Sejuani Build Guide by ZealousPurge
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.
Having Fun with Sejuani!
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.
Welcome to my guide for Sejuani, The Winters Wrath. Sejuani is tank who relies on teamwork and damage from allies to excel on the battlefield. She is an interesting champion because of her unique play style. I use Sejuani when i play with friends because she requires good cooperation throughout most of the game, especially during team fights. Go on to read more for an in depth look into Sejuani!
Pros / Cons
Sejuani has some tradeoffs that make her undesirable to summoners who prefer hard carry champions. However she is the ultimate team fight champion whom I believe wins more games.
-Flawless team fight potential
-Scales with HP
Sejuani is extremely useful in mid and late game stages. She has the potential to swing the match in your team's favor with each team fight. Sejuani's ultimate may very well be one of the best initiators in the entire game. Her Q also serves as a great gank and engage ability. Sejuani's tankiness really makes her who she is. Her W "Flail of the Northern Winds" scales accordingly to your overall HP.
-Can be Mana hungry
-Vulnerable to counter jungling
-Very weak early game
Since Sejuani scales with your health, early game can be rough at times. If facing an overly aggressive enemy jungler you will have trouble fighting him off in your jungle. Sejuani also can be susceptible to Mana issues in the early stages of the match. Also keep track of how much Mana you have when attempting a gank! Another unfortunate aspect of Sejuani is that she has no sustain which may cause problems staying in the jungle early on (BUY POTS).
For runes I find that the rune page I currently use is superior to other rune set ups I have tested.
I think that in your rune page all three quint slots should be used for Quints of Movement Speed <image>. Sejuani needs to be fast in order to engage or chase down fleeing enemies. Plus added movement speed never hurt anyone!
For your seals nine Seals of Armor[should be used. This will help you stay in jungle longer because you are taking less damage. I think taking flat marks will provide a greater benefit than taking scaling because of Sejuani's weak early game. The early armor will defend against AD jungles, assassins, ADC's, and AD top laners. Flat Armor Seals are very important to Sejuani in the early game.
Taking Marks of Attack Speed<image> will also help you to break away from Sejuani's weak early game. The added attack speed will also help you clear jungle camps faster than most opposing jungler's. Attack speed definitely helps to counteract your weak early game.
Scaling Glyphs of Magic Resistance will provide you will lots of bonus MR over the course of the game. The reason I take scaling instead of flat is because at level 9, which is when scaling glyphs provide more magic resistance than flat glyphs,