Sejuani Build Guide by Gizladlo
Champion Build: Sejuani
| Health | 3708 |
| Health Regen | 89.55 |
| Mana | 940 |
| Mana Regen | 33.55 |
| Armor | 253.19 |
| Magic Resist | 227.8 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 410 |
| Gold Bonus | 10 |
| Attack Damage | 115.2 |
| Attack Speed | 0.835 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 0 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 7.83 |
| Cooldown Reduction | 10% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Update Log
- April 18th, 2012: Added two chapters: "Patch Notes" and "Update Log." Corrected the spelling of "Hecarim" in the "Preview * Pros/Cons" section and made necessary patch notes changes. Condensed all the "TL;DR" sections into one chapter. Made general improvements on the wording and wordiness of several sections.
- April 15th, 2012: Published first draft of build after approximately thirty games of research and replay analysis.
Patch Notes
Here I will store the relevant patch note information concerning
Sejuani.
April 18th, 2012:
Arctic Assault mana cost reduced to 70/75/80/85/90 from 70/80/90/100/110
Glacial Prison cooldown reduced to 130/115/100 seconds from 150/130/110
Introduction
I suppose this opening paragraph is a bit of a disclaimer: I am making this guide because I wasn't quite satisfied with the other guides for
Sejuani, so I took the time to find the build that works for me, which I share with you now.
This guide is meant purely as advice and I will never say this is the perfect way to play
Sejuani. That said, this is the way I win with her, even in ranked play, with some degree of success, so maybe that is worth something. This is my first guide on MOBAFire, though I am highly receptive to constructive criticism and will respond accordingly. I will keep this up-to-date so long as I play League of Legends.
A little about me: I began jungling as
Amumu and
Maokai, then tried
Sejuani during her free week and fell in love with her almost instantly. I got to level thirty primarily through playing tanks and support, playing a lot of
Taric and
Blitzcrank along the way. I only just began to play junglers, though, I learn quickly. Now the roles I fill most are either jungler or support.
Summoners who play champions like
Blitzcrank and
Leona will have an advantage to learning
Sejuani simply because the skillshots are essentially the same, and they both usually behave as tanks or tanky DPS. Players who have jungled with
Amumu will already have a head-start on jungling with
Sejuani. A friend of mine summed her up rather nicely: "She does everything
Amumu does, only better."
Preview (Pros & Cons)
Currently
Sejuani is the only champion in the League that rides a mount, as
Hecarim, the Shadow of War, is technically a centaur. She has two selectable skins that differ from her default: Sabertusk Sejuani and
Darkrider Sejuani
, both costing 975 Riot Points to unlock. Currently there is no word whether or not more skins will be made for her.
She is a melee tank champion who specializes in slows as her primary form of crowd control ("CC"), though she has a stun in her ultimate,
Glacial Prison. She benefits directly from health due to her
Northern Winds ability. All of her abilities deal magic damage, benefiting from magic penetration. I will cover her abilities more in the Skills & Leveling Sequence section.
Sejuani is a pretty good jungler, with a fast clear and formidable ganking power. However, she is highly susceptible to counterjungling. She begins at blue buff, trying to gank at level two, and needs blue buff and red buff for her first run through the jungle only. However, one drawback comes from the fact she cannot take dragon by herself, which is why it is important to ward dragon.
She is weak against champions that can boost movement speed on allies, such as
Karma and
Kayle, and she is weak against high-damage junglers. The one champion that has both of these counters is
Master Yi. She does not do a lot of damage alone. Because she needs her items to tank successfully, having no abilities that provide a temporary boost to her health, armor or magic resist, I feel like she needs gold, which is why she should jungle rather than lane. More on this will come in the Jungling and Counterjungling sections.
Masteries
Because she fills both jungler and tank roles, she should have twenty-one points in the Defense tree, and I personally feel the added movement speed from
Swiftness
makes all the difference, which is why I put my remaining nine points into the Utility tree.
The masteries I have set up will net you the most health during your clears of the jungle, so you should be able to gank pretty often. On that note, let's go through them:
What I take (and the reasons why)
Defense tree: 21 points
1/1
3/3
2/2
4/4
3/3
2/2
1/1
1/1
3/3
1/1
Utility tree: 9 points
1/1
3/3
4/4
1/1
What I don't take (and why you might consider them instead)
Offense tree
To be honest, the only way I see you wanting to come in this tree is for
Defense tree
0/3
0/3
0/1
0/3
0/3
0/3
Utility tree
0/3
0/1
0/3
0/1
0/4
0/3
Runes
I feel that the runes I use are pretty straightforward, but there is a little room for modification. The logic behind the build I use is as follows: magic penetration marks because all of her abilities do magic damage, armor seals for jungling, magic resist per level glyphs to better fill role as a tank, and health quintessences to make jungling easier and to keep the movement speed bonus from
Initiator
up as much as possible. Personally I don't have the runes to test the other rune options I have listed here, but, in theory, they should work well.
Here it is in list form:
- Nine
Greater Mark of Magic Penetration: +8.55 magic penetration at 1st level - Nine
Greater Seal of Armor: +12.9 armor at 1st level - Nine
Greater Glyph of Scaling Magic Resist: +1.35 magic resist per level (24.3 Magic Resist at 18th level) - Nine
Greater Quintessence of Health: +78 health at 1st level
OTHER POSSIBLE MARKS
- Nine
Greater Mark of Armor +8.91 armor at 1st level - Nine
Greater Mark of Magic Resist +8.73 magic resist at 1st level - Nine
Greater Mark of Health +31.23 health at 1st level
OTHER POSSIBLE GLYPHS
- Nine
Greater Glyph of Magic Resist: +13.41 magic resist at 1st level - Nine
Greater Glyph of Armor: +6.3 armor at 1st level
OTHER POSSIBLE QUINTESSENCES
- Nine
Greater Quintessence of Armor: +12.78 armor at 1st level - Nine
Greater Quintessence of Movement Speed: +4.5% movement speed at 1st level
Summoner Spells
Jungling with
Sejuani without
Smite is ill-advised. Not only does this spell make it much easier for your team to get Baron Nashor and dragon, which
Sejuani cannot take by herself, but it also lends even more speed to an already quick jungler. With a point in
Summoner's Resolve
, it gives a gold boost every minute or so, so use it as much as possible. Personally I save it for the buff creeps and dragon, as well as a Baron steal.
In a similar state of mind,
Flash is almost too good to pass up, as it can be used offensively and defensively. Flashing from the brush in any lane and immediately using
Arctic Assault to close the remaining distance increases her ganking power immensely, which she would not have with any other spell, even
Ghost.
That said,
Ghost could be a viable option because it removes unit collision and lasts longer, but
Flash is instant and, due to reaction time, is probably more fatal to your enemies.
Skills & Leveling Sequence
Passive:
Frost
Applies a ten percent movement speed debuff for three seconds to each enemy hit by her basic attack. Applied when she uses
Q:
Arctic Assault
Variable-length skillshot that deals magic damage and applies
Cooldown per level: 19/17/15/13/11 seconds
Damage per level: 60/90/130/170/210 (+40% of ability power) magic damage
Mana cost per level: 70/75/80/85/90 Mana
Maximum range: 700
W:
Northern Winds
Magic damage per second area of effect skill that lasts five seconds. Scales on both ability power and her maximum health, making it important to grab health items for damage output. Deals fifty percent more damage to targets that are affected by
For maximum damage to multiple targets, use
Cooldown: 10 seconds
Damage per level: 12/20/28/36/44 (+10% of ability power) (+[1/1.25/1.5/1.75/2% of maximum Health]) magic damage per second
Damage per level to
Mana cost: 40 Mana
Maximum range: 775
E:
Permafrost
Area of effect magic damage nuke that provides a little burst and, more importantly, increases the slow on targets affected by
Damage per level: 60/110/160/210/260 (+50% of ability power) magic damage
Movement speed reduction per level: 30/40/50/60/70%
Mana cost: 55 Mana
Maximum range: 1000
R:
Glacial Prison
Magic damage skillshot that travels the full distance or until it strikes an enemy champion. The first enemy struck by this ability is stunned for two seconds, while adjacent enemies are stunned for one second. This ability also applies
The perfect ultimate, in my opinion, to make or break a teamfight. Use where you can get the highest number of high-value targets stunned, such as the carries. A perfect time to use it is when all ten players are grouped up, ready for a teamfight.
Cooldown per level: 130/115/100 seconds
Damage per level: 150/250/350 (+80% of ability power) magic damage
Mana cost: 100 Mana
Maximum range: 1150
Items
To be honest, buying items is about reacting to what the game demands of you at the time. That said, here is my standard build for
Sejuani, with some added suggestions if you think building one particular item is not right for you.
There are two roles you must fill as
Sejuani: jungler and tank. I find the most important thing to build on her is health + armor and health + magic resist items, with some movement speed thrown in to help her close the gap because she's a melee champion. Though it is possible to build ability power + armor or ability power + magic resist items, I advise against this because her job is not to take kills, but to secure them for others, not to mention the fact that her most powerful skill,
Northern Winds, scales better off of maximum health than ability power anyway.
To start the game, I have found
Cloth Armor and
Health Potions is the way to go. I have tried a
Regrowth Pendant with one
Health Potion, but I found that I always have less than seventy percent health when I come out of the jungle to gank, meaning I do not gain from having
Initiator
, and for you min/maxers out there, this makes all the difference.
I rush two gold-per-ten items, stopping between them to buy
Boots of Speed, because
Philosopher's Stone makes jungling without blue buff possible, and
Heart of Gold helps in the health department. I get
Boots of Speed between them because not having 383 movement speed cripples her, affecting her jungling speed and he ganks negatively.
After I purchase
Boots of Speed, I begin to buy one or two
Sight Wards to help secure dragon or to aid me in counterjungling. Every time I go back, I try to purchase a ward because I do not go back that often, and map awareness is very important. More on ward placement in the Counterjungling section.
After my gold-per-ten items, I rush to get
Aegis of the Legion and
Force of Nature, both excellent items for
Sejuani. The first provides her with everything she needs to tank: health, armor, and magic resist, and then, on top of that, provides an aura that grants herself and nearby allies extra attack damage, armor and magic resist. With
Force of Nature, AP carries are less frightening, and the health regeneration helps me stay out in the field longer. The added movement speed brings my maximum up to a swift 481, and I usually have no trouble catching my enemies.
After I buy
Force of Nature, I must admit, usually one team has surrendered. That said, if it is not, I finish
Shurelya's Reverie for the extra health, regeneration and, most importantly, the active. Extra movement speed for everyone nearby can help chase down the enemy team or, when necessary, run away from a bad engage. Sometimes, especially when the game is going my team's way or when the AD carry gets scary, I will pursue
Sunfire Cape first.
After
Shurelya's Reverie, it becomes important to begin stacking armor, and I get
Sunfire Cape for the added health and the magic damage per second since I usually stand next to my enemies anyway, and I get
Randuin's Omen over
Locket of the Iron Solari for the attack speed debuff. That said, the added health regeneration aura on the latter might make it viable, but the active ability on it is, in all honesty, not as good in my opinion.
Here is a list of other items that you could build without compromising your role as tank:
Jungling
Sejuani is a fast jungler, able to gank at level two, which can happen around the three minute mark, and she usually finishes her first clear around the four minute mark. This means she kills the small golems at four minutes into the game, and can gank bottom or top lane.
She needs blue buff the first time but, for all subsequent times it is up, blue buff can go to whoever needs it the most, usually the AP carry mid or the support in bottom lane. The same holds true for red buff: probably needs it for the first run through but, after that, it can be given to other players who would benefit from it more than her, such as the AD carry in bottom lane or whoever took the solo top lane.
Her only major drawback, though, is that she does not seem capable of taking dragon by herself at level four. I will test this more, though, and post the results later.
Counterjungling
This section will cover the thought process behind counterjungling, why it is something you should consider doing, and how to prevent yourself from being countered.
First of all, I cannot stress enough the usefulness of the summoner spell
Clairvoyance, which can aid you in your counterjungling efforts. As someone who also plays support, I have secured kills on the enemy jungler with
Clairvoyance more times than I can count, and nothing strikes fear in an enemy jungler than the opposing team knowing where you are in the jungle, alone and vulnerable. I will probably write a guide on
Clairvoyance later.
Sejuani is not as susceptible to counterjungling as some other champions because of how fast she is, not to mention the surprise an
Arctic Assault through a wall brings. The most memorable time of this occurring in my experience was when I caught and killed a jungling
Fiora who was at my wraiths about three minutes into the game. I caught her by surprise because I used
Arctic Assault to jump through the wall between middle lane and wraiths.
On that note, the best camp to counterjungle is the wraith camp because of its location on the map, and I would say the worst camp that isn't a buff to counterjungle is wolves. If you choose to counter the wraith camp, bring a ward with you and place it in the brush in the jungle between it and middle lane. The brush I mean is a little northeast of the camp on purple side and a little southwest of the camp on blue side. This can lead to killing the jungler at the wraith camp with your mid later, since you will know when he or she passes through there.
Be sure to check your opponent's blue buff. Not only can you escape a potential gank with your
Arctic Assault, but you will also see when it respawns on the map, which means you can counter it more effectively. In ranked play, players often pick junglers who do not need blue buff, and will then give it to their mid. With a well-placed
Sight Ward or even with
Clairvoyance, you can turn the tide of the game by stealing blue buff. This can be done by either killing the mid who is on his or her way to get it, or with
Smite. On a similar note, be sure to secure your own blue buff, and I suggest trying to steal the opponent's blue buff a couple of times so you know what other players will try in order to steal it from you.
If you are afraid of being countered, have your ally with
Clairvoyance use their summoner spell on camps you think are being countered, or place a
Sight Ward near your camps to prevent them from being stolen if nobody took
Clairvoyance. A good support with
Clairvoyance will use it almost constantly, since the cooldown is only a minute.
As a final note, the best time to counterjungle a camp is when your jungling route brings you by to begin with.
TL;DR
Unsatisfied with other guides, I found my own way, so I made this guide, which is my first guide, and plan to defend my build and correct it accordingly.
Sejuani is a melee tank champion who isn't buff dependent, specializes in initiating and chasing, slowing enemy champions, doing AoE magic damage, but must rely on her items to tank and teammates to kill enemies. This makes her an excellent jungler pick, but she can be countered by champions that reduce or eliminate the effects of slows, such as
Karma,
Kayle, and
Master Yi, and her one major drawback is that she cannot kill dragon by herself.
Take defensive jungle masteries, grabbing armor, health, health regeneration, and movement speed wherever you can, and master both of your summoner spells.
Magic penetration marks for a little more damage, flat armor seals because it's a jungle build, magic resist per level glyphs to help tank, and flat health quintessences to make jungling easier and to help keep
Initiator
up.
Smite and
Flash are probably best.
Ghost is a viable option, but there should be no need to take any other spells.
Take
Northern Winds at 1st level and max it first as primary way of clearing jungle and doing damage. Take
Arctic Assault at 2nd level and max it last because its main job is utility. Take
Permafrost at 4th level and max it by level thirteen because of slowing capability. Always take your ultimate,
Glacial Prison, whenever you can.
Build health + armor and health + magic resist items on her, taking some necessary movement speed items. Begin with a
Cloth Armor and five
Health Potions. Build
Philosopher's Stone and
Boots of Speed on first time back. Begin to buy one or two wards each time back to secure dragon and, eventually, Baron. Then build
Heart of Gold,
Aegis of the Legion,
Negatron Cloak into a
Force of Nature, finish
Shurelya's Reverie and then build
Sunfire Cape, then finish off with a
Randuin's Omen.
Fast jungler, with a gank on mid at level two, isn't blue or red buff dependent (except for the first clear), but seems incapable of killing dragon by herself at level four.
Clairvoyance is a big help while trying to counterjungle, but it is better if your support champion takes it. The easiest camp to counter is wraiths, where the hardest is wolves after the buff camps. Warding the enemy jungle makes them easier to counter, since you have an idea as to where the enemy jungler is. Control of a blue buff can make or break games. The best time to counterjungle is when your path takes you by it anyway.
Thanks for watching, and help me make this guide better!
Conclusion
In conclusion, I sincerely hope people begin to play
Sejuani more because I feel like she is viable as a jungling tank. Hopefully you have found this guide helpful and, if there are any problems with it, please tell me so in the comment section below.
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