You should Hex: Hobgoblin Geomancer, Unholy Cursebearer, Har'Lakk the Riftsplitter, Lexicus Runewright, Night-gazer Khighorahk, Shadow-forger Ihlakhizan, Bal'lak the Pummeller, Skeletal trio (Sourcerer) Runebound Behemoth (Range pray down, Necrolord, Flesh-spoiler Haasghenahk,Blink (I will usually hex him regardless, but you may wish to only do so if he is ragered) Kal'Ger the Warmonger (Mage form) You can Hex: Gravecreeper (If Ragered), World-gorger Shukarhazh (Debatable whether or not to Hex imo) Monsters you should hex: Forgotten Mages, Necromancers, Reborn Mages, Lesser Demons, Greater Demons, Black Demons, Green Dragons, Red Dragons, Black Dragons, Ramokee Skinweaver, Ramokee Stormbringer, Seeker, Edimmu, Soulgazer. Monsters you can hex: Ghosts (Ghost room GD), Brute, Guard dog, Hellhound, Animated Book. Ring Classes: Sniper/Berseker quickswitch. For arrow conservation and Desperado doesn't stack with the Hex special. Arriving at a GD with Hex equipped is useful, but not necessarily needed. For Occult floors its pretty important to have arrows left in case of Necrolord so it's a good habit to pick up arrows if you can. There's a couple more Hexers in DGS so I'm sure they can pick up on any mistakes or omissions.