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Sejuani Build Guide by ilostmyname

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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 ilostmyname

Sejuani: Chilling in the Jungle - Season 3

ilostmyname Last updated on March 16, 2013
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Ability Sequence

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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Executioner
 
 

Offense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Honor Guard
 
 

Defense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Pickpocket
Intelligence
 
 
 
 
 
 
 
Nimble
 
 

Utility: 9


Guide Top

Introduction

Hello there, I'm Lost (aka ilostmyname) and this is my Sejuani Jungle Guide. I apologize in advance for the poor layout and possible spelling and grammatical errors in this guide, please comment to point them out if you spot them so i can make the improvements.

While i have dabbled in other roles, jungle is where i feel most comfortable, i wont pretend to be an expert on jungling and there are many other junglers out there that are far better than i am. I have used MobaFire extensively to learn new champions and roles, mixing and matching different guides and adding my own twist as i go along, this is what i hope you will all do with my guide.

I decided to write this guide to show my views on playing Jungle Sejuani and hopefully to help some others get into playing her.


My other guides:



Fiora: Waltzing around the Jungle - Season 3





Thanks to:


Jhoijhoi for her Guide to making a guide!

Apotheosis for the warding section, taken from his tryndamere guide.


Guide Top

Pros / Cons

SPACESPACE
SPACESPACE
Pros



+ Awesome slow
+ Early Ganks
+ Mini flash from Arctic Assault
+ Ult is a great CC
+ Tanky
SPACESPACE




Cons



- Blue Buff Dependent
- Moderately slow jungle
- Very slow without boots
- Relies on Ghost for early ganks
- Skins are not the best




The main flaw in playing Sejuani is her incredibly low movement speed, luckily that is countered with using Ghost and Boots of Swiftness, she is rather reliant on blue buff throughout the game and can struggle without it. Her clearing speed is average at best until later in the game, as i build tanky jungle speed is only increased from the HP damage increase from Northern Winds.

My other guide on MobaFire is for a Jungle Fiora who has rather poor ganking due to her lack of a CC, in contrast i would have to say that Sejuani is the opposite to Fiora, low damage but very nice ganking and CC ability.
Her passive Frost gives a micro slow, but when Permafrost is used it is usually a guaranteed kill.

Her ult, Glacial Prison, is a great teamfight CC, timed correctly it will damage and stun the entire enemy team, then using Permafrost should secure the kills for your team.


Guide Top

Summoner Spells

Recommended Spell Choices



These are my recommended spell choices for Sejuani, there are other viable choices though.


Ghost I like this summoner spell for Sejuani, some people would argue Flash is better, but she already has a built in Flash in the form of Arctic Assault, it allows you to keep up with most other champs in order to keep damaging them through Northern Winds and keep auto attacking to apply Frost and Permafrost when its off CD.

Smite is a must for all junglers in general, it helps to secure buffs and dragon and baron , plus you get 10g for free whenever you use it, so its win win.




Viable Spell Choices



These are spells that i think are viable replacements for Ghost but i believe they are not as powerful as Ghost.


Flash Flash is a favorite for most summoners, it can be used for initiation or escape but i find that Ghost is overall a more effective summoner spell, especially due to Sejuani's Arctic Assault



Exhaust can help to get an assassin away from one of your squishy team-mates (don't we all hate it when Talon starts running after your squishes), it can also be useful to secure a kill for the team, slowing the target helps your entire team get to them. My preference still goes to Ghost though.


Guide Top

Masteries

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




Defence





Utility


Guide Top

Skill

Skills Explained


Passive - Frost:

Sejuani's basic attacks apply Frost, reducing enemy Movement Speed by 10% for 3 seconds.





Q - Arctic Assault:

Sejuani charges forward to deal magic damage and apply Frost to enemies. Sejuani stops upon colliding with an enemy champion.


Tips & Tricks





W - Northern Winds:

Sejuani summons an arctic storm around her which deals magic damage to nearby enemies every second. Damage is increased against enemies affected by Frost or Permafrost.


Tips & Tricks
  • Northern Winds is great for clearing jungle camps quicker.
  • Northern Winds's damage scales from your HP, when building tanky this becomes your main damage ability.
  • Use Northern Winds when you are running next to enemies or during teamfights for maximum damage output.





E - Permafrost:

Sejuani converts Frost on nearby enemies to Permafrost, dealing magic damage and increasing the Movement Speed reduction dramatically.


Tips & Tricks
  • Permafrost helps to secure your kills, use it to slow someone as soon as they start to move away from you, providing you have Frost on them.
  • Frost is applied through auto attacks and Arctic Assault, during a teamfight attempt to get Frost on all enemies then use Permafrost for the damage and major slow, this will help for either chasing down or helping your team run away.






R - Glacial Prison:

Sejuani throws her weapon, stunning the first enemy champion hit. Nearby enemies are stunned for a shorter duration. All targets take magic damage and are affected by Frost.


Tips & Tricks


Example of Sejuani's ult






Basic Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
> > >=

This is my standard skill sequence, it is likely that changes will be made on a situation basis, obviously you're priority is Glacial Prison. Maxing Arctic Assault first because of its damage on creep camps and its overall great power as an initiator and escape tool, i usually max Northern Winds second for the damage output, but if the enemy team is particularly fast and mobile then i will max Permafrost second instead.


Guide Top

Runes

Recommended

Runes

Greater Mark of Attack Damage
9

Greater Seal of Armor
9

Greater Glyph of Scaling Magic Resist
9

Greater Quintessence of Movement Speed
3

  • Greater Mark of Attack Damage
    I take these marks to increase early game jungle speed.
  • Greater Seal of Armor
    I take flat armour for early game jungle defense, it also doesn't hurt to have it there later in the game too, every little helps.
  • Greater Glyph of Scaling Magic Resist
    Most junglers will take Scaling Magic resist, it helps late game against AP carry's.
  • Greater Quintessence of Movement Speed
    Like most tanky junglers, Sejuani is incredibly slow, this'll help speed her up a bit.




Viable Choices



Marks


  • Greater Mark of Attack Speed
    This mark CAN increase jungle speed, but with Sejuani's damage being low in the first place, i find my speed to be much faster with Greater Mark of Attack Damage instead.
  • Greater Mark of scaling health
    If you are not bothered about your slow jungle speed, then these marks will be better for your late-game tank.




Quintessences


  • Greater Quintessence of Armor
    Just if you want to build even more tank at the cost of movement speed.
  • Greater Quintessence of Attack Speed
    Just incase you wish to improve your jungle speed slightly instead of movement speed.


Note


This is just a small note, i have not tried out every rune combination, if you think that there are more viable choices then feel free to either comment or PM me what you think would be viable and why and i shall add it to this guide.


Guide Top

Items

Item Building Sequence


Item Sequence

Spirit of the Ancient Golem
2000

Sunfire Cape
2900

Warmog's Armor
2850

Frozen Heart
2700

Rylai's Crystal Scepter
2600

Enchantment: Captain
450
Please refer to the top of the guide for the exact purchase order.

Early Game



You're going to start off like most junglers, with a Hunter's Machete and 5x Health Potion, after your first few tours of the jungle, and burning through your Health Potions, you should be able to afford your Spirit Stone and possibly Boots of Speed too.

Your next return should have you buying your Boots of Swiftness, i take these boots because Sejuani is a very slow champion and having Boots of Swiftness helps you keep close to your target in order to keep them slowed with your Frost while doing damage with your Northern Winds.





Mid Game - Late Game



This is where you will be building your Spirit of the Ancient Golem, after that you'll be going for your Warmog's Armor for your primary health regeneration. Towards the later side of the game you'll be getting your Frozen Heart for the tank and for the attack speed decrease, and Rylai's Crystal Scepter for the slow from dealing damage with your Northern Winds.

You'll also be picking up your boot enchant here too.


Guide Top

Jungling

Your team and You



I actually made an extensive video a while ago (season 2) detailing why junglers are required and what your job is as a jungler, it can be found here:
Spoiler: Click to view


If you don't want to watch that then here is a quick few points that are essential information:




Your Job

  • Placing wards around the map.
  • Taking Dragon when possible.
  • Ganking when possible.
  • 'Lane sitting' when desperately required.

Your Team's Job

  • Still placing wards.
  • Helping you take Dragon when needed (early/mid game).
  • Not pushing when you come to gank.
  • Calling out when they need their lane sitting.




Ganking


Video of jungle route and a gank.

/league-of-legends/champion/sejuani-91

Jungle Route



Use Pots when needed.
1. Take Wolves, you may need help from a team-mate.
2. Get help taking blue buff, make sure you use Smite.
3. Gank mid if possible, else move on.
4. Wraiths.
5. Golems.
6. Red buff provided Smite is available.
7. Back to Wraiths if they are up, else wolves.
8. Recall to get your items then head off to gank.


Make sure that you always keep an eye out for potential ganks, if you are intending on ganking a lane you should warn those in lane that you are, preferably by saying in chat AND pinging whoever you intend to focus.





Everything in this sub-section has been copied from Your Tryndamere Resource, by Apotheosis via Sir Spank Alot's Way of Spanking With Skarner Season 3 so all credits go to Them. Go check their guides out!





Order of priority; Use Sight Ward and Vision Ward where necessary:

Baron/Dragon Wards:
However you decide to set these up with your team, whether it be orderly among the team or supports only buy wards, make sure these are always laid out! Baron and Dragon are what we're primarily keeping an eye on here. Early in the match it's not as important obviously, however, you still need to know whether top, mid, or bot will be set up for a gank when enemy laners/junglers are wandering about. These early kills can help the enemy sculpt the rest of the match and land a victory. We don't want to be allowing the enemy to kill either Baron or Dragon. That's a good chunk of gold that will distribute among their team, not to mention Baron's handy buff.

Note:I would recommend using Vision Ward for these locations, especially for the Baron at mid-late game. Oracle's Elixir is a great replacement for Vision Ward in case you don't like wards.

Self Privacy Wards:
There's orange points at top, mid, and bot hiding locations. I would hope that your entire team would try to ward the areas entitled to them. These wards are not entirely important, however, they are lifesavers. Junglers and wandering laners will use these bushes to set up for early kills. If you're pushing your lane, then it would be a good idea to ward the bush(s) that is closet to you.

Team Privacy Wards:
These are crucial wards to put out if the match can go either way by eliminating possible ambushes when pushing minions or entering your own jungle.

Game Changing Wards:
Of course all of the wards posted on the map are capable of changing the outcome of a game, but these wards are placed in a location that both teams will always drift by. Reasons to go through the wards (for both teams): Getting to Baron and dragon, changing lanes, shifting from allied jungle to the enemy's jungle (either by self or team) to steal mobs/buffs, shifting as a team to gank the enemy team, etc. If you just have a ward on either Baron and/or dragon, you can still miss the enemy slipping by into your jungle never knowing it. This allows enemies to set up ganks. Therefore, these wards change the outcome of a game because you know whats coming.

Invading Wards:
I thought it was appropriate to name these wards in this manner because you can enter their bushes knowing whether they're there or not before you attempt to set up a gank. The enemy usually walks through these bushes hoping to freely enter their jungle for experience/gold and/or buffs.

Buff Wards:
Monitor your's and enemy's buffs with these wards. Good to set in your own jungle if they start playing dirty and snatching buffs early game from your jungle. These wards are primarily for the junglers of each team.


Guide Top

Final Statement

Thank-you for reading my guide, i hope it has helped some of you out, if it has please up-vote it, if you do choose to down-vote it some constructive criticism in the comments would be appreciated. I would love any feedback at all.

Thanks again,
Lost.


Guide Top

Change Log

This section is to record any changes made to the guide.
Dates are UK format (Day/Month/Year)


16/03/2013 - Reworked Runes, Masteries and changed first ability from Q to W at the suggestion of SmokedCarpenter.