To learn more about Indris check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Indris profile has been last updated at: June 3rd, 2025.
To learn more about Indris check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
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Review
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Spellbane Shot
Unlocks at level 1
Cooldown: 0s
Range: Global
Initial Energy: 200
Indris fires a silencing arrow at an enemy, dealing 240% + 20% damage. The shot disables the enemy's stat buffs for 8s and reduces their Phys & Magic DEF by 20% for the rest of the battle. Unstackable. The buff-disabling effect doesn't work on Bosses.
Unlocks at level 51: When Indris fires a silencing arrow at a target with exposed weakness, he deals extra true damage equal to 20% of the target's max HP. The true damage cannot exceed 500%
Unlocks at level 111: Increases the damage of silencing arrow to 260% + 20%.
Unlocks at level 171: Increases the damage of silencing arrow to 280% + 20%.
Unlocks at level 231: Increases the damage of silencing arrow to 300% + 20%.
True Sight
Unlocks at level 11
Cooldown: 0s
Range: Global
Passive. When an enemy is affected by at least 3 different stat reduction debuffs from Indris or his allies, the enemy's weakness is exposed. Indris's normal attacks deal 60%+ 6% extra true damage to enemies with exposed weaknesses. This effect can trigger once every 4s per enemy.
In addition, Indris's normal attack fires 3 arrows, each dealing 165% + 20% damage. The arrows prioritize different enemies with exposed weaknesses. If all 3 arrows hit the same target, the second and third arrows deal 25% less damage. Level 2: Level 3: Increases the damage of each arrow triggered with True Sight to 170%+ 20%. 175% +20%.
Unlocks at level 71: Increases the damage of each arrow triggered with True Sight to 170% +20%.
Unlocks at level 131: Increases the damage of each arrow triggered with True Sight to 175% +20%.
Unlocks at level 191: Increases the damage of each arrow triggered with True Sight to 180% +20%.
Arcane Binding
Unlocks at level 31
Cooldown: 12s
Range: Global
Indris knocks back all enemies within 2 tiles, pushing them out of the 2-tile area surrounding him. He then casts a binding spell on the nearest enemy, dealing 170% + 20% damage and immobilizing them for 5s.
Unlocks at level 91: Increase the damage dealt to 180% + 20%.
Unlocks at level 151: Increase the damage dealt to 190% + 20%.
Unlocks at level 211: Increase the damage dealt to 200% + 20%.
Hero Focus
Unlocks after reaching Legendary+
Cooldown: -
Range: 1 tile
Indris increases his ATK by 6% during battle, plus an extra 9% ATK if any enemy has exposed weakness.
Level 2: Indris increases his ATK by 8% during battle, plus an extra 12% ATK if any enemy has exposed weakness.
Level 3: Indris increases his ATK by 10% during battle, plus an extra 15% ATK if any enemy has exposed weakness.
Windpiercer
Unlocks after reaching Mythic+
Cooldown: -
Range: Global
Each time Indris triggers the exposed weakness damage bonus, he increases his ATK SPD by 40 for 6s. Unstackable.
Unlocks at Ex. Weapon +5: Increases the ATK SPD Indris gains when triggering the exposed weakness damage bonus to 50.
Unlocks at Ex. Weapon +10: Indris's normal attacks reduce the target's Phys DEF by 20% for 6s. Unstackable.
Unlocks at Ex. Weapon +15: Increases the ATK SPD Indris gains when triggering the exposed weakness damage bonus to 60.
Enhance Force
Unlocks after reaching Supreme+
Affects: Skill 2
After hitting a target with Arcane Binding, Indris' normal attacks can trigger the exposed weakness damage bonus without cooldown for 5s.
To check the Charm's set bonus for Indris go to our Season 3 Charms guide.
Indris images aren't available yet. They will be added soon.
Review
Indris is an S-Level Marksman of the Wilder faction who acts as a Hybrid DPS and Debuffer, with the unique ability to prevent enemies from gaining buffs that grant stats.
Indris’ Ultimate prevents an enemy from gaining stat buffs for 8s (Doesn’t work on bosses) and reduces their Defense by 20% for the rest of the battle.
His first skill, True Sight, is a Passive that activates when an enemy is affected by 3 or more Stat Reduction debuffs, which causes Idris’ attacks to deal extra True Damage, and changes his Normal Attack to fire 3 arrows, prioritizing hitting multiple enemies and dealing less damage against single targets.
This skill makes his kit quite awkward to use, because it entails the usage of very specific heroes to get the most use out of him, such as Satrana, Walker, Lyca and Cyran with only Cyran being explicitly meta out of them. Satrana also gets some use against Magic damage teams.
His second skill, Arcane Binding immobilizes enemies in a range for 5s and deals some damage. It also knocks enemies away if they are present in a 2-tile range.
Now, for a quick overview of his performance in the various game modes:
Story and AFK stages – While Indris can deal good damage in AFK stages by himself, his kit is ultimately reliant on specific heroes who are not necessarily good in AFK stages. And if you end up running him in a traditional AFK pushing team, you miss out on an important part of his kit. His Ultimate also suffers from being a single-target skill in a gamemode that favours AoE buffs and debuffs and not to mention he is also very squishy. In the end, it is hard to justify using Indris for AFK stages over old favourites.
Dream Realm – He holds some potential for Pre-Endless bosses, but the problem is that Sinbad, the most relevant Physical DPS for bosses, already has a 30% debuff to Defense in his kit, making Indris somewhat redundant in this role, despite being advertised as a DR hero. In Endless bosses, Indris wants to be a DPS, but he does nowhere near as much as Harak teams. Indris was created for a debuff-based meta that does not exist yet, as most bossing teams focus more on stacking buffs instead. Indris is also intentionally nerfed in bosses as part of his Ultimate simply doesn’t work here. Overall, Indris might see use in Ravaged Realm, and that’s about it.
PVP – This is the gamemode Indris does best at, mostly because one of his favoured partners, Cyran, happens to be really good in PVP. Since we want to have 3 debuffs to trigger his special effect, a viable third source of debuffs to use with him can be Lyca or Satrana. Indris can also support Athalia or Harak with his Physical Defense debuff. In the end, despite all these conditions stacked in Indris’ favour, he doesn’t actually deal much more damage than Cyran, making it often a more logical choice to just use Cyran instead, in a more meta team that doesn’t have such strict team building requirements. That said, Indris does fare better than most against Dunlingr as he is not very Ultimate reliant. Overall, while Indris can be used to some success in the regular arena, he holds more potential in Supreme Arena when using Lightbearer talent tiles with Cyran and Hugin.
Indris can be used as a Debuffer starting at 1 dupe, though he might die early due to being squishy even at high investment.
Legendary+ gives him extra ATK%.
Mythic+ gives him extra ATK SPD when an enemy has at least 3 stat debuffs.
At EX +10 his normal attacks gain a 20% Phys DEF debuff.
Supreme+ allows him to spam his True Damage attacks for 5s after using his Arcane Binding skill, greatly increasing his damage potential.
Recommended pulling him to Supreme+ and EX +10.
Indris is a niche DPS/Debuffer potentially waiting for better Physical DPS in the future as he is not very relevant with the current character pool. Pull for him if you want an extra tool for one of your Supreme Area teams and someone who might become more useful with future character releases, otherwise, he is skippable.
Very Long Range (15 Tiles!) which allows him to take full advantage of Hugin’s etched tile without moving.
Can prevent enemies from gaining stat buffs.
Relatively high damage for a Debuffer, yet not Ultimate reliant.
Stat debuff support for future characters.
Strict team building requirements.
Low impact Ultimate.
Squishy.
Not a very good Debuffer.
AFK Stages
PVP
Dream Realm (Overall)
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