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Thread: Enigma Guide

  1. #1

    Enigma Guide

    Enigma



    Mini-Guide


    Extension:


    Luxury:


    Foreword
    This is my second guide so far, and I've decided to write about my favourite hero this time. I'm kind of surprised that there's only one guide on this whole forum about Enigma, and it's for version 6.61b. I think that Enigma deserves something better. Or maybe everyone think that Enigma-ing is very easy, that it isn't even necessary to read or write a guide. I'm going to write this guide to prove them wrong. Even if we're really good at something, we can still improve, and make it better. I'm going to be updating this guide a lot, so feel free to give ideas (don't worry about credits).
    Basic Information

    Enigma is concidered a top-tier hero, but I don't see him getting picked very often. Because he's being constantly banned, players often think that he isn't worth mastering, since it's a rare sight to not see him in the ban list. Some even concider playing enigma as booring, since his skills are rather dull, dark, look really slow, not colorful. Enigma is really good at jungling, which gives the opportunity for all 3 lanes to go solo. He's also famous for his fast-farming capabilities, which give opponents a hard time keeping up. Enigma has a lot of mana issues, even with his high int growth, and is very fragile. Here I shall show you the true power of jungling and positioning for enigma.





    17 + 2.114 + 120 + 3.4
    AffliationScourgeDamage42-48Armor4Movespeed300Attack Range500Attack Animation0.4/0.77Casting Animation0.3/0.51Base Attack Time1.7Missile Speed900Sight Range1800/800



    Pros:
    • very good jungling capabilities
    • 2nd highest int gain
    • high str gain
    • high starting armor
    • a very fast farmer
    • very good at ganking early
    • synergy with every AOE spellcasters
    • item independant
    • can out-level and out-farm a solo hero

    Cons:
    • low starting strength
    • has a lot of mana issues
    • very fragile, even with his str gain
    • ultimate has a long cooldown and is channeling
    • very vulnernable to disables

    As you can see, he has a lot more pros than cons, but his ultimate has 2 cons, which is enough to make up for his pros.
    Skills

    Malefice
    Focuses Darchrow's hatred on a target, causing it to take damage over time and become repeatedly stunned.



    Type: Active
    Manacost: 110
    Cooldown: 15 seconds
    Casting Range: 600
    Duration: 2 seconds
    Allowed Targets: Enemy
    Effects: 30 damage every 2 seconds

    Type: Active
    Manacost: 130
    Cooldown: 15 seconds
    Casting Range: 600
    Duration: 4 seconds
    Allowed Targets: Enemy
    Effects: 40 damage every 2 seconds
    Type: Active
    Manacost: 150
    Cooldown: 15 seconds
    Casting Range: 600
    Duration: 4 seconds
    Allowed Targets: Enemy
    Effects: 65 damage every 2 seconds
    Type: Active
    Manacost: 160
    Cooldown: 15 seconds
    Casting Range: 600
    Duration: 6 seconds
    Allowed Targets: Enemy
    Effects: 80 damage every 2 seconds


    Notes:
    • Damage type: magical
    • The stuns will only be applied if the target is visible, contrary to the damage which is still dealt.




    Usage:

    Your primary ganking/chasing skill. Deals nice damage and allows you, your eldolons, your allies to catch up to your target and eliminate it. This spell prevents your target from tp-ing away for 6 seconds on level 4. Can be used for escaping too. Works best when ambushing someone with eldolons.



    Demonic Conversion
    Splits a creep into 3 malevolent aspects of itself, coming under your control.




    Type: Active
    Manacost: 170
    Cooldown: 35 seconds
    Casting Range: 700
    Duration: 35 seconds
    Allowed Targets: Non-hero/Non-ancient
    Effects: Spawns 3 Lesser Eidolons

    Type: Active
    Manacost: 170
    Cooldown: 35 seconds
    Casting Range: 700
    Duration: 35 seconds
    Allowed Targets: Non-hero/Non-ancient
    Effects: Spawns 3 Eidolons
    Type: Active
    Manacost: 170
    Cooldown: 35 seconds
    Casting Range: 700
    Duration: 35 seconds
    Allowed Targets: Non-hero/Non-ancient
    Effects: Spawns 3 Greater Eidolons
    Type: Active
    Manacost: 170
    Cooldown: 35 seconds
    Casting Range: 700
    Duration: 35 seconds
    Allowed Targets: Non-hero/Non-ancient
    Effects: Spawns 3 Dire Eidolons


    Notes:
    • The converted enemy unit will give you gold bounty and experience.
    • Eidolons will multiply when they have attacked 6 times. When this happens their health is restored.


    Summoned Unit Statistics:



    Level: 1 (12 experience)
    HP: 200
    HP regen: 0.25
    Mana: -
    Mana regen: -
    Damage: 16-24 (Normal)(450)
    Armor: 2 (Heavy)
    Movespeed: 250
    BAT: 1.5
    Missile speed: 900
    Damage point/backswing: 0.4/0.77
    Casting point/backswing: 0.3/0.51
    Vision day/night: 1200/800
    Acquisition range: 800
    Type: Summoned
    Bounty: 22-36
    Hand of Midas: 44-72
    Ability: Spell Resistance - 50% resistance against spell damage.



    Usage:
    A very powerful jungling/ganking/pushing tool. Even though they're vurnernable to physical attacks, clearing them with spells is really hard. If used properly, they can kill a support hero by themselves, if he's reckless enough and greedy enough not to run away. Eldolons can dish out a huge amount of damage early game. More about their usage shall be explained in the Gameplay section.


    Midnight Pulse
    Steeps an area in dark magic, causing all opponents who dare enter to take damage.




    Type: Active
    Manacost: 95
    Cooldown: 25 seconds
    Casting Range: 500
    Area of Effect: 400
    Duration: 8 seconds
    Allowed Targets: Enemy
    Effects: 3% max life lost per second

    Type: Active
    Manacost: 110
    Cooldown: 25 seconds
    Casting Range: 500
    Area of Effect: 400
    Duration: 8 seconds
    Allowed Targets: Enemy
    Effects: 4% max life lost per second
    Type: Active
    Manacost: 125
    Cooldown: 25 seconds
    Casting Range: 500
    Area of Effect: 400
    Duration: 8 seconds
    Allowed Targets: Enemy
    Effects: 5% max life lost per second
    Type: Active
    Manacost: 140
    Cooldown: 25 seconds
    Casting Range: 500
    Area of Effect: 400
    Duration: 8 seconds
    Allowed Targets: Enemy
    Effects: 6% max life lost per second



    Notes:
    • Damage type: magical
    • Damage goes through magic immunity.
    • Destroys trees in its area.



    Usage:
    Very powerful late-game spell. Can only unleash it's true potential if the targets are disabled for a few seconds. Works really well with Black Hole. If Black Hole is in cooldown, you can malefice-midnight pulse combo your opponent. Blink ahead of you opponent to block his way, making him stay in the area of Midnight Pulse, if you can.


    Black Hole
    Summons the powers from the darkest abyss, creating a vortex that sucks all nearby enemies closer, dealing damage.




    Type: Active
    Manacost: 200
    Cooldown: 200 seconds
    Casting Range: 250
    Area of Effect: 400*/500**/150***
    Duration: 4 seconds
    Allowed Targets: Enemy
    Effects: 30 damage at range, 60 damage close up

    Type: Active
    Manacost: 300
    Cooldown: 190 seconds
    Casting Range: 250
    Area of Effect: 400*/500**/150***
    Duration: 4 seconds
    Allowed Targets: Enemy
    Effects: 50 damage at range, 100 damage close up
    Type: Active
    Manacost: 400
    Cooldown: 180 seconds
    Casting Range: 250
    Area of Effect: 400*/500**/150***
    Duration: 4 seconds
    Allowed Targets: Enemy
    Effects: 70 damage at range, 140 damage close up



    Notes:
    • Damage type: magical
    • (*) Pull AoE
    • (**) Far damage AoE
    • (***) Close damage AoE
    • Disable works on magic immune units.
    • Completely disables all caught enemies.



    Usage:
    This is Enigma's signature skill. Black Hole is one of the most feared ultimates of all time. With this spell, you can completely disable the whole enemy team if positioned right. When combined with Midnight Pulse, can easily bring down enemy team's hit points to 50%. When using this, try to catch as much enemy heroes as possible. This is the priority of targets:
    • disabler
    • spellcaster
    • supporter
    • carry
    • tank

    To be continued...


    Last edited by HY.Maknae; 10-31-2010 at 12:17 PM.

  2. #2
    Skill Build
    Level 1 Demonic Conversion
    Level 2 Malefice
    Level 3 Demonic Conversion
    Level 4 Malefice
    Level 5 Demonic Conversion
    Level 6 Black Hole
    Level 7 Demonic Conversion
    Level 8 Malefice
    Level 9 Malefice
    Level 10 Midnight Pulse/Stats
    Level 11 Black Hole
    Level 12 Midnight Pulse
    Level 13 Midnight Pulse
    Level 14 Midnight Pulse
    Level 15 Stats/Midnight Pulse
    Level 16 Black Hole
    Justification
    Demonic Conversion is taken at level 1,3 so we can go jungling immediately. Malefice is taken at level 2 and 4. On level 5 a lot of players can't decide whether to take Malefice or Demonic Conversion. I personally take Demonic Conversion, since the only difference between level 2 and level 3 Malefice is damage and increased mana, which you don't need, while Greater Eldolons are much stronger compared to Eldolons. I personally max out Eldolons first. Black Hole is taken whenever possible. On level 10 you may take stats if you think that survivability is needed, and midnight pulse can wait. Take Midnight Pulse on level 12-15 if you took stats on level 10.



    Item Build
    Starting:

    Jungle:



    Ring of Basilius - ring of basilius allows your Eldolons tank a lot more, while giving you some mana regeneration. It's a bit risky though, as you may lose a lot more mana than you can regenerate.




    Core:



    Soul Ring - I consider this item Enigma's core. Although Enigma doesn't have that much HP, but soul ring allows him to cast one more spell if he needs it. Farming soul ring is not a problem for Enigma, and Soul Ring will give him the opportunity to perma-jungle. Getting this may delay your blink dagger, so you may skip it if you think you can get a dagger in time.

    Ring of Basilius - I reccommend that you get this and keep it, especially if you're going with the pushing strat.

    Dagger - the most important item for Enigma, no matter what guide, what build, whatever you're reading, this is a MUST. Noone's gonna let you slowly float in and blackhole them to death. Either they kill you, either they run away. Getting this item too early will only increase Enigma's mana issues, so I reccommend you get it after soul ring.

    Boots of Speed - upgrading boots isn't need imho. If you get power threads, you waste 25% attack speed. Get phase boots, waste damage and phase. If you phase for chasing, you'll have to wait 15 seconds for Malefice, and in that time you're vulnernable to a counter-gank. Phasing for blackhole is not needed: get blink. I leave boots as it is, so I can upgrade it to BoT late game.

    Wards - with blink dagger and wards, you can effectively ambush roaming/jungling/stalking opponents. Read this very detailed guide about warding.

    Extension:



    Black king Bar - best ensurance for your Black Hole against disablers and stunners. Gives you nice amount of hit points to sustain some physical hits.


    Luxury:

    Refresher Orb - allows you to cast double Black Hole. If placed right, 1 midnight pulse + 2 black holes = enemy team is down to 30% hit points. Adds a lot of mana issues to Enigma.

    Guinsoo's Scythe of Vyse - best disabling item in the game. Works well for every hero. Solves Enigma's mana issues. Though singletarget.

    Shiva's Guard - armor boost is great for survivability, Slow Aura for anti-carry. Arctic Blast works well with Black Hole, Slowing everyone and dealling moderate damage. Gives a lot of mana.

    Heart of Tarrasque - very good survival item for any hero. If disabled, allows Enigma to survive long enough to cast Black Hole.

    Boots of Travel - provides great mobility, allows you to buy-back teleport, if ambushed, to assist your team in defending or clashing. Great for counterpushes or mass-pushing.

    Situational:

    Urn of Shadows - not very good on enigma, since he'll probably be missing a lot of action when jungling. For it's cheap price, might work well as a substitute for Soul Ring. Get this if your team has hardcore gankers, and you can assit them to get some charges for later use.

    Force Staff - get this if you can't afford to buy blink dagger early, or are constantly disabled by Zeus, Spectre.

    Mekansm - works very well when you're going for support Enigma. Farming this will not be a big issue, so if your team is in need of some supporting, don't hesitate and get this.

    Khadgar's Pipe of Insight - buy this if the enemy team has a lot of nukers, AOE spells or initiators. Pipe is not used only to soak up some damage, the huge green effect is also used for mind games. Imagine a huge army with giant green spheres covering half of the screen: this will give you the opportunity to initiate first, while the enemy team is still trying to make the right decision.

    Linken's Sphere - take this if the enemy team has ultimate disables like Doom, Primal Roar, Reaper's Scythe etc.

    Necronomicon - Black Hole + Necromicon is a very powerful combo. Allows you to chase after invisible heroes, burn some mana while you suck them all. Grants minor survivability.

    Ethereal Blade - probably the most logic-lacking item in the game. Grants you a lot of agility, which you'll be unable to use on ethereal units. Get this item if there's a hardcore carry on the enemy team (especially Sniper).

    Rejected:

    - leave these items for your carry.







    Gameplay

    Early Game
    Jungle
    Time for you to hit the jungle. This will probably the most booring part of the game, since your only friends are going to be eldolons and angry neutral creeps.

    1) Farming in Sentinel jungle:

    Go and wait for the rune, protect an ally so he can ward safely. Stand to the right of camp 7, so you can prevent:
    a) Scourge heroes from pull-blocking and safe-warding
    b) Sentinel heroes from safe-warding


    After 30 seconds have gone by, start farming in spot 10. Then you can proceed to spot 11 or 9 with 6 multiplied Eldolons. In spot 11 your Eldolons will mostly die or expire, so try to focus on the big creep, while leaving the small one for conversion. Spot 9 is the same as spot 11, but you have a wider choice after finishing this camp. It's best if you finish spot 9, move to spot 8, multiply there, and go ambush the bottom lane. With 6 eldolons you're able to dish out a tremendous amounth of physical damage. Combined with your ally's slow, stun or just auto-attack, your malefice, you have 80% of grabbing a kill.





    2) Farming in Scourge jungle:

    Here's the jungle layout:







    Stand to the right of camp 1, a little bit to the left of the rock that blocks sight to the top rune. If you stand there, you prevent:
    a) Scourge Heroes from safe-warding
    b) Sentinel heroes from safe-warding and pull-blocking


    After 30 seconds, go to camp 3, then go to camp 5. I don't reccommend going to camp 4, since stronger creeps are in camp 5, and you can take them out for more exp with multiplied eldolons. Aim for the big creep, leave the small one for conversion. After you convert the small one, camp 3 should be ready, return to camp 3, and your eldolons will likely expire by now. Go to camp 4, convert, kill, go to camp 2 if noone is pulling, or go to camp 1 if camp 2 is occuppied. In camp 1 convert the small one, kill the big one, wait for them to multiply, ambush the top lane (concidering that they have no wards), grab a kill or two.

    Repeat the jungling process.

    TIPS:
    • be careful when facing Satyr Tricksters (Purge). Kill one Srickster first, then convert the other.
    • try to make one eldolon being targeted by only 1 creep. If you disperse damage like that, then by the time all of 3 Eldolons reach low health, they'll multiply.
    • convert the orange/brown Ogre instead of the blue one. Blue one doesn't cast frost armor, so there's no point.
    • when facing the satyr tryo, kill the Satyr Srickster by hand, then convert Satyr Soulstealer.
    • cast demonic conversion on your own Eldolons when facing Mud Golems.
    Solo
    Going solo is another good option for Enigma. When soloing, you can out-farm any other solo laner with your free deny spell, dominate the whole lane and push at the same time.

    First thing is to pick a lane. If you're Sentinel, go top, if you're Scourge, go bot. These lanes tend to be safe spots for enemy carries to farm, but as your allied creeps will be close to the enemy tower most of the time, pushing will be very easy.

    To completely dominate the lane, use demonic conversion on creeps outside of enemy's exp-gain range (1000) as much as possible.

    Solo strategy is very simple, so there's not much to talk about and illustrate here.


    Mid Game

    You should have your blink dagger by now, and lets assume that you're level 9-10. If your team is turtling, then you shouldn't go for a push, instead, help your teammates in ganking. All you have to do is Blink => Convert ANYTHING => Malefice target => Select eldolons and right click on target => Black Hole.
    Remember to use Black Hole whenever you can, even if it's meant to be used to kill a single target or save an ally (not on creeps, no). If you only have semi-carries, take down a tower a two for some gold. Remember that Eldolons can be used on Meaet Wagons or Glaive Throwers too, so whenever you see one, cast one it (the enemy one), for easy gold and a fast push. If you see an ally in need, spawn Eldolons and order them attack the chaing target. In a lot of cases they would just be too busy chaisng your ally, not caring about 43-51 damage Eldolons shooting them, until it's too late.


    Late Game

    The true moment for Enigma to shine. This is the time where a single Black Hole can decide the outcome of the battle. In this phase, Eldolons lose their usefulness against heroes, but are still powerful for pushes and defending. Malefice's stun is more important now than never, and a single midnight pulse can scare away the whole enemy team. Even without your ultimate, you can still prove your usefulness to your team, by quietly Eldolon + Malefice combo-ing the supporter that stands behind the enemy lines. Midnight Pulse in the middle of the battle and your enemies will have 2 choices:
    a) Disperse and get hit while running
    b) Continue casting spells/attacking while losing health
    Be careful though, timing your blackhole is absolutely crucial. If noone follows up to your Black Hole, you're as good as a sitting duck.




    Blink Tips


    • try not to stay behind your team, try going on a parrallel HORIZONTAL line with them.


    • try to stand on hills, cliffs to prevent enemies just rushing in and killing you if they spot you.

    • use wards to assit your blinking if you can. I.e. in pushes, try to place a ward behind the enemy tower, so you can position your blink perfectly.


    • if it's really necessary, use black hole to disable your opponents, allowing your blink dagger to re-enable. You will have 1 or more seconds to dagger away.





    Good Allies
    - with these initiating maniacs, a single combo of 3 will send your enemies straight to hell (or heaven).




    Some Bad Enemies

    Nortrom - the famous combo-breaker. Blink in and watch yourself being pummled to death.

    Earthshaker - has 3 stunning abilities, one his long ranged, ultimate that prevents you being able to stay near Eldolons. He can initiate even and destroy your teammates before you, so watch out.



    Pandaren Brewmaster - this drunk panda has an ace up his sleave: Primal Split. All 3 pandas are immune to your blackhole, so if you don't have that bkb, get ready to be interrupted every time.

    Traxex - blinking away from her shall be a problem. Silence to prevent you from stunning/sucking, frost arrows to disable blink. Really really annoying.

    Oblivion - all your skills cost 140+ mana. Cast all spells near his Nether Ward and you'll find yourself counting numbers on the scoreboard.

    Zeus- Thundergod's Wrath will cancel your dagger, and even if you manage to cast Black Hole, his Lightning Bolt with it's ridiculous casting range will stop you.







    [quote]

    HOpe you will give Enigma around for a try and see what it can do, following the guide.
    with it's little eidolons ... and try to suck 'em all up.



    Source
    Last edited by HY.Maknae; 10-31-2010 at 07:55 PM.

  3. #3

  4. #4
    Quote Originally Posted by -BR-.NotYeT. View Post
    Source please? :]

    Edited/Fixed.


  5. #5
    Weeeeee Nc!!!

  6. #6
    Ever tried Lothars on him??? Deeeeaaaadddly!
    BARA-BARA-BARA-!

  7. #7
    Tama poh good allies nya Treant Protector , Overgrowth then Black Hole <Good Game!>

  8. #8
    Tnx sa Guide aus to pag Sand king, Lich, Trent Protector and Shadow Fiend, pero d mo mapipick sa Captains mode yan ahaaha!
    HLR1 Tambayan
    ID:nAix_05
    UID:8845506
    Clan:Total Pawnage (TP)
    Type:Gold Member

    Active:Forumer
    Motto: Practice Makes Perfect.

  9. #9
    Level 1 Demonic Conversion
    Level 2 Malefice
    Level 3 Demonic Conversion
    Level 4 Malefice
    Level 5 Demonic Conversion
    Level 6 Black Hole
    Level 7 Demonic Conversion
    Level 8 Malefice
    Level 9 Malefice
    Level 10 Midnight Pulse/Stats
    Level 11 Black Hole
    Level 12 Midnight Pulse
    Level 13 Midnight Pulse
    Level 14 Midnight Pulse
    Level 15 Stats/Midnight Pulse
    Level 16 Black Hole

    its my build too.. 17-25 stat..

  10. #10
    scourge sya?kala ko sentinel.

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