Push is a Variable Edict in Hexarion Conquest that focuses on positional control, letting you forcibly move enemy Hexmasters and disrupt their plans — or push them straight into danger.
Push – Edict Definition
Effect:
Move an adjacent enemy Hexmaster 1 hex away from you, to an unoccupied hex in a direction of your choice.
Key Properties:
Attribute | Value |
---|---|
Type | Variable Edict – Control / Disruption |
Range | Target must be adjacent |
Effect | Force target to move 1 hex away from you |
Direction | You choose any valid direction, as long as it’s one hex away from your position |
Restrictions | Target hex must be unoccupied |
CE Cost | ❌ None — free to activate |
Tactical Uses:
- Push enemies off Resonance Hex or Sanctums
- Set up combo traps — e.g. Push them into a Root Trap or Arcshock radius
- Break enemy formation or block their escape routes
- Deny revive-friendly positioning by displacing units near Sanctums
Rules Clarifications:
- Cannot push through obstacles or occupied hexes
- Cannot push an Immovable Hexmaster (e.g. one using Hold the Line)
- Push only works if there’s a valid open hex to displace the enemy into
- You choose any legal direction, not just directly opposite
Glyphexes Containing Push
Glyphex Name | Push Position |
---|---|
Glyphex of the Hollow Path | 1st Variable Edict |
Tempestroot | 3rd Variable Edict |
Tanglegrip | 1st Variable Edict |
Strategic Notes:
- Tempestroot combines Push with Drain and Root Trap — great for displacement-and-denial strategies
- Tanglegrip gives Push + Reclaim + Root Trap — ideal for terrain disruption and cycling value
- Hollow Path makes Push part of a movement/teleport shell with Clone Decoy and Blink