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Enigma icon.png
Strength attribute symbol.png
Agility attribute symbol.png
Intelligence attribute symbol.png
21 + 2.5
14 + 1
19 + 3.6
Level 0 1 15 25 30
Health 200 620 1320 1820 2060
Health regen 0 2.1 5.6 8.1 9.35
Magic res. 25% 26.26% 28.36% 29.86% 30.61%
Mana 75 303 903 1335 1551
Mana regen 0 0.95 3.47 5.27 6.17
Spell dmg 0% 1.33% 4.86% 7.38% 8.64%
Armor 2 4.24 6.48 8.08 8.88
Att/sec 0.59 0.67 0.75 0.81 0.84
Move sp amp. 0% 0.7% 1.4% 1.9% 2.15%
Damage 24‒30 43‒49 93‒99 129‒135 147‒153
Movement speed 290
Attack speed 100
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
Damage block 0
Collision size 24
Gib type Ethereal

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.


Enigma minimap icon.pngEnigma, the Consumer of Worlds
▶️ "Chaos hunts the spark of endless suns, whose light will die in my crushing grasp."
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.


Malefice icon.png
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 (Talent 8)
Instance Interval: 2
Damage per Instance: 30/55/80/105 (Talent 130/155/180/205)
Stun Duration per Instance: 0.4/0.6/0.8/1
Malefice Duration: 4 (Talent 14)
Cooldown: 18/17/16/15 (With talent: 15.3/14.45/13.6/12.75)
Mana: 100/120/140/160
Does not pierce spell immunity. Does not attempt to stun or damage when applied before spell 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 instance occurs upon cast, and then every 2 seconds.
  • Can deal up to 90/165/240/315 damage (before reductions).
    • Can deal up to 390/465/540/615 damage when the damage increasing talent is chosen.
    • Can deal up to 240/440/640/840 when the number of instances increasing talent is chosen.
    • Can deal up to 1040/1240/1440/1640 when both talents are chosen.
  • On each tick, Malefice first applies the damage, then the stun.
  • 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
Level 1
Duration 35
Health 180/200/220/240
Health regeneration 4
Armor 2/3/4/5
Magic resistance 50%
Status resistance 0%
Attack damage 16/24/34/43‒24/32/42/51 (Talent 76/84/94/103‒84/92/102/111)
Acquisition range 800
Attack range 450 (Talent 650)
Base attack time 1.5
Attack animation 0.4+0.77
Projectile speed 900
Movement speed 280/310/340/370
Follow range 100
Turn rate 0.5
Collision size 8
Vision range 1200800 (G)
Bounty 20‒26
Experience 12
Model scale 0.75
Notes Name progress:
Lesser Eidolon
Greater Eidolon
Dire Eidolon

Demonic Conversion
Demonic Conversion icon.png
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 10)
Attacks to Multiply: 6
Duration: 35
Cooldown: 35 (With talent: 29.75)
Mana: 140/150/160/170
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
Midnight Pulse icon.png
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: 4.75%/5.5%/6.25%/7%
Duration: 9/10/11/12
Cooldown: 50/45/40/35 (With talent: 42.5/38.25/34/29.75)
Mana: 50/80/110/140
A section of the world slowly descends into the void.


  • Midnight Pulse deals damage in 1 second intervals, starting 1 second after cast, resulting in 9/10/11/12 instances.
  • Can deal up to 42.75%/55%/68.75%/84% 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
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: 100/150/200
Aura Linger Duration: 0.5
Cooldown: 200/180/160 (With talent: 170/153/136)
Mana: 300/400/500
Aghanim's upgrade: 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 400/600/800 (Upgradable by Aghanim's Scepter. + 19%/22%/25%/28% of maximum health) damage (before reductions).
  • The Aghanim's Scepter icon.png Aghanim's Scepter does not actually cause 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.
    • 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.


Hero Talents
+7 Demonic Conversion Enigma Eidolon icon.png Eidolons25+5 Malefice Instances
+60 Enigma Eidolon icon.png Eidolon Damage20+500 Health
+100 Malefice Instance Damage1515% Cooldown Reduction
+15% Magic Resistance10+200 Enigma Eidolon icon.png Eidolon Attack Range
  • The magic resistance talent stacks multiplicatively with other sources of magic resistance.
  • The magic resistance talent increases Enigma's magic resistance to 36.25%.
  • The health talent increases maximum health capacity, and keeps the current health percentage.

Recent Changes[edit]

Main Article: Enigma/Changelogs
  • Increased base Intelligence attribute symbol.png Intelligence from 16 to 19.
  • Increased Black Hole damage per second from 50/100/150 to 100/150/200.
  • Level 15 left talent: Increased from +40 Malefice instance damage to +100.
  • Increased Malefice damage from 30/50/70/90 to 30/55/80/105.
  • Level 15 Left Talent: Replaced +150 Gold/Min with +40 Malefice Instance Damage.
  • Midnight Pulse
    • Changed damage type from pure to magical.
    • Increased max health as damage per second from 3.5%/4%/4.5%/5% to 4.75%/5.5%/6.25%/7%.
  • Level 10 right talent: Replaced +25 movement speed bonus with +200 Enigma Eidolon icon.png Eidolon attack range bonus.

Recommended items[edit]

Starting items:

  • Clarity icon.png Clarity provides mana to produce Eidolons in the early game.
  • Tango icon.png Tango provides some health regeneration to keep Enigma in jungle or hold the lane.
  • Enchanted Mango icon.png Enchanted Mango grants mana to use Demonic Conversion in lane.
  • Gauntlets of Strength icon.png Gauntlets of Strength a pair of those can easily turn into a Bracer or Soul Ring while also giving you survival on off-laning.

Early game:

  • Magic Stick icon.png Magic Stick helps in the jungle since it gains charges from neutral creeps casting their abilities, restoring health and mana to Enigma.
  • Soul Ring icon.png Soul Ring is a great source of mana, allowing him to use his Demonic Conversion as often as possible. Enigma does not mind the health cost since he does not often go close to enemies as his abilities and Eidolons have good cast range and attack range.
  • Bracer icon.png Bracer covers Enigma's lack of effective health from the start of game and can be sold away easily.
  • Boots of Speed icon.png Boots of Speed help you get into position to use Black Hole.
  • Ring of Basilius (Active) icon.png Ring of Basilius as an alternative to Soul Ring can provide some extra mana regeneration and damage as well. Can be used as a step stone for Veil or Vladmir's.

Mid game:

  • Magic Wand icon.png Magic Wand is a cost effective upgrade from Magic Stick.
  • Blink Dagger icon.png Blink Dagger helps your positioning greatly and helps to pull off a good Black Hole. Might need to be rushed way early by pushing lanes with Eidolons.
  • 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 Eidolons, and is very effective. The active can help greatly in teamfights or pushing a lane.
  • Arcane Boots icon.png Arcane Boots is a small upgrade for Boots of Speed by providing extra mana and can be combined with Mekansm for Guardian Greaves. If you guaranteed a Soul Ring, alternatively, Arcane Boots can get disassembled for an Aether Lens later.

Late game:

  • Black King Bar icon.png Black King Bar grants spell immunity so the enemies cannot easily interrupt Black Hole. It applies a basic dispel on activation to shake off most simple debuffs like plain silence and prevent further disabler casts when heading out for the combo.
  • 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 and Doom or long ranged position juggling effects like Nether Swap. When paired with Guardian Greaves, you'd have a reliable dispel at your service and can maintain safe distance. Consider casting its Spell Block to the other initiator when they're leading.
  • Aeon Disk icon.png Aeon Disk can be an alternative to Linken's Sphere to endure damage and position when paired with any sort of invisibility buff or spell immunity like BKB. Can be a safety net for unique aggro deflect skills like Winter's Curse, Berserker's Call or Duel at late game.
  • 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. Aside from healing and replenishing mana for the team, the Mend ability will apply a basic dispel that helps his team when they are disabled or silenced.
  • Refresher Orb icon.png Refresher Orb gives Enigma high health and mana regeneration. The active allows Enigma to use Black Hole twice in one fight.
  • Octarine Core icon.png Octarine Core stacks with the cooldown reduction talent to reduce the cooldown of Black Hole, putting constant pressure on the enemies with the frequent threat of his dangerous ultimate ability. Spell lifesteal will provide survival at the presence of damage reflect or counter-attacks such as Dispersion or Bristleback.

Situational items:

  • Aether Lens icon.png Aether Lens grants him additional cast 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.
  • Eul's Scepter of Divinity icon.png Eul's Scepter of Divinity allows Enigma to get away from a sticky situation off-laning early game or disable a healer in teamfights. It also provides movement speed, self-cast dispels debuffs and helps to array a Blink cast.
  • Helm of the Dominator icon.png Helm of the Dominator's attack speed aura helps Eidolons multiply faster also offers regeneration at an astounding rate. Furthermore, the dominated creep also adds to Enigma's pushing power for jungling.
  • Necronomicon 1 icon.png Necronomicon's summons can be handy for watching for any flanks, deny disabler attempts with mana burn and allows more lane pressuring with Eidolons. A decent defensive choice mid-game when you are laned against large area of effect nukers or ricocheting burst casters.
  • Blade Mail icon.png Blade Mail is an alternative pick to deny very specific hard counters such as long ranged disables, damage over time debuffs or abilities that turn your own power back at you such as Spell Steal. The damage return can help you slide away from a dire situation by creating an intimidating barrier, disencourages enemy from focusing on you.
  • Radiance (Active) icon.png Radiance grants a debuff that make inflicted enemies miss also improves Black Hole damage.
  • Veil of Discord icon.png Veil of Discord can help the Pulse damage output of Enigma greatly if he can position with invisibility. Empowering both of his initiator spells for suppression.
  • Force Staff icon.png Force Staff allow Enigma to initiate while suffering damage over time debuffs or very long ranged mini-stuns that can cancel out Blink Dagger. When paired with Aether Lens, it can be an alternative to Blink Dagger.
  • 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 cast point.
  • Heaven's Halberd icon.png Heaven's Halberd being an unusual option for an alternate secondary disabler, ranged carry heroes become less of a trouble with Disarm ability and improves spell lifesteal from Octarine.
  • Aghanim's Scepter icon.png Aghanim's Scepter greatly increases the effectiveness of Black Hole, as well as much needed attributes to remedy his health and mana pools.
  • Shiva's Guard icon.png Shiva's Guard also gives Enigma some mana management bonuses with protection, and its active ability synergizes well with Black Hole.
  • Pipe of Insight icon.png Pipe of Insight can be an alternative to Mekansm when the healing cannot out-do massed area nukes in a push. When you have more than one fragile carry heroes in your team or already have a healer, they will appreciate the thought in a team fight.
  • Shadow Blade icon.png Shadow Blade grants 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.
  • Glimmer Cape icon.png Glimmer Cape can be a better investment than Shadow Blade; in case the enemy team has passive ability, damage return or aura carriers and push together at spread positions.
  • Hand of Midas icon.png Hand of Midas rewards bonus gold and experience so Enigma can gain access to powerful items and talents sooner. While risky to set on a lane, a jungle meta would give you better chances to build gold up.
  • Medallion of Courage icon.png Medallion of Courage can be used for rushing Roshan faster, but it can also be used for ganking and letting your eidolons deal some damage.


Roles: Disabler Disabler Jungler Jungler Initiator Initiator Pusher Pusher
Complexity: ★★☆
Playstyle: A mystery worthy of his name, Enigma could only be described as a being of the void, a beast between planes. He draws aspects of himself from other dimensions, performing Demonic Conversions to summon numerous Eidolons. The ground darkens under a Midnight Pulse, and foes are stunned by the unseen force of Malefice as they try to flee its entropic effects. One legend has it that Enigma is actually the first collapsed star. This theory grows more plausible as Enigma begins to channel a cosmic singularity, pulling all except himself into the superdense center of his Black Hole.





  • Many of Enigma's responses are references to Friedrich Nietzsche's works; the line, ▶️ "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 ▶️ "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, Chaos Knight minimap icon.png Chaos Knight, Keeper of the Light minimap icon.png Keeper of the Light, and Io minimap icon.png Io 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. ▶️ "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.