Isendra by tuntakon

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Isendra

By: tuntakon
Last Updated: Jul 17, 2019
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Isendra

The Sorceress

Isendra tutored Li-Ming, and despite their protests, they were both watched closely by the Mage Clans' elder Valthek. However, Isendra started to ignore the Clans' orders, acting in the interests of the people around her. At one moment, Isendra tried to stop the drought. However, she lost control of her own spell, turns out it's just one another her adventure. IN THE NEXUS.

OVERVIEW
Franchise: Diablo
Role: Ranged Assassin
Difficulty: Hard
Damage: 08/10
Utility: 04/10
Survivability: 04/10
Complexity: 09/10

Isendra is all about positioning, zoning and predicting enemies movement. Most of her ability has a very high damage, long duration and can act as a trap but also hard to use it effectively and has a moderate up to long cooldown. So beware when and how to use it.
Isendra kinda lack of utility and survivability. She's may able to slow or root her enemies, but it's still be 'hard to use it effectively'. All of her survivability is depend on how you can keep your enemies away from you with all your trap and take it all down before you're done. A fragile little mage without defensive ability, no self sustain, no mobility. Even though you can improve both her utility and survivability with a talent. Isendra still lack it after all.
So that's how Isendra's complexity is rather high. She's very easily to be taken down, even one slightly misstep and she's undone. All her ability can deal a massive damage but each has it own unique way to bring out the full potential. But if you can manage all that complexity. It'll be worth.

STATUS
HEALTH 1300 HEALTH REGEN 2.71 ARMOR 0
MANA 500 MANA REGEN 3
ATTACK 85 ATTACK SPEED 1.00 RANGE 6.0

PROS & CONS
PROS
Extremely high damage which hard to deal with.
Many way to zoning.
Moderate up to high pushability.
One misstep can be fatal for enemies.

CONS
Hard to pull out each ability full potential.
Strange way to burst. Not straightforward damage.
Seriously rely on positioning and preparing to be good.
Slow. For both mobility and to do damage.
No - low CC.
One misstep can be fatal for you too.

Combat Trait

1
Hydra
Cost : 120 Mana
Cooldown : 45 Second
Duration : Until destroyed or replaced

Each time Isendra use her basic ability. She will gain those ability elemental mastery to use for her trait. Which are Ice, Lightning and Fire.
Isendra can store her mastery up to three. And use it all at once to summon The Hydra which has three heads. The element of each head is depend on what elemental mastery you're using to summon it.
She can't use her trait while didn't has enough elemental mastery.
The more she has elemental power in one element will make hydra stronger, but harder to pull off.
If Isendra gain another mastery while already has three mastery, the oldest one will be replaced.
Hydra has 1,200 Health (+4% per level).

***

The Hydra full description is pretty long but pretty simple. Use whatever basic ability up to three time to fill her trait bar. Her hydra will be stronger if you can wait the cooldown to use the same basic ability consecutively.

For example. You can use your Q > W > E > D at once to gathering Ice, Lightning and Fire elemental mastery to summon the tri elemental hydra. The Hydra you summoned by this way will has three First Ice, Lightning and Fire head hydra. which doesn't specialize in anything. but well. there's still a good little hydra for you.

but if you Q > Q > Q > D by didn't using another basic ability while waiting for Q cooldown to building up Ice elemental mastery slowly. Your Hydra will have First, Second and Third Ice head hydra. which is stronger. And cooler, of course.

Primary Abilities

1
Frozen Orb
Cost : 75 Mana
Cooldown : 12 Second
Duration : 34 Second

Hurl an orb of frozen to the target place slowly. The orb will keep firing the nearest enemy for 81 damage (+4% per level) per second. The orb will stay there until the end of the duration or out of it's ammo. It's contains 6 ammo.

Gain one Ice elemental mastery.
2
Thunder Storm
Cost : 95 Mana
Cooldown : 18 Second
Duration : 12 Second

Summon a deadly thunderstorms that will move along with Isendra. Keep striking the farthest enemy within attack range every 3 second that deals 184 damage (+4% per level) each.

Gain one Ligthing elemental mastery.
3
Fire Wall
Cost : 65 Mana
Cooldown : 9 Second
Duration : 4 Second
Burning Duration : 6 Second

Create a wall of flame at the target area. Deal 53 damage (+4% per level) per second for 6 second to each enemy that move pass those wall. Touch the wall while burning will reset the burning duration. Half the burning duration to structure unit.

Gain one Fire elemental mastery.

Secondary Abilities

1
Evocation
(Talent LVL7)

Cost : 0 Mana
Cooldown : 30 Second

Activate to make Isendra next basic ability has no cooldown.
2
Lightning
(Talent LVL13)

Cost : 60 Mana
Cooldown : 60 Second

Deal 442 damage (+4% per level), knockback enemies unit in a line.

Gain one Ligthing elemental mastery.
3
Dragon's Soul
(Talent LVL20)

Cost : 80 Mana
Cooldown : 0 Second

Target allies Hydra have health and attack multiply by 2 but turn hostile.
Buff and Debuff aura from that hydra affect both team.
Hostiled Hydra can't be replace.

Heroic Abilities

1
Arcanna's Trick
Cost : 60 Mana
Cooldown : 35 Second

Spend the mastery in your second slot to use those basic ability without gaining elemental mastery. The third mastery will be moved to second slot. Can be use to spend the first mastery in your possession while you doesn't have the mastery in second slot.
2
Anomaly Rift
Cost : 60 Mana
Cooldown : 35 Second

Fling every unit in the target area to you and fling every unit around you into target area. Grant a shield for 15% of it remaining hp over 3 second to all allies unit affect by this ability.

HYDRA STATS

Ice hydra specialize in CC and team fight.
First ice hydra head will shoot the bolt of ice that slow enemy for a while.
Second ice hydra head will shoot an ice blast to root the slowed enemy for a while.
Third ice hydra head will do the same as a second head, but has a debuff aura that slow and deal damage to everyone in it attack range.

Ice hydra will prioritize nearest heroes.

Lightning hydra specialize in pushing and zoning.
First lightning hydra head will launch 3 charged bolt that move slowly in a cone shape.
Second lightning hydra head will launch 5 charged bolt that move slowly in a wider cone shape.
Third lightning hydra head will do the same as a second head, but has a defensive buff that grants a shield for 15% of it remaining health to each friendly unit in it range when summoned.

Lightning hydra will prioritize whoever nearest.

Fire hydra specialize in focusing damage.
First fire hydra head will fire a fire bolt to the target. The damage is pitiful, with a very high fire rate.
Second fire hydra head will do the same with first fire head. But faster fire rate.
Third fire hydra head will do the same as second fire hydra head, but has an offensive buff that make all friendly unit in it attack range has more 10% attack damage (these damage counted as spell damage).

Fire hydra will prioritize whoever has the lowest HP percentage.

CONCEPT

UNDERCONSTRUCTION

TALENT


LVL1

Q - Ice Bolt - For each Ice elemental mastery in your possession, Isendra basic attack can slow enemy by 10% for 1 up to 3 second (7 second cooldown).
QUEST: Isendra slow and/or root enemies hero up to 30 second.
REWARD: attack with Ice Bolt increase all your Frozen Orb ammo by 1 for each ice mastery in your possession.
W - Charged Bolt - strike the enemy with Thunder Storm to launch a 3 charged bolt in a cone shape to the striking direction. Repeatedly striking it on the same enemy to launch a lot more charged bolt. (3, 5, 7, 9 bolt at once. 11, 13 while the quest is completed.)
QUEST: Deal enough damage from Charged Bolt.
REWARD: Increase Thunder Storm duration by 6 second. (Charged bolt from Lightning hydra count too.)
E - Warmth -
QUEST: deal damage with Fire Wall, Fire hydra or basic attack to increase mana regeneration rate
REWARD: Deal enough damage to reduce Fire Wall cooldown by 2 second.

LVL4

Q - Frost Nova - Frozen Orb deal damage and slow all nearby enemies when it expired and each time it shoot up to 4 shot.
P - Gloom's Trap - Excess elemental mastery generate health and mana.
E - Inferno - Hit the burning target with Isendra ability reset the burning duration. Fire Wall burning damage increase by 6% for each second it burn consecutively.

LVL7

D - Chromaggus's Affliction - When you summon tri elemental hydra. It will has the third hydra head aura of the last elemental in your possession that you used to cast Hydra. (only aura)
D - Alanna's Scheme - Dramatically reduce Hydra cooldown to 20 second and mana cost to 50. Now it can store up to 3 charges. Your hydra ability will consume only 1 mastery at a time to summon only 1 head hydra. Reduce hydra health to 1/4. Hydra no longer replace each other.
D - Jan'arai's Grace - increase Hydra attack range and hydra can be ordered to move to a different location.
S - Evocation - Activate to make Isendra next basic ability has no cooldown.

LVL10 HEROIC ABILITY

R - Arcanna's Trick - Spend the mastery in your second slot to use those basic ability without gaining elemental mastery. The third mastery will be moved to second slot. Can be used to spend the first mastery in your possession while you doesn't have the mastery in second slot.
R - Anomaly Rift - Fling every unit in the target area to you and fling every unit around you into target area. Grant a shield for 15% of it remaining health over 3 second to all allies unit affect by this ability.

LVL13

P - Incanter's Flow - Your basic ability lower the cooldown of your heroic ability by 2 second.
S - Lightning Deal 442 damage (+4% per level), knockback enemies unit in a line and give you 1 Lightning mastery.
E - Blaze - Create a trail of fire in your walk path while the Fire Wall is still active. Increase movement speed by 25% and burning enemies while stepping on it.

LVL16

Q - Chilling Armor - Friendly heroes around Frozen Orb gain 10 armor for 3 second that can be stack for each time it shooting. Increase Frozen Orb duration and ammo by 2.
W - Static Field - Thunder Storm deals an additional 5% of their maximum health as damage.
P - Nether Tempest - Increase Isendra ability power by 10% while you possess up to two different elemental mastery. 20% instead while you have three different elemental mastery.

LVL20

P

TALENT TREE

LVL1

LVL4

LVL7

LVL10

LVL13

LVL16

LVL20

UPDATE

18/07/2019 - add UPDATE, add CONCEPT, completed OVERVIEW , completed PROS & CON, edited frozen orb (more explanation), edited charged bolt (text)

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