Isendra by predi

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Isendra

By: predi
Last Updated: Jan 29, 2017
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Isendra

Sorceress of the Zann Esu Clan

Isendra was a talented elemental sorceress, who helped defeating the Three Prime Evils, and later became the tutor of Li-Ming, the rebellious wizard.

Isendra is an expert of elemental forces, and can specialize on one of its form to make the most out of it.

Her trait is Elemental mastery, at the start, on level 1, you choose which element you choose for her. Fire, Cold, or Lightning. Each has different strenghts and weaknesses, and changes her talent tree and abilities accordingly.

The drawback is, she has only one heroic for each masteries.

plain numbers are the lvl 20 value, numbers in brackets are the value at level one.

Sorry for the weird categories, but this site has it's limitations :)

Combat Trait

1
Elemental mastery
Your abilities act differently by your chosen mastery.

Lightning: Q and E abilities are spammable, but consume a lot of mana, and damage degrades at distance. Abilities: Charged bolts, Lightning, Nova, Static field

Fire: Basic attacks and abilities ignite targets, dealing +30% damage over 3 sec. Abilities: Inferno, Fireball, Firewall, Meteor

Cold: Basic attacks and abilities freeze minions and mercenaries for 2 sec and slow heroes by 15% for 1 sec, frozen minions and mercenaries take double damage from all sources. Abilities: Arctic blast, Glacial spike, Frost nova, Frozen orb.

Primary Abilities

1
Charged bolts
Short ranged, directable channeled ability
Release a couple of lightning bolts in a narrow area every 0.25 seconds, that deal 120 (55) damage initially to enemies hit, the damage gradually gets weaker, dealing 1 damage at max distance.

CD: 0 sec
mana cost: 20 mana each pulse
2
Lightning
Long ranged straight line skillshot, that moves fast, and passes through enemies. Deals 1120 (510) initially to enemies hit, the damage gradually gets weaker, dealing 1 damage at max distance.

CD: 8 sec
mana cost: 70 mana
3
Nova
Cast an expanding ring of lightning, dealing 530 (241) damage to every nearby enemy in a moderate range.
Its damage is gradually gets lower, dealing only 1 damage at its max distance (little less than basic attack range)

CD: 0 sec
mana cost: 75 mana

(there's the cast animation so can be casted 3-4 times per second)
4
Static field
Heroic ability.

Enemies in a large area around you lose 15% of their current health

CD: 120 sec
mana cost: 110 mana

Secondary Abilities

1
Inferno
Short ranged, directable channeled ability.
Flames burst out from your palm, damaging enemies in a narrow area in front of you. Deals 110 (48) damage every 0,5 seconds.

CD: 5 sec
mana cost: 20 mana per second
2
Fireball
Long ranged, fast moving projectile, that explodes upon contact, dealing 620 (282) damage in a small area.

CD 8 sec
mana cost: 50 mana
3
Firewall
Set target area in line aflame, dealing 300 (136) damage every second to every enemy standing in it. Lasts for 5 seconds.

CD: 14 sec
mana cost: 70 mana
4
Meteor
Heroic ability.

Summon a meteor, after 1,5 second delay it crashes down dealing 1100 (500) damage in a small area and ignites the ground in a wider area for 3 sec, that deals 30% of it's damage.

CD: 70 sec
mana cost: 90 mana

Heroic Abilities

1
Arctic Blast
Short ranged, directable channeled ability.
Freezing air burst out from your hands, damaging enemies in a narrow area in front of you. Deals 90 damage every 0,5 sec.

CD: 5 sec
Mana cost: 25 mana per second
2
Glacial Spike
Long range projectile, that bursts out freezing air upon contact, dealing damage in a small area. Enemies hit receive 440 (200) damage, area damage deals half the amount.

CD: 10 sec
mana cost: 60 mana
3
Frost Nova
Cast an expanding ring of frost, dealing 306 (140) damage to every nearby enemy in a moderate range.

CD: 8 sec
mana cost: 55 mana
4
Frozen Orb
Heroic abilty.

hurl an orb of ice forward, that deals 820 (375) damage to the enemies it passes through, and it shoots ice bolts outward randomly as it travels, These bolts deal 1/3 of the orb's damage.

CD: 75 sec
mana cost: 100 mana

Special Mount

1
Energy Shield
Special ability.

Convert mana to shield 1/3 of your mana to 4x the amount of shield, that stays until it's destroyed.
45 sec CD

(eg. if you have 600 mana, you lose 200, but you gain 800 pts of shield)

Stats and clarifications

Health Pool: 2805 (1280)
Damage: 142 (65)
Attack speed: 1,1 per sec

The differences between masteries:
Lightning is really spammable, but costs a lot of mana, So you can burst down enemies, but you go out of mana real fast (Malf could be a great ally). and the "damage degrades at distance part". I really wanted to capture the feel of a lightning sorc, partcularly a nova sorc. That means spamming novas. Put there's also the weird nature of lightning damage in Diablo 1-2. its damage is always 1-high damage number. If we put real RNG in the game that would hurt the fun factor. So to make it more reliable, these attacks deal full damage from melee range, and 1 at max range, and the damage falls steadily in between. So you really have that feel of run in a group of monsters, spam Nova a couple of times, run away.

Fire burns as we know. I wanted to make this kit more of a sustained damage option, with moderate range. And also with a bit of area control. Her burn effect works similarly to Lunara's poison, but it stacks the damage. It won't add the next damage to the burning target, it still applies for 3 seconds from there, but adds the damage to the one applied before.

Cold mastery is more of a specialist way of playing. It does not have hig damage numbers, but it has more of a control effect, and helps clear lanes more easily. Cold damage had a freeze or chill effect in Diablo 2. Weaker minions got frozen, remaining still in place for a couple seconds, stonger, elite monsters and bosses got chilled, slowing their movement speed. I added a damage bonus here for frozen minions and mercenaries to reflect this effect more heavily, and only added a minor slow to heroes to not take away Jaina's kit.
And sorry for Druid fans, but I needed a similarly working ability for Q, so I stole Arctic Blast


As she is very squishy, she needs some form of protection. That's why she has Energy shield in every mastery level. She gets it at start, and by default it's binded to the (1) key. It's like Xul's Bone armor. It's has a long cooldown and a big mana cost, so it's not OP to have on level 1.

Talents

Soem talents are shared with the different masteries, some have different effects.
Yellow text for Lightning mastery
Red text for Fire mastery
Light blue text for Cold mastery
Grey taxt are shared talents

Level 1 - choose your mastery here. you get Energy shield too


- Lightning mastery: specializing in close range damage dealing abilities. Risky, but deadly

- Fire mastery: specializes in moderate ranged, sustained damage dealing abilities. A more safer approach.

- Cold mastery: specializes in crowd control, and damage against minions and monsters. Plays more like a Specialist.

Level 4 - mana talents


- Warmth: mana regenerates 50% faster

- Potion of Mana: recharge 1/3 of your mana over 3 sec (40 sec CD)

- Q ability talent
every time Charged Bolt damages enemy hero, it gives back 20 mana
After 1,5 sec channel on targets, Inferno charges 15 mana back every 0,5 sec
each time a minion is damaged by Arctic blast, it gives back 3 mana

Level 7 - ability damage


- Q ability talent: Charged bolt/Inferno/Arctic blast has 50% wider width.

- E ability talent
When nova was not cast again in 0,5 sec, you cast a free nova automatically
Firewall lasts 3 sec longer if it ignites at least 2 enemy heroes
When you get hit you instantly release a frost nova (15 sec internal CD)

- W ability talents
Enemy struck at further then 50% range will get hit by another lightning that deals 70% max damage
Fireball has 20% larger explosion radius and deals 30% more damage
If Glacial Spike damages a frozen or chilled target, it will deal triple damage

Level 10 - Heroics


- Static Field
- Meteor
- Frozen Orb

Level 13 - Defensive talents


- Static discharge: If you damage an enemy with abilities, you receive a stack of Static Discharge. Stacks up to 20. If an enemy damages you, you instantly deal 50 (22) ability damage back at them for each stacks
Flame cloak: Receiving damage will ignite you, dealing 220 (100) damage to nearby enemies (15 sec internal CD)
Frozen armor: freezes melee attackers for 1 sec, (lasts 6 sec, 25 sec CD)

- Lightning speed: 3 consecutive ability damage against enemy heroes will give you +70% movement speed for 1 sec
Blaze: Gain 25% movement speed and leave a trail of fire that deals 140 (64) damage per second to enemies (30 sec CD)
Ice field : make a long field of ice in front of you, you gain 40% movement speed on it, enemies get slowed by 30% on it (30 sec CD)

-Telekinesis: knock target enemy away from you for a moderate distance (40 sec CD)

Level 17 - ability damage


- W ability talent
when Lightning hits a hero another lightning shoots out towards the nearest enemy hero (its damage is counted from that point of origin)
Fireballs ignite gets refreshed with every basic attack against that enemy
Enemy hero hit by Glacial spike is frozen for 1 sec (like a minion)

-E ability talent
Each nova adds 5% ability damage, maximum 5 stacks, lasts for 5 sec
Firewalls ignite deals 100% more damage
Frost nova roots enemy heroes for 1,5 sec

- Q ability talent
Charged Bolts/Inferno/Arctic Blast's damage ticks twice as fast

Level 20


Ecstatic - If an enemy is damaged by one of your abilities 1 second after they were struck by Static Field, they lose another 10% of their current health.
Meteor Shower: Meteor can be casted a second time in the next 5 seconds
Deep freeze: enemy heroes hit by the Frozen Orb are frozen and take double damage for 2 sec

- Teleport: Instantly relocate to target area in a moderate distance. (50 sec CD)

- Full rejuvanation potion: Instantly refills your Health pool and mana. (75 sec CD)

Basic and Master skin

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