2 | 8 | 11 | 16 |
1 | 3 | 5 | 7 |
4 | 9 | 13 | 14 |
6 | 12 | 18 |
10 | 15 |
My guides are streamlined for specialized purposes. You don't need all that item build bloat that most guides carry. I trust you to adjust your build as needed based on enemy builds and heroes -- I only include two situational items that are often necessary.
Likewise, you don't need to digest a dozen color coded chapters to understand how to use a hero in a specific way, so I've kept it short and sweet.
Enjoy the guide. Follow it and 9 times out of 10 you will be the Playmaker for your team, playing behind the scenes until the time comes for you to send 5 enemy heroes to the afterlife.
2 clarities will carry you to level 3 or 4. Don't bother with healing or defensive items -- you won't need them vs creep camps and the sooner you get blink, the better.
Enigma is one of only three heroes that are still viable and effective in the jungle. Don't let anyone tell you "Jungle was nerfed, get in lane Enigma." They are unaware that Enigma still jungles efficiently. Leave jungle only for the occasional gank/save.
Rush Aghs: Default option
Rush BKB: When enemy team has long range disables from heroes that stay on the edges of combat (Venge, Sniper) or if they have Silencer
Rush Blademail: If enemy team has Sniper (to survive his autoattacks during BH channel)
After you have blink and are level 6, start ganking the nearest lane. Never fire off Black Hole without first laying down Midnight Pulse. If you can't lay down your E before your R every time, you're not good enough to play Enigma in ranked and you should practice in unranked until you can.
Always activate BKB before blinking in for the E + R combo, no matter what. No exceptions.
Always activate BM before blinking, too, if you decide to get it. No exceptions.
Jungle until level 6, then assess what the team needs as far as lane support/ganks go. Only leave jungle early if one of your lanes is getting stomped or a nearby ally needs saving.
Save most of your BHs for teamfights but don't be afraid to Ult single targets early on, especially if the enemy team isn't roaming.
Durability
1) When the enemy team has strong auto attackers that will pick you off during your BH channel. Sniper comes to mind.
2) When the enemy team has high damage AoE: Legion Commander, Sniper, UL, Axe
3) When the enemy team has fast attack and Maelstrom
Push
If the above three criteria aren't met by the enemy team.
Strong/Many Eidolons is almost always better, but if the enemy team can eat your eidolons they can become a severe liability.
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