Post by [BE]///Johnny on Mar 22, 2013 12:25:26 GMT -5
So I guess i'll start us off with a more or less unplayed champion.
Sejuani is a pretty much miss understood champion who is actually very strong if played properly.
Passive-Frost (Innate): Sejuani's basic attacks apply Frost, a slowing effect, reducing enemy movement speed by 10% for 3 seconds.
Q-Arctic Assault (Active): Sejuani charges forward, dealing magic damage and applying Frost to enemies. Sejuani stops upon colliding with an enemy champion.
Range: 700
Cooldown: 19 / 17 / 15 / 13 / 11 seconds
Cost: 70 / 75 / 80 / 85 / 90 mana
Magic Damage: 60 / 90 / 130 / 170 / 210 (+0.4 per ability power)
W-Northern Winds (Active): Sejuani summons an arctic storm around her for 6 seconds, dealing magic damage each second to nearby enemies.
Damage is increased by 50% against enemies affected by Frost or Permafrost.
Cost: 40 mana
Cooldown: 10 seconds
Range: 350
Magic Damage per Second: 12 / 20 / 28 / 36 / 44 (+0.1 per ability power) (+1 / 1.25 / 1.5 / 1.75 / 2% of Sejuani's maximum health)
E-Permafrost Sejuani converts Frost on nearby enemies to Permafrost, dealing magic damage and increasing the movement speed reduction for 3 seconds.
Cost: 55 mana
Cooldown: 11 seconds
Range: 1000
Magic Damage: 60 / 110 / 160 / 210 / 260 (+0.5 per ability power)
New Movement Speed Reduction: 30 / 40 / 50 / 60 / 70 %
R-Glacial Prison (Active): Sejuani throws her weapon, stunning the first enemy champion hit for 2 seconds and all other nearby enemies for 1 second. All affected targets take magic damage and are affected by Frost.
Cost: 100 mana
Range: 1150
Splash Range: 450
Cooldown: 130 / 115 / 100 seconds
Magic Damage: 150 / 250 / 350 (+0.8 per ability power)
I stole this from the wiki cause Yolo.
Anyway there is no reason to build any AP on Sejuani, unless it comes with penetration or some sort of defense such as a Rylai's or Abysle. Sejuani has very low AP scaling however her w has a very good health to damage ration which is where most of her damage comes from. With her skill set she needs to be played similar to mumu with a similar build. A tanky champion with a strong initiation, and likewise the team needs to follow her in on initiations as once she goes in she has no escape other than flash.
I typically play her as a Jungler which IMO is the only role shes suited for. She doesn't have the range to take mid and all her skills are biased on AOE damage so she would have no choice but to push lanes which makes her great for applying pressure to lanes after a gank.
My runes are typically armor yellows, magic pen reds, MR per level blues and either gold or move speed Quints. Health or health per level would also be good since her damage scales on health. My runes are 9-21-0 making sure to pick up the magic pen in offensive and all the health bonuses in defense as swell as tensity and of course reflective and reduced minion damage. I start with her Arctic winds/W, a machete and 5 pots. Next I get her dash then max W and Permafrost as it deals the most burst damage.
On my first back I like to get my Philosophers stone and Spirit stone of I have the gold as well as an Emblem of Valor when I gave the gold. Those three items will keep you at full health in the jungle. The next most important items are boots and health if you're winning pretty well a sunfire is always a great pick as well as an aegis. By level 15 you want to upgrade your philosophers stone to Eleisa's Miracle. You want to either get a Spirit of the Elder Lizard or Golem. And every other item should have health. AkA Rylies, Warmogs Sunfire. Since she is a full tank. Note if you are having issues in the jungle skip the philo and go straight into a giants belt, and keep in mind you're a tank/support in fights and have the best peals in the game with perma-slows.
Sejuani
Sejuani is a pretty much miss understood champion who is actually very strong if played properly.
Passive-Frost (Innate): Sejuani's basic attacks apply Frost, a slowing effect, reducing enemy movement speed by 10% for 3 seconds.
Q-Arctic Assault (Active): Sejuani charges forward, dealing magic damage and applying Frost to enemies. Sejuani stops upon colliding with an enemy champion.
Range: 700
Cooldown: 19 / 17 / 15 / 13 / 11 seconds
Cost: 70 / 75 / 80 / 85 / 90 mana
Magic Damage: 60 / 90 / 130 / 170 / 210 (+0.4 per ability power)
W-Northern Winds (Active): Sejuani summons an arctic storm around her for 6 seconds, dealing magic damage each second to nearby enemies.
Damage is increased by 50% against enemies affected by Frost or Permafrost.
Cost: 40 mana
Cooldown: 10 seconds
Range: 350
Magic Damage per Second: 12 / 20 / 28 / 36 / 44 (+0.1 per ability power) (+1 / 1.25 / 1.5 / 1.75 / 2% of Sejuani's maximum health)
E-Permafrost Sejuani converts Frost on nearby enemies to Permafrost, dealing magic damage and increasing the movement speed reduction for 3 seconds.
Cost: 55 mana
Cooldown: 11 seconds
Range: 1000
Magic Damage: 60 / 110 / 160 / 210 / 260 (+0.5 per ability power)
New Movement Speed Reduction: 30 / 40 / 50 / 60 / 70 %
R-Glacial Prison (Active): Sejuani throws her weapon, stunning the first enemy champion hit for 2 seconds and all other nearby enemies for 1 second. All affected targets take magic damage and are affected by Frost.
Cost: 100 mana
Range: 1150
Splash Range: 450
Cooldown: 130 / 115 / 100 seconds
Magic Damage: 150 / 250 / 350 (+0.8 per ability power)
I stole this from the wiki cause Yolo.
Anyway there is no reason to build any AP on Sejuani, unless it comes with penetration or some sort of defense such as a Rylai's or Abysle. Sejuani has very low AP scaling however her w has a very good health to damage ration which is where most of her damage comes from. With her skill set she needs to be played similar to mumu with a similar build. A tanky champion with a strong initiation, and likewise the team needs to follow her in on initiations as once she goes in she has no escape other than flash.
I typically play her as a Jungler which IMO is the only role shes suited for. She doesn't have the range to take mid and all her skills are biased on AOE damage so she would have no choice but to push lanes which makes her great for applying pressure to lanes after a gank.
My runes are typically armor yellows, magic pen reds, MR per level blues and either gold or move speed Quints. Health or health per level would also be good since her damage scales on health. My runes are 9-21-0 making sure to pick up the magic pen in offensive and all the health bonuses in defense as swell as tensity and of course reflective and reduced minion damage. I start with her Arctic winds/W, a machete and 5 pots. Next I get her dash then max W and Permafrost as it deals the most burst damage.
On my first back I like to get my Philosophers stone and Spirit stone of I have the gold as well as an Emblem of Valor when I gave the gold. Those three items will keep you at full health in the jungle. The next most important items are boots and health if you're winning pretty well a sunfire is always a great pick as well as an aegis. By level 15 you want to upgrade your philosophers stone to Eleisa's Miracle. You want to either get a Spirit of the Elder Lizard or Golem. And every other item should have health. AkA Rylies, Warmogs Sunfire. Since she is a full tank. Note if you are having issues in the jungle skip the philo and go straight into a giants belt, and keep in mind you're a tank/support in fights and have the best peals in the game with perma-slows.