Enigma/Counters

Bad against...

 * forcefully cancels Enigma's Black Hole prematurely, even through the effects of.


 * If not caught, Pudge can use to cancel Enigma's  channeling, even through the effects of.


 * has longer range than the AOE of for the purposes of cancelling it. Because  is a channeled ability, it's an easy spell for Rubick to steal and use against your team.


 * 's BKB-piercing stun can stop channeling. Due to this ability's large AoE it can be cast at a safe distance from the.


 * Vengeful Spirit can interrupt Black Hole channeling through by using  from a safe distance away.


 * , when directly targeted on Enigma, can go through . Not only can it be used to stop but also turn his entire team against him, killing him nearly instantly.
 * can be targeted on an Eidolon, killing off other Eidolons and other heroes as well.


 * If not caught, Luna can cancel with.
 * Luna can also farm quicker than any jungler with and, and Enigma is not an exception.
 * And if Luna can use in anticipation after Enigma jumps in, it can often kill him before he even casts.


 * Pugna's will constantly disrupt Enigma's chances for initiation because his spells cost him a lot of mana.


 * Naga Siren can cancel channeling with, thus giving time to her team to escape or counter initiate.
 * Even if Enigma has, can still cancel.

Others

 * might break Blink Dagger initiating with his long range abilities and global range ultimate. This matchup will depend mostly on the players skills to struggle superiority.
 * can sneakily stop a if he is not caught on it with his large AoE ultimate,  as it cancels channeling.
 * is fragile, and lacks escapes, being dependant on for mobility. Ganking Heroes or Heroes with burst damage will likely kill him before he can do anything. Such Heroes include:, , , , , etc.

Items

 * damage per second might now allow Blink Dagger users to use the item. This troubles.
 * active stun pierces spell immunity buffs. However, its has a very short range, requiring the user to go near in order to cancel a, and approaching Enigma careless might be suicide.

Good against...

 * A splitpushing Anti-Mage that hides in trees often can be revealed with Midnight Pulse.
 * Enigma's damage goes throught the Anti-Mage magic resistence.


 * The area of effect damage from and  help deal with 's illusions.


 * A hero under will still get caught in a . Also, heroes under  can be still damaged from the pure damage of  and.


 * Malefice will cause the Monkey King to struggle using some of his abilities, as its periodic damage and stun disables/interrupts some of the King's abilities (,.


 * Lacking any stun and being heavy dependent on his auto attacks and magic immunity, he is not able to stop, as coming close to it would be suicide.
 * Enigma's spells, with exception of, go throught magic immunity and deals pure damage + HP % pure damage, putting a high health Hero like the Lifestealer in a tricky situation.


 * She will be not able to cast her ultimate while under 's debuff.

Others

 * Enigma deals pure damage based off on enemies health, so the Effective HP is never a problem for him. He completely ignores denfesive abilities like, , , and others. Stacking health Heroes will also be worthless against him.
 * Channeling Heroes or Heroes with long cast points will find themselves useless when under the effects of, as it periodic stun will interrupt them when casting. This includes such: , , and others.
 * In general, Enigma fares well against any Hero when played correctly and cautious, as his abilities works on any kind of Hero and his primary function is to start a team fight.

Works well with...

 * If Phoenix's sun is used in conjunction with a multi-hero black hole it results in devastating damage with a stun after the duration of the black hole.


 * Warlock's Fatal bonds used in conjuction with Enigma's Black Hole and Midnight Pulse can deal devastating amounts of pure damage to the enemy team, Warlock's Upheaval makes a really difficult task to scape from Midnight Pulse Damage, also Chaotic Offering can be used to easily land a Black Hole.


 * Dark Seer's Vacuum allows him to suck more heroes into the black hole. Furthermore, his Wall of Replica can deal good damage on people caught in Black Hole, and allows the illusions to attack the enemy heroes without restraint.  Surge also allows Enigma to initiate more easily, and Ion Shell can deal good damage on people stuck in Black Hole.


 * While Enigma holds the enemy team in place, Witch Doctor can use his Death Ward to do a lot of damage, especially if upgraded by Aghanim's Scepter


 * The Devourer will have a nice time stealing intelligence while enemies are being sucked to the void and, then, cast a deadly.
 * is useful to saving allies and the hidden time will be enough to use a Blink Dagger has it been deactived while taking damage or if the cooldown is nearly refreshed.

Others

 * Any Hero will work well with, due to his long disable and pure damage.
 * Some Heroes might make it easier to put out an initiation:, , , etc.
 * Any carry, specially melee, will have a nice time to wipe the enemies while they're being sucked into the void:, , , , etc.

List of heroes that counter Enigma, and list of heroes that work well with Enigma.