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Enigma · Offlane (pos. 3)

Enigma Safe Play Guide

DefensiveData-drivenMediumPatch 7.41
5KUpdated

This guide is assembled by the site from match data and the game's own information — nobody wrote it by hand. Official and community guides appear alongside it when they exist.

Overview

This guide is about playing Enigma safely and consistently. Safe offlane means soaking experience from a distance, pulling the wave's attention and never dying for a last hit. The kit brings crowd control (stun) with Malefice.

Strengths

  • Reliable stun: Malefice sets up kills and interrupts enemy channels.
  • Black Hole can swing team fights: it hits several enemies at once.
  • Takes towers quickly: Valve lists it as a Pusher.

Weaknesses

  • No escape in the kit: without good positioning and vision, Enigma is easy to catch.
  • Low base armor (1): vulnerable to physical harass early on.

Builds

Survival build

DefensiveRecommended
Open build

When to use it

Prioritises the popular items that keep you alive — Black King Bar and Spirit Vessel. Choose it against heavy disables or burst, or when you are the enemy's focus. Built from what Enigma players buy in the public matches we measured.

Where it's played

Picked before the game: the main lane first, then the alternatives.

Seen from RadiantRadiant · bottom leftDire · top right
  1. OfflaneMain83% of matchesOff lane as the space-making core (pos. 3).
  2. MidPriority 210% of matchesMid lane, one against one (pos. 2).

Starting items

Iron BranchFaerie FireTangoMagic StickRing of RegenCirclet

Core items

  1. 1Black King Bar+10 Strength, +24 Damage. Active: Avatar.
  2. 2Spirit Vessel+1.75 Mana Regeneration, +10 All Attributes, +2 Armor. Active: Soul Release.
  3. 3Octarine Core+25% Cooldown Reduction, +450 Health, +450 Mana.
  4. 4Vladmir's Offering+1 Armor, +0.75 Mana Regeneration.

Boots

Tranquil Boots

Late game

Drum of Endurance+8 Strength. Active: Endurance.Pipe of Insight+14 Health Regeneration, +20% Magic Resistance. Active: Barrier.Force Staff+10 Intelligence, +175 Health. Active: Force.

Skill order

Max order:Demonic Summo…›Malefice›Midnight Pulse

Ability1234567891011121314151617
●·●·●·●··········
·●·●···●●········
·····●······●···●
·········●·●·●●··

Talents by level

  1. +4 Demonic Summoning Eidolons
    +4 Malefice Instances
    25
  2. +30 Eidolon Damage
    +200 Midnight Pulse Radius
    20
  3. +250 Health
    +100 Event Horizon Radius
    15
  4. +50 Black Hole Damage Per Second
    +10 Eidolon Attack Speed
    10

Abilities

  • Malefice20 / 18 / 16 / 14s100 / 110 / 120 / 130 mpFocuses Enigma's power on a target, causing it to take damage and become repeatedly stunned for multiple instances. An instance strikes every 2 seconds.
    Stun duration
    0.3·0.5·0.7·0.9
    Damage per instance
    55·70·85·100
    Instances
    3
    Basic ability — applies a stun. Save it for priority targets or to interrupt a channel.
  • Demonic Summoning45 / 40 / 35 / 30s70 / 80 / 90 / 100 mpSummons three fragments of Enigma himself at the cost of health. The eidolons health is increased by 3% of Enigma's current health. 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.
    Spawn count
    3
    Attacks to multiply
    6
    Eidolon hp
    180·200·220·240
    Eidolon damage
    16·28·40·52
    Eidolon magic resistance
    30%·40%·50%·60%
    Eidolon attack range
    380·420·460·500
  • Midnight Pulse40 / 35 / 30 / 25s65 / 90 / 115 / 140 mpSteeps an area in dark resonance, dealing 5 + a percentage of the enemies current HP as damage.
    Radius
    600
    Current health as damage
    4%·6%·8%·10%
    Duration
    9·10·11·12
  • Event HorizonPassiveUnits in a 600 radius moving away from Enigma have a movespeed penalty.
    Movement slow
    5%
  • Black Hole180 / 170 / 160s300 / 400 / 500 mpCHANNELED - Summons a vortex that sucks in nearby enemy units. Enemies affected by Black Hole cannot move, attack, or cast spells.
    Damage per second
    100·150·200
    Radius
    420
    Duration
    4
    Ultimate — hits an area and summons units. Plan your fights around its cooldown.

Most played skill order

The most played order in the last 100 professional matches with this hero. Highlighted levels are the points spent on talents.

Max order:Demonic Summo…›Malefice›Midnight Pulse

Ability1234567891011121314151617
●·●·●·●··········
·●·●···●●········
·····●······●···●
·········●·●·●●··

Strategy

1Safe laning

Safe offlane means soaking experience from a distance, pulling the wave's attention and never dying for a last hit. Trade when the enemy support uses their mana or leaves the lane; a level up is worth more than a kill here.

2Surviving fights

You go in first: land Malefice on as many heroes as you can and soak the spells your carry fears. You have no escape in the kit, so your position is your defence: stay behind someone who can protect you.

3Positioning and peel

Stand where the enemy has to go through your team to reach you, and protect whoever the enemy focuses. Hold Malefice for the enemy diver.

4Playing from behind

When the game goes badly, farm what's safe, defend with your team and wait for the enemy to make a mistake: a single won fight can turn it around.

Tips

  • Save Malefice for whoever jumps on your team.
  • Go back when your key abilities are down: a reset costs less than a death.
  • Never be the first to show on the map in the late game.
  • If enemies are missing from the map, back off before they appear.

Matchups

Weak against

  • Hoodwink45.9%win rate in the matchup

    Enigma only wins 45.9% of the 74 games measured against Hoodwink this patch.

    74 matches

  • Snapfire46.3%win rate in the matchup

    Enigma only wins 46.3% of the 54 games measured against Snapfire this patch.

    54 matches

  • Flaming Lasso lets Batrider reach Enigma, who has no escape in the kit.

Changelog

  1. Guide created for patch 7.41.

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