Sen'jin by HexerVoodoom

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Sen'jin

By: HexerVoodoom
Last Updated: Dec 22, 2017
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Sen'jin

Spiritual Leader of Darkspear


A support who works in the shadows, guiding and supporting his comrades.

Combat Trait

1
Ancient Wisdom
Active: If at least 1 totem is on Sen'jin recalls all of his wards. If none is, he summons all of them equally distributed close to him.

Primordial Power: Sen'jin can summon powers beyond Life and Death, making them impossible to be influentiable. This means his damage ignores armor (for better or for worse) and his healing can't be increased nor decreased by any other hero. Also, his wards are immaterial, being impossible to be damaged by the living.

Wards: Sen`jin abilities are based on his wards. Each has a passive, weak effect, and the respective key (Q,W,E) causes them to be activated, consuming mana and entering cooldown, for a powerful effect. Sen`jin must be in range to use his wards. The wards can only be dismessed if Sen`jin presses D or die.

Primary Abilities

1
Venomous Ward
Passive: Places a venomous ward that will create a damaging field. Standing over this area will cause stacking DOT

Active: The ward spit a powerful splashing venon (skillshot) at enemy heroes,exploding any DOT for instant damage and applying the same effect for any enemy affected by the spash.
2
Graps of the Dead Ward
Passive: This Ward creates a slowing field.

Active: Target a close enemy to make a ghostly hand come out of the ward and hold the target close to it.
3
Big Bad Healing Ward
Passive: Casts a healing totem at ground. This totem heals small amounts of HP and Mana overtime to a small area around it.

Active: Greatly empowers health and mapa regeneration. Requires channeling.

Secondary Abilities

1
Potion
Every time Sen'jin picks a talent, he also receives an extra potion as secondary ability (see on TALENT section)

Heroic Abilities

1
Mojo ward
Level 10
Enemies inside the area of effect of this ward has 20% of received damage mirroed to any other enemy inside the area.

Lasts 6 seconds.

Level 20

Increases duration by 100%
2
Spirit Calling Ward
Level 10
Allied heros who died are summoned as spirits inside the area of effect of this ward, allowing them to cast abilities for 50% of power. Death timer is not affected by this ability. Spirit heroes can't leave the area of effect.

Lasts 6 seconds.

Level 20
Increases duration to 12 seconds.
3
Master Ward
level 20
This ward covers a very large area. If Sen`jin is within this ward range of activation, he can activate any ward also within the range of this ward.

Lasts for 10 seconds.

Talents

Potions - gathers regen globes or go to hall of storms or healing fountain to refill the potion or wait for CD. Refilled potion are free of mana while potion regenerated by CD costs mana on use. Are single target and short ranged. Every tier, besides picking a talent, Sen'jin also unlocks a potion.

Level 1 - Healing Potion: Regenerates a amount of HP of target overtime.
Eveil Eye - summons a stealthy eye that follows target for 30 seconds. can be revealed and killed.
Empowered Potion - increases potion's power. Quest: refill potions with regen globes, reward: increases duration.
Throwing Javelings Increases range for fixing the wards. fixing a ward over an enemy causes damage.

Level 4 - Haste Potion: Increases target mov. speed.
Vicious Ward Venomous Ward pulses from time to time for extra instant damage. Double damage against minions.
Naja Venomous Ward passive and active range increased.
Long Dead Grasp of the Dead Ward passive and active range increased

Level 7 - Stamina Potion: Causes next ability to have reduced cost of mana.
Capoeira Big Bad Healing ward channeled healing is increased by 5% per ally on the area.
Efficieny Big Bad Healing ward mana cost is decreased
Shake it up If healing ward is channeled by at least 4s it's effect is ketp and extra 2 seconds after channeling cancel

Level 13 - Protection Potion: Increases target magical armor.
Spiritual Armor Allies on the area of Grasp of the Dead receives extra 10 magic armor
Reptilian Cuirass Allies on the area of Venomous Ward receives extra 10 physical armor
Shrink Ray

Level 16 - Invisibility Potion: Makes target stealth for a few seconds.
The secure died of aging Increases ward activation range
Ghostly form Turns into a ghost for 3 seconds, allowing to go throught units, recovering from any negative status like DOTS, and being imune to any source of damage.
Living Ward - When Sen'jin activates a ward, the same effect is mirroed by his body.

Design

Sen'jin is a squeashy hero designed to fight from distance and control the map. As a wise witch doctor, he needs total awareness to use his abilities. Sen'jin was designed to be like a spiritual leader, almost unseen by enemies, but from distance manipulating the battlefield and guiding his allies.
As a witch doctor he can also use potions. They are not very powerfull but can change a delicate fight or save an endagered ally. He will play through his wards, so knowing where to position them is crucial.

Playing as Sen'jin
Playing him should feel like you are always behind the shadows, trying not to be seen, but disrupting the enemy all the time. You may feel like this evil guy doing bad things and laughting of enemies disgrace.

Playing as his ally
Sen'jin is very squeashy and will need protection. He may be hidding in shadows while using his wards but diving enemies can reach him and you'll have to help. By keeping him alive you'll get a lot of utility and healing, making everything a lot more easier.

Playing against him
Sen'jin was designed to be far from battle, so you must be aware of his positioning. If he warded the map well you'd better look for another route. If you can dive or stealth, you should chase him to prevent him from hexing your team!

troll concepts

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