Sejuani Build Guide by MTaur
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| Health | 4730 |
| Health Regen | 29.55 |
| Mana | 1940 |
| Mana Regen | 23.55 |
| Armor | 278.19 |
| Magic Resist | 122.5 |
| Dodge | 0 |
| Tenacity | 35 |
| Movement Speed | 425.76 |
| Gold Bonus | 10 |
| Attack Damage | 145.2 |
| Attack Speed | 0.835 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 0 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 8.1 |
| Magic Penetration | 5.49 |
| Cooldown Reduction | 39.9792% |
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Mastery Tree Is Outdated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
What's with the clothes? It's freezing out there!
Endurance training! Says so in the bio:
When Sejuani was born, the mystics of her tribe foretold that she would be the one to unite and lead the divided territories of Freljord. Her people had suffered for centuries, as a losing war on the frozen tundra pushed them farther and farther from Freljord's limited food supplies. Sejuani grew up surrounded by this misery, and it fueled her desire to fulfill her destiny. She pushed herself to extremes, walking out into blizzards without food or furs and training while frigid winds raked her flesh. She sparred with the strongest warriors of her tribe, one after another, until her legs would give out beneath her. She sustained injuries that would have killed any other member of the tribe, but she would only rise again, driven by sheer force of will and what her tribe took to calling her ''heart of the blizzard.''
On her twentieth birthday, Sejuani declared that she would lead her people out of their remote isolation to conquer the lands of their enemies. She had completed her training and she was ready to face the leaders of the opposing tribes. Her feats had already become legend and soldiers in her company were inspired to new heights of strength and resolve. However, before she struck out on her campaign, Ashe began campaigning for peace in Freljord, joining the League of Legends to demonstrate how the people could be spared violence. To Sejuani, this was a violation of tradition - a coward's ruse to hoard Freljord's precious few resources. She saw the confidence of her people wane as it seemed they would never be delivered from their plight. She decided that to truly prove herself as the rightful ruler of Freljord, she must defeat Ashe completely and unquestionably on the world's stage in the League of Legends.
"Freljord provides for the few. For the others, 'peace' means only death." - Sejuani
I LOLed. You have to give them credit for trying, anyway.
Anyway, this build is kind of funny because a lot of the final items are all somewhat thematically linked to the character. That's how I'm building at the moment, at least.
Summary
This build goes for well over 4k health, 200 armor, and 100 MR in longer games. This makes for a strong main tank, granting
Northern Winds enough bonus damage to make
Sejuani a legitimate threat. Meanwhile, you're CCing everyone all the time and hopefully they're having a hard time killing you.
Frozen Mallet and
Frozen Heart together disables enemy auto-attackers, while
Warmog's Armor makes you sturdy and DPSy at the same time. The catch is that you have to farm it up to get to this point.
It is also possible to ward a lot and play a support style, but don't expect to have the best k/d/a ever. If no one else wards for you, Sejuani is a decent choice for going underfed, as her utility and especially her ult can win fights even if she's a bit underfed. If you solo queue into a game with no supports, then Build 2 might work.
There's also Dominion, where I suggest a more damage-oriented build, and where
Warmog's Armor isn't available anyway. In smaller skirmishes, your DPS is more badly needed.
Core stats
These are in an approximate, not strict, order of importance. They often tend to synergize, or a base minimum is sometimes necessary for a "less prioritized" stat in any case.Health
CDR
5/6 uptime onResists
Armor is usually a bigger deal, as auto-attackers tend to do more total damage, meaning you just need enough MR to survive the inital AP burst. Also, turrets! Rework the build a little if the enemy team doesn't have the usual balance tilted toward AD.Auras and on-hit effects
HP5
Always handy, especially in jungle. Luckily,Mana
A little goes a long way. MP5 also does the trick.AP
This goes at the top of your food pyramid, if you will.Move speed
This is always welcome, but outside of runes and masteries, I don't make room for it.Overhaul - 7/5/12
7/5/12
- Changed %health yellows to flat armor yellows. First jungle withAlso, builds 1 and 2 were too similar, so I just got rid of 2 and tweaked 1.
5/18/12 -
Sejuani is pretty good in Dominion - also, Flash is nice
Dominion tends to be fast-paced. Mobility is priceless there. Hence
Sejuani. I find her to be the easiest tank for me to play there, with her high mobility and somewhat DPS-heavy kit (for a tank). She's better when roaming, suddenly turning 2v2 into 3v2 wherever she appears next. It's great, and you don't have to let wolves and wraiths beat you half to death for 5-10 minutes every game.
Also, Dominion freed me from
Smite, allowing me to learn the power of
Flash.
Ok. Let me explain. A good opponent can block your escape, so that
Arctic Assault can't save you. But it's a lot harder to do anything at all about a
Flash +
Arctic Assault combo. Just make sure you
Flash past your obstacle and you have a clean leap ahead of you. You'll be half a screen away or more in under a second.
You probably won't get a chance to finish this build. Take
Frozen Mallet earlier if you'd like to.
EDIT: About that jungle...
I didn't have any jungle experience before
Sejuani, really. But I tried it on her, and it was a blessing, to borrow religious language. She tends to not do well in poke and DPS in lane, but turning a 2v2 into a 3v2 with a stun, a leap, and a blizzard is pretty brilliant.
The downside: Levels 1 and 2. As soon as she can QWE, she can clear wraiths and wolves rapidly, with golems being not too bad either; mana is an issue, but whatever; start with blue, maybe buy a
Mana Potion or two on your first recall or two; a
Sapphire Crystal can be worked in there somewhere early-ish, too. Before long, you'll be fine taking down Lizard. Soloing Dragon probably won't work, though.
Start at blue, and then do wolves and then wraiths. With all those potions, you can do golems and take the lizard helpers. Then you can do wolves again and then wraiths again, and that'll do, pig. From there, do whatever.
Items (Summoner's Rift)
Core
You can swap out the boots for something else and add
Starting items
You will get more done in your first trip out to the jungle with these items than anything else. Unfortunately,
Mid-game items
Optional; we won't build it into anything here, but health + GP10 is useful.
You can reverse the order if you'd like, but I tend to go mad when my Q isn't ready soon enough. And by go mad, I mean feed during turret ganks and turret dives. Sej is pretty useless between cooldowns. Either way, you need to pwn everything and farm *both* of these items ASAP. It's sort of ok to take
Late-game items
We're about done with the core items now (except for the optional choice of when to upgrade toFrozen Mallet:
Finally, some real slows.You will usually want to save your
/repeat
Also, the mallet probably isn't worth it if your team already has one, or if your team has other slows.
Banshee's Veil:
You might need this instead around now if you're up against AP or you just need a little help staying alive. You can also take an earlyNow you're a pest. Those enemy AD carries should be hating you now that they can't get to their intended target, and they can't attack fast enough. Meanwhile, you're aura-poking them. Good times. Aren't you glad you got fed? Be sure to tell your bot lane support thanks for the wards for you.
Finishing a build
Choose two (if not taken earlier).
*
*
*
*
* A second
*
Items - Runners up (Summoner's Rift)
This is a decent MR item, granting MR, a unique passive synergizing with
Warmog's Armor, and move speed. However,
Banshee's Veil is more tempting to me because of the necessity of stacking health for
Northern Winds. You might find the 8% move speed more useful to your play style, though.
If you're really good at using the active properly, this can be helpful. It can go with
Shurelya's Reverie for CDR + active, and you will be able to get rid of
Frozen Mallet and
Frozen Heart, which then would be a bit redundant. However, this means you'll have at most 10% CDR (
Kindlegem) until you get rid of your GP10, and I don't like that much.
These choices are a bit dubious, but they let you backdoor in a pinch; otherwise, they're probably not worth it. Health stacking makes Atma's tempting, but in practice it just isn't that grand in fights. I used to have these as my two last items in my secondary build, but not anymore.
Sejuani likes the idea of impaling
Ashe, but meh, don't do it.
Ionic Spark provides a bit more health, a decent on-hit effect, and enough AS to make
Atma's Impaler semi-worthwhile. They should probably be taken together if at all, and they synergize with
Frozen Mallet... just not well enough for me to actually recommend them in general.
Let me repeat that I don't think this is optimal unless you love love LOVE to backdoor.
Arctic Assault is a nice escape mechanism. You could even mix in
Shurelya's Reverie +
Randuin's Omen to be really slippery. But... I don't care for that; I'd rather tank.
The "I don't think so, Tim" tier
Everything you do is AoE. The
Arctic Assault ->
Permafrost combo already does 70% AoE slow, so the extra 15% isn't that great (counted at half effectivness, for a 7.5% slow... this multiplies out to a 70.75% slow, seriously). Sure there's AP, but I'd rather be a tank. This is sort of respectable because at least it's not a Deathcap or anything. But I think it's not worth it. Basically it'd only be good for slowing with
Northern Winds, but I like to proc that alongside
Permafrost anyway.
However,
Rod of Ages has almost the same AP and health, making Rylai's not that bad of a choice, relatively speaking. If you're close to 18 already, you won't make much use of the RoA recovery passive, so you may as well build Rylai's instead in such a case. I personally don't like either of them that much, except on Dominion as a Warmog's substitute.
Considering how well her skills combo, there just isn't enough
Sheen damage to go around. The other stuff is sort of tempting maybe, but not that tempting.
Zeal is attractive-ish and helps with
Atma's Impaler, but to me, at best that sounds like an option for a sixth item, with the understanding that the game's almost over.
Runes
Probably MPen marks, maybe AS if you want to experiment with Atma's. Your call. AS might not be used to the fullest in most games, as Atma's is at best a fifth or sixth item throwaway, but it does help you tag enemies with
Frost a bit more easily. Also, dual pen is another option, if you plan to get
Ionic Spark +
Atma's Impaler.
Flat armor yellows are sort of the only way to make
Regrowth Pendant work in jungle. I sort of want to take %health seals, but they just aren't that good... they barely beat out hp/lvl.
CDR/level glyphs because 8% from masteries and 20% from
Frozen Heart leaves a little more than you can do with glyphs, getting you close to the maximum.
Movement quints and %health are strong options. Your call again.
Summoner Spells
or
Ghost is really helpful, since your job is to stay close to enemies a lot.
Flash can help you get past an enemy blocking your
Arctic Assault escape dash. If you can avoid having your escape route cut off, and if you don't charge in at a bad time, you'll be ok with no
Flash. Note that
Arctic Assault lets you jump over walls and trees, when used correctly.
Because you don't have enough CC already. But seriously, I get it a lot. It's just that good.
Obligatory, since I insist on jungle with this champ. Not jungling? Then I get another champ.
Skill Sequence
All skills are tempting leveling options.
Arctic Assault levels can save you because of the shorter cooldown.
Northern Winds is your damage source.
Permafrost isn't that good of a slow unless you take two or three levels. Usually I get everything to three, then max
Northern Winds and then
Arctic Assault.
Northern Winds at levels 1 and 4, if I'm not ganking just yet, but a second level of
Permafrost is taken if I'm about to gank early.
On Dominion, I tend to prioritize
Arctic Assault slightly more just to be able to jump around the map faster. It tends to be necessary, with the fast pace of the game mode.
Masteries
1/21/8
Sorry, I did it like Phreak, and I know that's unfashionable or something. But resistances, health, movement, CDR, and gold are all available in a 1/21/8 setup, as well as both enhanced summoner spells.
You can also try 9/21/0, since with runes and
Frozen Heart, this will put you right at 40% CDR and you'll get nifty MPen.
Play style
Seems pretty straightforward to play, actually...
* Don't waste your dash if you might need it to escape. If you don't have the upper hand, then dashing in could be a very bad idea.
* Note that
Northern Winds does more damage if frost is applied, and
Permafrost doesn't affect unfrosted targets. Auto-attack to apply frost, or use
Arctic Assault to splash at the end of the dash or at your first champ collision. So if you have several targets, you can indeed lead with your dash, following with your W and E... But only if it's safe.
* Don't use
Permafrost too soon. If you ult,
Permafrost right as they recover from the stun. You'll waste part of your slow if you chain them too close together. See also my remarks about
Frozen Mallet and
Permafrost; I made these remarks twice already in blue.
* About that ult... Your call. If you've been playing for long, you should have enough of a general idea of when to ult, and this champ's ult isn't so unique as to be mind-bending or anything. It should already feel familiar. As it is with anyone else, it's pointless to harass with your ult if it's just going to be a damage trade that doesn't go anywhere. Something really interesting should be going on, like you have enough to finish it, or you have to stop them. Initiating a teamfight is one use as well, but usually you'll want to wait for a decent shot on two or more targets, or a really good shot on one squishy target.
* You can ult and then
Arctic Assault over a wall. It is one of the most devastating turret dive initiates in the game, if they're noob enough to be in position for it.
* You're a tank. A little AP is ok, but the cooldowns are longish and the scalings don't add up to enough. You can experiment with
Rod of Ages or even
Rylai's Crystal Scepter if you want, but I think damage that comes from tank stats is better.
* About that jungle - note that W and E require permafrost, so for the wraiths, I like to dash in, hit W and E, and attack the big one. They all generally die around the same time. If you need a second
Northern Winds, you can auto-attack the smaller ones once each to get Frost on them again. QWE clears minion waves rapidly, too. Watch your mana, and don't steal from your carries if they're around.
* Experiment with the dash. Sometimes you can jump over walls. This can save your life, or in other cases, it can box in an enemy.
Pros/Cons
Pros
* Long-range dash, one of the longest in the game* Slowslowslowslowslow stun slowslowslow
* Clears wraith camp particularly well at 2+, so you can swing by sometime and pick up a few gold occasionally
* Teamfight not wanting to start? Hit R. A lot of stuff will happen every time.
* 4k+ health with a full build (with this setup)
* Ult is a fairly easy skillshot, broad as a barn door, and devastating when it catches them flat-footed
Cons
* No free tank stats* Expensive builds, hard to finish. Things don't really get good until mid-to-late game.
* Compared to other champs, not quite so much versatility seems to exist in her kit, despite its general team helpfulness. She can perma-slow and engage/disengage whenever she feels like it, and that's pretty much what she does.
* Simply can't tanky DPS quite like a real tanky DPS, and can't quite tank like a real tank. (It still sort of works, as there's some power in that tank-tanky DPS grey area. Team coordination is a must.)
* A missed ult is a terrible thing, as she's a bit weak without the threat of R available.
Ultimately, I feel like she needs just a little bit of attention from Riot. An early-game buff, a passive buff, a speed buff... something would be nice. Anything. I'm not sure what. But she's definitely playable.
Chillin' in my Dominion! - Possible starts
Pretty vanilla. A nice compromise between mobility, sustain, and tankiness. I recommend it. Great for tanking turrets and being a pest with
Northern Winds.
Not quite as tanky, but CDR has great utility. You'll want Kindlegem anyway, and this lets you rush other items instead of blowing gold on
Doran's Shield.
Great passive, with the obvious drawback that you can't get boots. You might want
Ghost. This is a decent choice for playing defensively in bot and just farming tons of creeps, but up top, it's probably better to be mobile and ganky.
Chllin' in my Dominion!
* Fair fights aren't your friend. If you can gank, do it.
* You are one of the better
Hextech Sweeper users, if the option to take it comes up.
Karthus might be the best, though, with
Defile. Take it fairly early if you need it, starting with
Kindlegem if the enemy has two or more of those obnoxious stealth buggers.
* More damage than usual is taken here because of the skirmishy nature of Dominion. Less teamfights mean that your damage is more valuable.
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