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Hestia by FangzofFuzzy

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By: FangzofFuzzy
Last Updated: Jan 10, 2020
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The Hearth Maiden

"It is not your place to meddle with mortals. Your duty is to stay in Heaven and protect it", the voice in her head said as she watched the realm below. War and strife plagued the lands below, a continuous cycle of pain and hatred. As a god with a good heart, she would want nothing more than for the conflict to end. Since this could not happen overnight, she knew that she had to personally to join to make this dream a reality. But the voice echoed once more. Ultimately, as her kin began sacrificing their immortality to join the ranks, no matter what their reason for doing so were, Hestia finally came up with the counter to the voice.

"If I do nothing about the suffering, it would be the same as me causing that suffering." She looked to those gods who cared little for mortals, and begged them to look after Heaven in her stead. They agreed but only on the condition that they would take her place in the higher pantheon, to which she agreed without hesitation. Strengthening her resolve, she plunged into the mortal realm. While she had little power remaining, all that mattered now was that she had made her choice. What help she could offer was all the help they would need.


Hestia is a dedicated Intelligence support who excels at nullifying enemy aggression. Her playstyle is more passive and reactive, aiming to help allies achieve their goals. Her signature Hearth provides sustain that is especially strong when out of combat, so it is primarily a strong laning tool. Singe can deal tons of damage but fundamentally acts as more of a deterrent against attacks. Kindle is the perfect ability for a support with its vision and disable. Her ultimate can turn around teamfights, giving multiple allies spell immunity by bathing them in Sacred Fire. While not the most exciting hero, the Hearth Maiden is definitely a warm welcome to those who could require her aid.


Role: Support, Disabler
Strength: 18 + 2.8
Agility: 12 + 1.0
Intelligence: 20 + 2.8
Base Damage: 28 - 36
Base Armor: -1
Attack Range: 500
Movement Speed: 300

Primary Abilities

Create a fireplace that heals allies over time based on their max health.

Allies moving towards it gain move speed.

The fireplace can be attacked and destroyed. It lasts until destroyed or cast again.

Ability: Target Point
Mana Cost: 150
Cooldown: 60
Range: 200
Radius: 400
Speed Radius: 1200
Base Heal: 10, 20, 30, 40
Max Health as Heal: 1.5%
Move Speed: 10, 20, 30, 40%
Hit Count: 3

Hestia welcomes all who seek warm shelter and a full belly.

Release a burst of fire to burn the weapons of nearby enemy heroes for 8 seconds.

They will take damage whenever they attack based on their attack damage.

Aghanim's Scepter : The radius is doubled and the debuff can no longer be dispelled.

Ability: No Target
Mana Cost: 90, 100, 110, 120
Cooldown: 12
Radius: 600
Damage: Magical
Base Damage: 40, 60, 80, 100
Attack Damage as Damage: 15, 20, 25, 30%

Peace must not be forced and must be freely chosen. Otherwise, it becomes no different from war.

Summon a torch to grant her True Sight for up to 8 seconds.

Her next attack will end this effect early.

If she attacks an enemy, the target will be stunned and revealed for 8 seconds.

If she attacks her Hearth, enemies near it will be stunned.

Ability: Target Unit
Mana Cost: 120
Cooldown: 28, 24, 20, 16
Sight Radius: 600
Hearth Radius: 400
Stun: 1.2, 1.5, 1.8, 2.1

Those who throw offerings into the fire for the Hearth Maiden are sure to be rewarded.


Ultimate Abilities

Sacred Fire
Channel to maintain a zone of holy energy at a chosen area.

Allies that remain within it are spell immune.

Ability: Target Area
Mana Cost: 200, 250, 300
Cooldown: 150, 125, 100
Range: 800
Radius: 400
Max Duration: 4, 5, 6

If only for a moment, Hestia graces her allies the godhood that she herself had sacrificed.


Hero Talents

-8s Kindle Cooldown
+2s Sacred Fire Duration

400 Cast Range
+3 Hearth Hit Count

120 Gold/Min
Singe Dispels Enemies

250 Mana
250 Health


  • Hearth is like a stationary Voodoo Restoration and Healing Ward. While it does not heal quickly, the fact that it can remain up almost indefinitely lets it shine while laning and farming. 'Almost' is the keyword. Since it can be destroyed with attacks like Tombstone and she has no direct way of protecting it like Soul Rip, summoning it in a fight is risky. However, there are certain benefits for using it in combat. For example, the speed buff can help allies further away catch up. It also synergizes well with her other basic abilities which will be covered below. Overall, this is primarily an out of combat tool, so placing it under her tower is the best bet as this ensures its safety and lets allies retreat more easily. Since it does scale based on health, it can remain relevant into the late game as her team prepares for and recoups from fights.

  • Singe is her only damaging ability and even then, it has the potential to deal 0 damage. Like Retaliate, enemies can choose not to attack for the duration but unlike that ability, this affects all their attacks instead of against just 1 target. If they choose to attack less to alleviate the damage, this effectively nearly disarms multiple heroes like Inner Fire. This puts them in a conundrum: Maximize their damage dealt and taken, or minimize them. She herself has low armor, so focusing her down after she comes close to trigger the ability can be enticing. It works best against carries, so she should try to reach as many of them as possible. While they may ignore attacks in favour of spells, Hearth can only be destroyed by attacks. Therefore if they want to end her source of healing, some of them will have to volunteer as tribute to do it.

  • Kindle lets her counter heroes that rely on invisibility. It gives her a an aura like Gem of True Sight then a targeted reveal like Track. This lets her deward without needing too many Sentry Wards, improving her item independency. The stun is definitely good considering her fair attack range. Keep in mind that it triggers on an attack that cannot be toggled like Infernal Blade though, so take care when entering a fight. The area stun is definitely much more powerful when combined with Hearth. However, the cast range is very short so this combo can be difficult to pull off. Also, performing the area stun does forego the targeted reveal, so there is more to consider.

  • Sacred Fire is very powerful. I'll start by going into the finer details and weaknesses. While it has the benefit of having a large range, the radius is not as high. So if she wants to help further away allies at greater safety, this usually means she herself will not gain the spell immunity. So there is a tradeoff that lets enemies flank her. Even if she does cover herself with it, certain disables like Fiend's Grip and Black Hole can end this channel early with the right selection or positioning. Next, this does not apply any dispel upon gaining it. So, saving allies who are already disabled will not help as much, so proactive usage is encouraged. In terms of upsides, this ultimate lets allies go for more offensive items instead of rushing Black King Bar. It also synergizes with Singe since now, enemies can't affect allies with most of their abilities. So if they want to harm her team, they will have to mostly do it through attacks, which will heavily damage them.

  • In terms of talents for Hestia, level 15 lets her dispel multiple enemies which can be very strong against the right composition or to help her achieve a faster Aghanim's Scepter. This upgrade grants her more safety and lets her scale better into the game by countering enemy itemization. At level 20, the cast range talent is high but remember it only affects Hearth and Sacred Fire. So, the value isn't too extreme but she can get more items with the gold talent to abuse this more. This in particular helps her perform the Q-E combo for better ranged stuns. The other talent does double the health of her fireplace, letting her actually heal allies more consistently inside a fight. At level 25, the Kindle talent gives 100% uptime on the True Sight and more importantly, lets her chain the stun when timed correctly. But the ultimate talent is just super good on its own so yeah. In terms of items, she is fairly independent so she can just go for the normal support options to aid her team.

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BloodArena | May 18, 2020 9:23am
If you really don't want her to hurt others then one way to make her still fun is to let her visit the jungle a few times during the laning phase.
There's so much potential for original ideas there.
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