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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. Enemies affected by Black Hole cannot move, attack, or cast spells. Malefice Focuses Enigma's power on a target, causing it to take damage and become repeatedly stunned for multiple instances.

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Demonic Conversion Transforms a creep into three fragments of Enigma himself. Midnight Pulse Steeps an area in dark resonance, damaging enemy units based on their max HP. 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. Cannot be cast on spell immune enemy units. Eidolon's ability to split is not disabled by Break.

Enigma is capable of drawing aspects of himself from other dimensions - the result is a trio of dark eidolons that hunt the corporeal plane. Notes: Demonic Conversion kills the target unit, granting the gold and experience bounty, or resulting in a deny when cast on allied units. Attacking buildings or allied units does not count towards the number of attacks required to multiply, but attacking wards does.

The attack is counted upon projectile launch, not upon hit, therefore, it does not matter whether the attack actually hits the target or not.

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Eidolons multiply upon their 7th attack projectile launch, regardless of whether the attack is a valid one such as a building. When multiplying, the Eidolon's health is refreshed. Their duration is not refreshed. However, the splitting Eidolon's duration gets increased by 2 seconds. Eidolons can only multiply once. Eidolons which spawned through multiplication, cannot multiply.

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Ability Target Area. Damage Pure. Steeps an area in dark resonance, damaging enemy units based on their max HP. A section of the world slowly descends into the void.

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Can deal up to Does not affect ancient creeps and wards. Successive casts of Midnight Pulse work fully independently from each other. Destroys trees within radius at the target location upon cast. Summons a vortex that sucks in nearby enemy units. Enemies affected by Black Hole cannot move, attack, or cast spells.

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Adds the current level of Midnight Pulse to Black Hole. Black Hole Pull: Undispellable. The ground trembles as Enigma channels his ultimate vortex of destruction, a singularity with the power to end worlds. Notes: Fully disables all caught enemies and silences them. Spirals affected units counterclockwise towards the center at a speed of 30, resulting in a maximum possible distance of The closer the units are to the center, the stronger they get pulled to the center, with almost no pull, but only rotation at max distance.

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Can pull affected units over impassable terrain and through trees without destroying them. Units inside Black Hole can be pulled out by various spells. The pull and disable are provided by an aura , which lingers for 0. Deals damage in 1 second intervals, starting 1 second after cast, resulting in 4 instances. Does not affect wards or buildings.

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Fully affects couriers. The Aghanim's Scepter does not actually cause Midnight Pulse to be cast when using Black Hole, it just adds its damage to Black Hole: The extra damage is equal to the current level of Midnight Pulse, so if not learned, Black Hole deals no extra damage. The extra damage is dealt in separate instances, in the same intervals as Black Hole's damage, resulting in 8 total instances together with Black Hole's regular damage.

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The extra damage is dealt across the whole radius of Black Hole and lasts for the duration of Black Hole. The extra damage stacks with any previously cast Midnight Pulse and deals pure damage. Unlike the Midnight Pulse skill, the upgrade's pulse damage hits ancient creeps.

follow link Also unlike Midnight Pulse, it does not destroy trees in the area upon cast. Provides range ground vision at the targeted point for 4 seconds upon cast. The magic resistance talent increases Enigma's magic resistance to Gold granted from the talent is unreliable gold. The cooldown reduction talent stacks multiplicatively with Octarine Core and additively other sources of cooldown reduction.

The health talent increases maximum health capacity, and keeps the current health percentage. Model before Version 7. Navigation menu Namespaces Page Discussion. Views View Edit History. This page was last edited on 25 August , at Dota 2 content and materials are trademarks and copyrights of Valve or its licensors. All rights reserved. This site is a part of Wikia, Inc. About Dota 2 Wiki Disclaimers Mobile view.

Support Contact PRO. Level Base 1 15 25 Health Movement speed