sejuani is my first champ so I still love her though :D
[Champion] Sejuani - Page 5
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United States1864 Posts
sejuani is my first champ so I still love her though :D | ||
57 Corvette
Canada5941 Posts
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Tooplark
United States3977 Posts
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Sufficiency
Canada23833 Posts
On December 12 2012 22:08 Complete wrote: Idk, I just have a hard time thinking what sejuani does better in comparison to amumu. I feel like amumu clears faster (a little...), does more damage, ganks better, scales better with damage (what little you build), deals with counter jungling better, has more team fight utility/damage/CC/awesomeness sejuani is my first champ so I still love her though :D Well Sejuani's R does not require her to commit, her gapcloser is more versatile (goes over walls without requiring a target), and she provide fairly consistent slow during teamfights.... | ||
dogmatix
Australia339 Posts
Plus if you can start finishing up your build Sejuani still seems to do pretty ridiculous amounts of damage in teamfights for how tanky she is. | ||
Gahlo
United States35150 Posts
On December 12 2012 22:08 Complete wrote: Idk, I just have a hard time thinking what sejuani does better in comparison to amumu. I feel like amumu clears faster (a little...), does more damage, ganks better, scales better with damage (what little you build), deals with counter jungling better, has more team fight utility/damage/CC/awesomeness sejuani is my first champ so I still love her though :D They have similar kits. W/E put on the deeps, Q initiate, R AOE CC. Sej's Dash doesn't require hitting a skillshot and her R allows initiation from a distance in addition to being a stronger CC type. I feel Sej's is a bit more forgiving. Sej has the bonus of Permafrost to give a heavy slow and force flashes harder. Her differing types of CC make her, in my opinion, a more effective ganker. Amumu and Sej's Ws do similar damage. I'm going to assume the target is at least frosted. Damages- Sej:Amu Base- 66:24 Scaling(ap/hp)- 15%/3%:2.7%+1%AP Keep in mind that you most likely won't have a lot of AP on Amumu and Amumu damages on targets health while Sejuani damages off of her already decent health while building health items. | ||
ZERG_RUSSIAN
10417 Posts
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Praetorial
United States4241 Posts
On December 17 2012 09:46 ZERG_RUSSIAN wrote: I think if you're good with amumu he's much stronger in most situations because his cc is harder and imo much more difficult to play around. Mumu has two forms of CC, though. Sejuani's capable of applying wide areas of slow and stun with both AA and abilities. | ||
Tooplark
United States3977 Posts
not dependent on a skillshot or flash to initiate ult is longer range than bandage ult ult is followed up with powerful slow ganks aren't skillshot dependent jungles better without blue (i think - not sure on this one) can run away better never banned relative disadvantages: mumu does more damage hard cc on a low cooldown ult is more likely to hit the things you want it to hit ult is followed up by pretty-much-guaranteed stun on someone (unless you bandaged in) better AP ratios (so can build less tank if situation so calls) much better dargon/baron ganks better in general, esp if your laner provides some cc | ||
kainzero
United States5211 Posts
how do you play her? what skills do you use when you clear the jungle? do you apply frost on everyone and then permafrost? do you start a camp with Q and then E and then W? how about ganking/teamfights? are you aiming to put perma on everyone? do you just run in there with Q, turn on W, and pray? very curious on how to play as her since it seems like i'm not playing "optimum" | ||
57 Corvette
Canada5941 Posts
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Tooplark
United States3977 Posts
W first, spam W, autoattack the big thing until it dies. Q second, use Q to charge into camps or just to save time walking, hit W. E or W can come third. Always E if you want to gank at level 3. W at 3 is slightly faster for clearing red and moderately faster on your second jungle clear; E gives you slightly better ganks. Clearing jungle stays pretty much the same - Q in, EW immediately, autoattack. Sometimes you can speed a camp up by spreading autos (increasing W damage). Not usually a noticeable amount though. Ganking: If possible, Q onto them, but all that really matters is that you can get them with E. Hopefully your laner can then follow up with some more CC or damage. Get all huggy with them, turn on E, and whack away. Post 6, you also have the option of initiating with ult. You should start a gank with ult if a) your laner can follow up with lots of burst or more stuns or b) the gank target has no other escapes. Otherwise, you should try to save it to follow their blinks/flashes. Ganking bot is slightly different, as you almost always want to start with ult so that you can permafrost both. If you can Q into both, then permafrost, then ult after they flash, that's ideal but rare. Teamfights as 57 Corvette said. Some tips to make it easier: Hide Fiddle-style over a wall, throw ult in for surprise birthday, dash over wall and permafrost. Being unable to see your ult drastically decreases their chance of reacting to it. Get Q to the point where you have it up at the start and again at the end, so that you can chase or escape as appropriate. This varies depending on both team comps, so just go with your gut feeling. | ||
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Live2Win
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United States6657 Posts
On December 19 2012 12:32 Tooplark wrote: How to clear jungle: W first, spam W, autoattack the big thing until it dies. Q second, use Q to charge into camps or just to save time walking, hit W. E or W can come third. Always E if you want to gank at level 3. W at 3 is slightly faster for clearing red and moderately faster on your second jungle clear; E gives you slightly better ganks. Clearing jungle stays pretty much the same - Q in, EW immediately, autoattack. Sometimes you can speed a camp up by spreading autos (increasing W damage). Not usually a noticeable amount though. Ganking: If possible, Q onto them, but all that really matters is that you can get them with E. Hopefully your laner can then follow up with some more CC or damage. Get all huggy with them, turn on E, and whack away. Post 6, you also have the option of initiating with ult. You should start a gank with ult if a) your laner can follow up with lots of burst or more stuns or b) the gank target has no other escapes. Otherwise, you should try to save it to follow their blinks/flashes. Ganking bot is slightly different, as you almost always want to start with ult so that you can permafrost both. If you can Q into both, then permafrost, then ult after they flash, that's ideal but rare. Teamfights as 57 Corvette said. Some tips to make it easier: Hide Fiddle-style over a wall, throw ult in for surprise birthday, dash over wall and permafrost. Being unable to see your ult drastically decreases their chance of reacting to it. Get Q to the point where you have it up at the start and again at the end, so that you can chase or escape as appropriate. This varies depending on both team comps, so just go with your gut feeling. For more efficient wave clearing, it is actually best to start with Q (to apply frost on all the minions), turn on W then wait 2~3 seconds, and hit E so that you can keep the frost on longer. Since frost lasts for 3 seconds, and W lasts for 6 seconds, you can ideally get the +50% dmg for the entire duration of W. Of course, it's better to do it around 2 seconds in case you miss-time it and hit E when the frost wears off. And a tip for intiating, be careful not to use Q through the front line when you're trying to get to the back line. I've had so many games where I screwed up an intiation/fight because I tried to get to the back line with Q, but would get stuck by whoever was standing in front. It's easy to forget because you can Q through walls and minions, but not through enemy champs. | ||
57 Corvette
Canada5941 Posts
On December 19 2012 12:57 Live2Win wrote: For more efficient wave clearing, it is actually best to start with Q (to apply frost on all the minions), turn on W then wait 2~3 seconds, and hit E so that you can keep the frost on longer. Since frost lasts for 3 seconds, and W lasts for 6 seconds, you can ideally get the +50% dmg for the entire duration of W. Of course, it's better to do it around 2 seconds in case you miss-time it and hit E when the frost wears off. While at early levels this is true, once you start putting levels into permafrost and get your spirit of bluebuff, your charge and E alone are nearly enough to 1-shot entire waves, so waiting is a little pointless. | ||
obesechicken13
United States10467 Posts
On December 19 2012 12:57 Live2Win wrote: For more efficient wave clearing, it is actually best to start with Q (to apply frost on all the minions), turn on W then wait 2~3 seconds, and hit E so that you can keep the frost on longer. Since frost lasts for 3 seconds, and W lasts for 6 seconds, you can ideally get the +50% dmg for the entire duration of W. Of course, it's better to do it around 2 seconds in case you miss-time it and hit E when the frost wears off. I've always done WQW as my skill order. What you're saying makes sense but all the camps have big and small monsters anyways. As long as you apply frost to the big monster with your autos your W should still do full damage to it so your clear speed won't get any faster. And since little wraiths hit for so little it doesn't affect your hp that much. | ||
Pufftrees
2449 Posts
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Slaughter
United States20254 Posts
What do you do in that situation when your carries are behind? I try to slow everyone and go balls deep a lot of times with my W on and usually I can severely hurt or kill one of their squishies almost by myself but too many times the rest of the team ends up dying and I come out alive and we lost the fight by trading 1-3 for 4. Should I concentrate on peeling more for my own carries? Last game I played with her we also had a mao as support so I guess I left it to him to peel since I initiated but the enemy Xin still managed to reach our AD even through all my CC and blow her up before theirs died. | ||
Tooplark
United States3977 Posts
On December 30 2012 14:09 Slaughter wrote: She is so fun to play but I find myself unable to carry while playing her. If the carries are underfarmed or just way behind their counter parts I just find myself at a loss of how to carry them over. I become this hard to kill constant slow bot with an aoe stun but too many fights its blah. Its not that bad though as so far im sitting at 50% win rate with her (down from the 60% I had last season >_>) but then again all my win % are down with the champs I mained last season and up with ones I sucked with last season. What do you do in that situation when your carries are behind? I try to slow everyone and go balls deep a lot of times with my W on and usually I can severely hurt or kill one of their squishies almost by myself but too many times the rest of the team ends up dying and I come out alive and we lost the fight by trading 1-3 for 4. Should I concentrate on peeling more for my own carries? Last game I played with her we also had a mao as support so I guess I left it to him to peel since I initiated but the enemy Xin still managed to reach our AD even through all my CC and blow her up before theirs died. Sej can peel AND initiate. Just RE half/all their team, then hug your carry. I've always found much more success peeling than diving, especially since sej has the mobility to then go help clean up or escape. In solo queue, peeling hard for your carry is basically how you win teamfights as a tank, cos your carry can't position and needs lots of help. | ||
entropius
United States1046 Posts
She definitely seems like a champion that is stronger late than early -- she's not a glamorous bursty jungler, she's a CC bot and a tank who gets farm, gets beefy, and then just charges into their team and forces fights on your terms. I'm not quite sure how to build her, though. I've been doing machete + 5 pots -> spiritstone -> boots -> Spirit of Tank -> sometimes Sunfire -> Warmog's (with boots of mobility somewhere in there) -> other random things based on their comp, often Randuin's or Locket or sometimes Abyssal or Aegis. I find that she likes CDR more than you might think at first, because it gives her more uptime on her W, and more importantly less downtime on her sticking power since her Q and E come up more often. I also build a lot more armor than MR (getting Abyssal or Bulwark only if their AP damage is extreme), since I really don't care if AP casters blow their cooldowns on me; most of those have long enough ranges that they *could* blast my team with them, and every spell I eat is one my team doesn't. The stuff I have to get big enough to survive is AD carries bopping me repeatedly. I find it easier to farm with her than with mummy, just because Sej projects her presence further than mummy because of the range on her ult. I don't have to worry about a fiddly skillshot Q that gets blocked by minions to move me around and put myself in position to stun people; I can (for instance) farm wraiths and still have the ability to get into midlane in a hurry if action starts happening, or be a little late to a countergank and still throw R in to blast people off my laner. | ||
Sufficiency
Canada23833 Posts
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