Sejuani, The Winter's Claw
Skills
Art Spotlight
The new "summoner's improvement" masteries are much more accessible now. If you're using the appropriate spells, you have now have no excuse not to improve them.+++Alacrity (+1/2/3/4% AtkSpd) -> Weapon Expertise (10% ArPen)
The attack speed is meh, but the armor penetration is fantastic considering how early it is in the tree. As some commenters pointed out last time, choosing this mastery makes ArPen runes less necessary.+++Sorcery (+1/2/3/4% CDR) -> Arcane Knowledge (10% magic penetration)
Pretty much a no-brainer. Both of these are quite valuable for most champions. "AD casters" (e.g. Garen, Riven) may be content with just Sorcery.+++Sunder (+2/4/6 ArPen)
Gives the same benefit as 3.6 ArPen marks or 2 ArPen quints.+++Archmage (+1.25/2.5/3.75/5% AP)
300 AP = 15 bonus AP, 500 AP = 25 bonus AP. If you're stacking AP, this is more helpful than Blast (+1 AP/lvl).+++Executioner (+6% damage on targets below 40% health)
Helpful, but you don't need to invest 20 point in offense just for this.---Demolitionist (+10 damage to towers)
It's just not that noticable. For comparison, non-nexus towers have 2550 HP.Defense (link)
Take it if you're using one of these spells. Revive ftw.+++Tough Skin (-1/2 damage from minions and monsters) -> Bladed Armor (return 6 magic damage from minion and monster attacks)
Bladed Armor will drastically quicken your jungling. Advanced junglers can use this mastery to finish off monsters instead of wasting an auto-attack.+++Initiator (+1/2/3% Move Speed when above 70% HP)
350 MS = 10.5 bonus MS, 400 MS = 12 bonus MS. Especially great if you have an MS steroid or are using Swiftness quints or masteries.+++Enlightenment (+0.15/0.3/0.45% CDR/lvl)
Investing all three points gets you 8.1% CDR at level 18. Tanks usually can't afford to buy CDR in the field, so this is a nice option.+++Juggernaut (+3% max HP and +10 Tenacity)
3000 HP = 90 bonus HP. Tenacity is a very important stat, so get this if you can! This mastery DOES stack (multiplicatively) with Tenacity from items and abilities. Juggernaut + Mercury's Treads = 41.5 Tenacity.---Siege Commander (reduces armor of nearby towers by 10)
Ugh.---Honor Guard (-0.5/1/1.5% damage taken)
1000 incoming damage = 15 damage reduced. You can do better.Utility (link)
Why not?+++Expanded Mind (+4/8/12 MP/lvl) -> Meditation (+1/2/3 MPRegen)
These two masteries will significantly help your mana pool and are a good option for any leftover points from Offense and Defense. Rank 3 Expanded Mind gives +216 MP at level 18.+++Runic Affinity (+20% neutral buff duration)
Great for junglers and AP carries who like wearing blue buff.+++Greed (+0.5/1/1.5/2 gold per 10 sec.) -> Wealth (+20/40 starting gold)
For support characters, this is fantastic. An extra ward at the start of the game, plus 540 gold = 7 more wards over a 45-minute game!+++Strength of Spirit (+0.4/0.7/1% max MP is added to HPRegen)
The typical AP carry has 1000-1100 max MP at level 18 = +10 HPRegen. Even before items, that's a huge boost to sustain. I'd say go for it.---Scout (+5% ward vision range)
It's as if Riot didn't even test this one. 1100 base range = +55 bonus range - that's only a half-Teemo! It's not even perceptible. Maybe if it stacked with allies, or was +15%, or increased ward duration...---Sage (+40 XP on kills and assists)
It's the same XP reward as one minion. Not even one minion.
So that's it. Not a whole lot to it, really. Just be sure to decide ahead of time which masteries you want to use with your character. :)
By far the best-in-slot for vast majority of characters. Damage penetration is a tough stat to buy in-game, but it helps your DPS significantly. Notice that few characters have scaling Magic Resist per level, so reducing their base 30 MR to zero is relatively easy combined with masteries and early-game items. Because of the math behind it, flat damage penetration is more valuable the less defense the enemy has. Match them to your damage type.Alacrity (attack speed) - 15.3% total atkspd for 410 x 9 = 3690 IP
Some champions may prefer to have more attack speed over penetration, e.g. to proc more on-hit effects or shreds. Most junglers will be able to clear the neutral creeps much faster with these.Seals
A decent defensive choice. Notice that HP will protect you from both physical and magic damage.Defense (Armor per level) - total 24.3 Armor @ lvl 18 for 410 x 9 = 3690 IP
A fine choice if you're not planning to build any armor items. Because of how armor stacks, you may be better off with more health.Clarity (Mana Regen per level) - total 10.5 MPR @ lvl 18 for 205 x 9 = 1845 IP
These will greatly help your MP management. For many characters, this may be all you need to avoid buying a mana regen item. And they're cheap, too!Glyphs
Ability Power adds damage to most abilities (surprise!). If your character has good ability power ratios, these are most likely your best option. A natural fit for most caster-types.Focus (Cooldown Reduction) - total 5.85% CDR for 820 x 9 = 7380 IP
Some characters greatly benefit from getting as close to the 40% CDR cap as possible. These can help you get that last little bit you need. Since the new mastery trees have more CDR available compared to Season 1, you might not find them as necessary as before. They're still a decent choice for most any character. Scaling CDR glyphs (Celerity) are better choice ONLY if you're not getting any other source of CDR (you're likely to go over the cap).Shielding (Magic Resist per level) - total 24.3 MR @ lvl 18 for 205 x 9 = 1845 IP
Extra MR means more survivability. Remember, the less you have, the more valuable it is. For comparison, this rune set offers the same amount of MR as Mercury's Treads, the first defensive item most tanks will buy. Squishy AD carries will especially appreciate these.Quintessences
Flat HP Quints used to be the default choice for nearly every champion in the game. They've been nerfed since then, but they're still a decent choice. Every single character in the game will benefit from them.Strength (Attack Damage) - total 6.75 AD for 1025 x 3 = 3075 IP
Physical carries will love these. The extra damage has a very noticeable impact on your harassment potential, particularly if you have long range on your auto-attacks. AD Quints will also tremendously help your last-hitting.Potency (Ability Power) - total 14.8 AP for 1025 x 3 = 3075 IP
15 AP will give many mage champions a bit more oomph behind their abilities in lane, more so if you've invested in the Archmage mastery or Rabadon's Deathcap.Swiftness (Move Speed) - total 4.5% MS for 2050 x 3 = 6150 IP
If your character is focused on chasing or kiting (e.g. Udyr, Singed), these will obviously help. Pair them with the Initiator or Swiftness masteries for increased effect!Avarice (Extra Gold / 10 sec.) - total 3 Gp10 for 515 x 3 = 1545 IP
Support characters just loooooove gold-over-time effects and don't care much about the other stats quints can give. If you find yourself playing such characters a lot, they're a great investment. This set gives an extra 180 gold per 10 minutes, or 810 over a 45-minute game. That's ten extra wards!Anything Else I Should Know?