Help Support Our Growing Community

DOTAFire is a community that lives to help every Dota 2 player take their game to the next level by having open access to all our tools and resources. Please consider supporting us by whitelisting us in your ad blocker!

Want to support DOTAFire with an ad-free experience? You can support us ad-free for less than $1 a month!

Go Ad-Free
Smitefire logo

Join the leading DOTA 2 community.
Create and share Hero Guides and Builds.

Create an MFN Account


HCC - Hexius, the wanderer

Please review our General Rules & Guidelines before posting or commenting anywhere on DOTAFire.

Forum » Hero & Item Ideas » HCC - Hexius, the wanderer 5 posts - page 1 of 1
Permalink | Quote | PM | +Rep by delta17 » July 1, 2017 1:29am | Report

Hexius, the Wanderer

Str 20 + 2.2
Agi 15 + 1.8
Int 21 + 2.9
Support ◆◆◆
Nuker ◆◇◇
Escape ◆◆◇

285 -0.5


Hexius is a ranged intelligence hero who shall be known by his array of strong defensive utilities. Distortion Field makes a small area volatile with rifting dimensions. Allies inside becomes invisible and resistant to magic, any action cannot reveal them. Guaranteeing enemies cannot fight the threat. Wander Warp is a blink-like ability that leaves a portal ward for allies to follow. Victims and followers alike are banished in his Euclidean Prison. Only to be used as a weapon as Hexius drops them to his enemies! With the imbued strength from Aghanim's Scepter, he can banish and drop heroes too.
Throughout his lifetime of wandering, no dimension had ever ailed him. His ultimate Sidereal Crest provides an surge of magic granting spell immunity to an ally. A blast of energy affects all surrounding enemies, disarming and slowing them.
Hexius is a position 5 hero that mostly provide utilities to his allies. Giving a mixed bag of invisibility, mobility, and immunity. Even in the laning phase, his ability to banish creeps for a long time can serve to displace the lane equilibrium to his team's advantage if played correctly.
  • Spell Immune + Disarm for nigh invulnerability!
  • Strong repositioning abilities and utlities.
  • Invisibility where attacking doesn't reveal!
  • Doesn't need items.
  • Slow, squishy and mana hungry.
  • Invisibility field is stationary. Countered by sentries.
  • Requires creeps as ammo for his nuke, which could take a while to gather.
  • Weak attacks. Overall low damage output


With all the worlds he had journeyed, he should have a lot of stories, yet very few has reached the mouths of tale-tellers, fewer still, can be considered true. What everyone agreed on, is that there is a strange being in a strange cloak that can travel to any realms he so desired and this world is but one of it. Anything beyond that, including what creature lies under the heavy hood, warrants suspicion. Several legends about him contradict and the rest are vague.

There is a story of him visiting the Nothl Realm, where he gained immortality. And one, to Claszureme, whatever that place looked like. He even went so far to become a boogeyman to scare children from playing outside at night. There is also one mention of him having followers, but it can be interpreted as 'victims'. He is known to wander between worlds, and have the knowledge of all those worlds. And wherever he go, there is bound to be a change on a cosmic scale. But whatever the stories are, it is common for it to end with "probably."

[Q] Distrotion Field

Creates a field that severs the connections of multiple dimensions. Allied heroes inside the field are invisible and has bonus magic resistance. The invisibility cannot be broken by any actions unless by leaving the field.
: 0.2 + 0.96
: 600
Field Duration
Magic Resistance
: 275 (40020)
: 3 / 4 / 5 / 6
: 10% / 15% / 20% / 25%
: 100 / 110 / 120 / 130
: 35
The borders of all universes break, influencing every worlds.

[W] Wander Warp

Teleports Hexius a moderate distance away, leaving a portal ward behind. After the activation delay, allied heroes can enter the portal to be teleported to where Hexius went. The portal is immediately destroyed after a hero enters (2 hero enters).
: 0.43 + 0.2
: Global
Portal Activation Time
Portal Duration
Hero Hits to Destroy
: 1200 / 1400 / 1600 / 1800
: 2 (0.520)
: 6
: 2 (4)
: 90
: 14 / 12 / 10 / 8
The stories said you can join him but...

[E] Exodus Drop

Releases a unit banished by Euclidean Prison (and Euclidean Exile) out with force. Dealing AoE damage, and slow after the short delay. Banished units are released on a first-in-first-out basis. Shares level with Euclidean Prison.
: Magical
: NO
: 0.2 + 0.56
: 700
Impact Delay


Slow Duration
: 0.6
: 350
: 120 / 180 / 240 / 300
(470 / 530 / 590 / 65025)
: 0% / 10% / 20% / 30%
(40% / 50% / 60% / 70%25)
: 4
: 90 / 105 / 120 / 135
: 2
Are they friends? ...or victims?

[D] Euclidean Prison

Banishes a creep, friend or foe, out of reality. They are invulnerable and hidden for 60 seonds, after which they just reappear back. Banished creeps can be released using 'Exodus drop'. Shares level with 'Exodus Drop'.
: NO
: 0.3 + 0.45
: 200
Hidden Duration
Max Prisoners
: 60
: 1 / 2 / 3 / 4
: 15 (1210)

Some stories, he had followers, some, he had prisoners. Which is it?

[F] Euclidean Exile

Unlock with Aghanim's Scepter. A more powerful Euclidean Prison that can target heroes, friend or foe. Heroes are invulnerable and hidden for 3 seconds, after which they just reappear back. Banished heroes can be released using the same 'Exodus drop'. Banished heroes have a displacement limit of 800 for enemies, 2400 for allies.
: NO
: 0.3 + 0.5
: 200
Hidden Duration
: 3
: 60
: 40

Truly, Hexius' influence is beyond comprehension.

[R] Sidereal Crest

Surges the target ally with a protective seal, granting debuff immunity and applying a strong dispel. The surge blasts around the ally, slowing, and disarming enemies near.
: YES / NO
: 0.4 + 1.3
: 800 (120015)
Spell Immune duration
Disarm and Slow Duration
: 500
: 7 / 8 / 9
: 0% / 25% / 50%
: 4
: 200 / 250 / 300
: 100 / 90 / 80
Hexius has wandered through countless unforgiving dimensions. Yet none ailed him.


Level 25
Level 20
Level 15
Level 10
+40% Exodus Drop slow
+125 Distortion field AoE
+300 Health
-3s Euclidean Prison cooldown
|| OR ||
|| OR ||
|| OR ||
|| OR ||
+350 Exodus Drop damage
-1.5s Wander Warp Portal Activation
+400 Sidereal Crest cast range
+40 Damage

Unlocks Euclidean Exile ability.
Upgrades Wander Warp. Increases hero hits to destroy and allows +1 more hero to use it.


Yes. What you see is 6 buttons right there. Although he looked like a difficult hero to play, most of his skills are quite simple! Let's see... an AoE invi, a supportive blink, a kidnap-and-drop spell (which is 3 buttons), and bkb with AoE slow, and disarm. Easy to digest, right?

He doesn't need items so he functions as a sad position 5 support. He basically gives free blink, and bkb, and AoE halberd (and a Slark aghs?) to your greedy carry. While he has very powerful spells, his weaknesses are that he lacks damage out of exodus drop, all his spells have lengthy cooldowns, and he demands good positioning from all his team (hardest of all).

DISTORTION FIELD [Q] - A defensive spell that doesn't do well on its own. Enemies could just walk out of it's small AoE to reveal your team. It's potential is high though in conjunction with other spells (e.g. Kinetic Field, Overgrowth), leaving enemies with zero ways to fight back. It can also save allies from powerful disables like Duel, and Reverse Polarity.

WANDER WARP [W] - It needs 2 seconds to activate before any allies can use it and can be easily destroyed, so allies will find it unreliable as an escape, unless you cast Distortion Field first. Also, the cooldown is huge for a blink spell.

EXODUS DROP [E] and EUCLIDEAN PRISON [D] - Hexius' main offensive spell. They go hand in hand, one is useless without the other. The level 1 values are justified by it's cooldown and lack of creeps before the battle horn. So it would rarely be used in rune wars. Exodus drop has 5 second cooldown, but the Euclidean Prison limits this from being spammable, almost 60 sec cd at lvl 1.

EUCLIDEAN EXILE [F] - The Aghanim's Scepter that position 5's could only dream of.

SIDEREAL CREST [R] - A straightforward spell. If you think about it, your targeted ally is like, invincible! Since magical, and attack damage is out of the question. It's effects, cooldown and mana cost forces you to cast it only on the most intense of teamfights. The spell immunity and slow are the icing. The disarm AoE is the cake.
The Escape Combo :
Cast Distortion Field to your place. If you have an Aghs, exile an ally with you. Then Wander Warp away. The invisibility from Distortion Field protects the ally and the portal while it's activating. Don't forget to use Exodus Drop before 3 seconds are up, else you'll just waste the spell and left the ally behind.

The Initiator Combo :
Similar, but harder than the escape combo thanks to the delay before allies can use the portal. Still, it could work if you cast Wander Warp first into the middle of the fray and cast Distortion Field on yourself. Enemies foolish enough to wait you out will suffer the wrath of your ally. If you wanted something better though. This is a job for Aghanim's Scepter, since allies have 2400 displacement limit and is faster to execute. Exile ally, then Wander Warp then Drop. But note that the 0.6 second impact delay of Exodus Drop could be enough for enemies to react. Best with Tidehunter

The Savior Combo :
If an ally is in immediate danger: Warp in, Distort the field, and Crest the Ally. Another ally may join the fray 2 seconds later to help more.

Other Combos :
Chen converts a large neutral, most likely Hellbear Smasher or Centaur Conqueror. Banish it, Drop it, and Stomp it! Of course this is also true for Enchantress and anyone who have Helm of the Dominator



V 1.01
V 1.02
V 1.03
V 1.04
V 1.05
V 1.05
V 1.06
V 1.07
V 1.08
V 1.09
V 1.10
V 1.11 (Patch 7.33)


Awards Showcase
Show more awards

Remarkable (22)
Posts: 108
View My Blog
Permalink | Quote | PM | +Rep by delta17 » July 4, 2017 5:41am | Report
Dang. It's quiet... I'm itching for opinions.
Edit: Thanks everyone!


Awards Showcase
Show more awards

Remarkable (22)
Posts: 108
View My Blog
Permalink | Quote | PM | +Rep by FangzofFuzzy » July 4, 2017 6:41am | Report
Here to return some feedback.

Most invisibility spells have a secondary benefit or effect so that true sight doesn't make them completely useless. Though in the case the enemy doesn't have true sight, perhaps it's a little too high of a duration. If I could suggest some changes, maybe make the field last for 3/4/5/6 seconds but also have it speed up allies in the area upon cast for 3 seconds?

Wander Warp's cooldown is a little too short early. I think 24/20/16/12 would be much more balanced for strong the engage tool that it is.

Here's a thought, what if Sidereal Crest's debuff came in an aura around the target? It would encourage the target to play much more offensively given all the defenses Hexius can give them.


Notable (9)
Posts: 72
Permalink | Quote | PM | +Rep by midget_spinner » July 5, 2017 4:12am | Report
I'm not really good at criticizing other's works because i'm a noob but here's some of my thoughts:

- What happens when an enemy enters the distortion field, will allied units be spotted?
- Scepter upgrade seems a little- weak given it's long cooldown for a 3 second banishment. Maybe have it pierce spell-immunity and purge buffs?
- Sidereal Crest is basically a buffed Omni repel. Maybe decrease the disarm and slow duration to 2 seconds and put charges once this ability is activated. Maybe 3 charges? Upon initial activation of the spell, the disarm and slow (and the other effects) are activated and you will gain 3 charges. Activating the abilty again will consume a charge and has a cooldown of 3 seconds. When activating the ability again, the disarm and slow is applied to nearby enemy units again.
~~~ On an additional note: Maybe when activating the ability via the charges (not the initial spell), it vacuums enemies a bit (think: teleporting) to the unit casted with Sidereal Crest?

- So yeah sorry for the shallow opinions but i'm not really good at balancing heroes so... yeah. That's it.


Notable (2)
Posts: 6
Permalink | Quote | PM | +Rep by delta17 » July 5, 2017 4:24am | Report
FangzofFuzzy wrote:
what if Sidereal Crest's debuff came in an aura around the target?

The thing is, a 5 seconds disarm is already pretty powerful so I cant really extend that to a 9 second aura. I'll be sacrificing duration and/or some slow for it to work. It's a rather good idea though so I'll just have to see what I can do about it.

for midget_spinner
-no, they won't
-I feel that making it pierce is too powerful. I'll think about it. But a cooldown buff might be more likely.
Edit: Its not actually the banish that makes it powerful, its the displacement plus damage and slow from Exodus Drop upon release.
-I don't follow. But either way, I don't like giving Hexius more gimmicky mechanics so... (he has enough buttons as it is)

THANKS for all the feedbacks! ^^


Awards Showcase
Show more awards

Remarkable (22)
Posts: 108
View My Blog

Quick Reply

Please log in or sign up to post!

DOTAFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new hero, or fine tune your favorite DotA hero’s build and strategy.

Copyright © 2019 DOTAFire | All Rights Reserved