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Xixhur the Coercer

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Forum » Hero & Item Ideas » Xixhur the Coercer 7 posts - page 1 of 1
Permalink | Quote | PM | +Rep by FrenkySS » December 21, 2017 8:35am | Report
Xixhur the Coercer: (HCC)

In the most dangerous areas of the Eresiw Jungle stalk the Xarafil, humanoid-serpent like predators with 7 developed senses. Xixhur is and always will be the deadliest one of Xarafil, since his main weapon against his preys is themselves. Xixhur can either disrupt his enemies organism and slowly watch them stray in the jungle until they starve to death or he can control their entire body and see them killing themselves while concious but unable to stop.

Xixhur is an agility ranged hero.
Everyone should be aware of Xixhurs presence on the battlefield or else it will be turned into hunger games with Xixhur being the predator. Disoriented enemies wandering around the field, their friends watching them killing themselves. All this can happen in the fight with the Coercer.


-Strength: 18 + 1.9
-Agility: 22 + 2.3
-Intelligence: 20 + 2.9

-Health: 510
-Mana: 278
-Armor: 2.1
-Magic Resistance: 18%
-Attack Damage: 50 - 56
-Attack Range: 550
-Projectile Speed: 1100
-Base Attack Time: 1.5
-Base Health Regen: 2.3
-Base Mana Regen: 0.7
-Movement Speed: 300
-Attack Animation: 0.3 + 0.3
-Turn Rate: 0.8
-Vision Range: 1800/800
---> Disorientate: Q

Xixhur infects enemy unit with toxic mercury which temporarely confounds the target and makes it move on its own. The movement pattern of the infected unit is random. Unit also receives 8%/12%/16%/20% movement slow.

-Ability: Target Unit

-Affects: Enemy Units

-Pierces Spell Immunity: No

-Cast Range: 700

-Cast Animation: 0.1 + 0.78

-Duration: 2/2.5/3/3.5

-Movement Slow: 8%/12%/16%/20%

-Cooldown: 20/18/16/14

-Mana Cost: 100

Spoiler: Click to view

Be careful not get lost in the jungle
---> Repulsion Waves: W

Coercer senses revolt in its preys mind everytime the unit is not moving on its own. If the enemy unit is in the range of Xixhurs Repulsion Waves and is not moving on its own, the unit will receive 25%/35%/45%/55% base health reduction.

-Ability: Passive

-Affects: Enemy Units

-Pierces Spell Immunity: No

-Radius: 900

-Health Reduction: 25%/35%/45%/55%

Spoiler: Click to view

Repulsion is the last thing you want to think about
---> Label Curse/State Inspect: E/D

Coercer gives enemy hero a temporary curse. Curse lasts 60 seconds. Only one curse can be active at the same time.

-Ability: Target Unit

-Affects: Enemy Heroes

-Pierces Spell Immunity: No

-Cast Range: 1600

-Cast Animation: 0.1 + 0.87

-Duration: 60

-Cooldown: 60/50/40/30

-Mana Cost: 50

While the Label Curse is active , Coercer can use State Inspect which is a toggle ability. Inspect can be turned on for 4/5/6/7 seconds. When turned on: Coercer is able to reveal the cursed target and 700 radius around him, cursed target will be affected by Xixhurs Repulsion Waves, Coercer can cast Disorientate on the cursed target no matter the range.
Aghanims Scepter upgrade: If Inspect is turned on Coercer is able to cast Mind Control on the cursed target just like Disorientate. However Mind Control has halved values.

-Ability: Toggle

-Affects: Enemy Heroes

-Pierces Spell Immunity: Yes

-Cast Animation: 0 + 0

-Toggle Duration: 4/5/6/7

-Vision Radius: 700

-Cooldown: 0

-Mana Cost: 0

Spoiler: Click to view

The Coercer has all eyes on you
---> Mind Control: R

Xixhur concentrates all his focus on one target and is able to control their body for a certain amount of time. Mind Control lasts 3/4/5 seconds and cannot be dispelled. During the Mind Control Xixhur cannot move or act with its own body. When Xixhur dies during the Mind Control, the controlled unit will be no longer under its effect. Xixhur can cast targets abilities. After the Mind Control, all abilities that were set on cooldown will have a 20 second cooldown. Can only use specific items.

-Ability: Target Unit

-Affects: Enemy Heroes

-Pierces Spell Immunity: Yes

-Cast Range: 400

-Cast Animation: 0.5 + 1.79

-Duration: 3/4/5 1.5/2/2.5

-Spell Cooldown: 20 10

-Cooldown: 180/170/160 90/85/80

-Mana Cost: 100/150/200 50/75/100

Spoiler: Click to view

One who broke his own mind can easily break another
-80s Mind Control |25| Disorientate pierces spell immunity

-6s Disorientate |20| +200 Cast Range

+20% Evasion |15| +20% Magic Resistance

+0.6 Int Gain |10| +90 Gold/Min
Xixhur is a support/roaming disabler in his own unique way. His Label Curse + State Inspect abilities are great for sustaining enemy mid-laner in check. His confusion ability Disorientate can be used for smart ganking on a carry and offlaner. The passive ability Repulsion Waves will surely gurantee his kills. And to turn the tides of war he can use his ultimate ability Mind Control to make the enemy himself do wicked mistakes in battle.


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Permalink | Quote | PM | +Rep by lonelyfreak » December 21, 2017 11:22am | Report
FrenkySS wrote:
Xixhur is able to use items of a controlled unit but not their abilities.

This bothers me greatly. It's straight up game winning in some situations. You can Blink Dagger heroes into really bad positions, use their 195 second CD Refresher Orb for nothing, eat Cheese, burn Refresher Shard, use a Moon Shard on the team's support, and the list goes on.


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Permalink | Quote | PM | +Rep by FrenkySS » December 21, 2017 11:33am | Report
Yeah you got point with how unfair it would be with the item usage but my whole point was on the item usage so that Xixhur will be something like a big card in the game. I might change the spell a bit because when I look at it now it seems broken... D:
Anyway thank you for feedback.


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Permalink | Quote | PM | +Rep by The Magnus Magus » December 21, 2017 8:43pm | Report
If you do want suggestions for how to solve the item issue one way I thought of doing it when I was considering improvements to a modded-in hero I saw on a youtube video was to make it so you take control of them, but then all their cooldowns are refreshed after the spell ends. You blink them in a bad spot and they can blink right out.

I would say the biggest problem (besides casting their shiva, healing your team with their shiva, smoking their pipe, using their refresher, repeat, and then bloodstoning) with this hero is the duration they can disable an enemy hero; 12.5 seconds at max, 9 seconds of that being time they spend trying to kill their friends. It is just no fun watching your hero do things; I would say any stun over 8 seconds is ridiculous. Even with the existence of Shackles that spell has a big drawback and I still think it is overpowered.
I would say just remove frenzy entirely and replace it with a different ability.

Other things:
-Use headers to make it more clear what is under which ability
-For Repulsion waves it needs to be clear what it does. Does it weaken them when Disorientate and Predator Instinct have been applied, or is it when they are not. One seems underwhelming, the other overpowered. This ability might need a rework too.
-Really, just make the ultimate use their spells and not their items. Items are boring anyway; any hero can use a Dagon but only one can cast Finger of Death.
"He who fights with monsters should look to it that he himself does not become a monster... when you gaze into the abyss the abyss also gazes into you." - Friedrich Nietzsche

My hero and item ideas!

The Magnus Magus

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Permalink | Quote | PM | +Rep by FrenkySS » December 22, 2017 1:29am | Report
Thanks a lot for the feedbacks guys!
I thought my hero was strong in his own kind of way, sort of balanced and still fun to play but now when I look at your ideas and opinions on what he does I think he needs kind of a rework :D.
The Magnus Magus you especially mentioned the most important parts. The Mind Control will be reworked so it will use the heroes abilities and not items, Predator Instinct will also be reworked if not changed completely and all abilities will be clarified on what they can do and cannot.
I'll update my concept so take a look and tell me your opinions afterwards.

Again thank you for the feedbacks


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Permalink | Quote | PM | +Rep by AttackHelicopter » December 22, 2017 7:44am | Report
Wo these are great concepts, not going to comment on the numbers though cause math. Although I gotta say there are like 2 abilities that can just be merged and be one and stuff, don't be afraid to lose ability slots, just because you have more slots doesn't make the hero any more complex.


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Permalink | Quote | PM | +Rep by FrenkySS » December 22, 2017 7:53am | Report
Thanks for opinion
Yeah.. I wanted to make Label Curse/State Inspect to be just one ability more than separate but it was way too hard for me to do so I just stayed with the separated abilities instead. But yes you have point because I too think that just because hero has more than 4 abilities should not be considered a complex hero.


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