Senja

Senja
The Champion
Senja
Archetype Warmaster
Starting Weapon Typhoon
Signature Weapon Colossus
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, awakening 3, and 0% affinity.

Max Health 870 Ability Power 848 Break Power 653
Resilience 783 Crit Rating 457 Phys Defense 1957
Weapon Power 1109 Crit Power 522 Mag Defense 1088

Data[edit]

Base stats
[edit]

Stats Value
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
Level 18
Awakening 18
Total (Level 30) 576

Echo slots
[edit]

Level Slot type

1 Balance
1 Attack
8 Cross
16 Rush
24 Guard

Acquisition[edit]

Crafted with the following ingredients:

Rare resources
Vestige of Senja's Might 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.
Vestige of Senja's Storm 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.
Vestige of Senja's Glory 3 This shard holds an aspect of the Wayfinder Senja—her memories of her triumphs in the arena; it may be found by defeating Maras, the Grand Deceiver. Combine this restored memory with her other memories to call her from the Gloom.
Trickster's Coin 15 Unique crafting resource, found in some Trickster Chests. Used to craft weapons, relics and consumables.
Gem of Avarice 15 Unique crafting resource, hoarded by the Loot Goblin in the Ruins. Used to craft weapons, relics and consumables.
Archaic Bone 15 Unique crafting resource found by completing the What Lies Beneath event in the Mines. Used to craft weapons, relics and consumables.
Common resources
Glimmering Molten Spectra 45 Used in Tier 2 crafting recipes. Found in Lost Zones when any Solar mutator is active.
Glimmering Unstable Spectra 262 Used in Tier 2 crafting recipes. Found in Lost Zones when any Chaos mutator is active.
Currency
Memory Fragment 24300 Restore Wayfinder Memories by infusing Memory Vestiges with Memory Fragments.
Gold 10000 Currency of the realm. Acquired from enemies, chests and events.

Wayfinder abilities[edit]

Crowd Favorite
Crowd Favorite
Passive
Holding input for Gladiator Pummel and Gain Favor abilities will cause Senja to Showboat. While Showboating, she cannot be staggered, takes reduced damage, and increases the Crowd's Favor. As the crowd's favor increases, Senja gains Weapon Power and Ability Power.

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

Gladiator Pummel
Gladiator Pummel
Active
🕒15s
Punch forward, then hold to Showboat. On release Senja punches again. Fully Showboating increases the damage of the followup punch.
  • 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)

Gain Favor
Gain Favor
Active
🕒15s
Hold to Showboat for the roaring crowd. On release, taunts nearby enemies while buffing Senja and her allies, increasing Weapon Power and Ability Power for 10 seconds.
  • 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

Lightning Grasp
Lightning Grasp
Active
🕒20s
Use lightning to damage and pull all displaceable enemies in a large cone towards Senja.
  • 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)

Grand Finale
Grand Finale
Active
Ultimate
In the form of a lightning spear, Senja charges to smash an enemy, dealing massive damage to them and fully filling the Crowd's Favor.
  • 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]

Art of War
Art of War
Passive
Mechanic
Weapon abilities charge 15% faster. When using a Weapon Ability, inspires the Warmaster and nearby allies for a short time, increasing Weapon Power by 10% per ability level. Stacks up to 30%.
Dodge Roll
Dodge Roll
Passive
Dodge
Warmasters have an additional 20 stamina and restore some Resilience with each roll.

Affinity perks[edit]

Unlock
Level
Icon Name Perks
Instinct
5 Crowd's Protection Crowd's Protection Reduces damage taken while Showboating by an additional 10%.
15 Crowd's Empowerment Crowd's Empowerment Getting hit while Showboating increases Weapon Power by 2% per stack for 10 seconds. Stacks up to 10 times.
Discipline
5 Crowd's Approval 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 Crowd's Reaction Fills your Crowd meter when falling below 30% HP. This effect can occur once every 30 seconds.
Focus
5 Crowd's Favor Crowd's Favor Reduces incoming impact damage while Showboating by an additional 20%.
15 Crowd's Ovation Crowd's Ovation Reduces Crowd decay rate by 50%.

Mastery[edit]

Grounded Counter
Grounded Counter
Passive
Mastery 1
Countering after a block restores 10% of resilience.

Mastery 2
Countering after a block restores 15% of resilience to you and all nearby allies.

Mastery 3
Countering after a block restores 20% of resilience to you and all nearby allies.
Press the Advantage
Press the Advantage
Passive
Mastery 1
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.

Mastery 3
Gain 1 Latent Power Pip when guard breaking an enemy. This effect has a 6 second cooldown.
Bulwark
Bulwark
Passive
Mastery 1
Blocking attacks with a Shield takes 20% less stamina.

Mastery 2
Blocking attacks with a Shield takes 30% less stamina.

Mastery 3
Blocking attacks with a Shield takes 40% less stamina.

Stalwart Momentum
Stalwart Momentum
Passive
Mastery 1
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.

Mastery 3
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.
Heavy Hitter
Heavy Hitter
Passive
Mastery 1
Heavy Attacks deal 20% more Break Damage.

Mastery 2
Heavy Attacks deal 30% more Break Damage.

Mastery 3
Heavy Attacks deal 40% more Break Damage.
Inertia
Inertia
Passive
Mastery 1
Momentum decreases 50% slower while moving.

Mastery 2
Momentum decreases 75% slower while moving.

Mastery 3
Momentum no longer decays while moving.

Relentless
Relentless
Passive
Mastery 1
Critical hits with dual blades restore 5% of Resilience.

Mastery 2
Critical hits with dual blades restore 7.5% of Resilience.

Mastery 3
Critical hits with dual blades restore 10% of Resilience.
Exposing Parry
Exposing Parry
Passive
Mastery 1
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.

Mastery 3
Successful Parry attacks deal an additional 200% of your Break Power as Break Damage to enemies hit.
Iron Step
Iron Step
Passive
Mastery 1
Reduces incoming damage while in Blade Dance by 20%.

Mastery 2
Reduces incoming damage while in Blade Dance by 30%.

Mastery 3
Reduces incoming damage while in Blade Dance by 40%.

Guardian Reload
Guardian Reload
Passive
Mastery 1
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.

Mastery 3
Hotspot reload grants a damage shield to you and nearby allies for up to 15% of your Max Health at a full clip reload.
Iron Eagle
Iron Eagle
Passive
Mastery 1
Break damage dealt by Eagle Eye is increased by an additional 60% of your Break Power.

Mastery 2
Break damage dealt by Eagle Eye is increased by an additional 90% of your Break Power.

Mastery 3
Break damage dealt by Eagle Eye is increased by an additional 120% of your Break Power.
Marksman Brawler
Marksman Brawler
Passive
Mastery 1
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.

Mastery 3
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?

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