Enigma in 7.41f: Eidolons Trimmed, Black Hole Weakened

Enigma in 7.41f: Eidolons trimmed and Black Hole weakened

Hi! Today I’m looking at Enigma — a hero who almost always raises the same question: is he actually strong on his own, or are we just afraid of Black Hole and automatically rank him above everyone else? The reason is simple: in 7.41f his numbers were tweaked again, and now the picture is a little less comfortable for fans of Eidolon-based play and greedy teamfighting.

Role and abilities

Enigma is a universal ranged hero with a difficulty rating of 2 out of 3. In terms of roles, he’s labeled as a Disabler, Pusher, and Initiator, and that’s a pretty fair description: he’s less about “just sitting back and farming” and more about pressure, control, and finding the right opening to take a fight. I think that even now he still has the exact kind of kit that makes him useful without a perfect start: the threat of a huge ultimate, lane and tower pressure through Eidolons, and the ability to make the map uncomfortable for the enemy.

From the official description, it’s clear that Enigma fights from a distance and relies on Demonic Summoning and Black Hole: Eidolons create constant presence in lane and during pushes, while the ultimate is the very argument teams hate standing clumped around. His innate Event Horizon also pushes him toward space control rather than direct face-to-face brawling.

Recent patch changes

Looking from newest to oldest, 7.41f slightly hit Enigma exactly where he most often builds an advantage.

  • 7.41f — Demonic Summoning Eidolon attack range was reduced: 425/450/475/500 → 380/420/460/500.
  • 7.41f — Black Hole with Aghanim’s Scepter had its pull speed reduced: 175 → 150.
  • 7.41f — the level 20 talent Eidolon damage bonus was reduced: 40 → 30.
  • 7.41d — Demonic Summoning cooldown was changed: 40/38/36/34 → 45/40/35/30 seconds.
  • 7.41b — Event Horizon movement slow when moving away from the owner was increased: 4% + 1% per level → 5% + 1% per level.
  • 7.41b — Demonic Summoning fixed a damage spread bug on Eidolons and increased their damage; the final range became 12–20/24–32/36–44/48–56.
  • 7.41 — Gravity Well was removed and a new innate, Event Horizon, was added.
  • 7.41 — enemies within 600 radius are slowed by Event Horizon when they try to move away from the ability’s owner.
  • 7.41 — the level 15 talent that gave bonus damage per proc on Malefice was replaced with a bonus to Event Horizon radius.

My impression is that this is a careful trimming of comfort, not an attempt to break the hero. But even changes like this matter for Enigma: he already loves having space, and now his Eidolons pressure a little less effectively while Black Hole with Aghanim’s Scepter is a bit less annoying. Not ideal.

Statistics

According to OpenDota, over the last 7 days Enigma was played in 159,190 public matches, with a win rate of 50.6%. That’s 43rd out of 127 heroes by win rate and 95th by number of games. So he doesn’t look like some rare experiment or a clear pub favorite — just a solid workhorse that sits more or less on the line.

The picture by rank is noticeably more interesting:

  • Herald — 47.4% win rate.
  • Guardian — 48.1%.
  • Crusader — 48.9%.
  • Archon — 50.2%.
  • Legend — 51.3%.
  • Ancient — 52.3%.
  • Divine — 55.6%.

That’s interesting: the higher the rank, the better his numbers get. I think that matches the hero’s nature well — Enigma likes discipline, timing, and proper coordination around Black Hole. In lower brackets he often looks “almost strong,” while in more organized games he starts to shine much more.

In pro matches, according to OpenDota over the latest period, Enigma had 14 picks, 6 wins, and 63 bans. The pick count is modest, but the bans say plenty: the ultimate still gets respect, even if the hero isn’t at the center of the meta. I wouldn’t draw huge conclusions from those numbers — one good stretch doesn’t make a hero a permanent problem — but it’s definitely not a hero to forget about.

Items and opponents

Looking at common items in pro matches, Enigma is pretty predictable: he likes mobility, picks up survivability, and strengthens the moment when it’s time to press the deciding button.

  • Starting items: Iron Branch, Tango, Faerie Fire, Ring of Regen, Magic Stick, Circlet.
  • Early game: Boots of Speed, Drum of Endurance, Tranquil Boots, Urn of Shadows, Null Talisman, Bracer.
  • Mid game: Blink Dagger, Aghanim’s Shard, Ogre Axe, Mithril Hammer, Black King Bar, Point Booster.
  • Late game: Aghanim’s Scepter, Shiva’s Guard, Black King Bar, Refresher Orb, Soul Booster, Octarine Core.

Just from this item set, the idea is clear: Enigma wants to reach the point where he has initiation, protection against interruption, and the ability to cast his spells more than once in a fight. Blink Dagger and Refresher Orb look especially expected here — without a reliable way in and a second chance to use the ultimate, the hero too often turns into an expensive threat “on paper.”

As usual, Enigma’s bad matchups aren’t about “who counters him with damage,” but about who breaks the actual setup. Heroes and items that stop Black Hole, let targets survive the control, or ruin positioning are the ones he hates. And here these new changes matter too: if Eidolons pressure space less effectively and the Aghanim’s Scepter pull is weaker, then opponents get a little more breathing room.

Conclusion

I think Enigma still remains a hero with very clear value: he doesn’t have to dominate every game, but he always forces the enemy to respect him. Patch 7.41f didn’t remove him from the map — it just made him a little less comfortable in micro and in a boosted Black Hole. Statistically he looks fine right now, and in higher ranks and in pro play he still has healthy demand. So it’s too early to write him off — but I also wouldn’t overrate him after a couple of flashy clips. Pretty much.

Source: official Dota 2 data and OpenDota.

Discuss on the forum (1 reply)

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  1. That 20 talent nerf is the one I feel the most, eidolons already get bullied enough in lane. Black Hole being a bit weaker on Scepter also makes the hero less disgusting to watch, which is probably healthy.

  2. Эйдолоны в рендж-режиме ))

  3. Відсотки по рангах прям в тему

    1. Не факт, у пабі це слабко видно.

      1. Тобто цифри ти просто ігноруєш?

  4. Вот это как раз нормальный нерф, без ломки героя. У него и так ценность в моменте с блек холом, а тут просто сделали эйдолонов инициацию чуть менее наглой.

  5. So what’s the better build now, blink into team items or the greedier route with aghs stuff? I keep seeing both and the patch notes make it look like the safe version is better, but my games are never that clean. If the eidolons are weaker, should you just rush more fight items and stop pretending to be a lane bully? I only play with friends so the draft is already half chaos anyway.

    1. Blink first, almost always. If you miss the timing window, all the greed in the world just turns into expensive walking around.

    2. with friends i would just take blink and bkb and not get fancy. the hero is already greedy by default, no need to help him more

  6. Who here has actually spammed Enigma lately, core or more utility? The Divine winrate looks nasty, but in pubs I feel like people still grief the timing half the time.

    1. core if the lane is free, otherwise just blink and be annoying

      1. support enigma is a museum piece

        1. still works if the draft wants a follow-up

    1. depends if you get to play the game

    2. bh first, refresher is luxury unless the draft is super slow

    3. BH first unless the game is already weird. Refresher is amazing when the match goes long, but if you cannot start the fight cleanly it just sits there looking expensive. In most pubs the first good blink BH matters way more than the dream double ult. You can always get greedy after you prove the hero is allowed to exist.

      1. yeah fair, blink first then maybe greed

  7. I think Enigma gets stronger in messy pubs when the enemies overreact to him. People waste spells, then he still gets the same kind of fight anyway.

    1. You mean when they panic BKB and run around? That sounds more like bad positioning than Enigma being busted.

      1. nah, the panic is part of the hero tax. if they have to play scared, he already did his job

  8. Підкажіть, проти кого його зараз краще брати? Хочеться зрозуміти, де Енігма ще не страждає після цих правок. Бо в пабі часто бачу, що або жорстко душить, або взагалі не встигає нічого зробити.

    1. Проти жадібних драфтів.

  9. Оце з талантом на 20 рівні теж показово, мінус до урону ейдолонів явно не для краси. Герой і так любить дрібні переваги, а тут його трохи підрізали саме в тому, що робить темп. У собраному драфті ще ок, але в соло вже не так нахабно.

  10. А против кого его сейчас вообще приятнее всего пикать? Хочется понять, где он еще не страдает после этих правок.

  11. For people who actually play him, is the new eidolon range change enough to feel bad in lane, or is it mostly a tiny comfort nerf? I keep hearing different things and it sounds like the kind of detail that matters more than the headline. Also, does the 7.41b cooldown change still affect how often you can pressure waves?

    1. maybe the lane was already the real question

  12. Цифры по рангам очень в тему, там герой и правда раскрывается лучше. Без понимания таймингов и позиции он просто теряет смысл, а в собранной игре начинает душить очень неприятно.

  13. 50,6% ще тримається, але нерфи влучили по комфорту. Без нормального тиску ейдолонами герой просто повільніше заводить гру.

    1. Саме так, не критично але боляче)))

      1. Та тут ще й позиційка вирішує, не лише страх.

  14. Хто вже пробував після цього 7.41f, він ще норм для паба чи краще чекати кращого драфту? Цікавить саме відчуття, не цифри.

    1. У пабі і так зайде.

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