In the most recent League of Legends patch, Riot Games released a new champion named Lissandra. Among a few other balance changes, they also completely reworked Trundle as well as Sejuani - two historically underused champions. Unfortunately they went a little bit too far in Sejuani's case. She has gone from one end of the spectrum to the other.
It is hard to pinpoint exactly what makes the new Sejuani seem overpowered. She is a strong tank that is very hard to kill thanks in part to her passive which grants her up to +25 bonus armor for up to eight seconds after hitting an enemy. The passive kicks in both on basic attacks and abilities. In other words, she pretty much always has an armor bonus active.
One might expect her to have a lower base armor to compensate for this, but that isn't the case. Sejuani is also just naturally tanky with 20.5 + 3 armor per level. This is higher than some other tanks including Leona (18 + 3.1 per level). Her base health and health regeneration rate are higher than many other tanks as well. For example, compare Sejuani's base HP of 440 + 95 per level to Shen's 428 + 85 per level or Volibear's 440 + 85 per level. Sejuani's health regen is 7.25 + 0.85 per level compared to Shen's 7.45 + 0.55 and Volibear's 7.0 + 0.65 per level. Sejuani's health and health regen are even higher than Mundo's who has 433 + 89 HP per level and a regen of 6.5 + 0.75. Why does she need to be so hard to kill?
Sejuani isn't just tank, though. She can also output huge damage. Check out the screenshot above this article to see a game of Dominion where a Sejuani player had the most damage dealt to enemy champions in the game as well as the most damage received in the game by far. What's crazy is that she didn't even do that well so it isn't like she got fed (you can see in the screen this Sej went 8/14/13) and yet it took pretty much the entire team focusing her to bring her down. That's silly.
She accomplished this with the following items: Ninja Tabi, Hextech Sweeper, Abyssal Scepter, Sunfire Cape, Blackfire Torch, and Chain Vest. The ADC on her team, Quinn, had a Sanguine Blade, Entropy, B.F. Sword, Infinity Edge, and Berserker Greaves but yet still dealt nearly 7,000 damage less to enemy champions than the tank with lots of defensive items? That doesn't seem to make sense.
Sej is also very hard to escape from because her Permafrost ability can slow your movement speed by up to 70 percent for three long seconds. Permafrost has a cooldown of just 11 seconds which means with a little bit of cooldown reduction, she can make this ability live up to its name and keep you slowed pretty much permanently. It is almost as if she has a free Frozen Mallet permanently equipped except a Frozen Mallet only slows movement speed by 40 percent. Oh, and Frozen Mallet's slow only lasts for half the duration - 1.5 seconds.
But enough about Sejuani, let's talk about Lissandra, the "Ice Witch." By herself, Lissandra is not really that OP but a couple of her abilities make her absolutely ridiculous in team fights.
Lissandra's ultimate ability, Frozen Tomb, has two uses. She can cast it on herself in order to make herself untargetable and invincible for 1.5 seconds or she can cast it on an enemy to deal magic damage and stun them for 1.5 seconds. It doesn't make sense because if you use it on an enemy, they can still be hurt while encased in the ice. Why does encasing herself in ice make her invincible but encasing an enemy in ice does not have the same effect?
What makes her ult so powerful isn't that it just stuns you or protects her, but the ice also spreads to a pretty huge area which then slows enemy movement speed. This makes it far too powerful because even after coming out of the stun, you ALSO get slowed. There is basically no escape for you. If Lissandra has a couple of her teammates with her, her ultimate might as well read "press R to have someone killed before they can do anything." This is why you often see Lissandra get so many assists.
Another ability that Lissandra has is called Ring of Frost. Casting this freezes an area around Lissandra dealing magic damage and rooting enemies for up to 1.5 seconds. Sound familiar? That's because Amumu's ultimate, Curse of the Sad Mummy, also deals magic damage and roots enemies around him for two seconds. Hmm...
Does Lissandra really need two crowd control abilities in Ring of Frost and Frozen Tomb? Engaging in team fights when the other team has a Lissandra gets to be very frustrating when you can't move for the entire duration of the battle. She is especially OP in Dominion which is pretty much all about team fights from the beginning. Speaking of Dominion, Lissandra also has a teleportation ability called Glacial Path. Like other champs with the ability to constantly teleport (e.g. Kassadin), this spell alone makes her pretty OP in Dominion.
So how should she be fixed? Slightly nerf one of the CC abilities. Perhaps her ult should make an enemy untargetable and invincible while they are encased in ice as well? Not only would that be more fair, it would also make more sense.
Disclaimer: This article is written from the perspective of someone who mostly plays Dominion so maybe she isn't so bad on Summoner's Rift. Before you write off my opinion as someone who is bad at the game, I am 95/21/105 with a 7-3 record in my last 10 games.