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Sejuani Build Guide by brownin89

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.


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League of Legends Build Guide Author brownin89

JungleGG

brownin89 Last updated on July 25, 2012
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Ability Sequence

2
14
15
17
18
Ability Key Q
1
5
10
12
13
Ability Key W
3
4
7
8
9
Ability Key E
6
11
16
Ability Key R





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.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
Archmage
 
 
 
 
 
 
Executioner
 
 

Offense: 0

 
 
 
 
 
4/
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Honor Guard
Mercenary
 
 
 
 
 
 
1/
Juggernaut
 
 

Defense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 9


Guide Top

Introduction

This guide is what I personally use when jungling 5v5. Success rates may vary.

Will be adding/updating over the coming days.


Guide Top

Items

-I start of with Cloth Armor & 5x Health Potion.
-Once I have enough (roughly 950) I then get Boots of Speed & Ruby Crystal, along with 3x Health Potion.
-Then I turn the Ruby crystal into Catalyst the Protector & Boots of Speed into Merc Treads.
-Once this is done you want to get Frozen Heart ASAP.
-Banshee's Veil is then made using the Catalyst you already have.
-Then get Sunfire Cape for the extra AOE Per sec.
-I then go for Warmong's & Frozen Mallet for the mass boost in HP, this means I have more survivability along with Northern Winds dealing more dmg.


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Creeping / Jungling

I start off at blue then take wolfs, off to ghost's, golem's then red, keeping potions ticking over as I go. Once done you would have used all potions but should be able to kill ghost's, wolfs & then golems again. This will get you to around level 4 very early on. If possible try getting an early gank in just after you kill red.

Note: I only use smite on blue & red, thus why I take golem's before red, in order for smite to CD.

You will then need to recall, get the 3 items I mentioned RC, BoS & 3xP then continue to creep in jungle, ganking lanes if & when possible.

If the other team has no jungler you could always take the opportunity to try taking there blue & red buffs after your 1st recall, this will mean you will constantly have both buffs up as blue & red on your side will soon respawn.

I spend most of the game jungling & ganking as Arctic ***ult is a great element of surprise.

Note: Of course when team fights are taking place you need to be the one initiating so always keep an eye on how the game is progressing.


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Skill Sequence

The reason for taking Northern Winds 1st is for the AOE, this is great for chipping down all groups of creeps in jungle.

Level 2 - Arctic ***ult - This gives you the ability to charge into each pack of creeps, by passing walls to save time & thus giving you an extra edge.

Level 3 - Perma Frost - This is always used after Arctic ***ult to Maximize it's effect as it will dmg every creep currently slowed.

Make sure to max level Perma Frost at level 9 for the great slowing ability when ganking, this is useful in all situations.

Northern Winds should then be maxed out as it gives nice AOE dmg.

Engaging in solo combat - You want to start off by using Arctic ***ult to get you on top of the enemy, soon as you reach them cast Perma Frost then Northern Winds, if they seem like they may get away then use your ultimate to trap them in place while your other abilities cooldown, use these in the same order again. If enemy is still not dead then this Volibear, Tryndamere or Dr Mundo is F'in OPPPPPPPPPPPPP! & you may need to b :P


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Masteries

The reason for going 21 in defensive is for the survivability factor. With this build you plan to die as little as possible so there is no need for faster respawn. I then use the 9 left over in Utility making sure I get the extra buff length as this is very useful.


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Runes

The reason for pure Magic Resist & Armor runes with +hp Quints is to help you start the game with nice base defensive stats & health for jungling, it also means that when ganking early on any abilities & attacks will deal a lot less dmg.

Magic Resist - 22.37
Armor - 22.41
Health - 78

Armor at level 1 - 49 + Cloth Armor = 67
Magic Resist at level 1 - 53


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Pros / Cons

Pros -
Great at slowing groups of enemies.
Hard to kill as you have masses of HP & pretty good Armor & Magic Resist.
Banshee's early on will stop you from being stunned when you initiate.

Cons -
No AP means your abilities won't do masses of dmg so team fights are recommended later in game.


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Summary

This is an updated version of my original build I posted, a lot of improvements made, still long way off 100% complete though. Will be concentrating over the next few days on finishing this guide off to the best of my potential. Any feedback is appreciated.