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Sejuani Build Guide by Doctoring

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 Doctoring

Season 5 Jungle Sejuani Guide

Doctoring Last updated on March 18, 2015
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Ability Sequence

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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Legendary Guardian
 
 

Defense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
Intelligence
 
 
 
 
 
 
Wanderer
 
 

Utility: 0


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Introduction

Welcome to season 5! With massive jungle changes everyone seems to be trying to find their footing in this new environment. With aggressive junglers falling more into line with the utility style junglers Sejuani has fallen into a decent place. Top tier junglers like Rek'sai and Jarven 4 often get banned in your ranked games so it's time to whip out the boar to carry your team to victory.


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Runes

The standard AP setup is all you need for the boar to dish out the damage she's been destined to do. Only few alternatives I can see are some scaling HP runes or Movement Speed quints however these weaken your already weak early game.


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Masteries

This seems to be the standard setup for most off tank AP junglers. You can play around with these as little or as much as you like. I opt for the 21 in the defensive tree to give myself a decent amount of tankiness as I go for some more damage in my build than others.


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Spells

Passive (Frost)- Damaging an enemy with an ability or basic attack grants Sejuani bonus Armor and reduces movement-slowing effects on her.

Free armor and tenacity!

Q (Arctic Assault)- Charges forward, knocking enemies into the air and dealing 80/125/170/215/260 (+40% Ability Power) magic damage. The charge stops after knocking an enemy champion into the air.

This provides a little bit of damage but gives a knock up. I take a point in this second but don't max it until last. The damage scaling on this isn't as good as it used to be since the max health damage was shifted onto her W. It's also one hell of a gap closer/escape so use it wisely.

W (Flail of the Northern Winds)-Sejuani's next basic attack also affects enemies near her target. All affected units are dealt magic damage equal to 4/6/8/10/12% (+[3% Ability Power]%) of their own maximum Health. Sejuani then swings her flail, dealing 40/70/100/130/160 (+10% of bonus Health) (+60% Ability Power) magic damage to nearby enemies over 4 seconds.If this ability is reactivated, Sejuani immediately starts swinging her flail.

This is Sejuani's bread and butter damage spell. It provides 1 auto attack that does a percentage of the targets max health. After it provides AOE damage resulting from her health and AP. This is a late game tank shredder.

E (Permafrost)- Passive: Abilities and basic attacks apply Frost to enemies for 4 seconds.
Active: All nearby enemies with Frost take 60/90/120/150/180 (+50% Ability Power) magic damage and are slowed by 50/55/60/65/70% for 1.5 seconds.

This is her ungodly slow that we all love/hate. Good for keeping a target in range or stealing kills. Hold it until they try to run or you need a slight burst of damage.

R (Glacial Prison)-Sejuani throws her True Ice bola in a line. If the bola hits an enemy champion, it shatters, stunning the target and nearby enemies for 1.25/1.5/1.75 seconds. If the bola reaches its maximum range, it shatters and slows enemies by 90% for 1.25/1.5/1.75 seconds instead.All enemies in the shatter area take 150/250/350 (+80% Ability Power) magic damage.

A well time Ultimate can turn the tide of any game. It has the potential to be a AOE stun or slow. This is doom vs any immobile target without flash. Use this to chase, catch an enemy, disengage, or initiate a team fight. The choice is up to you but don't miss.


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Pros

Pros:

-3 Forms of CC
-Strong lategame scaling
-Strong post 6 ganks
-Decent clear speed
-Health scaling damage spell
-Percent health damage spell

Cons:

-Weak first clear
-Need's first Blue
-Team Reliant
-Weak 1v1
-High Mana Costs


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Early Game

The start you need to do pretty much every game is Gromp>Blue>Red. It's hard to clear more camps than that. After you go back and get a trailblazer and some more pots you can plow through the jungle like a god. After my first back I prefer to go to Krugs>Crab/Raptors>Wolves>Gromp. Get the dragon crab early to spot a possible early sneak. Both first crabs are easy to kill for some fast gold so take them if you can. If you see a lane pushed feel free to attempt a gank. Be weary of counter ganks since your early game can be a little weak. If you blow an early flash be sure to return to that lane when you hit 6 to pick up an easy kill. Ward up your jungle early to spot any potential invaders. Try to keep proactive to avoid falling behind, don't sit in a bush to attempt a gank for an excessive amount of time. Try to rush level 6 and tax as needed.


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Mid/Late Game

Use your ultimate to start fights by throwing it at a squishy target and going in if you are ahead. If behind just peel for your back line. Paying bot an early visit when you hit 6 can bring home big rewards such as a dragon or tower. With an ultimate you can force them out of lane or at least blow some flashes. Ward up as you can and get a sweeper on your second or third back.

Late game look for points where the enemy is closely grouped to land a devastating ultimate.


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Rod of Ages and Jungle Item

I prefer to keep the Ranger’s Trailblazer all the way through in order to keep up my mana/health as I clear the jungle. I already have slows, and I don't auto attack for the Skirmisher’s Sabre, or need another slow from Stalker’s Blade. Poacher’s Knife is garbage on Sejuani in general so avoid that.

Out of enchantments Cinderhulk is just a great item for tank junglers. However since you don't need the enchantment right away. I like to detour and get a Rod of Ages to give her a bit of everything she needs, mana, AP, and health. Also the cinderhulk ramps as you level up so stalling it so you can pick up a ROA isn't a bad idea. Regardless if you get Rod of Ages or not on her she needs a mana item. If it's a frozen heart or a righteous glory you'll regret not getting something. Afterwards you can finish your jungle item and you'll notice a massive power spike as the Rod would have almost stacked and your bonus HP would have kicked in. Always finish these items and boots first.


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Last 3 Items