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Senja
Senja | |
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The Champion | |
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Archetype | ![]() |
Starting Weapon | ![]() |
Signature Weapon | ![]() |
Complexity | |
Statistics | |
Senja loves to put on a show. She delights in close combat, and can use her affinity for the storm to drag her enemies close or blast them across the battlefield in a burst of lightning.—Offical Site Description
Reveling in the glory of combat, Senja is a Wayfinder from the Dominion of the Seven Winds. Her experience as an arena champion allows her to keep her cool during even the most heated fights. She commands lightning with her arcanic arm, allowing her to keep enemies in line for her to deliver the finishing blow.
Max stats[edit]
Max stats are derived from level 30 and 0% affinity.
Max Health | 803 | Ability Power | 782 | Break Power | 602 |
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Resilience | 722 | Crit Rating | 421 | Phys Defense | 1806 |
Weapon Power | 1023 | Crit Power | 602 | Mag Defense | 1003 |
Data[edit]
Base stats[edit]
Stats | Value | |
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Max Health | 20 | |
Resilience | 15 | |
Weapon Power | 17 | |
Ability Power | 13 | |
Crit Rating | 7 | |
Crit Power | 10 | |
Break Power | 10 | |
Phys Defense | 18 | |
Mag Defense | 10 | |
Total | 120 |
Stats scaling[edit]
Scaling type | Value | |
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Level | 18 | |
Temper | 0 | |
Total (Level 30) | 522 |
Acquisition[edit]
Crafted with the following ingredients:
Rare resources
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3 | This shard holds an aspect of the Wayfinder Senja—her matchless skill in battle; it may be found by felling Kolaar the Beastmaster. Combine this restored memory with her other memories to call her from the Gloom. |
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3 | This shard holds an aspect of the Wayfinder Senja—the power she unleashes upon her enemies; it may be found by slaying the Dread Legion. Combine this restored memory with her other memories to call her from the Gloom. |
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3 | This shard holds an aspect of the Wayfinder Senja—her memories of her triumphs in the arena; it may be found by destroying Wormwood. Combine this restored memory with her other memories to call her from the Gloom. |
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15 | Unique crafting resource, found in some Trickster Chests. Used to craft weapons, relics and consumables. |
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15 | Unique crafting resource, hoarded by the Loot Goblin in the Ruins. Used to craft weapons, relics and consumables. |
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15 | Unique crafting resource found by completing the What Lies Beneath event in the Mines. Used to craft weapons, relics and consumables. |
Common resources
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30 | Used in Tier 3 crafting recipes. Found in Lost Zones when any Solar mutator is active. |
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175 | Used in Tier 3 crafting recipes. Found in Lost Zones when any Chaos mutator is active. |
Currency
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24300 | Restore Wayfinder Memories by infusing Memory Vestiges with Memory Fragments. |
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10000 | Currency of the realm. Acquired from enemies, chests and events. |
Wayfinder abilities[edit]
INCOMING DAMAGE MULTIPLIER BUFF: 50%
WEAPON POWER MULTIPLIER BUFF: -10% ~ 10%
additive with accessory sets, 0.9/1/1.06/1.1 multiplier at tier 1/2/3/4
ABILITY POWER MULTIPLIER BUFF: -10% ~ 10%
additive with accessory sets
- Level 1: Next weapon attack within 5 seconds deals bonus Ability Damage.
- Level 2: Increases fully charged punch damage by 20%.
- Level 3: Increases followup Weapon attack damage by 15%.
CHARGES: 3
DAMAGE MODIFIER: 0.6
BREAK MODIFIER: 0.4
FOLLOWUP DAMAGE MODIFIER: 2 ~ 2.7 / 3.24 (Lv2)
FOLLOWUP BREAK MODIFIER: 1.6 ~ 2.1 / 2.52 (Lv2)
WEAPON DAMAGE MODIFIER: +0.6 AP / +0.69 AP (Lv1)
WEAPON DAMAGE MODIFIER DURATION: 5s (Lv1)
- Level 1: Increases effectiveness of buff on a full hold by 50%.
- Level 2: Damage taken while Showboating during Gain Favor is reduced by an additional 10%.
- Level 3: Increases Crowd Meter gain from Gain Favor by 50%.
DURATION: 10s
WEAPON POWER MULTIPLIER BUFF: 20% / 30% (Lv1)
ABILITY POWER MULTIPLIER BUFF: 20% / 30% (Lv1)
INCOMING DAMAGE MULTIPLIER BUFF: 10% (Lv2)
DAMAGE MODIFIER: 0.3
BREAK MODIFIER: 0.3
- Level 1: Increases pull range by 33%.
- Level 2: Slows enemies hit by 30% for 6 seconds.
- Level 3: Pulled enemies take 30% more damage for 6 seconds.
DAMAGE MODIFIER: 1
BREAK MODIFIER: 1
SLOW DEBUFF: 30% (Lv2)
SLOW DEBUFF DURATION: 6s (Lv2)
INCOMING DAMAGE MULTIPLIER DEBUFF: 30% (Lv3)
INCOMING DAMAGE MULTIPLIER DEBUFF DURATION: 6s (Lv3)
- Level 1: Increases damage by 10%.
- Level 2: Deals 50% increased splash damage to enemies near the punch.
- Level 3: Applies knockdown to enemies hit by splash damage.
DAMAGE MODIFIER: 12.375 / 13.6125 (Lv1)
BREAK MODIFIER: 3
SPLASH DAMAGE MODIFIER: 4.125 / 4.5375 (Lv1) / 5.9895 (Lv2)
SPLASH BREAK MODIFIER: 0.75 / 3 (Lv2)
Archetype abilities[edit]
Affinity perks[edit]
Unlock Level |
Icon | Name | Perks |
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5 | ![]() |
Crowd's Protection | Reduces damage taken while Showboating by an additional 10%. |
15 | ![]() |
Crowd's Empowerment | Getting hit while Showboating increases Weapon Power by 2% per stack for 10 seconds. Stacks up to 10 times. |
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5 | ![]() |
Crowd's Approval | Gain 10% Ability and Weapon Power for 5 sec, upon gaining tier 4 crowd meter. This effect can occur once every 12 seconds. |
15 | ![]() |
Crowd's Reaction | Fills your Crowd meter when falling below 30% HP. This effect can occur once every 30 seconds. |
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5 | ![]() |
Crowd's Favor | Reduces incoming impact damage while Showboating by an additional 20%. |
15 | ![]() |
Crowd's Ovation | Reduces Crowd decay rate by 50%. |
Mastery[edit]
Gain 50% of your Latent Power meter when guard breaking an enemy. This effect has a 6 second cooldown.
Mastery 2
Gain 75% of your Latent Power meter when guard breaking an enemy. This effect has a 6 second cooldown.
Gain 1 Latent Power Pip when guard breaking an enemy. This effect has a 6 second cooldown.
Momentum reduces incoming damage by up to 10% based on how full it is.
Mastery 2
Momentum reduces incoming damage by up to 15% based on how full it is.
Momentum reduces incoming damage by up to 15% based on how full it is. Upon reaching full momentum, apply a damage shield equal to 10% of your Maximum Health to yourself and nearby allies. This shield can only be applied once every 15s.
Successful Parry attacks deal an additional 100% of your Break Power as Break Damage to enemies hit.
Mastery 2
Successful Parry attacks deal an additional 150% of your Break Power as Break Damage to enemies hit.
Successful Parry attacks deal an additional 200% of your Break Power as Break Damage to enemies hit.
Hotspot reload grants a damage shield to you for up to 10% of your Max Health at a full clip reload.
Mastery 2
Hotspot reload grants a damage shield to you and nearby allies for up to 10% of your Max Health at a full clip reload.
Hotspot reload grants a damage shield to you and nearby allies for up to 15% of your Max Health at a full clip reload.
Improves Damage and Break Damage of all Rifle Attacks by 5% to enemies within close range.
Mastery 2
Improves Damage and Break Damage of all Rifle Attacks by 7.5% to enemies within close range.
Improves Damage and Break Damage of all Rifle Attacks by 10% to enemies within close range.
Lore[edit]
Before the Gloom swallowed the warrior, Senja was the greatest gladiator in the history of the Imperial Arena. She is the last of the Iron Sisters, a league of warriors from the distant Dominion of the Seven Winds, and she smites her enemies with both storm and steel.
Senja is a legend across the Avar Imperium, the greatest champion ever to grace the arena. Where many gladiators face death with grim resolve, Senja delights in every battle. Even now, Senja still hears the crowds when she fights, still imagines the cheering throngs urging her on. In truth, she loves battle because it is a distraction from her pain. Senja comes from the Dominion of the Seven Winds, a place where arcane magic is woven into everyday life, where arcanists and warmasters alike wield power over the elements; while she is far from home, the storm still answers her call. She is the last of the Iron Sisters, a proud order of deadly warriors. She doesn’t talk about what happened to her sisters, but there is no question that their loss is a knife in her heart—that whatever happened in the Dominion drove Senja to the other side of the world and into the endless distraction of the arena. Now that the Gloom has swallowed the arena, Senja needs a new battle to distract her from her pain, and the Gloom is the greatest enemy of all.
Senja is a fearless warrior and an indomitable foe. But as an echo returned from the Gloom, there’s much she can’t remember. She remembers fighting alongside the Iron Sisters, but she cannot remember exactly how they fell. She remembers countless battles in the arena, but she knows she can’t remember every enemy she faced. Could forgotten enemies come back to haunt her?