Champion Guides:
Items:
Highest Win Rate
Most Popular
Highest Win Rate
Most Popular

News Midseason 2017 - Sejuani, Zac and Maokai Updates

by Shakarez on

The Midseason Changes hit next patch so we decided to extensively cover the changes to the three tanks, including number comparisons between the live versions and upcoming ones.

Make sure to also check out our post about the itemization changes, including the introduction of two new items, Adaptive Helm and Gargoyle Stoneplate.

 

Sejuani

 

 

Abilities Preview

Base Stats

 

  • Armor 29.5 ⇒ 27
  • Armor Growth Stat 3 ⇒ 4
  • Attack Range 125 ⇒ 150
  • Attack Damage 57.5 ⇒ 56
  • Attack Damage Growth Stat 3.3 ⇒ 3
  • Attack Speed 0.67 ⇒ 0.625
  • Attack Speed Growth Stat 1.45% ⇒ 3%

 

 

 

Passive: Fury of the North

Frost Armor: After not taking damage from champions or large monsters for 9 seconds Sejuani becomes immune to slows and gains (100 + 100% total) Armor and (100 + 100% total) Magic Resist. Frost Armor persists for 1/2/3 seconds (at levels 1/7/14) after taking damage from champions or large monsters.

Icebreaker: Enemies stunned by Sejuani are frozen, causing Sejuani's first attack or spell against them to deal 10/15/20% of their maximum Health as magic damage (400 vs monsters).

What's New:
  • Gains both Armor and Magic Resistance now.
  • Passive bonus gained after not taking damage, instead of after doing damage to an enemy champion.
  • Slow Resist changed for Slow Immunity.
  • Icebreaker Passive added.

 

Q: Arctic Assault

  • Mana Cost | Rank 1-5: 70/75/80/85/90 mana
  • Cooldown | Rank 1-5: 13/12.5/12/11.5/11 seconds

Sejuani charges, dealing 60/90/120/150/180 (+40% AP) magic damage to enemies and knocking them up for 0.5 seconds. The charge ends after hitting an enemy champion.

 

What's New:
 
  • Cooldown lowered to 13/12.5/12/11.5/11 seconds from 15/14/13/12/11 seconds.
  • Damage lowered to 60/90/120/150/180 (+40% AP) from 80/125/170/215/260 (+40% AP).
  • Sejuani no longer knocks up enemies around the first target hit.

 

W: Winter's Wrath

  • Mana Cost | Rank 1-5: 60 mana
  • Cooldown: 9/8/7/6/5 seconds

Sejuani swings her flail, dealing 30/35/40/45/50 (+1.5% maximum health) physical damage and applying Frost to enemies hit and knocking minions and monsters back.

She then lashes out with her flail dealing 40/75/110/135/180 (+4.5% maximum health) physical damage applying Frost and slowing enemies hit briefly.

Sejuani can move freely during Winter’s Wrath. Both swings will strike in the cast direction, but their hitboxes follow Sejuani’s movement.

 

What's New:
  • Reworked ability, now 2 swings in one cast.
  • Now does Physical Damage instead of Magic Damage.
  • Bonus damage to monsters added.

 

E: Permafrost

  • Mana Cost: 20 mana
  • Cooldown: 1.5 seconds
  • Per Target Cooldown: 10/9/8 seconds (at levels 1/7/14, matching Fury of the North’s breakpoints)


Passive: Nearby melee allied champions' basic attacks apply Frost to enemy champions and large monsters. 

Active: Target enemy with 4 stacks of Frost takes 40/60/80/100/120 (+30% AP) magic damage and is stunned for 1/1.25/1.5/1.75/2 second(s). 

An enemy that has been stunned by Sejuani cannot gain Frost stacks for x seconds.

Casting Permafrost resets autoattack timer

 

What's New:
  • Frost can now be applied by melee allies.
  • Now stuns targets with 4 stacks of Frost.
  • Damage reduced to 40/60/80/100/120 (+30% AP) from 80/105/130/155/180 (+50% AP) but now has Icebreaker from Passive for more damage.

 

R: Glacial Prison

  • Mana Cost: 100 mana
  • Cooldown| Rank 1-3: 120/100/80 seconds

Sejuani throws her True Ice bola that deals 100/125/150 (+40% AP) magic damage to the first enemy champion hit and stuns them for 1 second. 

The bola becomes more powerful as it travels, doubling the damage and stun duration and creating a storm that slows other enemies by 30%. After 2 seconds, the storm deals 150/250/350 (+80% AP) magic damage and slows by 80% for 3 seconds.

  • Storm Duration: 2 seconds
  • Storm Slow: 30% while targets are inside
  • Explosion Damage: 150/250/350 (+80% AP)
  • Explosion Slow: 80% for 3 seconds
What's New:
  • Now only stuns the first champion hit.
  • Now creates a storm similar to Anivia's ultimate that slows and detonates after 2 seconds.

 

 

Zac

 

 

Abilities Preview

Passive: Cell Division

Each time Zac hits an enemy with an ability, he sheds a chunk of Goo that can be reabsorbed to restore 4% of his maximum health.

Upon taking fatal damage, Zac splits into 4 bloblets that attempt to recombine. If any bloblets remain after 8/7/6/5/4 seconds (at levels 1/6/10/14/17), he will revive with 10-50% maximum health depending on the health of the surviving bloblets. Each bloblet has 12% of Zac's maximum health, and 50% of his Armor and Magic Resistance. This ability has a 300 second cooldown.

 

Q: Stretching Strikes

  • Cost: 4% of current Health
  • Cooldown| Rank 1-5: 12/11/10/9/8 seconds

Zac's arm stretches and grabs the first enemy it hits, dealing 50/70/90/110/130 (+30% AP) magic damage and briefly slowing them (60% for 0.25 seconds). Zac's next basic attack is replaced with a long range smack that repeats the initial magic damage and slow effect. 

If Zac grabs a different enemy with each attack he'll throw them towards each other, dealing 50/70/90/110/130 (+30% AP) magic damage in an area if they collide.

 

What's New:

This ability was completely reworked.
 

 

W: Unstable Matter

  • Cost: 4% of current Health
  • Cooldown| Rank 1-5: 5 seconds

Zac's body erupts, dealing 40/55/70/85/100 magic damage +4/5/6/7/8(+2 AP)% of the enemy's maximum health as magic damage to all nearby enemies. 

Absorbing Goo reduces Unstable Matter's cooldown by 1 second. 

Maximum health damage is capped at 200 versus minions and monsters.

 

E: Elastic Slingshot

  • Cost: 4% of current Health
  • Cooldown| Rank 1-5: 24/21/18/15/12 seconds

First cast: Zac faces the cursor and charges up over 0.9/1/1.1/1.2/1.3 seconds. 

Second cast: Launches Zac towards the target location, knocking up nearby enemies for 0.5 seconds and dealing 80/120/160/200/240 (+70% AP) magic damage. Zac spawns extra chunks of Goo for each enemy champion hit. 

Can be cancelled by moving, refunding half of the ability's cooldown and cost.

 

What's New:
  • Damage reduced to 80/120/160/200/240 from 80/130/180/230/280.

 

R: Let's Bounce

First cast: Zac squishes himself down, making him immune to Crowd Control for up to 2.5 seconds. Any enemies standing on top of him are slowed by 30/40/50%. 

Second cast: Charging for at least 1 second before recasting causes Zac to scoop up enemies on top of him, carrying them towards the target location. While flying through the air Zac is Unstoppable. Upon landing nearby enemies take 150/250/350 (+70% AP) magic damage and are briefly slowed.

Reactivating before Zac charges up knocks back nearby enemies instead.

What's New:

This ability was completely reworked.
 

 

 

Maokai

 

Abilities Preview

Base Stats

  • Health 572.2 ⇒ 540
  • Health Growth Stat 90 ⇒ 95
  • Health Regen 7 ⇒ 5
  • Armor 28.7 ⇒ 30

 

Passive: Sap Magic

  • Cooldown| At levels 1/2/9/15: 45/30/25/20 seconds

Maokai gathers magical energy from the nature around him. Every 45-20 seconds, his next attack uses that energy to heal him for 15-165 (at levels 1/6/9/11/13/15/17) + (6/7/8/9/10/11/12% of his maximum health at levels 1/6/9/11/13/15/17).

Each time Maokai casts a spell or if struck by an enemy's spell, Sap Magic's cooldown is reduced by 2.5 seconds.

 

What's New:
  • No longer a charge based system.
  • Heal is stronger. Increased to 15-165 + 6-12% maximum health) from 5/6/7% maximum health.

 

Q: Bramble Smash

  • Mana Cost | Rank 1-5: 45/50/55/60/65 mana
  • Cooldown| Rank 1-5: 8/7.5/7/6.5/6 seconds


Maokai smashes his fist into the ground, releasing a shockwave. Nearby enemies are knocked away from him and all affected enemies take 70/115/160/205/250 (+40% AP) magic damage and are slowed briefly.

 

W: Twisted Advance

  • Mana Cost | Rank 1-5: 60/65/70/75/80 mana
  • Cooldown| Rank 1-5: 13/12/11/10/9 seconds


Maokai transforms into a moving mass of roots, becoming untargetable and dashing to the target. 

Upon arrival, he deals 50/75/100/125/150 (+40% AP) magic damage and roots the target for 1/1.1/1.2/1.3/1.4 seconds.

 

What's New:
  • Travel time slower.
  • Root Duration decreased to 1/1.1/1.2/1.3/1.4 seconds from 1/1.25/1.5/1.75/2 seconds.
  • No longer does a % of target's maximum health in magic damage.

 

E: Sapling Toss

  • Mana Cost: 60 mana
  • Cooldown: 11 seconds


Maokai flings a sapling, which stands watch for 30 seconds. Saplings will chase nearby enemies, detonating on proximity, dealing 35/60/85/110/135 + 6/6.5/7/7.5/8% (+2% per 100 AP) Target Maximum Health magic damage and slowing enemies struck by 35% for 2 seconds. 

Saplings placed in brush last for 30/40/50/60/70 seconds and deal double damage over 2 seconds to all enemies hit.

Maximum 300 Damage to non-Champions, doubled for brush.

What's New:

  • Damage changed, now does % of target's max health in magic damage.
  • Slow decreased to 35% from 50%.
  • Saplings last longer placed in brushes and do double damage.

 

R: Nature's Grasp

  • Mana Cost: 100 mana
  • Cooldown| Rank 1-3: 120/110/100 seconds

Maokai summons a colossal wall of brambles and thorns that slowly advances forwards, dealing 150/225/300 (+75% AP) magic damage and rooting any enemies struck for 0.6-2.4 seconds, increasing with distance traveled.

Total Distance Traveled: 2500 units
 

What's New:

This ability was completely reworked.

 

 

 

If you'd like to check the official post, click here

 

Loading comments...

Comments Back to Top

There are no comments yet. Log in to post the first comment!
Send Feedback
Name
E-Mail
Feedback
Summoner Name
Region