Dota 2/Enigma
Enigma is a ranged intelligence hero who is primarily played as an initiator, but can also be played as a jungler, a pusher or a support. His Malefice is a very annoying stun which can set up kills perfectly for his allies. He can also jungler very efficiently due to his Demonic Conversion, which acts like a Hand of Midas but actually gives him summoned units to fight with. He is also capable of doing damage that is threatening to heroes of any level with Midnight Pulse, though it is often overlooked. When it comes to Enigma, one must never forget to mention his ultimate, Black Hole. It is one of the best initiation abilities in the whole game, changing the tides of teamfights and being able to disable entire teams if positioned correctly.
Abilities[edit]
Malefice[edit]
- Ability: Target Unit
- Affects: Enemy Heroes
- Damage Type: Magical
- Stun Duration: 0.25 / 0.5 / 0.75 / 1
- Damage Per Hit: 75 / 120 / 165 / 210
- Instances: 3
- Mana Cost: 110 / 130 / 150 / 160
- Cooldown: 15
Malefice causes the target to get stunned for 3 instances every 2 seconds, as well as taking some damage. It is a very annoying stun, and it can sometimes be more effective than a single, long stun. The repeated stunning hinders the target's movements, allowing your allies to catch up to it. It is also a great way to set up for followup disables, or to start a gank attempt.
Demonic Conversion[edit]
- Ability: Target Unit
- Attacks To Multiply: 6
- Mana Cost: 170
- Cooldown: 35
Demonic Conversion converts a creep, allied, neutral or enemy, into 3 Eidolons that are under your control. These Eidolons will last for 35 seconds, and will multiply after 6 successful attacks, restoring the Eidolons health back to full. If the converted unit is an enemy or neutral, it will still grant all the gold and experience as if it was killed by you. It is good for jungling without putting yourself in any harm, pushing down towers or just simnply increasing your damage output.
Eidolon | |
---|---|
Health | 180 / 200 / 220 / 240 |
Damage | 20 / 28 / 38 / 47 |
Base Attack Time | 1.5 |
Armor | 2 / 3 / 4 / 5 |
Magic Resistance | 50% |
Move Speed | 250 / 250 / 260 / 260 |
Sight Range | 1200/800 |
Attack Range | 450 |
Missile Speed | 900 |
Midnight Pulse[edit]
- Ability: Target Point
- Damage Type: Universal
- Radius: 400
- Damage Per Second: 4% / 5% / 6% / 7%
- Duration: 8
- Mana Cost: 95 / 110 / 125 / 140
- Cooldown: 25
Midnight Pulse damages any enemy unit that is caught inside it for a percentage of their max health. It is useful for pushing creep waves and it can be quite strong during teamfights, as staying in the pulse for the entire duration will do up to 56% of a unit's health, which becomes more the more health that unit has. It is also deadly if used just before a Black Hole, which will make it do massive damage to everyone caught in it.
Black Hole[edit]
- Ability: Target Point
- Damage Type: Magical
- Radius: 500
- Min Damage: 30 / 50 / 70
- Max Damage: 60 / 100 / 140
- Duration: 3
- Mana Cost: 250 / 350 / 450
- Cooldown: 200 / 190 / 180
Black Hole creates a black hole that sucks every enemy unit near it, completely disabling them and pulling them toward the center. The closer the unit is to the center, the more damage they will take. It is among the strongest initiation abilities, being able to start a fight off giving your team a large advantage, and easily setting up other AoE abilities.
Aghanim's Scepter can be bought by Enigma and will add the current level of Midnight Pulse damage to units caught by Black Hole. This damage also stacks with an existing Midnight Pulse.