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Sejuani, the Winter's WrathMy other ride is a bear.
+ Show Spoiler [Patch Notes] +V5.6: URF Mode, March 25th, 2015 Flail of the Northern Winds * Damage reduced to 4/5.5/7/8.5/10% from 4/6/8/10/12%. Glacial Prison * Slow reduced to 30% from 90%.
V4.21: Rek'Sai, December 10th, 2014 Stats * Base health increased to 600 from 599.6. * Base mana increased to 400 from 287.2. Arctic Assault * Base damage increased to 80/125/170/215/260 from 40/70/100/130/160. * Damage scaling from target's maximum health removed. Flail of the Northern Winds * Mana cost reduced to 40/35/30/25/20 from 40 at all ranks. * On-hit damage changed to 4/6/8/10/12% (+3% per 100AP) of target's maximum health from 40/60/80/100/120 (+30% AP). * Total aura damage changed to 40/70/100/130/160 (+60% AP) (+4/6/8/10/12% maximum health) from 80/120/160/200/240 (+60% AP) (+10% bonus health). Permafrost * Cooldown reduced to 10/9/8/7/6 seconds from 11 at all ranks. * Base damage reduced to 60/90/120/150/180 from 60/110/160/210/260. * Slow duration reduced to 1.5 seconds at all ranks from 1.5/1.75/2/2.25/ 2.5.
V4.20: Preseason 5, November 20th, 2014 *All champions have had their base stats changed.
+ Show Spoiler [Base Stats] +Health- 600 - 2215 Health Regen- 8.7 - 23.1 Mana- 400 - 1080 Mana Regen- 7.2 - 14.9 Range- 125 Attack Damage- 58 - 114 Attack Speed- 0.67 (+0 - 24.5%) Armor- 29.5 - 80.5 Resistance- 32.1 - 53.4 Movement Speed- 340
+ Show Spoiler [Change Log] +V1.0 - 8/21/2013 I exist!
V1.1 - 8/19/2014 Updated for Season 4, etc.
V1.2 - 2/17/2015 Updated for Season 5
V1.3 - 4/28/2015 Mid-Season Update
Abilities
Passive: Frost Armor Damaging an enemy with an ability or basic attack grants 10/15/20/25 bonus armor and reduces movement-slowing effects on Sejuani by 10/15/20/25% for 2 seconds. Subsequent damage will increase the duration by 2 seconds up to a cap of ~8 seconds, with further damage refreshing the duration.
Q: Arctic Assault Active: Sejuani charges forward, knocking enemies into the air and dealing magic damage equal to a flat amount plus a percentage of their maximum health (max 300 damage to monsters). This charge stops after knocking an enemy champion into the air.
Cooldown: 15/14/13/12/11 Cost: 80/85/90/95/100 mana Magic damage: 80/125/170/215 / 260 (+40% AP) Range: 650
W: Flail of the Northern Winds Active: Sejuani's next basic attack deals bonus magic damage to the target and enemies near it. She then swings her flail, dealing magic damage to nearby enemies over 4 seconds. If this ability is reactivated, Sejuani immediately starts swinging her flail.
Cooldown: 11/10/9/8/7 Cost: 40/35/30/25/20 Mana On-Hit Magic Damage: 4/5.5/7/8.5/10% Target's Max Health (+3% per 100AP) AOE Damage: 40/70/100/130/160 (+60% AP) (+4/6/8/10/12% Max Health) Radius: 350
E: Permafrost Sejuani's abilities and basic attacks passively apply Frost to enemies for 4 seconds. Activate converts Frost on nearby enemies to Permafrost, dealing magic damage and reduces their movement speed for a few seconds.
Cooldown: 10/9/8/7/6 seconds Cost: 55 mana Magic Damage: 60/90/120/150/180 (+0.5AP) Slow: 50/55/60/65/70 % Slow Duration: 1.5 Seconds Range: 1000
R: Glacial Prison (Active): Sejuani throws her frost-forged bola in a line. If the bola hits an enemy champion, it shatters, stunning the target and nearby enemies for a duration. If the bola reaches its maximum range, it shatters and slows enemies by 30% instead. All enemies in the shatter area take magic damage.
Cooldown: 130/115/100 seconds Cost: 100 mana Magic Damage: 150/250/350 (+80% AP) Slow/Stun Duration: 1.25/1.5/1.75 Seconds Range: 1175 Splash Range: 450
Trust nothing but your strength. Sejuani is a slow-based tank. Her goal is to get up in the middle of their team fight, making combat mobility a pain by dishing out hefty slows and pulsing magic damage. Her ult and Q give her strong single target and AOE initiation. She doesn't have the best dueling, causing her to be relegated to the jungle. Moderately strong ganks early, scaling to devastating with ult.
Pros • Great initiator • Strong array of CC • Deceptively high sustained damage • Walljumps can play into many cute tactics
Cons • Vulnerable during first clear • Poor duelist • Terrible at holding a turret by herself
I was forged by winter. Runes:
Marks: Armor, Attack Damage, and Attack Speed are all fair game.
Seal: Armor, end of story.
Glyphs: Flat/Scaling MR and CDR.
Quints: Ability Power
Masteries + Show Spoiler [9/21/0] + + Show Spoiler [21/9/0] + + Show Spoiler [16/14/0] +
Summoner Spells : It's smite. You're jungling. You take it. : Standard get out of jail free card/playmaker button.
Items
Starting Items (assume max pots and Yellow Trinket)
Early Core
Boots
Armor
Magic Resistance
Health/Utility
The Damage Item
+ Show Spoiler [Credits] +LoLWiki: images, patch notes, and ability information. Alaric: His Vi thread is wonderful, and I heavily borrowed from it for formatting purposes.
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Plans for the future updates:
Up in the air.
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O_o
Locket being in the 'eeeeeeeh' items is a bit ridiculous. its the first item you build on her pretty much every game after SOTAG.
max W, not E for sure
SotAG->tabi->locket->FH or SV->randuins/sunfire/warmogs (pick 2 of 3 depending on game) in whichever order is pretty much the best build 99% of the time
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On August 21 2013 18:02 Complete wrote: O_o
Locket being in the 'eeeeeeeh' items is a bit ridiculous. its the first item you build on her pretty much every game after SOTAG.
max W, not E for sure
SotAG->tabi->FH or SV->randuins/sunfire/warmogs in whichever order is pretty much the best build.
E gives stronger gank power, W gives better clear. Very playstyle dependant because E is far stronger when you go to gank somebody(duration and slow% goes up).
Locket is a pretty poor item because of its shitty buildup on a jungler. It's still a pretty good item.
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On August 21 2013 18:02 Complete wrote: O_o
Locket being in the 'eeeeeeeh' items is a bit ridiculous. its the first item you build on her pretty much every game after SOTAG.
max W, not E for sure
SotAG->tabi->FH or SV->randuins/sunfire/warmogs in whichever order is pretty much the best build. Funny how locket is nowhere in the "best build." After the recent changes, locket just isn't worth rushing anymore.
For 100g less than Locket, you can get Warden's Mail and Specter's Cowl. You trade 100hp, 10% CDR, Legion, and the shield active for 30 armor, 45 MR, Cold Steel, and the heal on damage. You also get the benefit of, after that, having the cornerstones for the best tank items in the game.
By the time of your first max, W first only adds 30 damage. This is assuming that you start W from the auto attack and get all the pulses from W. Meanwhile, E first increases the slow by 20% and duration by 1 second and is less reliant on getting all the W pulses.
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Due to the slight shift in meta in jungling, Sej has sort of fallen out in flavour for stronger, early game junglers such as Lee-sin, Voli, Udyr, Xin. If you see any of these champions jungling, you and your team have to be that much more alert overall for the incoming red-buff gank.
You have 2 choices, start red, or ask support to ward near your red. At lower leagues, every time I'm against a slower jungler, it's just asking for me to gank them when they take their red. On blue side, you would rather start red because you have mid, adc and support to help kill faster.
I always max E first as well since the burst is what you want rather than damage over time when you gank.
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Sorry, accidentally forgot to put locket in after tabi's.
Locket is absolutely worth 'rushing' after SotAG. You really seem to be underestimating how much stats it gives in a team fight....It's not all about personal stats.
By my count by the time you first max E you'd be missing 50 damage, not 30. Also you'd have a 10 second (not including cdr) W cd isntead of 7 second cd going in to team fights. And from my experience, using both W+E on camps is going to clear much slower and cost more mana.
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On August 21 2013 19:36 Complete wrote: Sorry, accidentally forgot to put locket in after tabi's.
Locket is absolutely worth 'rushing' after SotAG. You really seem to be underestimating how much stats it gives in a team fight....It's not all about personal stats.
By my count by the time you first max E you'd be missing 50 damage, not 30. Also you'd have a 10 second (not including cdr) W cd isntead of 7 second cd going in to team fights. And from my experience, using both W+E on camps is going to clear much slower and cost more mana. If you put Locket in you have to remove another item, which is probably Warmog's. Are far as combat stat's go, it more like combat stat. MR is the only meaningful thin the Aura provides anymore. It needs to effect two other people before the MR total surpasses Cowl. Locket doesn't provide enough in gank situations to make it worthwhile over selfish half items.
W Max: 120+240+110=470 E Max 60+120+260=440
Clearing is pointless to debate, since both clear incredibly fast taking Golem damage amp into account.
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Would hybrid pen marks instead of attack speed? I do read alot about how you love dat spell pen? I'm assuming this would cost some clear but help on ganks? What do the sej experts think?
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I need help with Sejuani. I see her numbers, her abilitys and I think, wow there is no way this is not op! Then I go into the game and everything goes downhill... I'm going to ask the very dumb question "how do you balance ganking and farming the jungle", but hear me out. the first clear is brutal, I feel like I do no damage so everything is very slow. It gets alot better with levels so I tend to stick inside the jungle for it. About the no damage part, early game i feel like I do no damage, so whenever I gank early I am scared as fuck of a counter gank. Any strong early game enemy jungler can and will kick my ass if opportunity presents itself. That also leads me to "power up" alone a bit in the jungle. Even if the cc is insane, I feel you can't gank for lanes with low damage because you will just get fk'd over. So what do you guys do? the standart 3 minute gank with double buff? Do you wait for a further point into the game (power rush lvl 6 for example?)? Do you tax alot your lanes early? Is E>W really that straightforward, isn't your clear slowed alot by it?
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On August 21 2013 22:38 SagaZ wrote: I need help with Sejuani. I see her numbers, her abilitys and I think, wow there is no way this is not op! Then I go into the game and everything goes downhill... I'm going to ask the very dumb question "how do you balance ganking and farming the jungle", but hear me out. the first clear is brutal, I feel like I do no damage so everything is very slow. It gets alot better with levels so I tend to stick inside the jungle for it. About the no damage part, early game i feel like I do no damage, so whenever I gank early I am scared as fuck of a counter gank. Any strong early game enemy jungler can and will kick my ass if opportunity presents itself. That also leads me to "power up" alone a bit in the jungle. Even if the cc is insane, I feel you can't gank for lanes with low damage because you will just get fk'd over. So what do you guys do? the standart 3 minute gank with double buff? Do you wait for a further point into the game (power rush lvl 6 for example?)? Do you tax alot your lanes early? Is E>W really that straightforward, isn't your clear slowed alot by it?
Generally the CC is all thats needed from the gank if you have a laner with damage, which most do. If its alike a nasus top who has low early power you may not have that much kill potential, but even then u can perhaps force a flash or make his oppenent scared, burn pots, be lower health what ever. You don't always need a kill, thats obviously the best but anything is good. Anything other then dieing that is
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sejuani is my most played champ this season, and i do quite well with her. i will second the max e idea, i usually go w-e-q-w-e-r, and then max e.
for early ganks it is very important to use your skills wisely. try to run up on the enemy and w-e them, and then when they are running you q. initiating a gank with your q is doing it wrong.
a lot of the info in the guide is exactly how i play her. 9/21/0. same runes (attack speed reds), ive tried mpen reds, but much prefer the attack speed. for items i play it game by game. i always start the jungle health item, and ninja tabi, but then what you build after that depends on how the game is going. look at the enemy team and build accordingly. if they have a vlad top and an ap mid then rush a spectral cowl, if they have a bunch of ad then rush a randiun or frozen heart. sometimes i also just get a giants belt/ruby crystal on my first back after the core is completed.
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Colombia140 Posts
I like more satar qith w-q
in the case when i go to red, and found a bad surprese :p
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On August 21 2013 22:38 SagaZ wrote: I need help with Sejuani. I see her numbers, her abilitys and I think, wow there is no way this is not op! Then I go into the game and everything goes downhill... I'm going to ask the very dumb question "how do you balance ganking and farming the jungle", but hear me out. the first clear is brutal, I feel like I do no damage so everything is very slow. It gets alot better with levels so I tend to stick inside the jungle for it. About the no damage part, early game i feel like I do no damage, so whenever I gank early I am scared as fuck of a counter gank. Any strong early game enemy jungler can and will kick my ass if opportunity presents itself. That also leads me to "power up" alone a bit in the jungle. Even if the cc is insane, I feel you can't gank for lanes with low damage because you will just get fk'd over. So what do you guys do? the standart 3 minute gank with double buff? Do you wait for a further point into the game (power rush lvl 6 for example?)? Do you tax alot your lanes early? Is E>W really that straightforward, isn't your clear slowed alot by it?
You're a tanky CC jungler. Your goal isn't to do amaze balls damage, but to lock down your gankee long enough for your crappy laner to finish him off. You want to abuse your level 3 gank, as you have better CC at that time than, say, Jarvan. If you sit around farming all day, you will keep falling further behind. If you make a successful gank and the laner gets the kill(or if he can't push well), help him push the lane. If you get the kill and he can push by himself, back off.
Each line represents total W+E damage at that level when maxing the other one second. No entry is given at 6 due to ult. Lvl 8 is when you pick up the second rank in the other. X-----4-----5-----7------8-----9 W:240--300--360--410--470 E: 230--280--330--390--440
Even taking into account Spirit Stone, a round of your spells is at worst 36 damage behind. This might cause a grand total of 1 extra auto against a big mob.
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sejuani looks really strong right now, how reliable is her CC? she only has 2 right?
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On August 24 2013 04:40 GhostOwl wrote: sejuani looks really strong right now, how reliable is her CC? she only has 2 right? She has 3. Q pops up, E slows, R stuns or slows. Q is collision based, E requires you to have hit the enemy with an auto attack or spell, then use to E to trigger all debuffs withing a 1000 range radius. R is a skillshot. On colission it stuns, if you whiff it gives a massive slow.
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On August 24 2013 03:55 Gahlo wrote:Show nested quote +On August 21 2013 22:38 SagaZ wrote: I need help with Sejuani. I see her numbers, her abilitys and I think, wow there is no way this is not op! Then I go into the game and everything goes downhill... I'm going to ask the very dumb question "how do you balance ganking and farming the jungle", but hear me out. the first clear is brutal, I feel like I do no damage so everything is very slow. It gets alot better with levels so I tend to stick inside the jungle for it. About the no damage part, early game i feel like I do no damage, so whenever I gank early I am scared as fuck of a counter gank. Any strong early game enemy jungler can and will kick my ass if opportunity presents itself. That also leads me to "power up" alone a bit in the jungle. Even if the cc is insane, I feel you can't gank for lanes with low damage because you will just get fk'd over. So what do you guys do? the standart 3 minute gank with double buff? Do you wait for a further point into the game (power rush lvl 6 for example?)? Do you tax alot your lanes early? Is E>W really that straightforward, isn't your clear slowed alot by it? You're a tanky CC jungler. Your goal isn't to do amaze balls damage, but to lock down your gankee long enough for your crappy laner to finish him off. You want to abuse your level 3 gank, as you have better CC at that time than, say, Jarvan. If you sit around farming all day, you will keep falling further behind. If you make a successful gank and the laner gets the kill(or if he can't push well), help him push the lane. If you get the kill and he can push by himself, back off. Each line represents total W+E damage at that level when maxing the other one second. No entry is given at 6 due to ult. Lvl 8 is when you pick up the second rank in the other. X-----4-----5-----7------8-----9 W:240--300--360--410--470 E: 230--280--330--390--440 Even taking into account Spirit Stone, a round of your spells is at worst 36 damage behind. This might cause a grand total of 1 extra auto against a big mob.
One thing that's important to keep in mind when comparing these two, though, is that sejuani doesn't have as much manaless freedom as some/most others. Maxing E does provide you with the most bang for your buck *if* you have the mana to support it. But the more points you have in it, the thinner the tightrope becomes between being able to farm and supporting a gank if the opportunity arises.
Because neither spell out-scales the other, I actually prefer to go WEQW, and then from there, determine if I can squeeze one more point into W before starting to max E. Even with just two points in W, it helps smooth out smaller camps early on; and the difference between a level 7 that is 3/2 vs 4/1...well, I've never seen it make a difference. (Level 8 and 9 will look the same no matter how you got there!)
Similarly, once E is maxed (or even "high enough") you need to feel flexible enough to put extra points into Q as well. If teamfights are going to be extended encounters, having a shorter cooldown to potentially charge twice can help your team far more than a few extra damage per second in AoE. This is much more situational though.
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I find maxing E first on her to be a no-brainer.
Its scaling, for the record, is:
Movement Speed Reduction: 50 / 55 / 60 / 65 / 70 % Duration: 1.5 / 1.75 / 2 / 2.25 / 2.5 Seconds
If you compute how much move distance you deprive them of with Permafrost (by multiplying the duration by the slow), you get 75/96/120/146/175% of their base movement. Given that people have about 360 base movespeed, a level 5 permafrost deprives them of the ability to move 360 units more than a level 1 permafrost. That's almost a flash's distance extra from ranking up E. Granted, people may do other things than run during the duration, but something is seriously wrong if your gank targets are standing and fighting you.
Permafrost has three other things going for it:
1) Slowing people down means your laners are more likely to hit skillshots and get in range to murder the target 2) You can't miss ticks of damage on your E when they flash out or just outrun you 3) Slowing them down means you're more likely to land all of your W, giving you potentially more damage anyway
It also makes your initiations even scarier. Land your ult, frost most of their team, and then permafrost once they come out of the ult stun/slow. They'll be not going anywhere for a long-ass time, long enough for your team to do whatever it is that they do to murder them.
Any decrease in jungle speed, or increase in mana use, is not that big of a deal to me. She clears fast enough, and while I do run oom fairly frequently I'd rather have the extra fight power.
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never gets banned ever but so strong honestly anyone that mains jungle should def learn this guy
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On August 25 2013 13:05 FinestHour wrote: never gets banned ever but so strong honestly anyone that mains jungle should def learn this guy Seriously. Amumu banned? Guess I'll just have to play a better version...
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