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Enigma Strategies

Ranged, Disabler, Initiator, Pusher

99th

Popularity

46.91%

Win rate

Gameplay

"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.

Enigma dota2 masterdota

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.”

Ability Builds

  • Strength: 21 + 2.5 each level;

  • Agility: 14 + 1 each level;

  • Intelligence: 19 + 3.6 each level;

  • Health: 620;

  • Health regeneration: + 2.1 each second;

  • Mana: 303;

  • Mana regeneration: + 0.95 each second;

  • Damage: 43 - 49;

  • Amor: 4.33;

  • Magic Resistance: 25%;

  • Turn Rate: 0.6;

  • Attack Range: 500;

  • Projectile speed: 900;

  • Attack Animation: 0.4+0.77;

  • Movement: 290;

  • Sight Range: 1800/800;

  • Base Attack time: 1.7 seconds per attack;

  • Damage Block: 0.

Talents

enigma dota2 talents

Notes:

  • The cooldown reduction talent can be stacked with other sources of cooldown reduction.

Tips & Tactics

General

enigma skill building guide dota2

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.

Abilities

Malefice

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

Cooldown: 14.0

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

Notes:

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.

Dispellable.

Demonic Conversion

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

Cooldown: 50/45/40/35

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

Notes:

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

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

Cooldown: 50/45/40/35

Cast Range: 700

Radius: 550

Max Health as Damage per Second: 4.75%/5.5%/6.25%/7%

Duration: 9/10/11/12

Cast Animation: 0.1+0.0

Notes:

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

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

Cooldown: 200/180/160

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.

Notes:

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.

Items