Like the Void between the Stars - Enigma
BlueBrick
November 19, 2014
Introduction
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 personifieda 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 sentienthis motivations unknowable, his power inexorable, a force of destruction unleashed upon existence itself.
Hello and welcome to my guide to
Enigma!
Enigma is a ranged intelligence hero who has the ability to disable entire teams by himself. His most famous skill is
Black Hole, a gamebreaking ultimate that can turn teamfights around. This is why he is usually focused first in teamfights.
Although
Enigma is not classified as a support, most people play a supportive role with him. I mean, he definitely can't be a carry, so he has to be played as a support. So I can say that
Enigma is one of my favourite support heroes.
When people think of
Enigma, they think of
Black Hole. He is more than just
Black Hole, and I will show you how to play him.
So I hope my guide will help you to understand and play
Enigma better.
Pros and Cons
Pros
- Good teamfight presence
- Effective Jungler
- Effective Solo Laner
- Good pusher
- High Intelligence gain
Cons
- Pretty squishy
- Usually focused in teamfights
- Spells have high mana cost
- Ultimate has a LONG cooldown
Skills and Abilities
Malefice
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Ability:
Affects:
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Single Target
Enemies
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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.
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Level
1
2
3
4
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Mana Cost
110
130
150
160
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Number of instances
3
3
3
3
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Damage per instance
25
40
55
70
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Stun duration per instance
0.25
0.5
0.75
1
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Malefice duration
4
4
4
4
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Cooldown
15
15
15
15
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Notes:
- Hits the target in 2 second intervals, starting immediately as the debuff is placed, resulting in 3 strikes.
This is
Enigma's first skill,
Malefice. This skill is mainly used to cancel channelled spells, cancel teleports, or just finish off someone with low health.
This skill is great for chasing down enemies, because they will be repeatedly stunned, so you can catch up with them.
You can also use this skill in combination with
Midnight Pulse, so the enemies will stay in the AoE for a longer time, thus taking more damage.
Midnight Pulse will be explained later.
Demonic Conversion
Demonic Conversion |
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Ability:
Affects:
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Single Target
Creeps
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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.
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Level
1
2
3
4
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Mana Cost
170
170
170
170
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Cast Range
700
700
700
700
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Number of Eidolons
3
3
3
3
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Attacks to multiply
6
6
6
6
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Duration
35
35
35
35
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Cooldown
35
35
35
35
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Notes:
- When the Eidolons multiply, their health is refreshed, but their duration is not refreshed.
- Eidolons can only multiply once. Multiplied Eidolons cannot multiply further.
- Cannot be cast on Ancient creeps or Roshan.
- Can be cast on Siege creeps.
This is what makes
Enigma such a good jungler. You can turn a creep into your very own demon children.
If you cast Demonic Conversion on an enemy or neutral creep, you will still gain the gold and exp! You can also use this to deny your own creeps.
Guess what? The Eidolons last as long as the cooldown of the skill. So once your Eidolons expire, you can cast it again and continue farming.
The mana cost of Demonic Conversion is quite high, at 170. This is why you must get lots of
Claritys before you jungle.
Midnight Pulse
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Ability:
Affects:
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Point Target
Enemies
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Covers an area in dark resonance, damaging enemy units based on their max HP.
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Level
1
2
3
4
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Mana Cost
95
110
125
140
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Cast Range
700
700
700
700
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Radius
600
600
600
600
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Max health as damage
3%
3%
4%
5%
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Duration
11
11
11
11
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Cooldown
35
35
35
35
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Notes:
- Does not affect Ancient creeps, Roshan and Couriers.
- Successive casts of Midnight Pulse on the same area work independently. They fully stack.
- Destroys trees in its area.
Don't you like the name?
Midnight Pulse. It sounds so...cool.
Anyway, this is
Enigma's third skill. It will cover an area in some dark vortex thing, and any enemies in that area will take periodic damage.
This ability will destroy trees, so you can use it to clear juking paths in the trees.
This skill, in combination with
Black Hole, can deal huge damage to enemies.
Also,
Midnight Pulse deals PURE damage. So it completely ignores spell resistance!
Black Hole
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Ability:
Affects:
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Point Target
Enemies
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Summons a vortex that sucks in nearby enemy units. Enemies affected by Black Hole cannot move, attack, or cast spells. The closer units get to the center, the more damage is dealt.
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Level
1
2
3
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Mana Cost
275
350
425
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Duration
4
4
4
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Disable radius
400
400
400
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Far damage radius
400
400
400
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Close damage radius
200
200
200
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Far damage
25
50
75
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Close damage
50
100
150
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Cooldown
200
190
180
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Notes:
- Can pull units through impassable terrain and through trees.
- Does not affect buildings, wards and siege creeps.
- Magic immune units will be disabled, but they don't take the damage.
Ah, the infamous
Black Hole. This is why
Enigma has such a good teamfight presence. This is why he is always focused first in teamfights.
Because he can disable an entire team!
This spell has the longest cooldown of any spell in the game. More than 3 minutes. So use it wisely.
But even though it has a long cooldown, you shouldn't be afraid to use it on a single enemy in the early game. If you can guarantee the kill, just use
Black Hole on a single enemy, in early game. Don't do this in mid or late game, because you need it for teamfights.
Item and Skill Builds
Starting items for Enigma are very different from other heroes. He needs lots of Claritys because his skills cost a lot of mana. And he needs some sort of mana regeneration, for the same reason.
Starting Items
You will be jungling. So you don't need items like
Iron Branches. Instead, you can spend the gold on an
Animal Courier for your team.
Observer Wards are of high priority. You need to ward the entrances of your jungle so you can see any incoming enemies.
I'm not just talking about 1
Clarity here. You need at least 3
Claritys. No kidding. You want to be able to use Demonic Conversion over and over again. So, get those
Claritys.
Sage's Mask is a very good pickup. It gives an additional 50% mana regeneration, which is a lot if you think about it.
Later, craft your
Sage's Mask into a
Soul Ring
Early Game Items
Here are a few good early game purchases to help you jungle, and also to help in fights.
You want to get
Magic Stick if you are facing a lot of spell casters, such as
Lina or
Zeus. You are an initiator. Initiators definitely need this.
Boots of Speed will give you that extra movespeed to move in and initiate. This is until you get
Blink Dagger.
You can craft your
Sage's Mask into a
Soul Ring or a
Ring of Basilius. I personally prefer
Soul Ring. Sacrificing a little health is not a problem because you'll be in the jungle anyway.
Core Items
Blink Dagger is a core item for every initiator, including you. Try to get this as soon as possible.
Magic Wand ia basically an upgraded version of
Magic Stick. Again, get this if you are facing many spell casters.
Now, some of you may be wondering, why
Bracer? Because you are an initiator, that's why
Bracer. You will always be focused in teamfights.
Bracer will let you tank the damage, because you are pretty squishy.
Bracer is definitely a must.
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