Isendra by Demolij

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Isendra

By: Demolij
Last Updated: Jan 3, 2018
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Isendra

Elemental Sorceress

Isendra is a member of the Zann Esu Clan, a clan of mages that decided to focus solely on Elemental magic which they deemed the only form of magic that is truly "pure". They trained exclusively women to become sorceresses, and hid away for many years only appearing occasionally to aid people. Isendra was one of these sorceresses, and was one of the heroes to foil the Prime Evil's plans to invade Sanctuary, and acted as tutor to the prodigy Wizard Li Ming.
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HEALTH: 1650 + 4%lvl
REGEN: 3.44 + 4%lvl
DAMAGE: 69 + 4%lvl
ATTACK SPEED: 1.11 per second
RANGE: 5.5
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Isandra is a flexible mage that casts spells in rapid succession, and has great zone control and defensive capability.

Combat Trait

1
Elemental Mastery
Activate to replace basic abilities with an element selection, allowing them to choose between Cold Fire and Lightning.
2
Cold
Q button. Changes current element to Cold.
3
Fire
W button. Changes current element to Fire.
4
Lightning
E button. Changes current element to Lightning.

Primary Abilities

1
Shiver Armor
50 mana - 8s cooldown (shared with Q abilities)

Gain 25 attack armor for 3 seconds and generate a very large aura that slows enemies by 15%.

Cold Q ability
2
Enchant Weapon
50 mana - 8s cooldown (shared with Q abilities)

Increase the damage of the next 3 basic attacks within 3 seconds by 150% and causes them to deal spell damage.

Fire Q ability
3
Thunder Storm
50 mana - 8s cooldown (shared with Q abilities)

Gain 15% movement speed and cause lightning to strike a random nearby enemy for 56 (+4% per level) damage every half second for 3 seconds. Can affect the same enemy once per second.

Lightning Q ability
4
Frozen Orb
30 mana - 5s cooldown (shared with W abilities)

Flings a slow-moving orb in the target direction lasting 2 seconds, enemies touching it take 158 (+4% per level) damage per second. Also launches 10 icicles all around it per second each dealing 79 (+4% per level) damage to the first enemy hit.

Cold W ability
5
Meteor
30 mana - 5s cooldown (shared with W abilities)

Designates an invisible AoE for a Meteor to fall, holding it in the air until reactivation or 3 seconds pass. Meteor falls over 2 seconds if immediately reactivated, or near instantly if reactivated after 2 seconds. Enemies in the AoE take 296 (+4% per level) damage and are stunned for 1.25 seconds.

Fire W ability
6
Charged Bolt
30 mana - 5s cooldown (shared with W abilities)

Release 6 waving pulses in a cone each dealing 158 (+4% per level) damage to the first enemy hit and slowing by 90% for 1 second. Cannot hit the same enemy with multiple pulses.

Lightning W ability
7
Frost Hydra
45 mana - 6s cooldown (shared with E abilities)

Creates an intangible 3-headed Hydra at the target location for 12 seconds. Each head breaths frozen mist in a 3-range cone dealing 55 (+4% per level) damage to all enemies hit. Disappears if recast or Isendra is too far away/dead, and deals 50% damage to structures.

Cold E ability
8
Burning Hydra
45 mana - 6s cooldown (shared with E abilities)

Creates an intangible 3-headed Hydra at the target location for 12 seconds. Each head fires Fireballs at an enemy with 5.5-range dealing 44 (+4% per level) damage that explodes in an AoE dealing full damage to nearby enemies. Disappears if recast or Isendra is too far away/dead, and deals 50% damage to structures.

Fire E ability
9
Static Hydra
45 mana - 6s cooldown (shared with E abilities)

Creates an intangible 3-headed Hydra at the target location for 12 seconds. Each head spits 8-range fast moving lightning balls at an enemy dealing 66 (+4% per level) damage. Disappears if recast or Isendra is too far away/dead, and deals 50% damage to structures.

Lightning E ability

Heroic Abilities

1
Cold Proficiency
Leave behind patches of ice on the ground when you move while on the Cold element. Ice patches last 3 seconds and enemies standing on them are slowed by 20% and take 32 (+4% per level) damage per second.

Passive: Gain 25 ability armor.
2
Fire Proficiency
Increase all damage by 40% while on the Fire element.

Passive: Deal 25% increased damage if you haven't taken damage within 2 seconds.
3
Lightning Proficiency
While on the Lightning element dealing 20% of a hero's maximum health within 2 seconds will stun them for .5 seconds, can only affect the same target every 4 seconds.

Passive: Gain 50% increased vision range.

Talents

[Level 1]
-

Playstyle

Unlike her pupil Li Ming, Isendra is not a burst or poke hero. Instead she has a lot of consistent damage against enemies that come too close. Her biggest strength is her versatility, and can work as a pseudo cc-support or maybe even an offtank if you're crazy. Even then, you can still deal pretty solid damage if built for it, and she has an amazing amount of zone control as well because if an enemy stands where they shouldn't they will take a heck of a lot of damage. She fits in best in more defensive compositions but can fill in as a standard mage easily, especially with how flexible she can be.

Fitting with the no-cooldown style of Diablo II, her spells generally have low cooldowns and can be cast often. Also fitting with her original incarnation, she has access to 3 different schools of elements and each one is good at different things, but synergising them together provides you with tons of flexibility. Fire skills are mainly focused on poking from far away, Cold skills have shorter range and improve cc or durability, and Lightning skills have mid-ranged damage and mobility. This gives her great flexibility depending on the circumstance, however talents will still force you to focus on certain elements or aspects of her kit. Choosing an element isn't that hard, you just activate the Trait (which has no cooldown) and then press QWE corresponding with an element, so if you're faster you can swap between elements quickly. You start the game with the Trait option active so you can't cast without choosing an element. You can see what element she is focused on above her health bar, too.

Q abilities are all self-buffing skills with high uptime. Enchant Weapon gives some potent damage on your basic attacks but you need to be aggressive before the 4 seconds run out. Shiver Armor grants armor and a massive AoE slow which is great for chasing or running, while Thunder Storm give mobility and zaps attackers which is good if you're looking to deal damage in the thick of the action. They're all instant cast and easy to use but choosing which one is best for the moment is most important. W abilities are skillshots with very low cooldowns. Frozen Orb is a strong ranged AoE attack that is easy to evade if not aimed well but can deal great damage to enemies foolish enough to go near it. Charged Bolts have short range but can act like a moving wall for enemies preventing them from advancing, and have a pretty scary root-ish effect making them great for hit-and-run or peeling tactics. Meteor is a slow Flamestrike with a stun, and since it's so slow it makes enemies uncertain of when you'll drop it which is pretty imposing. These abilities fill in the weaknesses in your element's playstyle, with Frozen Orb giving a poke attack to Cold's defensive style, Charged Bolts giving peel to the aggressive Lightning playstyle, and Meteor giving a strong mid-range attack to the poke-based Fire.

Her Hydras are all refreshingly very similar to each other. Given the "place and forget" nature of the Hydra it means she has to rely more on her other abilities for more direct damage, which is convenient due to their low cds. Don't discount the Hydras themselves though! They're similar to a ranged-casted 3x Gazlowe turret that can't be killed, with the tradeoff that they can't be stacked and disappear when Isendra dies. They can still deal good damage if enemies don't respect them and are just another tool in her zone control arsenal. Frost Hydras have short range but deal solid AoE damage, and are probably the best choice against nearby enemies. Static Hydras deal the most raw damage and have the most range but are single-target, making them the best for skirmishes against individuals. Burning Hydras have average range with the least damage in the form of AoE, making them the most flexible of the 3 and good in most circumstances. You may question why the poke-based Fire Hydra isn't long ranged, and that's because it doesn't need to be given how it can be placed far away as a summon, and is likely to get damage off anyways given the AoE, plus Fire could use the extra AoE.

The different heroic elemental Proficiencies simply add more flexibility to her kit in different ways. They're all passives (her kit is convoluted enough already!), with each providing a baseline effect that's all around useful, and a specific effect that only works with the chosen element. When it comes to her other talents choices, every other tier is focused on one element to enhance each aspect of her skillset, while the other tiers let you choose a specific element to focus on to focus your playstyle. At level 20 you have access to all 3 choices to really drill in which playstyle you're aiming for, with each choice providing nice buffs to your playstyle of choice but minor nerfs to the inverse.

Counters and Synergies

Works well with:

Notes

I swear to god this lady. I just wanted to make someone who swapped kits and stuff, and I also wanted to make a design for Isendra with Hydras and Frozen Orbs, but for the love of all that is holy I could not for the life of me make it work out. Then I had a breakthrough with the Trait changing while the site was down (I did not get inspiration from DotA's Invoker btw, though I do see the similarities now) and then everything came together. Then I ended up scrapping it after a while because it seemed held together by strings and made it into something like an unholy fusion of Jaina Kael'thas and Falstad, but hey at least it's cool. I hope you enjoy my design, because I am very done with it. Thank Heavens.

If you want to see more of my designs, here is a list of all the designs I've made.

EDIT 1: Changed a ton of wording.
EDIT 2: Removed Bolts, changed around ability positions and some functionalities, added Enchant and Ice Blast, reworked talent tree.
EDIT 3: Removed elemental damage bonus, streamlined kit and emphasized ability combos. Lightning shield not has Thorns effect.
EDIT 4: Removed basic ability activator effect, not choose element with Trait. Completely reworked heroics and abilities.
EDIT 5: Talent changes, Electric Shield revamped, Hydra effects moved around.

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