enigma summons a spiral swirl area that sucks in the nearby enemies, causes damage and disables them for a few seconds.
Mana cost: 300/400/500
Cast Range: 275
Max Channel Time: 4
Inner Effect Radius: 420
Damage per Second: 100/150/200
Aura Linger Duration: 0.5
Cast Animation: 0.3+0.0
Upgradable by Aghanim’s Shard:
- Outer Effect Radius: 1200
Upgradable by Aghanim’s Scepter:
- Midnight Pulse at current level will be added to Black Hole.
Black Hole does not cause damage to wards or buildings. Fully affects Courier.
The Aghanim’s Scepter only applies the effect of Midnight Pulse when using Black Hole, and does not actually cast Midnight Pulse.
Fully disables all caught enemies and silences them.
Spirals affected units counterclockwise towards the center at a speed of 30, resulting in a maximum possible distance of 120. The closer the units are to the center, the stronger they get pulled to the center, with almost no pull, but only rotation at max distance.
Can pull affected units over impassable terrain and through trees without destroying them.
Units inside Black Hole can be pulled out by various abilities. However, the following abilities or items cannot move units out of Black Hole: Force Staff, Hurricane Pike, Snowball and Geomagnetic Grip.
The pull and disable are provided by an aura, which lingers for 0.5 seconds, or until the channeling stops, whichever is shorter.
Does not affect wards or buildings. Fully affects Couriers.
Provides 800 range ground vision at the targeted point for 4 seconds upon cast.
Deals damage in 1 second intervals, starting 1 second after cast, resulting in 4 instances.
Can deal up to 400/600/800 (Upgradable by Aghanim's Scepter. + 19%/22%/25%/28% of maximum health as) damage (before reductions).
The Aghanim's Scepter upgrade does not actually cause Midnight Pulse to be cast when using Black Hole, it just adds its max health as damage to Black Hole:
- The max health as damage is based on the current level of Midnight Pulse, so if not learned, Black Hole deals no extra damage.
- The damage is dealt in separate instances, in the same intervals as Black Hole's damage, resulting in 8 total instances together with Black Hole's regular damage.
- The extra damage is dealt across the whole radius of Black Hole and lasts for the duration of Black Hole.
- The extra damage stacks with any previously cast Midnight Pulse and deals pure damage.
- Unlike Midnight Pulse, Black Hole's pulse damage hits ancient creeps and it does not destroy trees in the area upon cast.
- In Ability Draft, Midnight Pulse must be drafted as well for Black Hole to apply Midnight Pulse's damage.
With Aghanim's Shard, spirals enemies within a 1200 radius counter-clockwise towards the center at a speed of 175, resulting in a maximum possible distance of 700. The pull towards the center gets stronger the closer the affected units are to it. However, unlike the pull within the main area, this pull spirals much weaker and goes more towards the center.
The outer pull is provided by a separate aura, which also lingers for 0.5 seconds, or until the channeling stops, whichever is shorter. This pull does not impede the targets at all, and even allows them to move still.
Effective items guides
Clarity: provides mana to produce Eidolons in the early.
Tango: provides some health regen to keep Enigma longer in jungle or hold the lane.
Enchanted Mango: grants mana to use Demonic Conversion in laning phase.
Gauntlets of Strength
Gauntlets of Strength: a pair of those can turn into a Bracer or Soul Ring while additionally giving you survival on off-laning.
Magic Stick: helps jungling since it gains charges from neutral creeps casting their abilities, restoring health and mana to Enigma.
Soul Ring: a great source of mana, allowing him to use his Demonic Conversion as often as possible.
Boots of Speed
Boots of Speed: help you get into position to use Black Hole.
Wind Lace: can be kept for its movement speed bonus or can be worked towards any item recipe including it.
Ring of Basilius
Ring of Basilius as an alternative to Soul Ring can provide some extra mana regen and damage as well. Can be used as a stepping stone for Veil or Vladmir's.
Magic Wand: is a great update from Magic Stick which gives you some bonuses.
Blink Dagger: helps your positioning and pull off a good Black Hole. Might need to be rushed early by pushing lanes with Eidolons.
Arcane Boots: useful when you need to have a good position to use your ultimate or to get away from a gank or a teamfights.
Mekansm: highly recommended, can heal the allies and eidolons a great amount of health which can be useful in teamfight or pushing a lane.
Black King Bar
With spell immunity effect from BKB, enemies cannot easily disrupt Black Hole
Guardian Greaves is a great source of supply of health and mana regeneration for the team.
Refresher Orb grants Enigma high health and mana generation and increases his survivability.
Agnahim’s Scepter gives an extreme upgrade to Enigma’s ultimate which can wipe out the enemy team easily in combat.
Pipe of Insight
Pipe of Insight: be an alternative to Mekansm when the healing cannot out-do massed area nukes in a push.
Linken's Sphere: an alternative to Black King Bar for when the enemy team has disables that ignore spell immunity. When used with Guardian Greaves, you'd have a reliable dispel at your service and can maintain safe distance.
Aeon Disk: can be an alternative to Linken's Sphere to endure damage and position when paired with invisibility buff or spell immunity like BKB.
Octarine Core: stacks with the cooldown reduction talent to reduce the cooldown of Black Hole, putting relentless pressure on enemies with the frequent threat of his dangerous ultimate ability.
Meteor Hammer: adds an extra area disabler, damages structures and grants a good amount of stat boost, making combo initiation easier.
Tranquil Boots: grants movement speed to shift through lanes and gank.
Shiva's Guard: gives Enigma some mana management bonuses with protection, and its active ability synergizes well with Black Hole.
Shadow Blade: will grant invisibility so Enigma can initiate with the element of surprise. It can be an alternative to Black King Bar or Blink Dagger when combined with Smoke of Deceit or have means of disabling the enemy carry hero.
Force Staff: allows Enigma to initiate while suffering damage over time debuffs or very long-ranged mini-stuns that can cancel out Blink Dagger.
Aether Lens: grants him additional cast range, allowing him to land his ultimate ability perhaps at much quicker speed without having to walk toward the team and also to keep him out of harm's way if he can position at higher ground.
Solar Crest: can be used for disabling the enemy carry or rushing Roshan faster with Medallion of Courage.
Blade Mail: an alternative pick to deny hard counters such as long-ranged disables or debuffs else manipulation abilities that turn your own power back at you such as Spell Steal.
Hand of Midas
Hand of Midas: rewards bonus gold and experience so Enigma can gain access to powerful items and talents sooner.
Enemies & Allies
Ice Blast's shatter threshold can often be reached quickly thanks to Enigma's Midnight Pulse damage.
Chain Frost can be used to deal insane amount of damage to the enemies trapped on the Black Hole.
Berserker's Call taunts enemies to forcefully gather around Axe, allowing Enigma to follow up with a Black Hole combo.
Black Hole combined with Freezing Field can be devastating when used at its full duration.
Vacuum allows him to suck more heroes into Black Hole or help Enigma initiate easier for a multi-man Black Hole. Wall of Replica's illusions are able to attack the enemy heroes caught in Black Hole without restraint, dealing devastating amounts of damage. Surge allows Enigma to initiate or escape more easily. Ion Shell can help deal even more damage towards heroes stuck inside Black Hole.
Shallow Grave can keep Enigma alive while he channels his Black Hole.
Black Hole used in tandem with Echo Slam can deal immense amounts of damage during a team fight. Earthshaker can use his abilities to help set up a potential Black Hole initiation or follow-up by keeping the enemy team stunned for a longer duration.
Reverse Polarity used in tandem with Black Hole can keep the enemy team stunned for an exceedingly long duration.
Naga Siren can help with Enigma's initiation by locking someone down with Ensnare. A well-timed Song of the Siren can keep multiple enemies in place, giving Enigma enough time set up his Midnight Pulse and Black Hole.
Astral Imprisonment is useful to saving allies such as Enigma, as the time spent hidden gives him the opportunity to use Blink Dagger whenever its cooldown has been reset.
Supernova used in conjunction with a Black Hole can result in devastating amounts of damage, as well as further increasing the duration in which enemies are stunned.
A well-placed Burrowstrike can help Enigma initiate with a Black Hole, further allowing Sand King to follow-up with Epicenter.
Living Armor can protect Enigma against burst attacks and allows him to recover from nukes. Treant Protector's Overgrowth can disable the enemy team during a team fight, giving Enigma enough time to follow up with a Black Hole combo.
Fatal Bonds used in conjunction with Enigma's Midnight Pulse and Black Hole can deal devastating amounts of pure damage to the enemy team. Upheaval can slow enemies, making it difficult to escape Midnight Pulse's AoE damage. Chaotic Offering can be used to help Enigma initiate or follow up with his initiation.
Witch Doctor can follow up with Death Ward to deal substantial amounts of damage to enemies stuck in Enigma's Black Hole, especially when upgraded by Aghanim's Scepter.
Borrowed Time can give Abaddon a second chance after a Black Hole combo. Aphotic Shield can be used to save allies from a potential onslaught and dispel most negative debuffs. Abaddon can easily heal himself as well as his allies during a team fight.
Enigma's Midnight Pulse damage can be substantially mitigated by Anti-Mage's high magic resistance thanks to Counterspell. In the early game, Anti-Mage's Mana Void can cancel a Black Hole until Enigma gets his Black King Bar. Should Anti-Mage survive a Black Hole combo, Enigma will have exhausted most of his skills and items, preventing him from defending himself against any counter initiation or a follow-up from a blink escape.
Anti-Mage's Blink will make him a very hard target to use your ultimate on, having to solo ult him later on in the game or leave him out of the black holes.
Blood Rite can flush Enigma out of position and potentially force him to activate his spell immunity prematurely, before pulling off a Black Hole combo. Bloodseeker can find an Enigma out of position and Rupture him, making it difficult to initiate properly in a team fight, as it pierces through Black King Bar
Bristleback's tankiness can enable him to chase Enigma out of a teamfight, making it difficult to initiate with a Black Hole.
Despite Clinkz's fragility, his harassment in the early game can be devastating; as he can kite Enigma and his Eidolons and claim their bounty.
Hookshot's stun pierces through spell immunity and Enigma's channeling can be easily cancelled from a safe distance, assuming none of his allies are in the way. Enigma lacks mobility without Blink Dagger or Force Staff. Clockwerk can stay atop Enigma using Battery Assault and isolate him with Power Cogs, and potentially track him down with Rocket Flare.
Doom pierces spell immunity and can prevent Enigma from casting any spells or using items until the duration of the spell depletes, as well as damaging him over time. This can, however, be blocked by a Linken's Sphere. An Enigma with a Helm of the Dominator can potentially feed his dominated creeps to Doom's Devour, giving Doom the abilities and benefits instead.
Keeper of the Light
Ezalor's Chakra Magic will drain Enigma's mana pool rather quickly and won't let him chase or initiate with Black Hole properly. Will-O-Wisp will disable any close caster like Enigma, forcing him to keep his Eidolons at maximum count and keep a safe distance. Illuminate can wipe the pushing Eidolons in a lane with ease, diminishing Enigma's laning presence by a lot.
Without Black King Bar and if not caught in it, Luna will be able to cancel Enigma's Black Hole from safe distance with her Lucent Beam. Moon Glaives combined with Lunar Blessing can make a short work of Enigma's Eidolons. If used in anticipation, Eclipse will often kill Enigma before he even gets a chance to use Black Hole to disable Luna. Luna has stronger laning presence than Enigma thanks to her Moon Glaives and low mana cost of her abilities, diminishing Enigma's laning presence by a lot.
Medusa's Split Shot can make quick work of Enigma's Eidolons and take advantage of their considerable bounty. If Medusa activates Stone Gaze at the start of a fight, it can make initiating — and landing an effective Black Hole exceedingly difficult. Mystic Snake can be potentially detrimental to Enigma's initiation. Getting hit by the latter high-damage bounces (from standing behind his Eidolons or his teammates) can hinder his mana pool, preventing him from executing a strong initiation.
Pudge can Meat Hook Enigma out of his Black Hole channeling and cancel it through Black King Bar when followed up with Dismember. Enigma is prone to ganks in the jungle or in the off-lane without proper vision. Pudge can take advantage of Enigma's lack of mobility, assuming Enigma is not blocked by his Eidolons.
Enigma's abilities have a huge mana cost, meaning that Nether Ward will deal a lot of damage to Enigma. Channeling Black Hole will render Enigma immobile, making him an easy target for all of Pugna's abilities, especially Nether Blast, and Life Drain.
Riki can potentially catch an Enigma out of position and prevent him from properly blinking and initiating, thanks to Cloak and Dagger used in tandem with Smoke Screen.
Telekinesis has a longer range than the AoE of Black Hole for the purposes of cancelling it. All of Enigma's spells are useful to Spell Steal.
Last Word can be cast from a long range to prevent Enigma's potential initiation. Global Silence can interrupt Enigma's Black Hole channeling through Black King Bar and Linken's Sphere.
Take Aim extends Sniper's attack range, allowing him to position himself safely behind his team, making it difficult to catch him in Enigma's relatively small Black Hole AoE. When left unattended, he can quickly kill a channeling Enigma (often from the high ground) to rout an otherwise strong initiation, assuming Enigma does not have Aeon Disk.
Haunt can ruin Enigma's initiation with Blink Dagger, no matter where he is on the map. Dispersion reflects the damage of Midnight Pulse and Black Hole inflicted back to Enigma.
Using Ball Lightning with proper timing, Storm Spirit can protect himself from Malefice's instances, disjoint Demonic Conversion's attack projectiles, get out of Midnight Pulse's radius or even dodge a Black Hole. An isolated Enigma in the early game can be easily killed by Storm Spirit thanks to his higher mobility and dueling potential. However, Storm Spirit can be killed when caught by Enigma's full combo, especially if Enigma has Black King Bar.
Storm can kill all of Enigma's Eidolons relatively quickly without much risk, slowing down Enigma's farming speed, preventing him from split pushing, and giving Storm its considerable bounty, especially if Enigma chooses the Level 25 Talent that gives him more Eidolons.
Walrus PUNCH! can interrupt Black Hole and it can pierce spell immunity. In pretty much any phase of the game, Tusk's abilities can easily cancel Black Hole and disrupt Enigma's positioning.
Vengeful Spirit can interrupt Black Hole's channeling through Black King Bar by using Nether Swap from a safe distance. Vengeful Spirit's Level 25 Talent can make her Magic Missile pierce spell immunity, giving her another option to use in conjunction with Nether Swap to cancel Enigma's Black Hole channeling through Black King Bar.
Chaotic Offering's spell immunity piercing stun can stop Black Hole's channeling. Due to this ability's large area of effect, it can be cast at a safe distance from the Black Hole.
Fatal Bonds can be used to make Enigma's Eidolons easier to kill, potentially feeding the enemy team. Warlock's Upheaval can interfere with Enigma's initiation and potential follow-ups thanks to its large AoE.
Winter's Curse, when directly targeted on Enigma, can go through Avatar, stopping Enigma's Black Hole channeling. It can also turn his team against him, potentially killing him. Splinter Blast can be targeted on an eidolon, killing off other eidolons and damaging nearby heroes as well.
Like Abbadon's Borrowed Time, Reincarnation can bring Wraith King back to life, giving him a second chance to counter initiate or escape after a Black Hole combo. Enigma's Eidolons adds to Wraith King's Mortal Strike, increasing his Skeleton charges.
Zeus can break Blink Dagger icon.png Blink Dagger with his long range abilities and global range ultimate, Thundergod's Wrath. Lightning Bolt has a long range and a mini-stun, providing a way for him to cancel Black Hole from safe distances, assuming Enigma doesn't have his Black King Bar icon.png Black King Bar. Zeus is typically able to position himself at a safe distance from the fight, making him a difficult target to capture in a Black Hole.
Tide's Anchor Smash will cripple all of Enigma's eidolons, and at a higher level tide will one shot the whole group for a boost of gold. Kraken Shell negates eidolons' damage and Enigma's auto attacks, making laning impossible. Ravage has an insane radius, and considering that you are waiting around for a blink BKB combo, the stun may catch you off guard and put blink on cooldown, limiting crucial team fight time.
Generally speaking, if Enigma is played correctly he will help completely dominate a team as he’s a very versatile support. He will be played most effectively in the jungle, as his second ability, Demonic Conversion, enables him to jungle without taking damage and can help him clear neutral camps quickly. This will also help Enigma level up effectively without leeching from lanes. It’s recommended that you max Demonic Conversion for efficient Jungling, then early level of Midnight Pulse, then max Malefice for strong kill potential in ganks.
Buying your starting item and then trying to farm up to your core items as fast as possible, use your Demonic Conversion to speed up your farm and always be vigilant for the missing enemy on the map. Remember to use Demonic Conversion carefully to control the creep in the middle of the lane or close to your tower where you can farm safely.
Start the hard camp at lvl 1 and be fine, if you have Demonic Conversion. After the first camp, get Midnight Pulse and break the trees to help your later jungling faster, and help you save up mana for the long haul, since you can maximize the duration of your Eidolons. Keep jungling until you have blink and Ultimate. It’s possible to gank before Blink it might not work out. Once you have blink you can use the first black hole to get kills if fit. Or you can choose to stay in jungle longer to get a fast Mek.
There are some specific tricks to the early game. You can use your first Demonic Conversion to deny your own midlaners’ friendly creeps, which can help give you a small edge in the early. Don’t aim for 5 man Black Holes. Try to land a Midnight Pulse into a black hole. Micro your Eidolons to keep your survival chances in the jungle. Utillize Eidolons in fights too, as they deal a lot of damage to squishy heroes. Stuns also come in handy, try to target it on heroes with long animation.
When having some core items like Blink Dagger or Magic Wand, you can push the creep further so your team can attain more vision and allow you to roam and gank in other lanes. You can use Malefice to slow down the enemy to get the kill or to run away.
The late game is the time that focuses on the team fight and key objectives like Roshan so you need to have a good position to cast the Black Hole and let your team do the rest.