Lets face it riot, Sejuani needs help
so I am a very big fan of sejuani. loved her from the first time I played her, worth every bit of ip. but then carry jungles became popular to the point that tank jungling was just a bad idea. why? because carry jungles could deal far more damage, often times with a pretty good amount of cc themselves. they also have better clear, better sustain, their ganks aren't so reliable on landing 1 ability, and they can counter jungle the balls off of anybody who dares to play a tank. sejuani was and is (unless theres someone im missing) the worst victim of this. she has literally no sustain, shes got pretty bad clear, low movement speed, shes insanely item reliant, her ganks are almost entirely reliant on hitting her predictable/easy to dodge q, shes very easily counterplayed, and she has very little damage against champions unless you get ahead as her. that is basically the only way to do anything noticeable to be a substantial threat on a team: pray that you manage against all odds to get ahead.
don't get me wrong, I don't think she sucks, she has a lot of potential. Her late game is godly as a tank, and her damage against squishies is pretty good once she gets to that point. shes decent at keeping with people (assuming she lands her q) and if she can land her ult right she gives her team a great initiate. I just think shes outclassed so much, even by other tank jungles. Take amumu for example:
amumu's passive is an offensive one, lowering targets mr with his auto attacks. its pretty good, its a decently high mr reduction (falls of late game). sejuani's passive increases her armor and gives her slow-effect reduction, starting terrible but getting pretty good at the end.
Q's: amumu's and sejuani's q's are very similar, both are skillshot gapclosers that cc the target, but amumus can be blocked by minions, isnt aoe, isnt as good for waveclearing, and has to land for him to close the gap. However, the range is almost double sejuani's, it has a shorter cooldown at almost all ranks, its a stun, and its much longer lasting. also, it has a much higher overall damage at all ranks.
W's: I find these a little bit harder to compare, because amumu's deals far lower base damage than sejuani's and will use more mana overall, his does percent health damage and since its toggle he doesn't have to worry about cooldowns.
E's: these I cant really compare too well either, because they are nothing alike, but I will shoot for it anyways. sejuani's e is a low damage slow that scales up from meh to ouch as the game goes. amumu's is a bit more focused for jungle clear early game, but its still good. it has a fairly long cooldown, but the damage is pretty good and its cooldown is reduced when he takes auto attacks, including minion agro. on top of that, he takes a tiny bit reduced damage, but its not really that noticeable.
R's: there is one key factor between these that makes them unique from eachother. Sejuani's is thrown, while amumu is in the center of his. sejuani's has a range of 1175 and stuns for 1.25-1.75 seconds. if it reaches the end of its range, it shatters and slows by 90% for the same duration instead. Amumu's is a 550 radius focused around him, so he has to get into the group of enemies before casting it. both have the same base and scalings at all ranks, but amumu's stuns for 2 seconds at all ranks. The 2 things I think makes it better than sejuani's is that it has a longer duration at all ranks, and if he misses his q, he can just wait until he hits it again to cast.
personally, I think that sejuani would be perfectly fine if they gave her something for better waveclear and/or sustain, that way shes not so ridiculously and easily counterjungled until late game. One thought, make it so the permafrost passive on her e actually does something aside from letting her slow them by activating her e. maybe make it lower their mr by a little. any thoughts?
