
The Art of Sucking
Guide written by CyberTech
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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). |
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. |
Malefice
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
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
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
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 |
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 JustificationDemonic 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. |
Starting: Jungle: Support:
Solo:
Core: Extension: Luxury: Situational: Rejected: |
Early Game JungleTime 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: Here's the jungle layout: 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 Screenshot: 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. Screenshot: Repeat that process and you've got yourself a good early game. 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 Screenshot: 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. Screenshot: Repeat the jungling process. TIPS: • when facing furbolgs and centaurs, try to make eldolons stand separately to avoid Thunder Claps and War Stomps. • 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 Dark Troll, try to kill the blue one first, so skeletons could be summoned for more exp. Be careful, skeletons can dish out a fair amount of damage. • cast demonic conversion on your own Eldolons when facing Mud Golems. SoloGoing 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. Screenshot: • try to stand on hills, cliffs to prevent enemies just rushing in and killing you if they spot you. Screenshot: • 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. Screenshot: • 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. |
NOTE: watch out for Earthshaker. |
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Author: CyberTech
Map Vers.: 6.71b
Enigma Guide
The Art of Sucking
Last Comment:08/03/2013
Total Votes: 295
Current Rating: 8.94
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