Sejuani Build Guide by EZ Bake Loven
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
Sejuani is looked down upon because there was a time where she felt very weak without blue golem buff after her first clear and would go OOM jungling. I used to think she was a garbage jungler and laughed when someone picked her. Few people play her well, so I always assumed she wasn't that great. I was really wrong.
Since the patch that nerfed her mana cost on her W and the jungle giving 40 mana back on kills, she is once again back in the game.
Most of the player base thinks that Sejuani does poor dps and this is true until middle game. The reason for this is that most of the community builds her wrong! She picks up heavily and has very good sustained damage as mid to late game progresses. Her ganks are solid, and her joke is great. This guides purpose is for the players that think she is a bad champion. Check her out again using some of the advice listed and I guarantee you'll enjoy her.
Pros / Cons
+ Solid Ganker
+ Good clear time
+ Never banned in ranked
+ Scales well into mid game
+ Decent sustained DPS end game
- Long cool downs
- Team Reliant
- Counter jungling hurts
- Not a pick up and play champ
- Missing ult can cost team fights
Greater Mark of Attack Speed
Greater Seal of Armor
Greater Glyph of Scaling Magic Resist
Greater Quintessence of Attack Speed
Greater Quintessence of Movement Speed
offer great atk speed that she needs to optimize clear times. These are also useful when you get invaded and have to start red and are limited on the amount of mana you can use per camp.
These feel good mid and late game, but doesn't help your clear as using magic pen in the jungle is pointless. Some people prefer magic pen marks. There is nothing wrong with that. I wouldn't recommend any other marks.
is the best jungling runes to keep your health up and helps on early engages and tower dives. Don't substitute anything else.
These help make you that front liner giving great magic resist as the game goes on.
Some like the scaling CDR or will even run flat. I find this unnecessary completely , but if you're fond of them, go for it. I prefer to be tanky
Move speed is really powerful on a champion who is supposed to sit on someone and soft CC them until they die. These help me catch up to champs who will dash away, shunpo, jump, safeguard, flash, ghost, and every other escape in the game. These are very powerful and overlooked. They help jungle clear time slightly, ganks are a little more powerful and movespeed is one of those things that will scale with a Shurelya's Reverie and is as good early game, as it is late.
These are again helping clear time and eliminating the need to take blue buff.
Don't use these. Some guides on mobafire use these. These guides are outdated, or wrong. They hardly add any damage to Northern Winds and the early health isn't even that much. You're much better having that extra move speed endgame as having 78 life endgame or even mid game is literally worthless. You won't even be able to survive another hit from an Infinity Edge with such a small boost.
Some ask why I run this over Ghost and the reason is very very very simple. This is an amazing Summoner and it has applications that are the same of Nautilus. Sometimes I need that ONE auto attack to then be able to proc Permafrost and kill someone. Sometimes you want to flash in range so you can throw Glacial Prison to catch that person out of position or save someone. Sometimes your charge is down because you used it to close a gap and then the team fight went sour and you need it to escape. The opportunities are endless and I often use it to just get that one auto attack , pop Northern Winds and Permafrost for kills.
Offers really good chase options but if you're playing how I play her, you have options like Reverie, Flash, and her Ultimate. I don't see the point in taking ghost to "catch up to people" when everything that sejuani has to do that is in her kit. Between the Movespeed quints I run, Reverie, Masteries, and Glacial Prison, you don't have an excuse to take this over Flash.
Essential to jungle. For Baron and Dragon steals and secures.
Sejuani's basic attacks apply Frost, a slowing effect, reducing enemy movement speed by 10% for 3 seconds.
This is weaker than Red Buff slow but allows you to proc your permafrost and is a nice chase mechanic, throughout the game.
(Active): Sejuani charges forward, dealing magic damage and applying Frost to enemies. Sejuani stops upon colliding with an enemy champion.
Cooldown: 19 / 17 / 15 / 13 / 11 seconds
Cost: 70 / 75 / 80 / 85 / 90 mana
Magic Damage: 60 / 90 / 130 / 170 / 210 (+0.4 per ability power)
This is your escape, gap closer, and one of your main ways to proc your permafrost. Try and save this in team fights until you get it leveled up because the damage it offers isn't that high until late game and you might need it to get back out of a bad situation. This will go through creeps and will allow you to proc permafrost on every creep you charged through. I use this sometimes to escape through a wave of creeps if I'm running up a lane as it has no unit collision.
Here is a video that requires no words to explain.
(Active): Sejuani summons an arctic storm around her for 5 seconds, dealing magic damage each second to nearby enemies.
Damage is increased by 50% against enemies affected by Frost or Permafrost.
Cost: 40 mana
Cooldown: 10 seconds
Magic Damage per Second: 12 / 20 / 28 / 36 / 44 (+0.1 per ability power) (+1 / 1.25 / 1.5 / 1.75 / 2% of Sejuani's maximum health)
Magic Damage to Frosted target per Second: 18 / 30 / 44 / 54 / 66 (+0.15 per ability power) (+1.5 / 1.875 / 2.25 / 2.625 / 3% of Sejuani's maximum health)
Her main dps source throughout the game. Clears jungle camps and is your primary damage end game with some good health. This is where people think Sejuani is weak. This skill is overlooked. It does decent damage mid to end game. Always use this after you have frost applied, as it does more damage that way.
Sejuani converts Frost on nearby enemies to Permafrost, dealing magic damage and increasing the movement speed reduction for 3 seconds.
Cost: 55 mana
Cooldown: 11 seconds
Magic Damage: 60 / 110 / 160 / 210 / 260 (+0.5 per ability power)
New Movement Speed Reduction: 30 / 40 / 50 / 60 / 70%
Her main source of CC. This is what will net you most of your kills. Applying this to the entire team is very deadly mid game. The slow is immense. It is leveled first because it gives you the highest chance of a successful gank, while giving you the biggest burst possible early game. Sometimes when an enemy flashes away early I can still net kills with the burst this gives because of its huge range. 1000 range isn't a joke.
(Active): Sejuani throws her weapon, stunning the first enemy champion hit for 2 seconds and all other nearby enemies for 1 second. All affected targets take magic damage and are affected by Frost.
Cost: 100 mana
Cooldown: 130 / 115 / 100 seconds
Magic Damage: 150 / 250 / 350 (+0.8 per ability power)
This will stun the target that you actually contact with for 2 seconds and surrounding for 1. The range on this is huge and the aoe blast is also very nice. This allows some interesting ganks at 6 because of its immense range. I almost made a new section just to talk about how important this is. Late game, this can win or lose you the game almost literally. Most of her late game dps requires this to hit multiple people into a Permafrost combo. This makes or breaks a Sej player. Practice this and learn its range and you will dominate, I promise.
Philosopher's Stone: Regardless of what you decide to buy, these two are ALWAYS core. Never go a game without building these. She doesn't benefit too much from taking a Wriggles Lantern so you're left with these. They pay off after 17 minutes of purchase and both build into items you will use.
: This item is really underrated on junglers. This offers not only health for your Northern Winds but gives a nice buffer to some early magic resist and armor. Not to mention the aoe buff it gives to your team. If your support isn't going to build this, this is pretty core on not only her, but for your team. Remember that when building a character, sometimes to OPTIMIZE your character is doing what's BEST FOR THE TEAM.
: NO NO NO AND NO. I think I got my point across. This item is a viable item occasionally. The problem with this item is simply that if you're going to build the Glacial Shroud early, your mid game is going to be more about CDR than tanking which is fine in some scenarios. It doesn't make you tanky against AP carries. The mana it gives isn't even really worth it either. A good Sejuani player realizes that they don't need the mana. I almost never feel mana hungry.
The upsides to this item are if the enemy team is running another carry top like Kayle or the AD members of the enemy team are getting fed. It also helps you gank more with your ult early game which is nice. It is a situational item, but try and strive to get that Aegis of the Legion as its mid game presence benefits the team overall, not just how often your ult is up.
- Shurelya's Reverie: This item is really good and should be built by you every game even if your team already has one. It helps everything she tries to accomplish. It gives good mana regen and health regen since we're not building a base mana pool. The CDR is nice, the health is nice, and the active is amazing. Build it.
: This item is an underrated item on AP tanks. It allows you to do really good damage with Northern Winds. The main reason for this is that you will be building this item later. Late game people are more worried about dropping that AD carry and AP, not the annoying Sejuani in their face. This item boosts the dps of your AP carry and gives you a nice magic resist stat as well. Check this item out. The dps boost is actually very noticeable
: If you decide that you're not going to go an Aegis, these are viable alternatives to the build. I'm a huge warmog's fan and always have been. Sunfire gives armor and plays into your AOE dps output.
: This item is really good if you choose to build it. I really like the slow and dps it offers while giving me more life for Northern Winds. I didn't include this in the core build, but it very well can be if you're doing well. I will build this often when I'm winning the game to further the advantage, even after an Abyssal Scepter. Remember to NEVER rush this item though.
This item IS better than Frozen Mallet. The reason I say this is simple, DPS. If you hit 3/5 players in a fight end game with Glacial Prison you get the ap ratio of .8 so 80 ap on Rylai's Crystal Scepter equates to 64 dmg x 3 = 192. We can then Permafrost those 3 again with an ap ratio of .5 giving 40 dmg x 3 = 120. You take the 192 + 120 = 312 damage before resistances and magic pen. This doesn't even take into consideration of your Arctic Assault or Northern Winds ratios AND the fact that we only hit 3/5 players. As a bonus, it has that mini slow.
: This is another great item to peel with. It offers good armor, more life, and an amazing active. I normally build this last as I already have a lot of aoe slow if I land a good Permafrost. If you don't build this, make sure you sell your Heart of Gold to buy something else.
- : Often times you'll see Sej players go this to take advantage of the extra slow. While this is decent, I still prefer to build a Rylai's Crystal Scepter. It gives 200 less life and 20 less AD, but by the point you should be building this, the game is definitely into mid or late game. The slow of 40% on it isn't missed because she is very good at sticking on targets. The extra AD isn't noticeable since she has all AP ratios and the damage you would get from Rylai's would be higher than 20 ad on a single target. The 200 missing health and loss of a little more single target slow is worth the DPS to me.
I didn't make a list about Force of Nature and Thornmail as I feel these are obvious choices pending the situation.]
Sejuani and CDR
A lot of players are so set on having that Frozen Heart because they want to max CDR. Sej has long cooldowns but this should NEVER be a priority. She has better things to build and at level 9 using the masteries and having a reverie I have 23.5% CDR. This is a decent number to have. If you're playing with a non mana AP middle you have access to blue. During these times, your CDR will cap.
The basic argument is such: If you are rushing 40%, you are gimping yourself somewhere in most matches. A good sejuani player will make really good use of every Glacial Prison and they don't even miss the other 16.5%. Sometimes I will get a Frozen late game and I don't even realize my ult is on a lower cool down. I'm so used to playing with it on 23.5% and I don't have any issues being viable. Neither should you.
Here is your skill priority sequence. Not much to say about this. The only deviation would be to pick up an early Northern Winds at level 3 if you don't see an opportunity to gank often. This will hasten your farm towards your GP/10s and level 6.
2. Ancient Golem
3. Gank or Wraiths
7. Gank, farm, or back
This is a general route and shouldn't be followed all the time. If I start team blue, I gank top lane after blue. If I'm team purple I might gank bot lane after blue. Depends who your teammates are and how hard the gank will be. Never start on red buff to try and surprise the enemy with an early gank. Sejuani has to take skills she doesn't want to pull off the gank and it will fail most times leaving you OOM to finish your jungle. Slowing her jungle isn't something you want to risk doing. The only reason to start red would be if you are against a jungle who also starts red and you plan to go counter jungle their blue right after. Here is a general video of a player named Bartibus who is a solid Sej player. He runs runes very similar to me and you can really see the atk speed.
One thing to notice about this video is the use of using her charge to go through walls. This is how she obtains her clear time. A player not using this is gimping their clear time.
Sej should always gank from a position where she can get behind someone. Talk to your team and find out where wards are. The reason for this is that you want to be able to save your Arctic Assault for after their flash. Burning her charge early isn't the ideal concept of her gank. She wants it for countering flash.
Another option is sitting in the enemy wraith camp and charging out through the wall after you throw an ultimate. This is very surprising, weird to see in most games, and can really catch people off guard for kills. It's hard to do, but really worth it when you pull it out.
When you hit 6, your first gank should always be bottom. The only reason you would gank otherwise is if you have a guaranteed gank middle or top lane. Her ult and kit at 6 is really strong for ganking bottom as it controls 2 players and you can initiate with ult even if it's warded. Her bottom gank is really strong, use it.
Here is a video of Bartibus ganking bot:
Notice how he skipped a potential ward by using his charge through the wall. If you're having a hard time ganking lanes, get that early oracles or tell your team to stop pushing so much.
Farm to 6 as fast as possible but keep an eye open for ganks. She has a decent gank around lvl 4 and the opportunity should be taken if you think it will burn an enemies flash. Use your ult EVERYTIME it's up. Never have it down. Sej can gank without red buff very easy. Don't feel reliant on it coming up to gank.
This is where she shines. Her dps starts to accumulate, she can tank, and her Cool downs are reducing. Be sure to contest dragons and buy oracles if your support doesn't have one. She is strong with flash and Arctic Assault so don't be afraid of dying if you play smart. Remember, she is a team fight champion. Contest objectives mid game.
Continue to farm and don't fall off from trying to team fight too much. Sej is really good with items. A lot of Sej players forget to keep farming here for some reason. She is good with her core, but great with a full item set. Keep contesting objectives but ONLY with your ultimate up. She is weaker without it and her team fighting capabilities plummet. Be smart and dive the back lines trying to Permafrost everyone.
Mindset of Sejuani
To play Sej you have to understand her role. She is and not limited to:
Back line control
In order to decide what you need to do, you need to assess your team and see what you're missing. If you have a Janna you might not have to peel. If you're the only tank, you need to build a heavy defensive and almost ZERO dps build. Does your team need an initiator? Sej can do all of these but is best as an initiator. The reason I run the runes and build I do is so that I can get in there, get my Glacial Prison out, Permafrost and most importantly CONTROL the battle. Sejuani Nautilus Amumu and Malphite all are concerned with control. What that means is simple, do what your team needs you to. You want to be controlling the team fight, not just participating and diving the back lines. The item guide I've provided is very lenient and she can accomplish great things if you understand what the team needs you to do. You're in control with her kit, make it happen
I made a special chapter just for this because I don't see many Sejuani players do this. Sometimes even if we don't want to Sej does have to peel if you already have a strong initiator like Blitzcrank and Malphite. What you can do in this scenario is throw your ult, pop permafrost and then go in. If your AD carry EVER needs protected from 2 backliners diving, you can peel. Don't be afraid to. Sej has a decent peel and your AD carry living means you've won the fight probably. I can't stress this enough.
Here you can see I didn't play a lot of matches with her but that was only because I wanted to get this guide up today. These matches are from 6/30/12
I hope you check out my guide and really like Sejuani. I have grown to respect her as a good character and most of the community dislikes her. She is rarely played and her burst and sustained dps is often surprising to most players when I play against them. Occasionally after a game people will ask me about Sejuani or compliment me on the game.
As I stated before, this guide is a bit different than other Sej guides on here. This is simply because I have played her at a higher level and understand her capabilities and ideal item builds.
After reading several guides, I was pretty disappointed with their builds, summoners, and advice. This hopefully has answered a lot of questions that the other guides have left in the dark. My goal is to optimize your Sej play!
If you liked my guide, please do me a favor and up vote it. I spent a decent amount of time trying to be thorough and I want this to hit the top guide on Mobafire for Sej. This is a competitive guide and is also very viable in normal play. I will continue to update this often. Help me get there!
If you have any questions about my build, or anything in general, feel free to drop a comment and I'll try and check pretty often. Let me know how you guys do!