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You do magic damage, you got sunfire & you get abyssal ;-)
Just gave the pig a spin since free to play. Went 9 1 14 with a really shitty team. Mostly because I ran away a lot, damn she is squishy. I feel any half decent jungler would shit all over her until late game. If it even gets there.
Pros seem to use very different runes & masteries. I went 9 21 0 with hybrid reds & AP quints. Some pro went Mpen red&quint and 21 0 9. Went thru potions like the village drunk early game & at the point when regular junglers become self sustaining I still had to drink. Late game she felt strong but more mana issues than most champs.
I ended up with ninja tabi(wanted boots of speed but had cloth and could only afford tabi), golem,sunfire,abyssal,randuins & warmogs. Which felt like a decent build.
She has almost unparallelled utility which is her strongest point. Nobody gets away but almost nobody has to get away In almost all other ways she feels average to weak.
She might be at her strongest in mid elo 5s. Because you want people to be good enough to help if you get invaded but not good enough to counter jungle you into oblivion.
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um. sejuani is not squishy.
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Sej is a terrible early game duelist though - one good rule of sej jungle imo is never face anyone in a fair fight.
Maybe that is what he meant
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Yeah I just Q over the wall and run like crazy whenever i see enemy ad jungler like lee, xin, kha etc. Also against strong 1v1 junglers at the beginning of the game i always tell my mid that I might get invaded at my red so plz for the love of god help me when i ping (I know this should be basic mid laner knowledge but i do it anyways as some mid laners dont recognize the proper synergy between jungler and mid).
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I tend to start red so I can't get invaded with sej/mummy :D
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What do you guys feel about support Sej? I saw someone do it and it was quite effective. Tanky, CC, and quite useful in team fights as a tanky support. Anyone have any tips?
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I imagine if you get a lead it's pretty strong. Problem is getting there, since you have to be on top of your opponent to do anything pre-6. Might work if your jungler comes early? Otherwise your ADC is probably going to have a rough time.
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Anything you do pre 6 most likely pushes the wave and you're very abusable due to low skirmish strength.
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Updated. Hoping to add a gameplay section in there, as it's been sorely missing.
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Have been going 21/9 with Spectral Wraith into Locket and CDR boots and then some AP/tanky stuff. I just try to force good fights with ultimate after lvl 6 and farm inbetween. Have you ever tried going more offensive and what do you think of it?
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On August 19 2014 19:20 loSleb wrote: Have been going 21/9 with Spectral Wraith into Locket and CDR boots and then some AP/tanky stuff. I just try to force good fights with ultimate after lvl 6 and farm inbetween. Have you ever tried going more offensive and what do you think of it? I haven't, but admittedly I haven't played as much Sejuani as I'd like either. Are you're masteries standard AP jungle?
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Yeah it's standard, but I haven't played that much games yet myself. It was pretty funny to see Zigg's and Sejuani's Ult blow up 3 people instantly though.
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On August 19 2014 20:11 loSleb wrote: Yeah it's standard, but I haven't played that much games yet myself. It was pretty funny to see Zigg's and Sejuani's Ult blow up 3 people instantly though. Add in a nice Leona ultimate for the instatriple
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So, so far this season I've gotten to Plat 1 playing almost exclusively Sejuani and Lux. I've already played about 80 Sejuani games with a 60.3% winrate atm.
And I've done a lot of practice with the Sejuani build and clear and gotten it down to goddamn rocket science, so I wanted to share it with you guys. Maybe it can be improved upon. This is what I'm doing:
Runes: Armor red / Armor yellow / 3x CDR/level 6x + MR/level blues / AP quints There's a big reason for the armor reds, they can shave a good 10 seconds off your first clear on red side, but I'll explain it when I talk about the clear. The 3 CDR/level blues give 5%, which will get to 40% CDR with the item build. The rest is I think pretty self explanatory.
Masteries: 9/21/0 I did some experiments with AD and ASPD masteries in offense and found they don't speed up your level 6 by more than just a couple seconds. I don't feel 2-3 seconds is worth having masteries that are worse in teamfights, since Sejuani won't be ganking pre 6 anyway.
Skills: W>Q>E, then R>W>E>Q. W+Q+E at 3 clears faster than W+Q+W and keeps your HP higher since your masteries reduce damage from slowed targets.
Items: Start with Trailblazer, switch to Stalkers when you start ganking. Core is Stalker+Juggernaut, Ninja Tabi and Sunfire.
After that I either get Frozen Heart + Banshee or Locket + Visage, depending on enemy team comp. Almost always the former, the latter just against a huge AP comp. Sometimes I'll also go FH + Locket, if I think Locket > Banshee against the enemy team, but this wastes CDR so it's not so efficient.
Last item can be just about anything. I've gone Righteous Glory, Liandry, Sightstone, Locket/Banshee, Randuin, Thornmail, one game I even built an Iceborne Gauntlet, although I decided that was kinda bad and haven't done it again. I tried selling Juggernaut for another big tank item one game, and decided that's bad I like Chilling Smite too much.
End game I get elixirs of Ruin, because they give 250 HP.
Jungle Clear: So, I swear to god this is goddamn rocket science. It takes you 3 clears to hit level 6, and this is how I'm doing it now.
1st clear - This is different for blue/red side, but both sides you're going to start Frog. I ward the river bush Frog side at 1:40 and then go to Frog. This ward usually catches the enemy jungler if he comes to try to kill you at Blue at 2. I learned this trick after a couple Shacos and Xins got me.
On blue side, tell your bot lane to do golems if they want to. They're going to be back up by the time you get to them. You're going to go Frog (smite) > Blue > Wolves > Crab (smite). Here's some notes. - You only have to use one potion in this clear. Use the potion as late as possible so you get more HP regen from your Perserverence masteries. It gets real close with the wolves and it looks like they're gonna kill you, but they won't. - The crab takes 25% more damage from everything (even true damage) while knocked up, so Q him first, then smite+W while he's in the air and he'll die almost instantly. This is a little buggy and every once in a while doesn't work and he takes another couple autos to bring down, but it's not a big deal.
On red side, you go Frog (smite) > Blue > Wolves. You're not doing crab, because with a 2 person leash, your Armor reds and good kiting of blue buff to reset a couple autos, you can do these 3 camps without using your potions, and then you don't need to do the crab at all. You'll have to wait like 3 seconds inside the fountain to get Trailblazer but it still speeds up your clear.
After this clear you want to buy Trailblazer and potions.
2nd clear - You're going to do Golems (smite on red side) > Red (smite) > Birds > Wolves > Frog, then base. This clear is pretty uninteresting. You don't need to use any potions in this clear at all, and I wouldn't unless some shit goes down, this saves your potions for your level 6 gank.
After this clear you switch to Stalkers, buy a Ruby Crystal, Boots, and typically 1 more potion, giving you something like 2 HP pots 2 Mana pots for level 6.
3rd clear - Golems > Birds (smite) > Wolves (smite is up here but save it for the gank)
This wolf camp will give you level 6, and you'll be ready to come out of the jungle with ult, Chilling Smite, 4 potions, boots, a ruby crystal, and the bird buff to see a ward.
The fastest I've done this is 6:45 on red side avoiding Crab because armor reds, but closer to 7:00 is more normal I think.
Every once in a while, like once every 20 games or so, the wolf camp just barely doesn't give you 6 and I don't really understand why. I think you almost always leech like 1 minions worth of EXP off mid doing birds and in some games it doesn't happen. I'd love some insight into what's going on here. If it doesn't happen you can either do Frog or sit in a bush and wait for 1 minion to die in the lane you're ganking.
Also, this clear puts you at 6 about 20 seconds before Blue spawns again and close to it, so after your gank you can go secure blue (or dragon if the gank goes super well)
After that it's just normal Sejuani shit. Farm, gank when you have ult, be tanky and CC people, build lots of HP so your damage scales with your tankiness.
Let me know what you guys think.
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Scimmed it, looked pretty good and I'll address it tomorrow. Getting back to working on this thread has been sticking in my craw for a while now. >.<
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Do you find being stingy with the starting potions, opting for Perseverance instead of 2 ranks in Resistance is worth it overall?
Have you tried out going ham on defense and throwing on Armor quints as well?
e. Preliminary update for season 5. Not sure why some images are shifted downwards.
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Perseverance is so much better than Resistance point for point it's not even a contest.
It's not the most amazing thing in the world early in the game, but it does help your early clears while Resistance does not. Later in the game when you've got 3-4k HP, it gives you huge amounts of regen.
I haven't tried armor quints. The first clear I already only use one or zero potions, and in subsequent clears I don't use any unless it's to top up my HP before a gank, so I think changing quints would just make the clears slower.
I have considered changing 1 quint to CDR/level and using 9 MR/level blues instead of 6 against big AP comps, but not sure I want to devote a rune page to such a small change.
One of my biggest issues I'm having with Sejuani is that if I'm behind against a heavily AP team, there are basically no good itemization options.
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Ah crap, forgot to react to your post Ketara. Someone remind me to do it tonight.
I usually run 21/9/0 and a bit more aggro runes. Also I have my doubts about taking crap and the armor reds. But I'll post something more extensive tonight.
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On February 18 2015 00:26 Ketara wrote: Perseverance is so much better than Resistance point for point it's not even a contest.
It's not the most amazing thing in the world early in the game, but it does help your early clears while Resistance does not. Later in the game when you've got 3-4k HP, it gives you huge amounts of regen.
I haven't tried armor quints. The first clear I already only use one or zero potions, and in subsequent clears I don't use any unless it's to top up my HP before a gank, so I think changing quints would just make the clears slower.
I have considered changing 1 quint to CDR/level and using 9 MR/level blues instead of 6 against big AP comps, but not sure I want to devote a rune page to such a small change.
One of my biggest issues I'm having with Sejuani is that if I'm behind against a heavily AP team, there are basically no good itemization options. Even so, if you're at 1k/4k late game, turns into just 20.25 HP over 5 seconds from Perserverence(and not even, considering it ticks every second and adjusts to the smaller missing health pool). I just don't see if being very useful unless you have healing amp from something like Spirit Visage, and even then not very much so. Maybe I'm just not seeing it. Do you have a video example of your initial clear?
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The problem with 21/9/0 is that it doesn't really help your clear.
Past 9 points in Offense, the only thing that helps your clear is the 21 pointer, unless you want to go huge into the very early Offense masteries which aren't as efficient point for point later in the game.
For example, going 9/21/0 and a tanky rune page, I can hit level 6 at about 7:00.
Going a reasonable 21/9/0 and changing to ASPD reds and AP blues, I hit level 6 at 6:47, with 2 potions for the gank instead of 4.
If I take a silly Scipaeus Jungle Challenge type 21/9/0 page, I can hit 6 at 6:40, again with 2 potions instead of 4.
13 seconds is a pretty good number, but I don't feel like it's worth having fewer potions for the level 6 gank, and having inferior runes and masteries for the entirety of the rest of the game.
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