Sen'jin is a ranged support who specializes in voodoo magic and wards to passively support his team. He can disrupt enemies with traps and spells and grant vision to give his team the edge in combat. He can even manipulate corpses, and can use dead heroes, allied or enemy, to his advantage.
Combat Trait
1
Troll Regeneration
All nearby allies receive 100% increased Health Regen. Activate to increase this to 300% for 5 seconds.
Cooldown: 25 seconds.
Primary Abilities
1
Sentry Ward
Place a Sentry Ward at target location. The ward has 150 health (+55 per level) and is invisible. The ward grants vision of a large area around it, even revealingcloakedenemies, for 60 seconds, or until found and destroyed. Holds 4 charges. Sen'jin may only have 4wards out at once.
Cooldown: 8 seconds Mana: 30
2
Stasis Trap
Place a Stasis Trap at target location. The ward is invisible until an unfortunate enemy gets too close, destroying the trap and rooting all nearby enemies for 1.5 seconds and dealing 30 damage to them (+5 per level). The ward lasts 30 seconds if it goes untriggered. Sen'jin may only have 1trap placed at a time. You may re-cast the ability while one is placed to cancel it.
Cooldown: 10 seconds Mana: 65
3
Haunt
Force an enemy to move away from you for 2 seconds. During this they have no control of their hero, leaving them unable to cast abilities or attack. After this, they are slowed by 30% for 3 seconds.
Cooldown: 12 seconds Mana: 70
Heroic Abilities
1
Raise Dead
Revive all deadallied heroes in the location that they died as zombies. Your allies may control their own zombie as normal, but they deal 50% lessdamage, are 30%slower and only have 50% of their maximum health. During this time their death timer will still count down. After 15 seconds, or when their zombie dies, they will resume being dead.
Cooldown: 100 seconds Mana: 200
LEVEL 20 TALENT When an ally's zombie dies or expires, they are instantly revived at base, regardless of their previous death timer. However, the cooldown is also increased to 120 seconds.
2
Big Bad Voodoo
For 3 seconds, surround all nearby allies with spirits, one for each currently dead hero, ally or enemy. Each spirit will cause it's host to receive 15% less damage and grants them 10% increased movement speed, as well as dealing 100 damage per second (+10 per level) to enemies near them.
Cooldown: 90 seconds. Mana: 100
LEVEL 20 TALENT Spirits created by dead allies provide double their usual bonuses.
At first I planned to have serpent wards, but I quickly realized they were too much like Gazlowe's turrets, and didn't really provide the utility that a support should have.
If your death timer expires while you're a zombie, you will continue to be a zombie as usual and just respawn the second your zombie expires.
Hi, there i have an idea sentry ward and statis trap are refenreces from WCIII and i love that but the haunt you could change it for the "serpent ward" from the shadow hunter from WCIII , it would summon a serpent ward that would do moderate damage and slow the enemies (since you made a suport build), and you could make talents around that skill. you could make that haunt skill into to a talent for the serpent ward where instead of running away from you it would run away from the serpent ward. (i think it would give more strategic play)
Well even whiout the serpent ward i like this concept. it would be a fun support to play
I have one question what happens to the heroes that the death timer end when the zombies are still active?
First: His trait will only buff a ally's base regen, so it will be Base x 2 + Buffs. I hadn't thought about it working with Leoric, but I don't see why it shouldn't.
Second: Yes, he can only have 4 sentry wards at a time. The revealed area is meant to be a little smaller than clairvoyance is.
Third: He may only have 1 at a time. I'd like to say that the area it roots is very small, and will only hit multiple heroes if they're very clumped up.
Fourth: Perhaps the zombies are too weak at level 10 to be of much use, especially with a 120 second cooldown. I'll modify it.
After looking over at it really quickly, I do have a few questions and a few critics, although I do like the concept, don't get me wrong.
First : Does his trait apply to Leoric while undying, and does it apply to a heroe's BASE regeneration, or his TOTAL regen? Like does it apply to Leoric's full regen (base + reanimation) or just his base, and then adds up with reanimation, without multiplicating it?
Second : His wards, are they at a limit of 4 at the same time, or can he activate as many as he can place? If so, then I think it's a little too powerful -- What I'm imagining is a guy placing wards everywhere that are cloaked and have the same range as clairvoyance or rexxar's flare that reveal a zeratul or a nova or creep tumors for 60 seconds.
Thirdly : His stasis trap does have a limit of 1 at a time, right? And could you limit it to the enemy, unless talented? Every enemy rooted for 2 seconds instantly does seem a little powerful -- Malfurion's roots leave a big *** circle on the ground, aren't invisible, cannot be placed somewhere up to 30 seconds before, can be avoided, and last less than 2 seconds, and are still considered a damn fine ability.
Fortuh is a critic of his Raise Dead. After the level 20 spell, I can understand the 120 second cooldown, as it resurrects allies instantly (It even seems OP -- maybe resurrecting them at the altar if the zombie died, and resurrecting them on the spot with reduced health, maybe something like 40%, if their zombie timed out instead?), but at level 10, you're basically just giving them something to do while dead. Maybe setting it to 100 seconds, and making the level 20 buff set it to 120? I'm just giving out ideas here.
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If your death timer expires while you're a zombie, you will continue to be a zombie as usual and just respawn the second your zombie expires.
Well even whiout the serpent ward i like this concept. it would be a fun support to play
I have one question what happens to the heroes that the death timer end when the zombies are still active?
Second: Yes, he can only have 4 sentry wards at a time. The revealed area is meant to be a little smaller than clairvoyance is.
Third: He may only have 1 at a time. I'd like to say that the area it roots is very small, and will only hit multiple heroes if they're very clumped up.
Fourth: Perhaps the zombies are too weak at level 10 to be of much use, especially with a 120 second cooldown. I'll modify it.
First : Does his trait apply to Leoric while undying, and does it apply to a heroe's BASE regeneration, or his TOTAL regen? Like does it apply to Leoric's full regen (base + reanimation) or just his base, and then adds up with reanimation, without multiplicating it?
Second : His wards, are they at a limit of 4 at the same time, or can he activate as many as he can place? If so, then I think it's a little too powerful -- What I'm imagining is a guy placing wards everywhere that are cloaked and have the same range as clairvoyance or rexxar's flare that reveal a zeratul or a nova or creep tumors for 60 seconds.
Thirdly : His stasis trap does have a limit of 1 at a time, right? And could you limit it to the enemy, unless talented? Every enemy rooted for 2 seconds instantly does seem a little powerful -- Malfurion's roots leave a big *** circle on the ground, aren't invisible, cannot be placed somewhere up to 30 seconds before, can be avoided, and last less than 2 seconds, and are still considered a damn fine ability.
Fortuh is a critic of his Raise Dead. After the level 20 spell, I can understand the 120 second cooldown, as it resurrects allies instantly (It even seems OP -- maybe resurrecting them at the altar if the zombie died, and resurrecting them on the spot with reduced health, maybe something like 40%, if their zombie timed out instead?), but at level 10, you're basically just giving them something to do while dead. Maybe setting it to 100 seconds, and making the level 20 buff set it to 120? I'm just giving out ideas here.