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Enigma minimap icon.png Enigma is a tactical spellcaster who is known for his incredibly powerful ultimate, 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 spells in the game.
  • Has two large area-of-effect spells that bypasses spell immunity and deals Pure damage.
  • Entry level hero for players who want to hone their micromanagement skills.
  • Rather lengthy cooldowns for all of abilities.
  • Very long cooldown on his ultimate, 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.


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 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 must be channeled, so good positioning and timing when casting are required. Due to this, Enigma's mandatory item is Blink Dagger icon.png 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.png Black King Bar as a protective item against any ability that might cancel Black Hole's channeling and to any heavy nuke. Mekansm icon.png Mekansm, Aghanim's Scepter icon.png Aghanim's Scepter, Radiance (Active) icon.png Radiance, Refresher Orb icon.png 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 skill 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 spell.


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. Enigma has the option to level Malefice over Midnight Pulse early on to threaten a kill on enemy heroes. Enigma is good in the offlane because he can use Demonic Conversion on his own ranged creep, denying a lot of gold and experience to the enemies. After the laning stage, Enigma will push as usual with his Eidolons and help ganks with Malefice and Black Hole. Enigma often gets Hand of Midas icon.png Hand of Midas to accelerate his farm, getting him levels and gold to key talents and items.

Ability Builds[edit]

Generic Enigma
Demonic Conversion icon.pngMidnight Pulse icon.pngDemonic Conversion icon.pngMalefice icon.pngDemonic Conversion icon.pngBlack Hole icon.pngDemonic Conversion icon.pngMalefice icon.pngMalefice icon.pngTalent icon.pngMalefice icon.pngBlack Hole icon.pngMidnight Pulse icon.pngMidnight Pulse icon.pngTalent icon.pngMidnight Pulse icon.pngUnknown icon.pngBlack Hole icon.pngTalent icon.pngTalent icon.png


Hero Talents
+7 Demonic Conversion Enigma Eidolon icon.png Eidolons25+5 Malefice Instances
+60 Enigma Eidolon icon.png Eidolon Damage20+500 Health
+150 Gold/Min1515% 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.

Tips & Tactics[edit]


  • Enigma can get Mekansm icon.png Mekansm and Pipe of Insight icon.png Pipe of Insight quickly thanks to his jungling ability.
  • Enigma can kill Roshan before the 10-minute mark, with the help of Level 3 or 4 Eidolons. For acquiring them, use Demonic Conversion on either a neutral creep if he's on the Radiant side, or a lane creep if he's on the Dire side. An item commonly picked up is a Medallion of Courage icon.png Medallion of Courage, as it allows him to reduce Roshan's armor for a higher damage output. Begin the fight by tanking Roshan yourself, until your Eidolons have multiplied; let the Eidolons take over and apply a Healing Salve. Try to micro the Eidolons to distribute the damage that Roshan does to them. Re-cast Demonic Conversion on one of the Eidolons before they expire and repeat the process (tank, heal up, nuke). If executed properly, Roshan will fall within about one minute.
  • Enigma works best with allied heroes that have strong AoE capabilities, such as Warlock minimap icon.png Warlock, Magnus minimap icon.png Magnus, or Queen of Pain minimap icon.png Queen of Pain.
  • Due to it pulling enemies closer together, Enigma synergizes particularly well with heroes with strong but small AoE damage, be it physical (i.e. Sven minimap icon.png Sven with his cleave), or otherwise (i.e. Leshrac minimap icon.png Leshrac with Pulse Nova).
  • Level 10 talents: The additional magic resistance is more useful if Enigma is having trouble against enemy nukers such as Lina minimap icon.png Lina, Lion minimap icon.png Lion or Lich minimap icon.png Lich as he moves forward. But if the enemy lacks nukes but has long ranged disables or Enigma needs to farm without worrying about feeding gold from eidolons, +200 eidolon attack range will be a better choice.
  • Level 15 talents: The extra gold per minute should be the definite choice if Enigma is aiming to buy expensive late-game items as soon as possible, such as Refresher Orb icon.png Refresher Orb, Aghanim's Scepter icon.png Aghanim's Scepter or Octarine Core icon.png Octarine Core, or perhaps if Enigma has been ganked too many times early game and is lacking in farm. But, if Enigma finds himself with plenty of gold on his own or items are not his greatest concern, the cooldown reduction will serve him better as it will allow him to initiate or disrupt teamfights more frequently, even allowing him to skip buying Octarine Core in favor for another item.
  • Level 20 talents: If Enigma's team has the advantage, the additional health can make him tankier and more difficult to bring down or dissuade, allowing him to land a good Black Hole easily if the enemy lacks disables.
  • Level 25 talents: If Enigma can micromanage his Eidolons very well, an additional eight more can increase his pushing and farming potential greatly, clearing camps and leveling towers at a much quicker pace. But care must be taken, for the additional Eidolons may appear to the enemy as free gold, especially if they have lots of area-of-effect damage spells such as Crypt Swarm or Sun Ray.



  • Enigma's presence in encounters is greatly diminished while Black Hole is on cooldown, but he can make himself useful by saving Malefice for a crucial moment and also sneaking around to use Midnight Pulse within an area the enemies may try to escape through. A good combo is to use Malefice on an enemy walking through Midnight Pulse or any allied AoE damaging spell.
  • Malefice can prove to be surprisingly detrimental to opponents with slow attack speed, such as siege units and Warlock minimap icon.png Warlock's Golem, as the periodic stun will reset their attack animation and prevent their attacks from connecting with their intended targets.
    • Roshan in particular is hampered by this spell greatly, as this not only prevents him from performing basic attacks, but also greatly reduce the chances of him bashing.
  • Take note that Malefice acts as a debuff that can be dispelled easily with any basic dispel.
    • Although Malefice can easily be dispelled, the first stun will always occur so long as the spell hits the target. The subsequent stuns/damage instances may not be important if the primary purpose of the spell is to disrupt channeling abilities.

Demonic Conversion[edit]

  • Use Demonic Conversion in the laning stage on allied ranged creeps to deny and gain experience for Enigma himself.
    • The Eidolons can then help Enigma trade hits with the enemy laners or score last hits and denies.
  • Eidolons have an innate 50% magic resistance, but have very low maximum health, even when the skill is fully maxed. With their high gold bounty, they are prime targets for farmers, and care should be taken to ensure that they are not recklessly sacrificed.
    • While they have rather low health, they deal very high damage, especially when you've manage to amass six of them after splitting. Coupled with items such as Vladmir's Offering icon.png Vladmir's Offering and Necronomicon 1 icon.png Necronomicon's summons, and they are a force to be reckoned with.
      • In sufficient number, Eidolons can be used effectively in encounters, as en masse their collective attack does significant damage. If you die in an encounter and you have Eidolons still alive, use them to boost your team's damage a little.
  • Demonic Conversion instantly destroys siege units, ruining the enemy pushes.
  • Keep Eidolons around you when there is a Pudge minimap icon.png Pudge or Mirana minimap icon.png Mirana on the enemy team, as it makes you difficult to be hooked or arrowed, which is important considering that Enigma is an easy prey for kills in the early game.
  • When jungling, max Demonic Conversion to beef up your Eidolons and increase their damage. Also, micro your Eidolons to make sure none of the initial three Eidolons die to jungle creeps so that all of them can multiply. This increases jungling speed significantly. Do not be afraid to tank for your Eidolons either when clearing the big camps.
    • Eidolons will always split and fully heal upon firing their 7th shot. Careful micro-management is key whenever you are using them for jungling or tower-pushing.
  • Enigma can use Demonic Conversion on Eidolons as they are about to expire, useful when pushing or taking Roshan.

Midnight Pulse[edit]

  • Investing one point in Midnight Pulse for early game utility to crash creep waves is usually enough. As Enigma does not have a rather large mana pool early game, that mana could be better spent on creating Eidolons for his time in the jungle or to have some sort of immediate stun for his enemies using Malefice.
  • Allocating point on Pulse will be beneficial when opponent has a noticeably health pool by mid-game. Until that time, investing on Eidolons instead can give you a much needed protectors to keep heated aggro away from Enigma and will dish out damage better.
  • Use Midnight Pulse before Black Hole to boost the damage done. However, you must use this at your discretion because there might not be a time to use it or it can make you miss out on crucial Black Holes.
  • Midnight Pulse deals magical damage with recent changes yet kept its trait of bypassing spell immunity. This means heroes who use Black King Bar icon.png Black King Bar will still take the full effect of the spell if they do not leave the area of effect. When not comboing with Black Hole, Midnight Pulse can be used to hold off important chokepoints such as tier 3 towers or Roshan from opposing heroes.
  • Unlike Black Hole, Midnight Pulse does damage based on enemies maximum health, therefore countering their armor and raw HP. Magic resistance is still calculated and diminish the raw damage output of Midnight Pulse.
  • Use Midnight Pulse to clear trees around towers during pushes, preventing enemies from using them as covers to launch surprise attacks on Enigma's team.

Black Hole[edit]

  • Black Hole is a powerful disable that bypasses the spell immunity granted by Black King Bar icon.png Black King Bar.
  • Lasting for 4 seconds, a successful cast will almost guarantee a team-wipe, especially if he has allied heroes who can deal heavy area damage like Jakiro minimap icon.png Jakiro or Sven minimap icon.png Sven.
  • Black Hole is a channeling spell, so care and consideration should be kept in mind when looking at the opponent's hero lineup. You may need to invest in a Black King Bar icon.png Black King Bar or Linken's Sphere icon.png Linken's Sphere to lower the odds of getting interrupted.
  • Invest in Blink Dagger icon.png Blink Dagger and even Shadow Blade icon.png Shadow Blade, as well as using trees and fog of war, to initiate with Black Hole, giving enemies little time to react. This stands true for night time where every most of the heroes get penalized on sight range.
  • Refresh your Black Hole immediately after casting when you have the Refresher Orb, as a teamfight can happen anytime, anywhere. Although, depending on the situation, Enigma may save Refresher Orb for the next cooldown, as a double Black Hole is devastating to the enemy team.
  • Sometimes Enigma may want to refrain from using Black Hole to initiate on a single enemy hero, as having the ultimate available as a threat may dissuade the enemies from pressing their advantages at late game.
  • Keeping the Black Hole level at 1 should be a decision that come from the game flow and enemy picks. When you don't have a second initiator like Magnus minimap icon.png Magnus, Treant Protector minimap icon.png Treant Protector or Earthshaker minimap icon.png Earthshaker also enemy team consist of highly mobile carry heroes or mana manipulators you may decide to lay waste on a single hero to break down their progress whenever you can.


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.

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 cover armor issues, while providing some extra mana regeneration and damage as well. Can be used as a step stone for Veil or Vladimir'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.

Late game:

  • Black King Bar icon.png Black King Bar grants spell immunity so the enemies cannot easily interrupt Black Hole. It applies a dispel on activation to shake off most debuffs like silence and prevent further disable 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.
  • Necronomicon 1 icon.png Necronomicon's summons can be handy for watching for any flanks, deny disabler attempts with mana burn and allows more 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 and mana manipulation. The damage return can help you slide away from a dire situation by creating an intimidating barrier, disencourages enemy from focusing on you.
  • Veil of Discord icon.png Veil of Discord can help the Pulse damage output of Enigma greatly. Alternative to support role, allowing Enigma to be a force to be reckon with. 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.
  • 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, 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.
  • 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.