Sejuani Build Guide by SpawnOfHell
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The name's SpawnOfHell (IGN Artemius I). Sejuani is one of my favorite and most played junglers, and I feel she's extremely underrated since she was nerfed and is still one of the strongest jungle tanks available. I made this guide because I feel the few people who play Sejuani are building her - not wrong, per se - but sub-optimally. For starters, most don't run cooldown reduction runes. More importantly, however, almost no Sejuani player I've seen ever maxes Permafrost first.
Permafrost at max rank and maximum cooldown reduction is a 70% slow on a 3.6 second cooldown that lasts 1.5 seconds. That means, without tenacity, anyone affected by Frost is being slowed by an absolute ton every 2 seconds from a surprisingly high range of 1000 units. For reference, that is the same range of Lux's Light Binding and only 100 units less than Ezreal's Mystic Shot.
Additionally, maxing Permafrost over Flail of the Northern Winds makes Sejuani less susceptible to kiting as she not only has a highly spammable slow, but also does not need to be on top of her target to deal damage. While Sejuani is extremely sticky, she only has one gap-closer which is stopped on the first target hit so she can be peeled and lose a lot of damage output if she can't stay on top of her target. Permafrost removes this necessity as it is a ranged burst damage ability which also makes it easier to catch up and continue dealing damage.
Of course, maxing Permafrost comes with downsides such as overall lower DPS and weaker jungle clearing, but it compensates with significantly better ganks and a stronger burst.
- Strong initiator
- Deadly post-6 ganks
- Permafrost - AoE slow on a low cooldown
- Decent AoE damage
- Almost impervious to slows
- Counters immobile champions
- Weak early game duelling and sustain
- Low single-target damage
- Only hard CC is a brief knockup and Glacial Prison
- Low innate tankiness compared to other tanks
These runes are primarily defensive with enough to provide 10% cooldown reduction. This allows Sejuani to easily achieve maximum cooldown reduction with two items, or one 20% cooldown reduction item and Crest of Insight . Attack speed runes are used to improve Sejuani's clearing speed, as her jungle clear is not the fastest and these runes provide a much needed boost.
Strength of the Ages is the optimal keystone for Sejuani as 300 health mid-game as well as 6% healing on all large monsters and cannon minions is just what Sejuani wants. Grasp of the Undying is unnecessary since you are not laning and you are unlikely to ever proc it when ganking, making it only remotely useful once laning phase ends, at which point the bonus health from Strength of the Ages is far more valuable.
Bond of Stone sounds nice but the problem is that as you will normally be initiating, it is almost impossible for you to take damage for the target you would want - your marksman, as you will usually be in the midst of battle while the marksman is a long distance away. In most cases, Bond of Stone will only affect any other champion in the frontline who is less likely to need it.
0/18/12 with Thunderlord's Decree is possible, but giving up the bonus from Strength of the Ages and Swiftness isn't worth a bit more burst. While having the potential for 45% cooldown reduction from Intelligence is tempting, unless for some reason you would really like the burst I would advise against it.
||If you don't have Smite, you shouldn't be jungling, period. Not only will you be unable to do a full clear without dying or recalling before you're even level 3, you're also denied your jungling item and any control over your buffs,
since the enemy jungler can just drop in and swipe it from under your nose.
Flash is optimal because you can pull some incredibly long-ranged initiations with the Flash- Arctic Assault- Glacial Prison combo. Also, with Sejuani's weak early game it is not uncommon for enemy junglers to invade you, and without the instant escape you just become an easier target. You could run Exhaust... maybe... but any other summoner spell is just out of the question.
|This is an understated passive because you probably won't notice it most of the time if ever, but it's not as bad as you'd think. It's effectively permanent as long as you have a target to attack, and it gives more armor than you get from runes as well as resistance to slows. Coupled with Boots of Swiftness and the
mastery, you'll barely feel any but the strongest of slows.
Tips on using Passive
|This is your only gap closer, and it's a pretty good one, since 650 range is as much as Caitlyn's autoattack range so you'll be able to reach most marksmen who can autoattack you, even from max range.
Tips on using Q
|This is Sejuani's main ability for damage. It scales with the target's maximum health, so it's your only ability which deals any meaningful damage to tanks. It also has a secondary, more powerful component that provides a damaging aura which scales extremely well with your maximum health, which makes items such as Enchantment: Cinderhulk or Sunfire Cape must buys.
Tips on using W
|This ability, in my opinion, is Sejuani's bread and butter. While it's not quite a permaslow, it is still one of the most powerful slows in the game, owing to its low cooldown and high value. Its range is extremely long at 1000 units, which means even if targets Flash away they can't escape you. The ability to AoE slow multiple targets every two seconds makes Sejuani an extremely annoying threat in teamfights.
Tips on using E
|This is such an incredible initiation. I can't even do it justice. It's a long-ranged AoE stun that you can follow up with using Permafrost for extra CC. This ability is amazing for catching targets out of position or locking down crucial targets. Not only that, but because it's ranged, you're not committed to a fight if you use it badly as you can just disengage and wait for it to come back up again. Compare it to Malphite or Amumu who are stuck in enemy lines after initiating. This is such a versatile ability that it can win games on its own.
Tips on using R
I've already stated the benefits of maxing Permafrost first in the introduction. Because Flail of the Northern Winds's damage scales with both your health and the opponent's health, it will start to become potent as everyone in the game builds items and gains levels. Therefore, we leave it for second but not last.
Arctic Assault gains very little from ranks, only lowering the cooldown and increasing the damage by a mild amount. While it does improve Sejuani's mobility, it's not enough of an improvement to warrant putting extra points into.
Obviously, level Glacial Prison when possible to lower the cooldown and increase the CC duration.
||Hunter's Talisman takes advantage of Sejuani's AoE abilities for clearing. Since Sejuani is also somewhat mana hungry, especially early game, mana sustain is also welcome. DO NOT go for Refillable Potion. Sejuani's first clear is horribly unsustained and you need two full potions at the very least for a healthy clear, and Refillable Potion is just far too weak.|
Now, this is where things might get a little complicated. There are two builds that I recommend for Sejuani. The first is the Full Tank build, while the second is the AP Off-Tank build.
I personally use the off-tank build. You deal significantly more damage and retain your disruptive skills, and while you're not quite as tanky, you're not completely reliant on your teammates to deal damage and you can also catch and kill single opponents. If you manage to get a couple early kills, you can snowball into an AoE-dealing, slowing, mobile, tanky threat. At the same time, there are situations where you don't have to deal damage or are the sole tank, and in those cases the full tank build is the better option. If you are a beginner, I recommend building full tank until you're more experienced with Sejuani.
|Enchantment: Cinderhulk is the natural choice if you are building full tank. It increases in value the more health you get, and it has perfect synergy with Flail of the Northern Winds as it gives more health for the scaling and provides an additional damaging aura. Skirmisher's Sabre is my personal preference. You can use Stalker's Blade for stronger ganks, but it falls off hard late game as Permafrost is a much stronger slow while Skirmisher's Sabre increases your DPS greatly while also giving you a damage debuff to lower the damage of anyone who could kill you quickly.|
|Boots of Swiftness are just too good right now, as they are cheap, provide the most mobility in battle, and decrease the power of slows which are prevalent. With Frost Armor's buff and Swiftness , you will barely feel the weaker slows. Enchantment: Captain is a good choice for the frontline tank since you'll naturally position yourself in fights for your teammates to get the buff.|
You should build according to how the game is going, who your opponents are, who is fed, etc. Refer to Situational Items for how to continue your build. The AP Off-Tank build is more specialized.
|Enchantment: Runic Echoes is the high-risk, high-reward option. You will be squishy until you finish more items, and generally be less tanky compared to building full-tank, but there are numerous advantages to building this. Firstly, the burst damage it provides makes for stronger early ganks since you can take a chunk out of the opponent before they have a chance to run. Mobility is also important as despite Arctic Assault, Sejuani is fairly slow and kiteable. Most beneficially, however, is how much this item improves your clear. You can near instantly clear small camps just with the Echoes proc + basic spell rotation + Smite, and you won't even lose much mana thanks to the proc.|
|Refer to above as to why Boots of Swiftness are a great choice. Their effectiveness being boosted by Enchantment: Runic Echoes is just icing on the cake.
You can also run Ionian Boots of Lucidity because it's harder to itemize cooldown reduction using this build, as you should build Sunfire Cape and Abyssal Scepter. Building these boots doesn't slow down your build while also giving some cooldown reduction mid-game.
Sorcerer's Shoes are also viable if you're snowballing, but I wouldn't recommend them if your team is already doing well and don't need you to deal more damage.
|This item is great on Sejuani for all the reasons that Enchantment: Cinderhulk is good. While you'll likely be building it later than desired, it's still a strong item and provides solid defensive stats to make it a lasting purchase. The only time you shouldn't build this is against a fully magic team, which is extremely rare due to the necessity of marksmen but still possible e.g. a team comp such as Lissandra, Elise, Viktor, Janna and Corki. Armor is useless against a team such as this so avoid this item in such a circumstance.|
|Abyssal Scepter is also a situational item for a full tank build so refer to the below section for an explanation. This is less core of an item compared to the above since full AD teams are more common but consider this as long as the opposing team has at least one magic-damage champion.|
|This is currently one of the best armor items in the game as it's a defensive item that also gives mobility and CC. Since all Sejuani needs is to get close to the target once to start applying crowd control, the passives of Dead Man's Plate come in useful.|
|Frozen Heart is an aura item that works great on Sejuani as she can easily apply the aura to all opponents in a teamfight. It also gives 20% cooldown reduction which allows you to hit the cap with another item or blue buff.|
|Thornmail is a more aggressive item for countering auto-attack champions compared to Frozen Heart and also provides no cooldown reduction, but it does increase your damage significantly if the enemy marksman focuses you. It's especially good combined with Abyssal Scepter for the magic resist reduction, as this item deals magic damage.|
|Another utility/aura item that also gives stats Sejuani would like. This is a good item for reaching the cooldown reduction cap and is especially recommended against magic-heavy teams for the aura.|
|This is the more selfish alternative to Locket of the Iron Solari that I would only recommend if a magic-based champion gets extremely fed and you must survive their damage or if your support has Aegis of the Legion. While the passive doesn't benefit you much, it does increase your healing from capped Strength of the Ages .|
|There are very few situations where I would recommend Banshee's Veil since it provides no cooldown reduction and the spell shield will mostly be broken by random non-threatening spells but if you are getting all the blue buffs then you can build this to not waste stats while also gaining a ton of magic resist.|
|One of the best offensive items Sejuani can buy as she has good base damage and average AP ratios especially on Flail of the Northern Winds. It's mostly recommended on the AP off-tank build but you can also purchase it if you went for Enchantment: Cinderhulk but managed to get fed or don't need more health to survive in teamfights.|
|This is an item I usually buy after Enchantment: Cinderhulk if I manage to get fed early as it's a cheap source of damage which also provides a slight amount of health. Later on if I still want damage I will swap it out with Abyssal Scepter. Do not upgrade it into Liandry's Torment, it's just not worth it as it's not worth dedicating a full item slot on a damage item late game. I don't recommend it for the AP off-tank build as you need to complete your core and this item will slow down your build.|
|This is the alternative to Frozen Heart against a non-full AD team that is also not dependent on attack speed as it provides similar stats with less armor. The Sheen proc works well with your auto-attack reset via Flail of the Northern Winds. I don't recommend buying this and Dead Man's Plate as slows don't stack and if you need that much armor, just buy Frozen Heart.|
|I sometimes buy a Sightstone against teams with fed assassins or other types of champions that thrive on catching people out of position. Also, if your support is a jerk or an idiot and doesn't buy a Sightstone for whatever reason then you aren't hurt too much by having to buy this.|
|This is an underrated item as it can give you a lot of gold back from the voidspawn killing minions and also provides splitpush utility to force the enemy team to split up. The defensive stats aren't shabby either. I usually don't find a reason for buying Zz'Rot Portal but if you can't win 5v5 fights then sometimes the pressure applied with this item can distract the other team and let you force advantageous fights.|
|Like Zz'Rot Portal, this item's active can pressure a lane and make the enemy team split up. Sometimes if I build Aegis of the Legion but my support finishes Locket of the Iron Solari first then I will build this instead. The promoted minion is immune to magic damage so you can use it to troll full magic teams. If you want to be a massive troll, build this and Zz'Rot Portal and watch a lane be constantly pushed to the enemy tower.|
Thanks for reading this guide. Sejuani is my favorite jungler and it was a real shame (though I'm not complaining) that people dropped her after she and Cinderhulk were nerfed, but she's still a lot of fun and I hope that this guide will encourage players to pick her up again.