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Sejuani Build Guide by Aquilegia

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League of Legends Build Guide Author Aquilegia

S e j u a n i ❄ A Song of Ice and Fire

Aquilegia Last updated on November 24, 2013
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Ability Sequence

2
8
10
12
13
Ability Key Q
1
4
5
7
9
Ability Key W
3
14
15
17
18
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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Havoc
 
 

Offense: 6

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Legendary Guardian
 
 

Defense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
Intelligence
 
 
 
 
 
 
Wanderer
 
 

Utility: 3



INTRODUCTION

PROS & CONS

MASTERIES

RUNE PAGE

SUMMONER SPELLS

ABILITIES

SKILL SEQUENCE

ITEMIZING

JUNGLE ROUTE

SMITELESS ROUTE

GAMEPLAY

SCREENCAPS

CONCLUSION

UPDATE LOG






NOTE: THE CHEAT SHEET IS RELEVANT, BUT THE INFORMATION WITHIN THE GUIDE IS NOT. I WILL UPDATE IT WHEN I HAVE THE TIME.

Hey MOBAfire! Aquilegia here with my second guide.

Now, I've always hated jungling. It was my least favorite role until I decided to pick up Sejuani. She's sexy, she has a mount, and her art is some of the best in the game (in my opinion). I couldn't resist, and I found myself doing super well with her. She has an incredible amount of CC. Literally, no one can escape her after she's activated Permafrost.

I play her as a full tank (with an occasional AP edge). Although she can easily fulfill her role with more damage, I prefer tanky to the max, since the majority of her damage comes from Flail of the Northern Winds, which scales excellently with health. She really relies on a good team to do an exceptional job, so make sure you do your best to communicate. That means chat, pings, and simply requesting your team to counter-ward.

She's insanely fun to play, so try this out and see what you think! Constructive criticism and upvotes are appreciated. And thank you so so much for the 90%; all of the support means a ton. <3




PROS
CONS
+ Amazing slows
+ Gap closer
+ AoE stun
+ Sticky / CC resistant
+ Very attractive
- Reliant on team
- Easily counter-jungled
- Mediocre damage output
s p a c e s p a c e
s p a c e s p a c e




Masteries
2/1
2/1
4/5
1/1
1/5
4/1
2/1
1/1
1/5
1/5
2/1
1/1
3/1
3/1
1/1
1/


OFFENSE

In the offense tree, it's best to pick up the essentials and nothing more. I pick up cooldown reduction, extra minion/monster damage, AP, and magic pen. With proper CDR, we can keep up Flail of the Northern Winds constantly, and Permafrost's static cooldown won't be as long or as much of a bother. Locking down our opponents is key, so having Permafrost up every 6 seconds instead of 10 is a heaven-send in any situation. Sorcery starts leading your CDR down the path to 40%. Extra damage to minions with Butcher naturally helps our clear-time and is very important as a jungler; that's a given. Blast boosts your clear-times a little and aids in ganks. While the magic pen from Arcane Knowledge doesn't actually help your clear-times, it'll really help out your ganks and make them strong.


DEFENSE

The defense tree is where you should go all-in. Your goals here are resistances, health, and things that help you out in the jungle. Hardiness and Resistance give you some great base resistances, while Relentless and Tenacious stack beautifully with Frost Armor and Spirit of the Ancient Golem. Defender is also fantastic because it does with 1 point what Hardiness and Resistance do with 6. Honor Guard is like the inverse of Havoc , and the fact that it reduces damage from all sources (monsters/minions + turrets and more) is crazy. For health, Durability , Veteran's Scars , and Juggernaut are practically givens. ALL of these points help with Flail of the Northern Winds, which is our best skill to deal damage with. And finally, for help in the jungle, you've got Summoner's Wrath , Tough Skin , and Bladed Armor . Bonus gold, reduced damage taken, and extra damage dealt are very welcome. Careful with Bladed Armor as it may cause you to steal buffs you're trying to give to others.

*NOTE: I need to update this tree's picture.


UTILITY

Masteries
1/5
4/1
2/1
2/1
1/5
1/5
2/1
1/1
3/1
3/1
1/
1/5
3/5
2/1
2/5
1/1

The utility tree is great to delve into for more oomph from other aspects of play instead of damage. Sejuani has a great amount of utility with her already, so these masteries naturally go well with her. Delve into defense as you normally would, and then put your points into things that help your mana and efficiency with ganks. Meditation is for mana regen and Expanded Mind gives you a bigger pool to work with, and it grows per level. Summoner's Insight reduces the obnoxiously long cooldown on Flash, while Wanderer increases your movement out of combat so you can get to your lanes faster for ganks. And obviously, Runic Affinity is a must for any jungler going green.



Runes

Greater Quintessence of Movement Speed
3

Greater Mark of Attack Speed
9

Greater Seal of Armor
9

Greater Glyph of Magic Resist
9


Greater Quintessence of Movement Speed
I take these quints to go for the theme of being a speedy, sticky beast. Movement quints help you clear the jungle faster and get to lanes for ganking. You don't even know how great these are with Frost Armor. You're also faster than most people you'll be ganking, and since these stack on after your boots and other items, they'll multiplicatively add on this bonus throughout the entire game. Gotta go fast! You'll never be bogged down by movement debuffs and you should rarely lose an enemy.

Greater Mark of Attack Speed
These are the proper marks to take as Sejuani. They provide a lot of help in your jungle clearance as well as during your ganks because they work so well with your passive, Frost Armor, by keeping up the buff, but it also continually applies Frost to enemies. It also significantly reduces any and all bulk from your first auto-attack with Flail of the Northern Winds. These are definitely the most efficient marks to pick.

Greater Seal of Armor
Flat armor seals are the best for early-game (and all game at that). You have defense against many lanes you'll be ganking, as well as the monsters in the jungle. I'm a little underwhelmed at how much I had to write for these runes, but they're a classic choice and rather self-explanatory, so I suppose this suffices. Scaling health seals are also a good option as Sejuani gets roughly as much armor from Frost Armor as she would from armor seals.

Greater Glyph of Magic Resist
Why didn't I opt for scaling MR glyphs? You're going to be ganking mid from the beginning of the game. Supports from bot are also typically AP, and sometimes you have an AP top. You need the magic resist from the very beginning, that way you don't take too much damage during your ganks and you can be at the top of your game from the start of the game. Scaling MR runes don't help your level 3 mid ganks, and they never will. My runes follow a theme of trying for the greatest early-game advantage since Sejuani has powerful ganks at all levels, and this rune choice is no exception.


OTHER OPTIONS

Greater Quintessence of Health gives you a huge bonus to your W and a good bonus of 78 health at the start of the game. It helps a whole bunch late AND early game with damage and tankiness. These are good for you, but I wouldn't give up the movement from your quints because you gotta get to dem lanes.

Greater Mark of Magic Penetration is another good choice that will increase your damage output during ganks, but not in the jungle. These are classic reds for AP champions. If you're looking to deal damage, then I'd go for these. Your ganks will be very potent!

You can also look at Greater Seal of Scaling Health if you want to have more health and more damage with Flail of the Northern Winds. Can't go wrong there. These are possible because you have an armor buff with Frost Armor that gives you more than your runes would. I run these most of the time these days but I think armor seals are more elementary and best to start out with.

Greater Glyph of Cooldown Reduction is also a great choice since Sejuani has relatively high cooldowns. These will help Flail of the Northern Winds be able to be cast constantly and it'll bring up Permafrost more often, which is great because it normally has a static cooldown of 10 seconds. For being so important to us, that's kind of a long time, but to be honest Sejuani should focus on defensive aspects more than offensive.





INITIAL CHOICES

Flash is an incredibly useful spell that puts all others to shame. You can Flash over terrain, which gives you a whole bunch of mobility combined with Arctic Assault. Flash is invariably useful because it can be both offensive and defensive. You can Flash up to opponents or away from them. You can Flash for kills or to avoid being killed. You can Flash in or out of towers and all sorts of stuff. It has a long cooldown, but it's worth it, and you can take Enchantment: Distortion to see it come up faster.

Smite is a given. You're a jungler. It increases your clear time significantly, and it gives you 10 gold each time you use it because of our masteries. Smite helps for taking Baron, Dragon, pushing lanes, and rumbling through the jungle. I mean, honestly, if you're jungling, you should take this spell. Not much else to say here.


OTHER OPTIONS

Ghost makes you run really fast, so if you prefer this spell over Flash since it has a shorter cooldown, you can take this. It meshes with Sejuani's kit surprisingly well, so no complaints here. You'll be able to keep up with enemies after they Flash, and it can really help you to stick to your enemies if they're blowing all their slows and CC on you (which won't be too effective due to our build).

Exhaust is another great spell, but you don't really need this because of the incredible slows Sej already packs with her. It's nice to have it if your team is lacking Exhaust, but you probably won't need it because of your kit.

Teleport is a very cute spell for junglers. If the bush in river is warded, but you have wards in the brush on the sides of the lane, teleport to a ward and gank from the lane. Surprise! It doesn't really have much use for you other than this and split-pushing, but it's a fun tactic, and you can try it and see how you like it.




Frost ArmorP
Damaging an enemy with an ability or basic attack grants 10 / 15 / 20 / 25 bonus armor and reduces movement-slowing effects on Sejuani by 10 / 15 / 20 / 25% for 2 seconds. Subsequent damage will increase the duration by 2 seconds up to a cap of ~8 seconds, where after damage will refresh the duration.

This passive is what makes Sejuani's ganking potential so great. She's able to shrug off damage and stick to her enemies throughout the entire gank. Use this to your advantage and never stop dealing damage. That means even auto-attacking. This passive also gives her wonderful sustain in the jungle with all the bonus armor she gets. It also makes her fantastic against AD heavy team comps.


Arctic AssaultQ
Sejuani charges forward, knocking enemies into the air and dealing magic damage equal to a flat amount (40 / 70 / 100 / 130 / 160 + 40% AP) plus a percentage of the target's maximum health (4 / 6 / 8 / 10 / 12%) (max 300 damage to monsters). This charge stops after knocking an enemy champion into the air.

A percentage-based damage dealer and a powerful gap closer. Charging out of the brush into a lane with this is practically fatal. Now it deals damage and it gets you to the enemy, and applies Frost. Rushing into the lane with this allows you to get into the enemies' faces and it successfully knocks them up. Another cool mechanic is that the knockup from this clears a pathway through minions to the nearest champion you hit, making it easy for teammates with other skillshots to target them. This ability can also carry you through terrain. It's a great chase and escape tool.


Flail of the Northern WindsW
Sejuani's next basic attack deals bonus magic damage (40 / 60 / 80 / 100 / 120 (+ 30% AP)) to the target and enemies near it. She then swings her flail, dealing magic damage (80 / 120 / 160 / 200 / 240 + 10% of bonus health + 60% AP) to nearby enemies over 4 seconds. If this ability is reactivated, Sejuani immediately starts swinging her flail.

This skill is Sejuani's key skill within the jungle AND for damage. It clears monster camps pretty quickly. It's also super helpful in teamfights because of its AoE. AoE is very powerful in teamfights and when ganking bot lane, and this skill is no exception. It's mostly used for jungle clearing, but it's very helpful in dealing damage during your ganks. This skill is now really great because it applies Frost in AoE and it can be great for focusing OR dealing straight AoE damage. And her health scaling is fantastic. It deals an incredible amount of damage and should be your main focus.


PermafrostE
  • Passive: Sejuani's abilities and basic attacks apply Frost to enemies for 4 seconds.
  • Active: All nearby enemies with Frost take magic damage (60 / 110 / 160 / 210 / 260 + 50% AP) and are slowed (50 / 55 / 60 / 65 / 70%).
Alright, this is Sejuani's bread and butter, but also her one-point-wonder. Its activation deals some damage to all affected by Frost, but it slows them an even greater amount. Your auto-attacks apply Frost. Each of your abilities apply Frost. You'll apply it in insane amounts of AoE and in focus. This skill allows for no escape during your ganks. The slow is mindblowing. This is Sej's main source of CC.


Glacial PrisonR
Sejuani throws her frost-forged bola in a line. If the bola hits an enemy champion, it shatters, stunning the target and nearby enemies for a duration (150 / 250 / 350 + 80% AP). If the bola reaches its maximum range, it shatters and slows enemies by 90% instead.
All enemies in the shatter area take magic damage.

Another dose of powerful CC, similar to Sona's ult. Sejuani comes with an AoE stun that applies Frost. It also shatters if it reaches its max range and it slows enemies within that range for a great amount. This ult is great for initiating and forcing engagements. It's also a really safe escape if you're being chased by multiple people. You can also use it as a peel for your carry. And, if someone is escaping, just toss it to slow them and you can easily catch up if you use the rest of your kit. It's great for catching escaping champions or for locking them down during ganks and teamfights. Really, the utility is unparalleled.





>> >> >>

GAINING ORDER

You're jungling, so take your AoE FIRST: Flail of the Northern Winds. You need it initially to deal the most damage to monster camps, and none of your other abilities really help for that. Your W was made for jungling, so take it as your first ability.

Arctic Assault comes second. Use this to speed up your clear-time by dashing over/through walls. It's also helpful if the enemy jungler decided to counter-jungle you and you need to run away quickly. It also does a good amount of damage to the jungle creeps since they have a lot of health.

Next, time for Permafrost. Take this ability last for ganks. You will apply Frost and deal some damage to monsters in the jungle. It slows them, too, but that might not have as much of an effect on how your damage/survivability goes. Keep in mind that, while this skill makes her who she is, it is her one-point-wonder. Once you've scored this ability at level 3, you're ready to gank.

And finally, you take Glacial Prison at levels 6, 11, and 16.



>> >> >>

MAXING ORDER

Naturally, your ult ( Glacial Prison) takes priority. Level up this skill every time you can because of how valuable it is to you.

Max Flail of the Northern Winds first. It deals the most damage and has the most utility as far as its AoE. With its new scaling AND auto-attack, you get so much from it. The scaling health is what really gives it is power. 10% is a crazy amount.

Secondly, you max Arctic Assault. This skill is meant to close gaps and for moving around, but also deals damage these days. It has percentage-based damage and fantastic utility. It provides a gap closer and a knock up, so it's very useful in ganks, as well.

Lastly, you should focus on Permafrost. It does some damage, and the slow is precious in all ganks, as well as teamfights. It doesn't have as much damage as Flail of the Northern Winds, or Arctic Assault so we're saving this for last. The mana cost is static and the slow only goes up a small 5% per rank, so keep this at level 1 for as long as you'd like (just as long as you level it up by the end of the game).





STARTING ITEMS


Hunter's Machete + Health Potionx5 is practically the only choice Sejuani has for starting items. It helps significantly with your clearance in the jungle, and the potions keep you up with plenty of sustain. The armor you get from your runes and your passive should be more than enough to tide you through your initial jungle rotation, and not to mention the bonuses of your masteries, so Cloth Armor is unnecessary.



EARLY GAME


sight ward
On your first b, buy Boots of Speed. You will need these for efficient ganks and that sort of thing, otherwise you might be a little too slow to be effective. If you can purchase any other components for Spirit Stone (ie Faerie Charm & Rejuvenation Bead) then do this, as well. Vision Wards or sight wards are also great things to pick up for your teammates if they're lacking in them. You can also save them for later.

Your first recipe item should be Spirit Stone. Spirit Stone is relatively cheap, so you'll probably end up taking that first due to economy. The bonuses it gives you are great for regeneration while you're in the jungle or recovering from ganks, but still not in the mood to recall. It'll help you spend more time to level up and stay on par with the game.

I like to take Kindlegem as soon as I can because of the health it gives me, as well as the CD reduction. It keeps you up within the jungle, and it can give you enough health to be able to gank when you wouldn't have been able to before. The health aids you for obvious reasons, as does the CD reduction, but so does the mana regen provided by Spirit Stone. Sejuani is relatively mana-hungry, so this aids you lot with that setback.



MID GAME

After you've purchased both Kindlegem and Spirit Stone, buy your tier 2 boots: Boots of Swiftness. I take these because I want to be as fast as possible during combat for my ganks, so these are the best option. I want Sejuani to be as sticky and unstoppable as possible, and Boots of Swiftness work very, very well with Frost Armor.

After I take my boots, I buy Spirit of the Ancient Golem as soon as possible. You should rush this item on Sejuani at all times. It's a key item for Sejuani; I can't stress that enough. Honestly, you should get this and Boots of Swiftness as often as possible. Spirit of the Ancient Golem gives you CD reduction, health, health and mana regen, a passive that helps out in the jungle, AND tenacity for dirt cheap. Because of this last stat, you don't need Mercury's Treads, so you are free for offensive boots.

Take Aegis of the Legion to help out your team and give yourself some beefiness and damage for Flail of the Northern Winds. It stacks on MR and health regen to those around you, so it's a great team item for YOU and everyone else that you should take as often as possible. Riot tried to kill the dependency on Runic Bulwark but it shifted to junglers buying Locket of the Iron Solari and supports losing an item, to be honest. Wutevs.

Sunfire Cape is also taken because you will consistently be in the enemies' faces dealing AoE magic damage (GREAT synergy with Flail of the Northern Winds). It goes wonderfully with your kit, plus it looks rad on Bear Cavalry Sejuani and if you don't have that skin, the fire and ice effect is pretty cool, too. It gives you damage with the health stat and a lot of survivability as well, with the health and armor.



LATE GAME

Locket of the Iron Solari is a great item for Sej now. The CDR is priceless, as it helps Flail of the Northern Winds be cast continuously and Permafrost's static cooldown isn't as cumbersome. It offers great tanky stats for you AND your team. It's better for an earlier buy since it provides the cooldown reduction and the upgrade cost isn't too much at all. You won't regret it.

Banshee's Veil comes next since our build is lacking a bit of MR. With this, you have health, MR, a spell shield, and an INCREDIBLE increase to health regen once the shield pops or once you take damage. This is amazing for Sej, since your goal is to soak damage and block for your teammates. You could also opt for Abyssal Scepter here if you want more damage on the table.

Warmog's Armor comes last, but is one of the best items because of all the health it gives you. This helps out your W a whooole bunch, scaling-wise. You'll also be super tanky, and the regen it gives you will be a substantial amount. Roughly, you'll gain 46.8 health regen per 5 with this item, building all of the same items I've previously listed. So yeah, that's a lot.


MAGIC RESIST

Spirit Visage is helpful, even though Sejuani doesn't focus on health regen (and she doesn't have any self-healing abilities either). HOWEVER, it cranks her health regen from 93.4 to 136, so uh, take it if you want a lot of health returned to you. Regen is cool. I rank it under Banshee's Veil, but take it DEFINITELY if you need more MR. It's one of the more beneficial MR items for her.

Twin Shadows gives you AP and movement speed, as well as a cute active that slows enemies and reveals them. It's dirt cheap, the movement helps with your ganking (getting to lanes), and the active can help to reveal enemies OR produce a 2-person slow in a teamfight/gank if your team is lacking in CC. But not even that, it can help you secure a kill on whoever you're ganking instead of them getting away.

And finally, Abyssal Scepter is great because you'll always be in the team's face so the aura isn't wasted, and it gives you MR and AP. You'll be shredding the enemy team's MR while you pile on the magic damage with Flail of the Northern Winds and Sunfire Cape. Having other AP members on your team surely helps, but it will greatly increase your damage output, give you some beef, and make your enemies vulnerable to your teammates' abilities.


ARMOR

Frozen Heart can always be taken in a normal game over any item, especially against rough ADCs that are tearing your team a new one. It gives an AoE attack speed debuff, mana, and armor, which are all stats that Sejuani needs. Draven is really terrifying to me and I usually pick this up whenever we go against him, since he almost always gets fed and wrecks face, so yeah that's my 2 cents.

Iceborn Gauntlet gives you AP, CD reduction, and mana, plus a passive that brings even more slows to your disposal. It's a little on the expensive side, but it's a strong pick if you really need armor. All of the slowing synergizes with you, especially with your W, since you cast an ability and then autoattack immediately afterwards (most of the time). It's a good choice that will work well with you.

Finally, Randuin's Omen grants you health, a passive that wrecks the enemy ADC, and an active that stacks very, very well with you and your slows. Take this and no one will be able to move an inch. Again, I really suggest items like this against ADCs that are doing work against your team, that, and highly mobile assassins like Ahri or Riven. Shutting them down and getting off these kinds of slows are great tactics.


OTHER OPTIONS

Boots of Mobility are a classic choice for junglers, and are definitely up for consideration. If you want to get to lanes faster, pick these up. I like swiftness because of the combat synergy it provides with her passive. I love sticking to enemies. But if you prefer minimal time wasted between ganks, shoot for these boots.

Liandry's Torment works well with Sej because of all the slows her kit provides. It gives her some health for her W and some mpen for more damage, as well as AP. It's a smart buy, but I wouldn't really go for it unless you REALLY need a lot of damage. Otherwise, tankier items are advised. It's just up to you and what the game calls for.

Rylai's Crystal Scepter is still an old favorite of mine on her, mostly because I miss her slows from her old kit. However, she doesn't necessarily need the damage. The extra slows are cool and so is the health, but the amount of AP given is all but wasted on her. Another item is a smarter buy, but this is definitely fun if you want more damage and slows to go around.

Frozen Mallet is not really something I recommend. It's too expensive for you, and although it does provide a slow on-hit, you don't need more slowing power. The AD is wasted and the stickiness is already there for you. It wouldn't be a bad purchase, but it is FAR from good.

Wit's End is a neat item that steals MR and procs magic damage on-hit. You will be doing a lot of auto-attacking to account for your W and stuff, so this might be nice. I personally have only bought this ONCE on Sej, and that was during an ARAM match against all AP champions. I don't think it's the best for her, but I can see it being useful in other situations.




Start at the Ancient Golem . Get mid and top to leash for you. Activate your Flail of the Northern Winds and strike the Ancient Golem , then left click on him to watch his health bar. Since this is your level 1 route, Smite will deal 490 true damage to monsters. Once his health gets at or below 490, use Smite and enjoy your 10 bonus gold. Clearing this camp should just be the activation of Flail of the Northern Winds (more than once) and auto-attacks. Pop a Health Potion here. After clearing this camp, you should be level 2 if you've killed every monster in the camp -try as hard as you can to do this btw-, where you pick up Arctic Assault. You can now use this to hop over walls into other camps for a faster clear.


Go to Wolves . Use Arctic Assault over the wall into the camp. Activate your Flail of the Northern Winds again and your initial hit should land on the Giant Wolf , which is the brown one. After the duration of Flail of the Northern Winds runs out, you can reactivate it to kill the Wolves . Don't reactivate Arctic Assault so that you can reserve this ability to get to other camps.


Now you move on to Wraiths , where you run through the wall with Arctic Assault and activate Flail of the Northern Winds, (again) focusing the largest Wraith . Your AoE should kill the Lesser Wraith s fairly quickly. Kill the all Wraiths with this strategy. You can use a Health Potion here if you need to.


These can be kind of tough. Again, dash through the wall with Arctic Assault for faster clear and put your focus on the Big Golem when you activate Flail of the Northern Winds. You might need to blow 1 or 2 Health Potions here; that's fine. I normally do. Keep doing this and auto-attacking until you've cleared this camp. Once you do, you should be level 3. Take Permafrost.


Go back to Wolves . Use Arctic Assault over the wall into the camp. Activate your Flail of the Northern Winds again and your initial hit should land on the Giant Wolf , which is the brown one. After the duration of Flail of the Northern Winds runs out, you can reactivate it to kill the Wolves . Don't reactivate Arctic Assault so that you can reserve this ability to get to other camps.


Time for red buff! Use Arctic Assault to charge into the camp, then activate Flail of the Northern Winds and focus the Elder Lizard . Once you're sure that your AoE has effected all of the monsters in the camp, pop Permafrost. It's a good idea to left-click the Elder Lizard and watch his health; Smite will be up again. Once its health is at 550, Smite it. You don't want the enemy jungler to steal it from you, so don't Smite it before its health is at/below 550. You'll also probably have to take another Health Potion here. You can gank immediately after getting red buff, but I choose not to because I prefer to have Boots of Speed first. Gank bot if you feel confident enough, though!


Now you go back to Wraiths , where you run through the wall with Arctic Assault and activate Flail of the Northern Winds, (again) focusing the largest Wraith . Your AoE should kill the Lesser Wraith s fairly quickly. Kill the all Wraiths with this strategy. You can use a Health Potion here if you need to.


Time for red buff! Use Arctic Assault to charge into the camp, then activate Flail of the Northern Winds and focus the Elder Lizard . Once you're sure that your AoE has effected all of the monsters in the camp, pop Permafrost. It's a good idea to left-click the Elder Lizard and watch his health; Smite will be up again. Once its health is at 550, Smite it. You don't want the enemy jungler to steal it from you, so don't Smite it before its health is at/below 550. You'll also probably have to take another Health Potion here. You can gank immediately after getting red buff, but I choose not to because I prefer to have Boots of Speed first. Gank bot if you feel confident enough, though!



Keep farming if you want to at this point! What I suggest is going back to pick up items and gank, so recall, pick up your Boots of Speed and Faerie Charm/ Rejuvenation Bead (or Spirit Stone). Then, pick a lane to gank. Look at all of your lanes and judge which one you think is the best. Bot is almost always warded, but you can still find success if they're pushed to your team's tower. You can also Arctic Assault over the wall near dragon to get into a position to gank, bypassing the ward. Whichever lane needs the most help and whichever lane has the enemy pushed the farthest to your towers should be the lane you gank. Your job is to help; not babysit for easy kills while another lane struggles.




Start at the Ancient Golem . Get mid and top to leash for you, because you won't be using Smite to kill it. Activate your Flail of the Northern Winds and strike the Ancient Golem . Clearing this camp should just be the activation of Flail of the Northern Winds (more than once) and auto-attacks. Pop a Health Potion (or two) here. After clearing this camp, you should be level 2 if you've killed every monster in the camp -try as hard as you can to do this btw-, where you pick up Arctic Assault. You can now use this to hop over walls into other camps for a faster clear.


Go to Wolves . Use Arctic Assault over the wall into the camp. Activate your Flail of the Northern Winds again and your initial hit should land on the Giant Wolf , which is the brown one. After the duration of Flail of the Northern Winds runs out, you can reactivate it to kill the Wolves . Don't reactivate Arctic Assault so that you can reserve this ability to get to other camps.


Time for the enemy's red buff! Use Arctic Assault to charge into the camp, then activate Flail of the Northern Winds and focus the Elder Lizard . It's a good idea to left-click the Elder Lizard and watch his health; you are going to Smite it. Once its health is at 500, Smite it. You don't want the enemy jungler to steal it from you, you want to steal it from them, so don't Smite it before its health is at/below 500. You'll also probably have to take another Health Potion here. Pick up Permafrost since you're level 3 now. Gank top after taking red.


Now you move on to Wraiths , where you run through the wall with Arctic Assault and activate Flail of the Northern Winds, (again) focusing the largest Wraith . Your AoE should kill the Lesser Wraith s fairly quickly. Kill the all Wraiths with this strategy. You can use a Health Potion here if you need to.


Now that we have both of our buffs, it's time to gank top! Run over and gank to the best of your ability. Read the next chapter, Gameplay, for more details on how to gank effectively as Sejuani. After this, you can either recall and gank again, or keep farming, or recall and keep farming. This jungle route gives you great power against the enemy team and puts you in control of their jungle, as well as providing your top lane with a strong early gank. This is a more advanced jungle route, and counter-jungling can be risky. It depends on how comfortable you are. You decide what you are going to do from this point on.


Time for red buff! Use Arctic Assault to charge into the camp, then activate Flail of the Northern Winds and focus the Elder Lizard . It's a good idea to left-click the Elder Lizard and watch his health; you are going to Smite it. Once its health is at 500, Smite it. You don't want the enemy jungler to steal it from you, so don't Smite it before its health is at/below 500. You'll also probably have to take another Health Potion here. Pick up Permafrost since you're level 3 now. Gank either mid or bot after taking red.


Now that we have both of our buffs, it's time to gank a lane! Pick either mid or bot, then run over and gank to the best of your ability. Read the next chapter, Gameplay, for more details on how to gank effectively as Sejuani. After this, you can either recall and gank again, or keep farming, or recall and keep farming. Mostly, your goal is to speed through this initial clear to have a strong early-game presence with ganks and help you out in staying in control of your own jungle. This is a more advanced route, I suppose. After your gank, the other decisions to be made are yours.





GANKING


As previously stated, I normally put off ganking until I'm level 3. This generally secures a gank with red buff active, which makes ganking with Sejuani unstoppable due to her slows PLUS her cc reduction. Ganking with Sejuani is a whole lot of fun and it's super easy, so try to follow this agenda each time you go into a lane.

Hide in the brush near river (this goes for all lanes). Ping/target an enemy champion to let your allies know you're going in, then activate Arctic Assault for the charge into the lane. Your goal with using this ability is to hit the enemy champion. If you don't, but you end up close to them, auto-attack. Arctic Assault is a gap closer and Frost-applier. Even if you miss, you're in the lane and you've closed the gap. Your auto-attacks apply Frost as well, so use these to get Frost onto the enemy you're ganking. Once you do, activate Permafrost as soon as possible, and keep auto-attacking to keep the Frost and slow on them. Flail of the Northern Winds is great to activate for its damage, too, and you should focus your initial auto-attack (after activating this ability) on the champion you're trying to kill. If you're ganking bot lane, double-tap Flail of the Northern Winds to achieve immediate AoE to take down the support as well as the ADC. You can focus one of them if you'd like to, though.



Here I am ganking two people as Sejuani. The first is ganking Vi with the help of Jayce, and the second is where I help out bot after the enemy jungler, Nautilus, went down there to cause some trouble.

Your goal as Sejuani is to typically let the lanes have the kills, but take it if they are unable to do so. So basically, your job during ganks is to run in, slow the enemy, and keep them slowed. This means you have to stay on top of them the whole time with Permafrost. Do not relent.

So keep in mind:
  • Use Arctic Assault whenever necessary to close any and all gaps
  • Even if you miss with Arctic Assault, all parts of your kit still apply Frost, which is the most important part
  • Constantly activate Permafrost whenever possible
  • Flail of the Northern Winds is your source of AoE damage
  • Let the lanes take the kills, only grab it if no one else is able to
  • Your job is to slow the enemy and keep them slowed
  • A gank with no kill isn't always a failed gank; you're zoning the enemy away from CS and you're keeping them out of their lane
  • Run them down!

Post-level 6, ganks become so much easier. This section is going to be a little short, but here goes.

Run into the lane by yourself OR charge in with Arctic Assault. Take aim and throw Glacial Prison, making sure to hit as many champions as possible. As soon as your stun wears off, activate Permafrost. If you have Arctic Assault, use this to rush into them before activating Flail of the Northern Winds. You can double-tap it or focus an auto-attack. It depends on how many people you're fighting or if you need to focus someone down. Keep blowing abilities on all champions to keep them slowed. Kill secured.

But how do I know when to gank?


Just follow this diagram, roughly (don't judge; it was really hard to write with my mouse). Each circle represents a champion - green is an ally and red is an enemy.

If your bot lane is pushed to your tower pinging for assistance with the enemies crammed into their face, GANK... That's an extreme example, but you should try to gank when the enemy has extended past the river into your territory.

If you try ganking a lane where both allies and enemies meet in the middle, it could go either way. You have a slow, stun, and a gap closer, so these ganks will probably go in your favor. I wouldn't opt for these kinds of ganks every time, especially if the champion you're ganking is relatively mobile. It could result in a fail, it could result in a success. Just try it out and see where it takes you.

If your ally is pushed all the way up to the enemy tower, I wouldn't really gank that lane. You risk too much tower damage, and there really isn't that great of a vantage point for you to come rumbling out of. Other lanes will probably need more help than this one, so try ganking at another time, when they're not completely pushed. However, if they're pushed and they're asking you for help/ganks, simply request that they don't push. c:



TEAMFIGHTING


Okay, so, you're the tank. Your role in teamfights is to soak damage, peel, and lock down enemies. They should be both unable to escape and unable to touch your teammates. You're a gorgeous, beefy CC machine. These aspirations are far from out of your grasp.

Sejuani probably has one of the best initiates in the game: Glacial Prison + Arctic Assault. So, if you're going to play her, get good at timing engagements. She has an ult that is perfect for forcing fights. Keep this in mind. You can successfully obliterate the enemy team at points like dragon or Baron. She also excels in that part of the game where both teams are dancing around mid, poking at each other, unsure of when to actually go in. As soon as the enemy team groups up at lower health/mana than your team, or if they run out of position, go on them. Toss your ult, smash Permafrost when the stun ends, and then charge in with Arctic Assault and hit up Flail of the Northern Winds (double-tap). Be disruptive, blow all your CC and AoE, keep the enemy off of your team, and disallow any survivors.

So keep in mind:
  • Peel - keep the enemies off of your carry (and team in general)
  • Soak damage
  • AoE is your best friend - constantly keep Flail of the Northern Winds up (and double-tap if you want immediate AoE rather than auto-attacking)
  • Your ult has great initiation value; use this to your advantage
  • Take away the enemies' ability to escape or even move at all with Permafrost
  • Chase down enemies with Arctic Assault if need be
  • Be as disruptive as possible - you have a knockback, a stun, and incredible slows for a reason
  • Auto-attack to keep Frost on enemies!
  • Leave no survivors



WARDING


In this section, I'm going to cover a little housekeeping: warding. Warding your jungle (and the enemies' jungle) is a very, very crucial part of the game that is often overlooked. This can be a costly mistake. You'll want to keep wards in specific spots, and while the support is generally supposed to ward, sometimes that job will fall to you. Failure to ward and counter-ward can result in a number of failed ganks and the enemy jungler gaining a huge advantage on you, especially if you start getting counter jungled. It's no fun. Anyways, to avoid this, just follow this cute little map that shows crucial warding points:



So keep in mind:
  • You want to keep all buffs warded. You want to know what's going on in your jungle as well as the enemy's. This prevents counter-jungling and can help you counter-jungle the enemy.
  • As the jungler, it's your job to keep an eye on Dragon and Baron, and to make sure the enemy can't keep an eye on these points, as well. These spots call for a Vision Ward.
  • The brush next to the river should be warded with a Vision Ward on all lanes. This way, you know that the enemy doesn't have a ward, and they can't detect your presence. It's kind of expensive to purchase Vision Wardx2 for mid, so ask them to do it for you.
  • Choke points are also nice to keep warded - you can keep an eye on the enemies' positioning.



IN CASE OF COUNTER-JUNGLING


The unspeakable has happened. Maokai has been tossing saplings into your jungle and they're tearing through your monsters. Shaco's boxes are sniping your buffs. What do you do?

Don't freak out.

It happens to the best of us. Just keep your cool and do your best to handle the situation. As previously mentioned, start warding. You're going to need to keep all the camps warded now since they've become infiltrated. You can then keep an idea of where the enemy jungler always is, and now you have the advantage. You can use this knowledge to avoid confrontation or to land a well-timed Smite for the sniping of a buff.

Do your best to keep all of your camps down at all times. They can't counter-jungle you if nothing is there. Respawn times are really nice to memorize because of this.
  • Wraiths respawn in 0:50
  • Wolves respawn in 0:50
  • Golems respawn in 0:50
  • Blue buff respawns in 5:00
  • Red buff respawns in 5:00
  • Dragon respawns in 6:00
  • Baron respawns in 7:00

And remember: if they're in your jungle, then they're not tending to their own. Swipe their monster camps for gold and experience if they're going to do the same to yours. It's an even trade.

Focus on ganking more than jungling if you have to.

Always remember that it's not the end of the world. Sejuani doesn't really need any buff to excel at what she does. Red is just helpful, as is blue. Just play the game out. You'll do fine.



TIPS & TRICKS

  • Arctic Assault moves through minions and terrain. Use this to escape or catch enemies who have used Flash over a wall. You also clear a path through minions when you use this, so open the window of opportunity for teammates with skillshots.
  • Auto-attacks also apply Frost. Keep auto-attacking.
  • Glacial Prison is great for disengaging or escaping. Throw it at enemies when you're running away. Even if you miss, it'll shatter and slow them, assuring your escape. You can even activate Permafrost afterwards for a greater slow.
  • Flail of the Northern Winds can offer an initial auto-attack with splash damage, OR immediate AoE if you wait/double-tap it. You can try activating Arctic Assault AFTER Flail of the Northern Winds if you want to charge in with full CC a-go.
  • The first auto-attack of Flail of the Northern Winds is great to use when focusing, but double-tapping for its AoE is better in teamfights when you need to deal damage to everyone.
  • DO YOUR BEST TO COMMUNICATE! Sejuani really, really needs a cooperative team to succeed.
  • Strike at their heart!


This is an all encompassing video of me playing Sejuani, which includes jungling, ganking, teamfighting, warding, winning, and various shenanigans with my lover and friend. It's kinda long but I hope it's worth it. I think it gives you a good insight into how to play Sejuani.







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Thanks for reading my guide! I hope you enjoyed it and I wish you luck in your future games. Send me feedback about how well this guide/build worked for you and give me suggestions for what you think would work better. :) I'm going to be adding in alternate jungle routes as well as synergies for teammates. Third time's the charm.

Have a peek at my Riven guide as well?



I also wanted to thank everyone who commented on my previous guide and gave me feedback, whether positive or negative. You all helped me decide on the most informative way to teach Sejuani, so kudos to all of you. :)






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