Sen'jin by Xero

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Sen'jin

By: Xero
Last Updated: May 9, 2022
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Sen'jin

Darkspear Chieftain

Sen'jin was the aged chieftain of the Darkspear tribe. A powerful Witch Doctor, he was a spiritual leader for his people. When Thrall and the orcish Horde arrived on the Darkspears' island home prior to the Third War, Sen'jin allied with them against the forces threatening his people but was ultimately killed. The Darkspears subsequently joined the Horde under the leadership of Sen'jin's son Vol'jin.

Attack Type Ranged
Health 1650
Health Regen 3.5
Resource 500 Mana
Unit Radius 0.625
Attack Speed 1.00
Attack Range 5.5
Attack Damage 50

Combat Trait

1
Ancestral Staff
Sen'jin's Basic Attacks against Heroes restore 50 Health and 10 Mana. Every third Basic Attack also reduces the remaining Cooldown of Sen'jin's Basic Abilities by 5 seconds.

Serpent Focus
Cooldown: 1 seconds
Orders any nearby Serpent Wards to focus the target.

Primary Abilities

1
Healing Ward
75 Mana
Cooldown: 10 seconds
Place down a Healing Ward with 400 Health for 30 seconds.
Healing Wards heal allies in an large area for 80 every second.
You may have up to 2 Healing Wards active, however their Healing does not stack.
2
Serpent Ward
80 Mana
Cooldown: 10 seconds

Place down a Serpent Ward with 500 Health for 30 seconds.
Serpent Wards attack nearby enemies, dealing 50 damage per second and marking them for 3 seconds. Marked Enemies are slowed by 60% decaying over 1 second if Sen'jin attacks them, consuming the Mark in the process.
3
Sentry Ward
50 Mana
Cooldown: 30 seconds

Place down a Sentry Ward with 100 Health for 60 seconds.
Sentry Wards grant vision of a large area around it and slow Enemies by 2.5% per second inside of it, up to 10%.

Secondary Abilities

1
Health Vial
Cooldown: 15 seconds

Hurl a Health Vial at the target location. Upon landing, Allied Heroes in radius of the Vial are healed for 200 Health.

Level 4 Talent
2
Mana Vial
Cooldown: 15 seconds

Hurl a Mana Vial at the target location. Upon landing, Allied Heroes in radius of the Vial gain 50 Mana.

Level 4 Talent
3
Poison Vial
Cooldown: 15 seconds

Hurl a Poison Vial at the target location. Upon landing, Enemies in radius of the Vial take 100 damage and have their Speed reduced by 20% over 4 seconds.

Level 4 Talent
4
Voodoo Vial
Cooldown: 15 seconds

Hurl a Voodoo Vial at the target location. Upon landing, Allied heroes in radius of the Vial are healed for 300 Health and gain 75 Mana while Enemies hit take 150 damage and have their Speed reduced by 30% over 4 seconds.
Stores up to 2 Charges.

Level 20 Talent. Replaces your chosen Vial.

Heroic Abilities

1
Spirit Ward
100 Mana
Cooldown: 100 seconds

Place down a Spirit Ward with 500 Health.
The Spirit Ward arms itself after 1.5 seconds, empowering all other Wards in it's radius, granting them Immunity while the Spirit Ward is active as well as a bonus effect based on the Ward.
Healing Wards heal for an additional 100 Health per second.
Serpent Wards attack 50% faster and splash for 50% of their damage dealt.
Sentry Wards 50% increased radius and slow Enemies by an additional 10%.
2
Stasis Ward
100 Mana
Cooldown: 30 seconds

Place down a Stasis Ward with 250 Health that lasts 60 seconds.
Stasis Wards arm themselves after 3 seconds, gaining Stealth and Immunity. If an Enemy Hero steps near a Stasis Ward, the Ward is revealed, loses Immunity and prepares to explode 3 seconds later, dealing 250 damage and stunning Enemies in range for 1.5 seconds.

TALENTS

Level 1

Healing Tide
Healing Ward also increases the Movement Speed by 3% of allies healed for 3 seconds, stacking up to 30%.

Free Spirits
Sen'jin gains 15% increased Movement Speed while in range of one of his wards.

Ancestral Swiftness
Taking damage below 50% Health grants 30% Movement Speed and 10 Armor for 3 seconds. This effect has a 15 second cooldown.

level 4

Health Vial
Cooldown: 15 seconds
Hurl a Health Vial at the target location. Upon landing, Allied Heroes in radius of the Vial are healed for 200 Health.

Mana Vial
Cooldown: 15 seconds
Hurl a Mana Vial at the target location. Upon landing, Allied Heroes in radius of the Vial gain 50 Mana.

Poison Vial
Cooldown: 15 seconds
Hurl a Poison Vial at the target location. Upon landing, Enemies in radius of the Vial take 100 damage and have their Speed reduced by 20% over 4 seconds.

level 7

Improved Healing Ward
Every fourth instance of Healing from Healing Ward heals for an additional 4% Maximum Health.
Healing Ward's Health is increased by 100.

Voodoo Staff
Sen'jin's basic attacks heal the lowest Health Hero near to Sen'jin for 100 Health.

Protection of the Loa
Upon taking damage, Sen'jins Health Regeneration is increased to 2.5% Maximum Health for 2 seconds.

Level 13

Improved Sentry Ward
Sentry Ward gains a second charge.
Sentry Ward's Mana Cost is removed.
Sentry Ward's Health is increased by 100.

Evil Eye
Enemy Heroes within range of the Sentry Ward have their Armor reduced by 10.

Cold Stare
Enemy Heroes within range of the Sentry Ward deal 15% less damage to Heroes.

level 16

Improved Serpent Ward
Serpent Ward Attacks burn the target, dealing an additional 100 damage over 4 seconds. While burning, the Enemy is slowed for 15%.
Serpent Ward's Health is increased by 100.

Spirit Blast
Whenever a Ward is destroyed, it releases a Blinding Flash, dealing 15 damage and Blinding enemies hit for 2 seconds.

Bad Juju
Every 3rd Basic Attack deals 75% more damage and Silences the Enemy Hero for 1.50 seconds.

level 20

Improved Stasis Ward
Stasis Ward does not lose it's Immunity when it is triggered.

Improved Spirit Ward
Spirit Ward is Immune to damage for 3 seconds when it is placed.

Voodoo Chemistry
Replace your Vial with an improved Voodoo Vial with all level 4 Potion effects combined.
Voodoo Potion's effect and area is increased by 50% and it has two charges.

Witch Doctor Master Training
Sen'jin's Health is increased by 250.
Sen'jin's Mana is increased by 100.
Healing Ward's Healing is increased by 30%
Serpent Ward's Damage is increased by 25%
Sentry Ward's Maximum Slow is increased to 30%

CHANGES

Baseline
Trait renamed to Ancestral Staff. It's effect has been changed.
All Wards have a limited duration now.
Healing Ward heals for slightly less.
Serpent Ward has become Sen'jin's W ability.
Sentry Ward gains an added slow over time.
Stasis Ward replaces Serpent Ward as an ultimate.
Spirit Ward now empowers other Wards in it's area.
Added the ability to choose your Serpent Wards' attack target (Secondary Ability)

The Following Talents have been changed or added
Improved Healing Ward (Level 7)
Cold Stare (Level 13)
Improved Serpent Ward (Level 16)
Bad Juju (Level 16
Improved Stasis Ward (Level 20)
Improved Spirit Ward (Level 20)
Witch Doctor Master Training (Level 20)

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1
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SMILE (1) | July 21, 2020 6:57am
Sooo how long does his wards lasts?
"Mana Potion" is really weak Imo. If it had, idk, maybe 8 or 10 seconds cd it wont be that bad.
"Improved Healing Ward" and "Voodoo Staff" are too good, especially compared to "Protection of the Loa".
1
[-]
Xero | July 21, 2020 11:13am
Previously the Wards listed indefinetly, this has now been changed as you can read in the ability descriptions.
I wouldn't call Mana Potion weak since it may hit multiple heroes. A common misunderstanding with Sen'jin's potions is that they function like Deckard's potions, which they don't. They trigger immediately and hit all targets in the targeted area, similar to Auriel's Ray.
1
[-]
SMILE (1) | July 21, 2020 4:23pm
"I wouldn't call Mana Potion weak since it may hit multiple heroes"
You dont need it, when you can have Slow or Healing.
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