Sesshomaru is a pure Ninja-class Shikigami in Onmyoji Arena. This page contains details on his attributes, abilities, spells, and items.
Sesshomaru – a pure Ninja-class Shikigami
“Shikigami Lore Coming Soon”
Shikigami Attributes
Shikigami Abilities
PASSIVE
Barrier: Tenseiga
Natural Passive / Traits
DESCRIPTION
CD Value: 150 secs
When Sesshomaru takes lethal damage, Tenseiga creates a barrier to protect Sesshomaru from this damage. The barrier also protects Sesshomaru from any damage when the barrier is active, increasing his movement speed by 20% for 1.5 seconds.
1ST ABILITY
Full-blooded
Passive / Damage
DESCRIPTION
CD Value: 0 sec
Base Damage Value: 70/120/170/220/270
Passive trigger: Sesshomaru uses his basic attack or ability to hit the same target 3 times, inflicts 70 (+110% Bonus AD) physical damage as a bonus to the target and gains a 55% movement speed bonus for 1.5 seconds.
Passive trigger: The Sesshomaru can sense the position and direction of all enemies within a certain range around him.
2ND ABILITY
Light Whip
Active / Damage
DESCRIPTION
CD Value: 8/8/8/8/8 secs
Cost Value: 50/50/50/50/50
Base Damage Value: 50/95/140/185/230
Sesshomaru throws a light whip in the specified direction. It deals 50(+60% Bonus AD) physical damage to enemies in a rectangular area and marks the first enemy he hits for 4 seconds.
If this ability is used while the mark is active, Sesshomaru can teleport behind the marked enemy and cause 50 (+60% Bonus AD) physical damage to the enemy in range.
3RD ABILITY
Immense Demonic Power
Active / Control
DESCRIPTION
CD Value: 12/11.5/11/10.5/10 secs
Cost Value: 60/60/60/60/60
Base Damage Value: 90/150/210/270/330
Sesshomaru releases demonic power to deal 90 (+90% Bonus AD) physical damage to all enemies in range and silences the enemies for 0.8 seconds, inflicting 40% Slow on them for 1.2 seconds.
ULTIMATE
Dragon Strike
Active / Dash
DESCRIPTION
CD Value: 70/65/60 secs
Cost Value: 100/100/100
Base Damage Value: 350/550/750
After energizing, the Sesshomaru charges in the designated direction, dealing 350 (+150% Bonus AD) physical damage to enemies in his path, stunning them for 0.5 seconds.
When charging, the Sesshomaru can knock back all enemy minions and monsters that are hit along his path.
Shikigami Ability & Strategy Recommendations
Sesshomaru should focus on leveling up his Light Whip (2nd Ability) first. Then, Immense Demonic Power (3rd Ability) second.
Use Light Whip (2nd Ability) to get close to the enemy then use Immense Demonic Power (3rd Ability) to deal damage and trigger Full-Blooded (1st Ability). Use Dragon Strike (Ultimate) to charge to enemies weak against rush attacks or enemies with little HP. Keep a distance from enemies when the abilities are cooling down and wait for opportunities.
Shikigami Spell Recommendations
FlashSubdue
Sesshomaru should use Flash and Subdue as his spells during battle.
Shikigami Okami (Item) Recommendations
Sesshomaru’s Okami (Item) set can be built through:
Mid Solo, Burst Damage Ninja Okami Set
Grass-cutting Sword
Takemikazuchi Boots
Mikazuki
Bonerotter
Chidori Twin Swords
Tsurumaru
Jungle, Burst Damage Ninja Okami Set
Black Lance
Hagakure Boots
Nature’s Glory
Kusarigama
Tsurumaru
Onimaru
Jungle, DPS Ninja Okami Set
Black Lance
Hagakure Boots
Mikazuki
Bonerotter
Gold Hachiman Do
Demon Mask