Sejuani Build Guide by MTaur

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League of Legends Build Guide Author MTaur

Hipster Piggeh

MTaur Last updated on August 24, 2012
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by willyfoofoo » August 22, 2012 9:53pm | Report

Dude you should remove one of the doran shields its not really viable :D. Beleve me :D

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by Warteck » August 22, 2012 11:16pm | Report

VOTED +1

I like this guide, you really explain your choices very well , it is very detailed and I learned a lot about the "hipster piggeh". +1!


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by MTaur » August 22, 2012 11:43pm | Report

Warteck wrote:

I like this guide, you really explain your choices very well , it is very detailed and I learned a lot about the "hipster piggeh". +1!


Thanks. I just tried rushing Aegis of the Legion, and it works too, but Hipster is pretty legit, and I did it before it was popular.......


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by MTaur » August 23, 2012 2:33pm | Report

Now that I think about it, Haunting Guise probably works well as a third or fourth item, and would also likely double the hipster cred of the build (Sunfire and Warmog's is so mainstream, after all...). I might experiment. Something like...



Might have to tinker more before posting anything. The build I have up right now has been tested a lot, and I'm just theorycrafting atm.

EDIT: I tried the above items vs bots. It's a reasonable tanky DPS build, but it's too squishy for my tastes. Sejuani doesn't DPS fast enough to risk it, imo. Try it at your own risk.


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by Sauzeles » August 24, 2012 9:24am | Report

VOTED +1

I've been playing Sej for awhile. The worst part of playing her is definetly the pure anger you get from your team... until you help turn the game 180 for them.

I need to try the doran's sheilds; my early-mid is where I struggle the most, and this could be just what I need. I love the hatred for the gp/10 items; I've found that getting just your first giant's belt gives you enough farm capability to not need them (farm an entire lane full of minions with a single Q+W... only do this when appropriate, but you only need to once or twice to get more gold than you would from gp/10 items.)

I have some minor suggestions:
First, why not rush Sunfire earlier? I usually try getting it as 2nd or 3rd item. The Armor and HP are obviously good, but the biggest thing to point out is that the passive will do more damage than a Warmogs will add to the W. It goes along with your "Don't just get HP, get resistances" motto, but also gives you enough HP to farm an entire wave quickly if you need to.
Also, I find I rarely need the tenacity: if they chain CC me, they didn't chain CC my carry. This means they essentially focused me, and we all know what happens when they focus the tank. Sure, you'll die... but you'll probably be the only one if your team isn't stupid. If anything, one could make the argument NOT to get tenacity because it discourages the enemy from using CC on you, and part of the tank's job is to soak up all that sort of junk in a team fight.

A couple last things to point out:
At least at my elo, so few carries build MR. Since they are the ones you generally need to shut down the most, DO NOT put on too much MPen. Since they'll often only have 30-50MR, you need to watch to ensure you arn't wasting MPen. (This is more to those suggesting Haunting Guise & Abyss Scept. I used to do this, but realized with the Red MPen runes, I only really need one MPen item.

Overall, I love it. I prefer getting 2 Warmogs (I got 3 once just because we were rofl-stomping them so hard), but usually don't get that far, as the 2nd is generally the 6th item, if I get it at all.

I'm not exactly "High-Elo", so even though these suggestions work for me it doesn't necessarily mean they're good for High-Elo.

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by MTaur » August 24, 2012 10:49am | Report

Sauzeles wrote:

I have some minor suggestions:
First, why not rush Sunfire earlier? I usually try getting it as 2nd or 3rd item. The Armor and HP are obviously good, but the biggest thing to point out is that the passive will do more damage than a Warmogs will add to the W. It goes along with your "Don't just get HP, get resistances" motto, but also gives you enough HP to farm an entire wave quickly if you need to.


Sometimes I might get Sunfire first, just generally, or especially if their ADCs are giving us hell; but finishing Frozen Heart could be even better, doing more for the team and more cheaply. However, the following is already a lot of armor for mid-game:

The other reason for Warmog's Armor is that it could be mid-to-late-game by then, and Catalyst is running out of juice, and/or I want to make it into Banshee's. If you get CDR elsewhere, like Kindlegem, then Sunfire Cape would be great at that point.

Sauzeles wrote:

Also, I find I rarely need the tenacity: if they chain CC me, they didn't chain CC my carry. This means they essentially focused me, and we all know what happens when they focus the tank. Sure, you'll die... but you'll probably be the only one if your team isn't stupid. If anything, one could make the argument NOT to get tenacity because it discourages the enemy from using CC on you, and part of the tank's job is to soak up all that sort of junk in a team fight.


I could experiment. I don't know what else I'd get. Boots of Swiftness maybe? Sorcerer's Shoes could be funny... but I'd want to make up the MR somehow, and they probably don't beat Move3 boots.

Anyway, Sejuani actually does enough damage that Tenacity might be justified. They'll just have to CC you more often to make you go away. I almost always do better by staying alive than I do by encouraging them to kill me swiftly; getting away at 10% after initiating can secure a lot of gold advantage. I think you can draw CC that much more just by getting in their business that much more, anyway. It's hard not to CC the pig on your carry just because it has Tenacity and it's somewhat futile.

Sauzeles wrote:
A couple last things to point out:
At least at my elo, so few carries build MR. Since they are the ones you generally need to shut down the most, DO NOT put on too much MPen. Since they'll often only have 30-50MR, you need to watch to ensure you arn't wasting MPen. (This is more to those suggesting Haunting Guise & Abyss Scept. I used to do this, but realized with the Red MPen runes, I only really need one MPen item.


Additional MPen, as a damage multiplier, is stronger the closer they are to zero. For an extreme example, lowering from 200 to 100 is a 50% damage increase, while lowering from 100 to 0 is a 100% damage increase. Going from 40 to 20 is like that. However, I mostly dislike being squishy, so I tend to not build MPen on Sej for that reason. Abyssal Scepter is fine if you're doing well and have two fed AP carries. But usually I skip it.

Sauzeles wrote:
Overall, I love it. I prefer getting 2 Warmogs (I got 3 once just because we were rofl-stomping them so hard), but usually don't get that far, as the 2nd is generally the 6th item, if I get it at all.


Game too short. Usually I have to ward, too. No one else will, really. Maybe they'll buy 4 wards the whole game. :-/ This is also why I spend everything on defense, just about (and a bit on CDR). Warding and not blowing up soak up everything.

Jungle-support-tank... because no one else will.


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by MTaur » August 24, 2012 10:29pm | Report
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by MTaur » August 27, 2012 1:34pm | Report

Elsewhere, I've had someone else argue that this works:



I might try it. There's still a low spot in the power curve here, but at least it comes at a better time in the game this way. Starting with GP10 puts the low point at the most dangerous time possible, in my opinion.


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