Ideas for Sejuani Buffs

Aquinas·10/19/2018, 3:53:00 PM·1 votes·1,463 views

Ever since Sejuani's rework she has been buffed 2 times and nerfed 7 times. 7 times. The amount of worlds favoritism shown is honestly ridiculous, can it really be so hard to shift a champion's strength from professional play to solo q play? Instead of spending some extra time brainstorming ways to buff the champion in regards to personal strength rather than team utility they decide to stick a nerf on an already trash solo q champ. So I thought I'd share some ideas on how to fix Sejuani without buffing her professional play considerably. Here are my proposed changes.

I'll start by posting her abilities for those that don't know them and to show ratios and such.

Fury of the North: Sejuani receives Frost Armor if she hasn't taken damage from large monsters and enemy champions in the last 12 seconds, lingering for 2 seconds after taking damage.

Frost Armor engulfs Bristle in True Ice, becoming immune to slows and gains 20 / 70 / 120 (+ 100% total armor) bonus armor and 20 / 70 / 120 (+ 100% total magic resistance) bonus magic resistance.

Icebreaker: Enemies stunned by Sejuani are Frozen. Sejuani's basic attacks and abilities against Frozen enemies consume the effect to deal 10 / 15 / 20% of their maximum health as bonus magic damage, capped to 300 against epic monsters.

Q: Arctic Assault Active: Sejuani signals Bristle to Dash dash forward, dealing magic damage and knocking up for 0.5 seconds all enemies he passes through until the charge ends or upon colliding with an enemy champion. COST: 70 / 75 / 80 / 85 / 90 Mana COOLDOWN: 17 / 15.5 / 14 / 12.5 / 11 Magic Damage: 60 / 90 / 120 / 150 / 180 (+ 40% AP)

W: Winter's Wrath Active: After a 0.25-seconds delay, Sejuani swings her flail in a cone in the target direction, dealing physical damage to all enemies hit and knocking back minions and monsters.

Physical Damage: 20 / 25 / 30 / 35 / 40 (+ 20% AP) (+ 1.5% maximum health)

She then lashes out with her flail after 0.75 seconds in a straight line in the same direction, dealing additional physical damage and slowing all enemies hit by 75% for 0.25 seconds.

Physical Damage: 30 / 65 / 100 / 135 / 170 (+ 60% AP) (+ 4.5% maximum health)

Sejuani can move freely during Winter's Wrath. Both swings will strike in the cast direction, but their hitboxes follow Sejuani's movement. COST: 65 Mana COOLDOWN: 9 / 8 / 7 / 6 / 5

E: Permafrost Passive: Winter's Wrath and both Sejuani's and nearby allied Melee role melee champions' basic attacks apply Frost to enemy champions, epic, large and medium monsters, super minions and siege minions for 5 seconds, stacking up to 4 times. Permafrost

Active: Against an enemy with 4 stacks of Frost, Sejuani consumes all stacks to deal magic damage, knocks them back and stuns them.

Magic Damage: 20 / 35 / 50 / 65 / 80 (+ 60% AP)

Stun Duration: 1 / 1.1 / 1.2 / 1.3 / 1.4

Enemy champions Stun icon stunned by Sejuani cannot gain Frost for 10 / 9 / 8 seconds.

Permafrost resets Sejuani's basic attack timer. COST: 20 Mana COOLDOWN: 1.5

R: Glacial Prison Active: Sejuani throws a True Ice bola in a line, stopping at the first enemy champion hit, dealing magic damage and stunning them for 1 second.

Magic Damage: 100 / 125 / 150 (+ 40% AP)

The bola deals increased damage, stuns for 1.5 seconds and shatters upon collision if it surpasses 400 range, shattering aswell upon reaching maximum range, creating a storm for 2 seconds that slows enemies by 30%.

At the end of the duration the storm shatters the ground, dealing the same damage and slowing enemies by 80% for 1 second.

Magic Damage: 150 / 250 / 350 (+ 80% AP)

The enemy hit by the bola is not affected by the storm's effects. COST: 100 Mana COOLDOWN: 120 / 100 / 80

Starting off the proposed changes: The first change is that the 7.21 Passive changes needs to be reverted.

Passive - Fury of the North FLAT BONUS RESISTANCES : [20/60/100] ⇒ 20/70/120 SHIELD LINGER DURATION : [1/2/3] ⇒ 2 at all ranks COOLDOWN : [15/12/9] ⇒ 12 at all ranks

These changes took away both strength and weakness from Sejuani. The old passive stats gave Sejuani clear weaknesses in the early game and strengths in the late game, just a tank should be, but now their passive is neither strong nor weak at either time. The resistance buff is laughable at best, an extra 20 resistance in late game would only decrease damage taken in that brief 2 seconds by around 2%.

The second proposed change has to do with Arctic Assault

Arctic Assault: Cost: Mana 70/75/80/85/90 -> 60/65/70/75/80 Cooldown: 17/15.5/14/12.5/11 -> 14/13/12/11/10

For a champion who's meant to skirmish Sejuani lacks the tools to do so in terms of mobility. Arctic Assault, which is her main way of engaging and escaping, is often too punishing when engaging on a lane or opposing jungler. The 17 second cooldown severely limits her ability to get into a fight and get out reliably, it often forces either fully committing to a fight or hardly committing at all.

The third proposed changes is to make significant changes to Pernafrost and Winter's Wrath.

Permafrost: The stacks required to proc the active on E should go from 4 -> 5. Stun Duration: 1.0/1.2/1.4/1.6/1.8 seconds

Winter's Wrath: If both procs of W hit the same target then 2 stacks of Permafrost are applied on the second half of W. Cost: Mana 65 -> 60 Cooldown: 9/8/7/6/5 -> 8.0/7.25/6.5/5.75/5.0

This promotes Sejuani's intended strengths which is skirmishes and not teamfighting. This would also not change her jungle clears for the most part and make her less braindead than she is. The huge change out of this would be the buff to her stun duration which I think is probably her strongest strength along with her tankiness; the fact that she can turn into a stunbot in the right comp yet this would make it more dependent on the skill of the player rather than the number of melee champions on their team.

The final proposed change looks into Glacial Prison.

Glacial Prison: Stun Duration: 1.5 -> 1.8 seconds Storm Explosion Slow Duration: 1 -> 2 seconds

This addresses the issue of her ult being incredibly underwhelming without reverted all of the things that made it oppressive to play against. The increase to the stun duration matches that of the proposed rank 5 E stun duration and the Slow Duration keeps her teamfight capability in there without making it strong enough to become overbearing.

Good job if you were able to make it this far, I just think that Riot has been treating many champions unfairly in an effort to make worlds flashy and Sejuani happens to be one of those champions. Favoritism has been getting worse and worse and it honestly just sucks for those who don't play overloaded champs. So thanks for reading and have a good day! :)

3 Comments

Cavesloth10/19/2018, 5:06:56 PM2 votes

I'd settle for making her W less clunky. I'm fine with having it be a skillshot, but the whole two part skillshot thing seems like it was only used because it was new and different at the time, and not tested to see how it felt to use. It's intensely frustrating and doesn't feel smooth to use it. Either smooth it out or make it one part.

Also I'd like to see her not have this "blue ball's" team reliant stacking mechanic. Hell I'd rather it be a skillshot a long cooldown that the frustrating bs it is now, its great for organized play, but in solo play its beyond frustrating.

giannishannibal10/19/2018, 4:26:19 PM1 votes

Well my honest opinion is that sejuani that you made is almost the reworked sejuani when relashed but buffed and with that changes i agree it wil fell good playing her at solo queue but this is too overbuffed and it will be spammed at pro scene and get gutted again. My serious contribution to this post is to propose some strong nerfs like to -20 HP/level and -0.1 HP5 and -0.2 Armor/lv and -0.15 MR/lv and give a small base health buff to compesate like plus . Possibly give -20 base Mana nerf and give + 4 base MP/5 and +0.2 MP/level. That way those who knows how to kite with her in the jungle and time their abilities perfectly and plan their jungle clear and manage their jungle timers its possible ( at least from sejuani OTP players) to get out from jungle healthier and gank once or twice. But also give the opportunity to enemy to counterjungle her or shut her down early to delay her. If she reaches her late game build then its gg and needs some preperation to shut down sejuani as poke to break her shield, liandty to make her health go down and back off. In conclusion, my opinion with these plus the OP suggestions it gives clearer strengths and weaknesses and maybe way to play against her more healthily, at least in my point of view. Have a nice day. [poppy-wink]