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Enigma icon.png
Strength attribute symbol.png
17 + 2.1
Agility attribute symbol.png
14 + 1
Intelligence primary attribute symbol.png
20 + 3.4
Level Base 1 15 25
Health 200 540 1120 1540
H. Regen 0.25 0.76 1.64 2.27
Mana 50 290 854 1262
M. Regen 0.01 0.81 2.71 4.07
Damage 22‒28 42‒48 89‒95 123‒129
Armor 2 4 6 7.43
Spell Dmg 0% 1.33% 4.51% 6.77%
Att / Sec 0.58 0.67 0.75 0.81
Movement Speed 300
Turn Rate 0.5
Vision Range 1800/800
Attack Range 500
Projectile Speed 900
Attack Animation 0.4+0.77
Base Attack Time 1.7
Magic resistance 25%
Collision Size 24
Legs 0

Enigma is a ranged intelligence hero who uses his abilities to cripple his enemies, supported by a seemingly inexhaustible army of creeps. His fearsome abilities can bind entire teams under his might. Enigma is also a formidable jungler and pusher owing to his ability to create creeps.

The deliverance of his ultimate, Black Hole, engulfs an area around him with dark energies and disables enemies caught within it, making him an extremely powerful yet conditional initiator and disabler. His Midnight Pulse consumes sections of enemies' life in a region over time and his Malefice stuns targets. His trademark ability is Demonic Conversion, which splits a creep into three eidolons under his control. If they can land enough attacks on an enemy unit before their expiration, they multiply and are healed to full health.

Bio[edit | edit source]

Enigma Enigma, the Consumer of Worlds
Play "Chaos hunts the spark of endless suns, whose light will die in my crushing grasp."
Role: Disabler Disabler / Jungler Jungler / Initiator Initiator / Pusher Pusher
Lore: 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.

Voice: Jon St. John (Responses)

Gameplay[edit | edit source]

When playing Enigma, it's important to wait at one of your lanes until 0:00 and use Demonic Conversion to take one of the creeps (preferably the ranged one) and then go back to base, regen up and then continue to the jungle. Once in the jungle, use Demonic Conversion to take the strongest creep you can and be sure to micro the damaged Eidolon away and take aggression off it so it can split and regen health. Continue until you have gotten your Core. At level 6 you can choose to go to the safe lane or the mid and gank with a Black Hole, which will help the lane a fair bit. Once you have your core try and take out a tower and then let the game go on. Continue to push a lot and remember to drop a Midnight Pulse before using Black Hole. If played correctly, Enigma can be a gravitational force to be reckoned with and will always place caution in the enemy.

Abilities[edit | edit source]

Blocked by Linken's Sphere. Does not pierce spell immunity. Play
Malefice icon.png
Target Unit
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.
Cast Animation: 0.3+0.6
Cast Range: 600
Number of Instances: 3
Damage per Instance: 30/50/70/90
Stun Duration per Instance: 0.25/0.5/0.75/1
Malefice Duration: 4
Cooldown symbol.png 15 (Talent 12.75)
Mana symbol.png 110/130/150/160
Does not pierce spell immunity. Does not attempt to stun or damage when debuff was applied before immunity and when not dispelled.
Debuff Malefice: Dispellable with any dispel.
Debuff Stunned: Dispellable with strong dispels.
Strange gravities pull at the core of those who would oppose you, holding them in place.


  • The first of the three stuns occurs upon cast.
  • Multiple instances of Malefice do not stack, but refresh the duration instead. It continues ticking with the tick rate of the first cast.

Enigma Eidolon model.png
Enigma Eidolon icon.png
Level 1
Duration 35
Health 180/200/220/240
Health regeneration 0.25
Armor 2/3/4/5
Magic resistance 50 %
Damage 16/24/34/43‒24/32/42/51
Acquisition range 800
Attack Range 450
Base Attack Time 1.5
Attack Animation 0.4+0.77
Projectile Speed 900
Movement Speed 280/300/320/340
Follow range 100
Turn Rate 0.5
Collision Size 8
Vision Range 1200  •  800 (G)
Bounty 22‒36
Experience 12
Model scale 0.75/0.8/0.85/0.9
Notes Name progress:
Lesser Eidolon
Greater Eidolon
Dire Eidolon

Demonic Conversion
Not disabled by Break. Not blocked by Linken's Sphere. Partially pierces spell immunity. Play
Demonic Conversion icon.png
Target Unit
Enemy Units / Allied Units
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.
Cast Animation: 0.3+0.7
Cast Range: 700
Number of Eidolons: 3 (Talent 11)
Attacks to Multiply: 6
Duration: 35
Cooldown symbol.png 35 (Talent 29.75)
Mana symbol.png 170
Partially pierces spell immunity. Can be cast on spell immune allied units
Cannot be cast on spell immune enemy units.
Not disabled by Break. Eidolon's ability to split is not disabled by Break.
Enigma is capable of drawing aspects of himself from other dimensions - the result is a trio of dark eidolons that hunt the corporeal plane.


  • Demonic Conversion kills the target unit, granting the gold and experience bounty, or resulting in a deny when cast on allied units.
  • 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 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.
  • Eidolons can only multiply once. Eidolons which spawned through multiplication, cannot multiply.

Midnight Pulse
Pierces spell immunity. Play
Midnight Pulse icon.png
Target Area
Steeps an area in dark resonance, damaging enemy units based on their max HP.
Cast Animation: 0.1+0
Cast Range: 700
Radius: 550
Max Health as Damage: 3%/3.75%/4.5%/5.25%
Duration: 11
Cooldown symbol.png 35 (Talent 29.75)
Mana symbol.png 95/110/125/140
A section of the world slowly descends into the void.


  • Midnight Pulse deals damage in 1 second instances, starting 1 second after cast, resulting in 11 instances.
  • Can deal up to 33%/41.25%/49.5%/57.75% of the affected units' maximum health as damage (before reductions).
  • Successive casts of Midnight Pulse work fully independently from each other.
  • Destroys trees within 550 radius at the target location upon cast.

Black Hole
Pierces spell immunity. Play
Black Hole icon.png
Summons a vortex that sucks in nearby enemy units. Enemies affected by Black Hole cannot move, attack, or cast spells.
Cast Animation: 0.3+0
Cast Range: 275
Max Channel Time: 4
Effect Radius: 420
Damage per Second: 50/100/150
Cooldown symbol.png 200/180/160 (Talent 170/153/136)
Mana symbol.png 275/325/375
Upgradable by Aghanim's Scepter. Adds the current level of Midnight Pulse to Black Hole.
Debuff Black Hole Pull: Undispellable.
The ground trembles as Enigma channels his ultimate vortex of destruction, a singularity with the power to end worlds.


  • 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.
  • The pull and disable are provided by an aura, which lingers for 0.5 seconds, or until the channeling stops, whichever is shorter.
  • Deals damage in 1 second intervals, starting 1 second after cast, resulting in 4 instances.
  • Can deal up to 200/400/600 (Upgradable by Aghanim's Scepter. + 12%/15%/18%/21% of max health) damage (before reductions).
  • The Aghanim's Scepter icon.png Aghanim's Scepter does not actually cause Midnight Pulse icon.png Midnight Pulse to be cast when using Black Hole, it just adds its damage to Black Hole:
    • The extra damage is equal to the current level of Midnight Pulse, so if not learned, Black Hole deals no extra damage.
    • The extra 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 the Midnight Pulse skill, the upgrade's pulse damage hits ancient creeps, couriers and creep-heroes.
    • Also unlike Midnight Pulse, it does not destroy trees in the area upon cast.
  • Provides 800 range ground vision at the targeted point for 4 seconds upon cast.

Talents[edit | edit source]

Hero Talents
+8 Demonic Conversion icon.png Demonic Conversion Eidolons 25 +12 Armor
-40s Respawn Time 20 +300 Health
+120 Gold/Min 15 15% Cooldown Reduction
+12% Magic Resistance 10 +20 Movement Speed
  • The magic resistance stacks multiplicatively with other sources of magic resistance.
  • Cooldown reduction affects abilities and items. Stacks multiplicatively with Octarine Core icon.png Octarine Core and additively with Arcane Rune minimap icon.png Arcane Rune.
  • Upgrading health increases maximum health capacity and keeps the current health percentage.
  • Respawn reductions cannot reduce respawn time below 1 second.
  • The armor is added as bonus armor, and therefore does not benefit illusions.

Recommended items[edit | edit source]

Starting Items:

  • Enigma needs lots of Clarity icon.png Clarity potions early in the game to farm the jungle consistently.
  • Tango icon.png Tango is useful when you are out of mana and Clarities.
  • Enigma does not need many items to jungle efficiently at level 1, so he can afford to buy the Animal Courier (Radiant) icon.png Animal Courier.

Early Game:

  • Magic Stick icon.png Magic Stick helps in the jungle since it gains charges from neutral creeps casting their abilities.
  • Ring of Basilius (Active) icon.png Ring of Basilius gives mana regeneration and armor for Enigma and his Eidolons, and can be later built into a Vladmir's Offering icon.png Vladmir's Offering if you are going for a pusher role.
  • Soul Ring icon.png Soul Ring is a great source of mana, allowing him to use his Demonic Conversion icon.png Demonic Conversion as often as possible. Enigma does not often go close to enemies since his abilities and his Eidolons have a relatively reliable range.
  • Boots of Speed icon.png Boots of Speed help you getting into position to use Black Hole icon.png Black Hole.

Core Items:

  • Magic Wand icon.png Magic Wand is a cost effective upgrade from Magic Stick.
  • Tranquil Boots (Active) icon.png Tranquil Boots give high health regeneration in early levels, which can be used in between creep farming in the jungle, or during since Enigma has his Eidolons to tank for him. The high speed also enables Enigma to roam quickly in search for other creep camps, or to help gank.
  • Blink Dagger icon.png Blink Dagger helps your positioning greatly and helps to pull off a good Black Hole icon.png Black Hole.
  • Bracer icon.png Bracer is an inexpensive item that gives you more durability while you are channeling Black Hole icon.png Black Hole.
  • Aether Lens icon.png Aether Lens grants him additional range, allowing him to land his ultimate perhaps at much quicker speed without having to walk toward the team, and also to keep him out of harm's way if there is a nearby enemy that is not caught by his ultimate.


  • Mekansm icon.png Mekansm is highly recommended, as Enigma can farm very quickly in the early stages of the game, is relatively item independent, and has a large mana pool, all of which are traits of a strong Mekansm carrier. The added armor, health regen, and active heal can also aid Enigma's Eidolons, and is very effective and needed to buff or remedy hurt allies in teamfights.
  • Black King Bar icon.png Black King Bar is essential if the enemy team can easily interrupt your Black Hole icon.png Black Hole, although you must keep in mind if the offending abilities are blocked by spell immunity.
  • Refresher Orb icon.png Refresher Orb gives Enigma high health and mana regen. The active is also very useful, which can be used either in case the first Black Hole icon.png Black Hole failed, or another teamfight broke out sooner than expected.
  • Aghanim's Scepter icon.png Aghanim's Scepter greatly increases the effectiveness of Enigma's Black Hole icon.png Black Hole, as well as much needed stats to remedy his health and mana pools.
  • Scythe of Vyse icon.png Scythe of Vyse provides an intense increase to mana regeneration, and adds a much needed secondary disable that does not have a casting delay.
  • Shiva's Guard icon.png Shiva's Guard also gives Enigma some mana management bonuses, and its active ability synergizes well with Black Hole icon.png Black Hole.
  • Radiance (Active) icon.png Radiance synergizes well with his damage over time spells like Midnight Pulse icon.png Midnight Pulse or Black Hole icon.png Black Hole. It also helps him to earn gold faster.
  • And if no one else is planning to, or Enigma is the least item dependent Hero in the team, buying a Flying Courier (Radiant) icon.png Flying Courier benefits the team greatly.
  • Guardian Greaves icon.png Guardian Greaves allows a slot to be freed, provides a steady supply of health and mana regeneration to the team, and increases Enigma's survivability.
  • Linken's Sphere icon.png Linken's Sphere is an alternative to Black King Bar for when the enemy team has disables that ignore spell immunity, such as Primal Roar icon.png Primal Roar.

Gameplay[edit | edit source]

Audio[edit | edit source]

History[edit | edit source]

Equipment[edit | edit source]

Trivia[edit | edit source]

  • Many of Enigma's responses are references to Friedrich Nietzsche's works; the line, Play "I stare also into you." references a passage in Beyond Good and Evil, where it is stated that "And when you gaze long into an abyss the abyss also gazes into you".[1]
  • Enigma's rival line towards Faceless Void minimap icon.png Faceless Void Play "Even time may fail in the face of gravity.'" is a reference to the time dilating effect of gravity.[2]
  • Many of Enigma's responses are also references to concepts in cosmology (the Big Bang, gravity wells, redshifts, and black holes) or particle physics (path integrals, universal constants).
  • In DotA, Enigma's hero name was Darchrow. In the transition to Dota 2, his name was removed, most likely to emphasize his hero title.
  • Enigma minimap icon.png Enigma, Io minimap icon.png Io, Keeper of the Light minimap icon.png Keeper of the Light and Chaos Knight minimap icon.png Chaos Knight together represent the four fundamental forces of the universe with Enigma representing the gravitational force. This is reflected in several of Enigma's responses to these heroes. Play "The Fundamentals unite."
  • The term "eidolon" comes from ancient greek literature, where it refers to a human-like phantom, the shade of one who died.

Gallery[edit | edit source]

References[edit | edit source]

  1. Friedrich Nietzcsche quotes.
  2. Gravitational time dilation.