dota2

Gameplay

Playstyle
Enigma minimap icon Enigma is a tactical spellcaster who is known for his incredibly powerful ultimate ability, Black Hole. Playing him well requires efficient farming, control of Demonic Conversion and good positioning to get the most mileage out of his gravitational abilities. A well-played Enigma can singlehandedly win a teamfight and possibly determine the outcome of a match by himself.
Pros Cons
  • Efficient jungler.
  • Strong pushing and team fight capabilities.
  • Possesses early game ganking potential with Malefice and Eidolon damage.
  • Black Hole is one of the strongest team-fight abilities in the game.
  • Has two large area-of-effect abilities that bypass spell immunity, one dealing pure damage.
  • Entry level hero for players who want to hone their micromanagement abilities.
  • AoE tree destruction with massive radius.
  • Can counter almost any hero when played well.
  • Rather lengthy cooldowns for all of abilities.
  • Very long cooldown on his ultimate ability, Black Hole.
  • Black Hole is a channeled ability with short range, thus making him vulnerable to long range disables, silences, or other hazards.
  • Not naturally tanky.
  • Most certainly will be in the jungle nearly every game, making him prone to ganks.
  • Poor management of his Eidolons can give his opponents an edge in their farming.
  • Low burst damage potential.

Jungle

Enigma starts off in the jungle, farming with an indescribable efficiency with his Eidolons and setting up ganks with those. After jungling, he transitions into pushing with Eidolons. His ultimate ability is probably the strongest team fight ability in the game, as it pierces spell immunity, deals pure damage and disables enemies for an incredible 4 seconds, and it has a large AoE. Not to forget, this is only his ultimate ability, he still has other tricks on his sleeve, like the bothering stun chain from Malefice and the health percentage damage from Midnight Pulse. In contrast, such strength comes with a huge price, as Black Hole and all Enigma's abilities cooldown and mana cost are high, he is semi-fragile, and his ultimate ability must be channeled, so good positioning and timing when casting are required. Due to this, Enigma's mandatory item is Blink Dagger icon Blink Dagger, as it offers him the capability to gank, escape and, mainly, start a team fight by placing a scary Black Hole in the middle of the enemy lines. Having a Dagger on his hands, the other items may vary, but often, Enigma players rush a Black King Bar icon Black King Bar as a protective item against any ability that might cancel Black Hole's channeling and to any heavy nuke. Mekansm icon Mekansm, Aghanim's Scepter icon Aghanim's Scepter, Radiance (Active) icon Radiance, Refresher Orb icon Refresher Orb are some of the items that should be useful on Enigma's inventory. When not fighting, Enigma is jungling or either ganking an enemy with Demonic Conversion and Malefice.

Maxing out Demonic Conversion first is crucial for a jungling Enigma, as it makes his Eidolons more tanky and deal more damage against creeps, especially those in the medium and large camps. Midnight Pulse is mostly used to clear trees or just to add more damage to the jungling, but the next priority ability must be Malefice, as this ability has more effect in fights than Midnight Pulse. Keep in mind that Midnight Pulse's damage is percentage-based, meaning it will deal roughly the same portion of damage to all enemy Heroes, and its best use is only to add minor damage to fights, not as a zoning or killing-intent ability.

Offlane

When opt to the offlane, Enigma should still level Demonic Conversion to make Eidolons, helping him get last hits and maybe attempt to harass enemies. In general Demonic Conversion level don't matter as much as Jungler role, Eidolons supposed to cease at the hands of enemy creeps or their duration end before enemy claims a bounty on them. Eidolons can tank at least one ability thrown at them with their high magic damage resistance most of the time and they still come handy at last hitting. Player has the option to level Malefice over Midnight Pulse early on to threaten a kill on enemy heroes early on and participate in teamfights even when Black Hole is at cooldown or gank the safe lanes. Enigma is good in the offlane because he can use Demonic Conversion on his own ranged creeps, denying a lot of gold and experience to the enemies and destroying enemy Siege units stopping a rush in its tracks. Besides creep control advantage, Enigma can hit jungle to crash creep camps, push into river for rune check and hit up Roshan when playing Radiant side of off-lane.

Midst the laning stage, Enigma may opt to hit jungle when he has leveled the main sets of abilities to farm more efficiently. He may need to push the incoming creep-waves far enough, to jungle in between. Around level 6, hitting the jungle is essential for stocking up gold for an upcoming team fight. Enigma often gets Hand of Midas icon Hand of Midas to accelerate his farm, getting him experience to boost levels for key talents and gold for important items. Preferably Enigma hits his first Black Hole at night time to be unnoticeable with lowered hero vision. After the laning stage, Enigma can push as usual with his Eidolons or help ganks with Malefice and Black Hole.

Ability Builds

Generic Enigma
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Unknown iconMalefice iconUnknown iconMalefice iconUnknown iconBlack Hole iconUnknown iconMalefice iconMalefice iconTalent iconMidnight Pulse iconBlack Hole iconMidnight Pulse iconMidnight Pulse iconTalent iconMidnight Pulse iconUnknown iconBlack Hole iconTalent iconTalent icon

Talents

Hero Talents
+5 Demonic Conversion Eidolons25+4 Malefice Instances
+40 Enigma Eidolon icon Eidolon Damage20+200 Midnight Pulse Radius
+35 Malefice Instance Damage15+250 Health
+50 Black Hole Damage Per Second10+10 Enigma Eidolon icon Eidolon Attack Speed
Notes:
  • The health talent increases the max health capacity and keeps the current health percentage.

Tips & Tactics

General

Abilities

Malefice

Demonic Conversion

Midnight Pulse

Black Hole

Items

Starting Items:

Early game:

Mid game:

Late game:

Situational items: