Sejuani Build Guide by Solhent
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(Last update : December 05th 2012 - LoL patch version 184.108.40.206)
December 05th 2012
- Guide has been archived with Pre-season 3 patch being released (see introduction notes)
November 24th 2012
- DPS build added
May 1st 2012
- Added chapter "About each build"
- AP build has been updated
April 14th 2012
- Added build order details for each build
- Switched Randuin's Omen for Frozen Heart in Agressive build
April 8th 2012
- Guide published
- Explain why some items are left aside
- Add a chapter on Sejuani's role during team figths
- Add in Sejuani's nemesis a summary of her weaknesses and how to handle them
- Fill Sejuani's nemesis list as experiment goes
- Cover AD builds
- Jungling (someday ...)
IMPORTANT NOTE ! For now i leave the guide up for historical reference but I will archive it soon as it is no longer up to date with the pre-season 3 patch beeing released today. I intend to work on a new version, focusing again on Sejuani as a solo laner. Everything in this guide would have to be reworked so i simply put it aside so i can work on a new one. It will take some time since, like every other summoners in the league, i have a lot of testing to do. But with all the new items, this is quite exciting.
Hello summoner. My name is Solhent and this is the first guide i write for a champion i happened to enjoy more than i thought i would. Here are a few things i want to say or that you might want to know before reading this guide :
- First of all, i'm by no mean a pro player. I play as an amateur, try things by myself and watch replay from time to time. This guide was written for most part during breaks at work. I only do it for fun. I only wanted to write about Sejuani's playstyle that i like a lot. I'm not going to teach you anything since you will probably know more than i do on certain points of the game.
- I will only cover Solo laning. I'm not covering Jungle (though this is something that may come later as i seem to play many high-rated junglers).
- I will mainly use a theoretical approach to pull out a good build. There will be alot of personal points of view that do not take into account high ranked game realities that i'm not aware of.
- The Runes/Masteries/Builds presented on top of this guide are only examples of what can be done. There are hundreds of different scenarios in that game so trying to give the perfect build makes no sense.
- Criticism and/or debate are very welcomed if they are constructive. Feel free to comment. I will feel free to ignore you if you stick with a "this suck" "you noob" "reported" comments.
- Last thing but not the least, English is not my native language, so bear with me and tell me if i wrote rubbish ^^;
All that being said, we can talk about the guide. It is not set the way you see most of the time here. The logic i have set up is :
- Study the champion (stats, abilities).
- Find out what she can do (how you can/want to play her).
- Set everything up so she can do it right (masteries, runes, items).
Now is time for you to enjoy my awesome guide (no kidding). If it doesn't help you, i hope it will at least make you curious about Sejuani who is, unlike my guide, an awesome champion.
See you in-game.
A quick overview of the Winter's Wrath
Here is a quick overview of what Sejuani is good and bad at. If none of the pros appeal to you, or if the cons are too much to endure then Sejuani might not be the champion you need.
= Tank =
= Off tank =
= Tanky DPS =
Pros+ Powerful slow
+ Dash for mobility (initiate, chase, escape)
+ Multiple ways to initiate
+ Constant damages and annoyance
+ AoE spells
+ Fairly easy to play
Cons- Slow base movement speed
- Vulnerable to CC
- Low ratios, weak damage output
- No real defensive skills for a tank
(shield, heal, hard CC thru ultimate only)
Now who really is Sejuani ?
A. Base attributes
Let's go into details that led to that pro/cons list. First we will be looking at her base attributes :
- Health : 450 (+85) > 1980 @18
- Health regen. : 7.25 (+0.85) > 22.55 @18
- Attack damage : 54 (+3.4) > 115.2 @18
- Mana : 220 (+40) > 940 @18
- Mana regen. : 6.45 (+0.45) > 14.55 @18
- Armor : 17.5 (+3.5) > 80.5 @18
- Magic res. : 30 (+1.25) > 52.5 @18
- Range : 125 (close melee)
- Mov. speed : 315
- 1980 base health puts her in the average range of tanky champions. Nothing more, nothing less.
- 115.2 base attack damage is one of the highest value you can find
- 80.5 base armor is nice. This is not the highest but some common tanky champions go with less that than.
- She's one of those champions whom are building magic resistance naturally.
- 315 base movement is not great for a close melee champion, this may be a problem.
Now, we will go thru her skills to figure out what she's capable of.
|=||Everything is explained here. It can be compared with Ashe's Frost Shot except that yours is mana free and that you're a melee champion. Logically it is weaker but its purpose is the same, you want to prevent your target from moving.|
- Those 3 seconds turns into 2 seconds duration for someone who has 35% tenacity. Be aware of that.
- Repeated attacks on the same target only refresh the effect, it doesn't stack.
- While i compare it with Ashe's ability, please note that Frost Shot does not count as " Frost" for Sejuani.
Cooldown: 19 / 17 / 15 / 13 / 11 seconds
Cost: 70 / 80 / 90 / 100 / 110 mana
Magic Damage: 60 / 90 / 130 / 170 / 210 (+0.4 per ability power)
That dash can be used any way you'd use a dash with another champion. This means it can be used to escape, initiate, close a gap. The distance is not fixed. You will move over minions and stop on the first enemy champion you encounter.
It does make a good engaging tool, especially since it applies Frost over a small area allowing you to catch multiple targets, but i would advice you to save it if you can. You won't be leveling it up until late levels and the cooldown is huge. Sejuani is basically slow and that's her only tool to catch a distant target. Try to run to your target if you have any chance to. Always consider the fact that it could escape using some CC on you. This is where you will want to have Arctic Assault up, you don't want to let it go away.
- This dash covers a good distance. Like most dashing abilities, it lets you move thru walls you'd usually Flash over.
- Sejuani will easily stop if you charge too close from an enemy champion. Make sure no one stands on your way to the desired target.
- It will damage, bump and apply Frost on minions along the way.
- It applies Frost on a small area upon impact and will bump targets hit. It seams to match Northern Winds range, maybe slightly shorter. While i can't give any number, you can easily try it on a minion wave and see yourself. It is important to know that range when you'll want to hit multiple enemy champions during team fights and optimize its effect along with Permafrost.
Cost: 40 mana
Cooldown: 10 seconds
Magic Damage per Second: 12 / 20 / 28 / 36 / 44 (+0.1 per ability power) (+1 / 1.25 / 1.5 / 1.75 / 2% of Sejuani's maximum health)
Magic Damage to Frosted target per Second: 18 / 30 / 44 / 54 / 66 (+0.15 per ability power) (+1.5 / 1.875 / 2.25 / 2.625 / 3% of Sejuani's maximum health)
We find in this skill the first synergies in Sejuani's arsenal.
- Targets will take greater damages as long as you keep Frost on them.
- Beside ability power, maximum health will also increase damages.
It means you can build defensively and still get bonus damage. Here are some low level maths to explain why this is amazing :
((Dmg + AP bonus + HP bonus) x5 sec)
(44 + 0 + 3000 x 0.02) = 104 x 5 = 520 (no AP, no Frost)
(66 + 0 + 3000 x 0.03) = 156 x 5 = 780 (no AP, Frost)
(44 + 160 x 0.1 + 3000 x 0.02) = 120 x 5 = 600 (AP, no Frost)
(66 + 160 x 0.15 + 3000 x 0.03) = 180 x 5 = 900 (AP, Frost)
So don't get fooled by the low ratios, this skill can deal significant damages. Just note that if you want to up the damage without sacrificing survivability, going for health rather than pure AP is an obvious choice.
The downsides is that you'll have to stick to your target during 5 seconds to get all your damages out. This is what makes Sejuani very vulnerable to CC. Any stun/root/bump will considerably lower her damage output and utility :
Target too far away = out of Melee/ Northern Winds range = no Frost applied = no slow = no damages
- This skill has a 10 seconds cooldown at every level. With max 40% cooldown reduction, it goes down to 6 seconds for a 5 second duration. Keep that in mind if you aim for highest possible damage.
- Throughout games, you will find that the range on Northern Winds is not that great. Standing in the middle of a minion wave is very effective but you'll want to stick to the desired enemy champion during team fights rather than in middle of them all. They can move out of range fairly easily since it doesn't apply Frost and we saw that you don't want to let your target get away.
Cost: 55 mana
Cooldown: 11 seconds
Magic Damage: 60 / 110 / 160 / 210 / 260 (+0.5 per ability power)
New Movement Speed Reduction: 30 / 40 / 50 / 60 / 70%
The main constraint of this skill is you will have to apply Frost first. But then it will prevent any target from going away from you. You needed your target to stay close to get full benefits from Northern Winds ? Permafrost does the job.
It can be a good AoE burst if you manage to apply it on multiple targets, but its low AP ratio and long cooldown make it unreliable as a damage source.
- The skill can only be activated if there's at least one frosted target at range
- The activation range is huge. If an enemy champion manage to get away for some reason but you still have Frost running on him, do not hesitate to activate it again and close the distance.
- Hiting a target afflicted by Permafrost doesn't refresh the effect like it does for Frost.
- Frost and Permafrost do not stack. Frost will replace Permafrost once it is down.
- Both Arctic Assault and Glacial Prison apply Frost over a small area upon impact. Use Permafrost along with them. It will allow you to quickly clean a minion wave ( Arctic Assault > Permafrost) or seriously cripple an enemy team ( Glacial Prison > Permafrost).
- I would not advice to Frost then immediately Permafrost a target since it only last 3 seconds, unless he's already running away. If you're about to take a fight, apply Frost and activate Northern Winds. If you get the upper hand and the target tries to escape, you can then activate Permafrost to make sure it will stay during the full duration of Norther Winds. If the target is stronger and you need to get away, use Permafrost and move away. Use Arctic Assault if possible/needed.
- The same rule applies with Glacial Prison. Wait for the stun to end on the target you're aiming before using Permafrost to cripple them as long as possible ( Frost lasts 3 seconds whereas Glacial Prison is a 2 seconds stun max).
Cost: 100 mana
Cooldown: 150 / 130 / 110 seconds
Magic Damage: 150 / 250 / 350 (+0.8 per ability power)
Sejuani's ultimate is a powerful engaging tool. It can also be used to secure a kill but using it on a team is so powerful that you may want to save it primarily for team fights. Its effect is even stronger if used along with Permafrost. This allow you to decide where the fight will take place since the enemy team won't move once they are hit.
The main problem is that it can be countered in so many different ways that you'll have to be careful using it. Plus, you get full benefit from it only if you hit multiple targets, and it's AoE isn't that big so you'll have to wait for the good moment to use it.
- Again, that skill affects a small area upon impact. I can't give a range but it seems to be slightly bigger than Arctic Assault and Northern Winds.
- When time comes to initiate, Arctic Assault and Glacial Prison work pretty much the same. So never use them one after the other, that's a complete waste. They both apply Frost and allow you to Permafrost a group of enemies. If you initiate with one, keep the other to get more kills if you did fine or to save your team if you didn't.
- While it is a good initiate, the weapon moves slowly and so can be dodge/shielded/etc. Make sure all that kind of stuff ( Sivir's Spell Shield, Morgana's Black Shield, Gangplank's Remove Scurvy, Cleanse, Banshee's Veil etc.) are down. This skill is powerful so try and don't waste it.
C. Skill Sequence
This is the standard skill sequence i use on most games. That sequence is aimed at upping damages early on with Northern Winds :
Upgrade 1. Northern Winds > 2. Permafrost > 3. Arctic Assault and get Glacial Prison whenever you can.
While this is what i aim for each game, i often have to put one more point earlier in Permafrost. 10% slow difference doesn't seems much on the paper but will really make a difference on the field. It also gives a helpful little burst of damage early on. Do not hesitate to put one point at level 5 or 7, especially if you're in the need for a gank against a strong enemy or if you intend to gank yourself.
Now that we know what Sejuani can do, let's try and help her do it properly. In this section, we will see what options you have before going on the battlefield.
This is the the template i go with most of the time. Important things to notice are :
- Summoner's Wrath is here to improve Ghost and Exhaust.
- Sorcery allows you to activate Northern Winds and Permafrost more often meaning it will help your overall damage and utility.
- Arcane Knowledge is here to ensure your damages will last throughout the game.
- Hardiness and Vigor are here to give you more sustain on your lane.
- Durability and Veteran's Scars will both increase your survivability and your damages thanks to Northern Winds scaling on maximum health.
- Enlightenment works the same than Sorcery . It will help you reach max 40% cooldown reduction if that's what you are aiming for.
This is an alternative template. The defense tree is built the same but you can go for utility instead of offense especially if you prefer to use Flash and/or if you have no Greater Quintessence of Movement Speed :
- Summoner's Insight let you use Flash and Teleport that are both viable with Sejuani.
- Swiftness is here to improve your mobility/chasing/escaping abilities.
- Runic Affinity is good if you can get the Ancient Golem blue buff.
In that last template, you trade ability power for attack damage. This can be a choice to help you during laning phase. Last hitting is easier, it makes you less reliant on Northern Winds and allow you to put more points in Permafrost without sacrificing damage.
I have not tried each rune or every possible combinations so i will stick to a defensive approach along with what we learned from Sejuani's abilities to figure out which runes are worth it :
Greater Mark of Desolation : If you went for attack damage in offence tree, you can use those to complete your strength.
Greater Seal of Armor : Definitly one of the best option you can get. They greatly increase your armor starting value and will make the difference against any AD champion.
Greater Glyph of Scaling Magic Resist : Those glyphs are nice since most of the time you won't be needing that much magic resist early on. They help you face any kind of encouter.
Greater Glyph of Cooldown Reduction : You will have few choices when you will want to get cooldown reductions. I would only recommend those if you focus on damage and have another tanky champion in your team.
Greater Quintessence of Armor : Any kind of high armor runes will make you even more tankier. That can't be a bad thing.
Greater Quintessence of Magic Resist : Same with armor, get those if you need to face primarily magic-damage-dealing teams.
C. Summoner spells
Ghost : It is a solid choice. It can be used in many different ways. It will help your chasing abilities. It can be used to initiate team fights. Along with Arctic Assault, it allows you to counter CC loaded teams and come in contact more easily. It gives you some mobility, remember Sejuani is basically a slow champion.
Flash : It is probably the safest choice as with many champions. It has various and multiple uses. It is not a must have for Sejuani since you have Arctic Assault as an escape tool. Main difference is Flash let's you move over an enemy champion while Arctic Assault doesn't. Also no abilities synergies with it like it would with Rammus or Skarner. Cases you will want to have it is if you have a deadly ganker on the other team and/or if you intend to play aggressively on your lane.
Exhaust : I'm used to play with this spell. I find it nice to either help me chase someone or to shut down enemies i know will hurt me badly. You may not take it if someone in your team already has it, but i don't think it ever is a bad choice.
Heal : It can be a nice addition in a team. You may have to take it if you know you will have a hard time on your lane. So it really depends on who is in front of you. You may also want to take it if you feel like your team will need heal and if nobody took it already. It's that kind of spell where only you can decide if it's worth using or not.
Ignite : The enemy team has heal(s) that has to be lessen. Nobody took it in your team. You like to play aggressively. You are used to play with it and know how to secure a kill. If all of those criteria are met, then you can go for it. Otherwise, leave it to someone else.
Teleport : The lack of mobility makes this spell worthwhile for Sejuani. You are the tank. Your place is in middle of team fights. Be there ... and on time if possible.
Clairvoyance : I could see a use of Clairvoyance if you are jungling but your two slots will probably be filled with something else. So you probably won't be using that spell.
Clarity : You will probably never use this one either. Your abilities do not cost much. You should rarely be out of mana unless you play very aggressively spamming abilities. If so, try to get a blue buff instead. But if you are in a position where you don't need any of the previous spells, then why not.
Cleanse : As we saw earlier, Sejuani is vulnerable to CC so it should be considered. But here is why you won't be using it. Since you will be the tank, you will most likely be building tenacity in some way and you will (should) be resistant. So you don't need to get out of control as early as possible in order to do your job. You want to be focused, you want to take damage for your team. CCs up your face are CCs that don't go to your carry. So while it shuts you down, it is not such a bad thing on its own.
Promote : You're the tank. Not gonna let a sbire pretend to be you hmpf ! More seriously, this spell is good for pushing and/or taking cover if you are squishy, which you aren't. And you will be the one to tank when time comes to take towers down.
Revive : The use of this spell is so situational that it's pretty hard to find a place for it. I find no abilities to be used along with it unlike Karthus with Requiem for example or maybe a Gangplank with Cannon Barrage. So I would not recommend it.
Smite : Since you are still reading, i guess you won't be jungling. So you'll never get that spell. Otherwise do.
Surge : That newly added spell is underrated in my opinion but you won't be using it on Sejuani cause she doesn't fit for it. You will hardly get full benefits out of it and it will be wasted most of the time. Plus its power lowers as the game goes on. Leave it to hybrid damage dealing champions like Kayle.
Since my aim is to build a tanky Sejuani, i won't be covering every items in the game. It means i will leave aside every item focused on damage. There will be exceptions obviously since many items cover multiple roles. Items we may be interested into are :
A. Starting items
The game just started. Check who you will face and make your choice :
Pros : It gives a lot of survivability and some damage bonus thru health boost. Excellent against any AD champion.
Cons : Gives short term bonuses. It doesn't build into anything though it can be sold.
Pros : Along with Health Potion, it gives you more mobility both for harassment and escape. Since we saw Sejuani needs to stick to its target to deal damage, this is a good option. You will always need boots and it's already a step toward an upgrade.
Cons : You get no real damaging/defensive bonus. 3 Health Potion may be short if you end up against an aggressive champion.
Pros : It gives you the highest health boost meaning some survivability and damage boost for Northern Winds. It is also used to build many higher tier items.
Cons : It takes all your money away and don't give any form of sustain.
Pros : Along with Health Potion, it gives you a lot of sustain and lets you play defensively. It can also be upgraded into various defensive items.
Cons : You don't get any bonus damage meaning you will not be able to counter an aggressive opponent.
Pros : The highest health regen you can get at start. With a passive playstyle, if you manage to avoid repeated damage, it allows you to stay on your lane for a while. It can also be turned into various interesting items for Sejuani.
Cons : Same as with Cloth Armor, you don't get any bonus damage but in that case, the regen stays up when you will run out of Health Potion eventually.
Pros : This is the only and highest magic resistance item you can find at start. It can be turned into many magic resistance items later on.
Cons : Serves no other purpose but to counter an AP champion that you think will play aggressively.
B. Base items
Those are items you want to get as soon as possible depending on the game situation by the time you can offer them. They all give you the highest possible bonus among basic items and can all be turned into higher ranked equipment :
|=||If you didn't buy them already, make sure to do so after your first trip back. You will need the mobility sooner than later.|
|=||You will always get that item at some point. It is used to build most armor-based item. You're a tank, you will get it.|
|=||It may be a bit early to build so much magic resist but you may have to buy this item if you are against an AP champion.|
|=||With a strong health boost, the fact that it is used to build most high-health-bonus items, this item a mandatory step for Sejuani. Getting it will never be a bad choice. I'll advice to get it as soon as possible.|
C. Gold items or not ?
Going for gold items is very viable. Avarice Blade and Kage's Lucky Pick do not give any bonus stats that we want, neither do items they turn into so they should never be built. It leaves us with two items :
|=||This is by all means an excellent item that you will most likely build every game. Cheap price, health bonus so valuable for Sejuani and gold per 5. It can be converted into 2 defensive items. There's nothing more to say.|
This item can be built for multiple reasons. You started with a Regrowth Pendant. It can be turned into Shurelya's Reverie later on that has cooldown reduction, health and a strong active ability on it, most of the stats we're looking for.
Now it also has its downside. While it gives you sustain thru health and mana regeneration, it gives no pure defensive stats like health or armor. It means you will have to be careful cause you get no bonus to counter a gank or an aggressive opponent.
Which items you will get next depends a lot on the team you're facing and how good they did so far. Is it a well balanced team ? Is there more AP or AD champions ? Has any of them been fed ? Here is what you can do according to the situation :
1. "The enemy team and the game are well balanced so far and/or farming/kills are equals, nobody got fed."
That is the most annoying situation since you will have to build pretty much everything at once. Items you will turn to are :
Pros : Taking a Warmog will cover all your health needs for the game. It will give a huge boost to your damage output. While it doesn't give any armor or magic resist, health will simply allow you to eat any kind of damage.
Cons : Health alone only gives you virtual resistance. Too much health can be easily countered with Deathfire Grasp for mages or Madred's Bloodrazor for melee. Some champions like Vayne with Silver Bolts or Kog'Maw with Bio-Arcane Barrage will naturally go thru a lot of health without breaking a sweat. Enemies expect you to get a lot of health and will be waiting for you.
2. "The enemy team is AD loaded and/or the AD carry got fed."
In this case, you have many options. And your choice will change according to items you started with :
Pros : If you didn't build Mercury's Treads yet and mainly suffer damage thru auto-attacks, those will be a much better choice. The other case where you will get those is if the game lasts for too long. In that case, even against a balanced team, the main threat will come out of their AD carry. So do not hesitate and trade your current shoes for those.
Cons : You lose the tenacity of Mercury's Treads.
Pros : The highest armor value you can get on one item. It does wonder against auto-attacking champions like Tryndamere, Xin Zhao & co.
Cons : It only gives armor and nothing else. Be aware that you can't provoke enemies with Sejuani like Rammus or Shen would. It means enemy can simply ignore you and go for another target.
Pros : Health and armor all in one. Powerful passive and active against auto-attacking enemies. Can also be used to chase.
Cons : Building this item early will cut the benefit you get from Heart of Gold. The passive is good if you get hit which, again, can be a problem if nobody wants to hit you. The little bit of cooldown reduction is nice but do not do much of a difference if used alone.
3. "The enemy team is AP loaded and/or the AP carry got fed."
Add some magic resistance to your build. If you didn't bought them already, getting Mercury's Treads would be a good idea. You will build those almost every game. The right moment to buy them depends on how many CCs you have to deal with and/or if the enemy team deals a lot of magic damage. Next options are :
Pros : Health, magic resist and the passive to help you against CC. You don't really need the mana but it won't hurt at all.
Cons : Get the Negatron Cloak first if you have to build this item. It opens to more interesting items for you than Catalyst the Protector and you should have other health item already. Only get Catalyst the Protector first if you need more sustain on your lane.
E. Filling the needs
The game is going on and you should be able to tell now what are the dangers, what are your weaknesses, who is a threat and who hurts the most (always take a look at the damage recap when you die, this is a must for a tank). Here are situations you may be into :
1. Not enough health
This should be the rarest case. I've said many time how important maximum health is for Sejuani. But you may have had to go for alot of armor/magic resist with Thornmail, Frozen Heart or Force of Nature. Here are the possible scenarios :
- You didn't get any health at all :
> That is unlikely. If you really didn't get any by now, Warmog's Armor is your only option.
- You have an Heart of Gold in you pocket :
> Time to turn it into a Randuin's Omen.
- You have a Philosopher's Stone around the neck :
> Upgrade for a Shurelya's Reverie. Health, cooldown and the active that give you more mobility and yet another way to initiate.
- You have a Giant's Belt at your waist :
> You can either turn it into a Warmog's Armor but be careful not to get too much health. If you want to improve your crippling abilities, consider a Frozen Mallet or a Rylai's Crystal Scepter.
2. Not enough armor/magic resistance
Take a look in the Upgrading section above and get one of the listed items. If you still need more resistance for some reason :
Pros : Little health and armor boost. The active is nice to protect your whole team.
Cons : The active is good against champions with damage spread over AoE and/or DoT abilities. Don't get it if they can easily burst down the shields.
Pros : Health and armor all in one plus a damaging passive.
Cons : Upgrading to that item gives nothing more than the passive. It doesn't give more resistance than what you get from items it is build from.
Pros : Nearly as good as Abyssal Scepter regarding magic resistance. The active really help against CC loaded teams.
Cons : Again, only gives magic resist. Only consider that item if you didn't get Mercury's Treads and/or you get focused by every possible CC.
About each build
Before i start explaining the reasoning behind each build, i want to point out a few things they all have in common :
- They are all set to give a balanced mix of health, armor and magic resist. Like i said before, each game is different meaning there are no perfect build. You will have to switch items in and out according to the situation you are facing, and the Detailing items chapter is here to help you do that.
- In the same fashion, purchase order is made so you increase health, armor and magic resist all at once.
- Each build starts with Boots of Speed and x3 Health Potion but this is just for convenience. You have your own preference. You will face many different opponents and thus will have many items to choose from.
A. Build 1 : Utility
This is a set you can end with if you choose to go for gold items. It is built around Randuin's Omen and Shurelya's Reverie. I added more utility with Banshee's Veil and Sunfire Cape.
Just know that gold items are long term investments. It means this build is good if you have more of a passive playstyle. Also note that it doesn't give you sky high defensive stats. You will be more of a tool for your team than an actual tank.
- Get Heart of Gold as soon as possible and an early Chain Vest to delay Randuin's Omen as long as possible and get full benefit out of it.
- If you want more damage, consider getting Sunfire Cape earlier or health + cooldown reduction with Shurelya's Reverie. Just don't get it too early or you'll cut the benefits of your Philosopher's Stone.
B. Build 2 : No-brain
||=||Why this build is called "No-brain" is because it comes out of a very low IQ reasoning : "Get items with highest possible values of each defensive stats and see what it does". This happen to be a viable way to dress Sejuani. It allows you to build your defense step by step depending on the situation : First health, second armor, then magic resist, now armor again ... and so on. Getting a huge boost each time you finish an item brings visible changes on the field.|
- Get all your basic items ( Boots of Speed, Chain Vest, Negatron Cloak and Giant's Belt). See what you need the most then upgrade.
- Warmog's Armor will provide you with all the health you need thru the whole game. Get it early.
- You can get either Thornmail or Frozen Heart first since they have pretty much the same armor value. Frozen Heart brings more with cooldown reduction, mana and its passive AoE for teamfights. Thornmail is cheaper and is better for 1v1 fights against AD champions early game.
- Always build Abyssal Scepter last.
C. Build 3 : Agressive
||=||Sunfire Cape is the item that synergies best with Sejuani's battle style : Stand in the middle of the enemy team and storm their health away. Sadly there is little place left for that item in highly tanky builds since its power decreases late game. So this build is aimed at maxing early game damage of that item without sacrificing defense.|
- Make sure to get one more point in Permafrost at level 5.
- Sunfire Cape's aura has been buffed along with patch 220.127.116.11 going from 35 to 40 magic damage. I don't know if it will make the aura more valuable late game but the rest of the stats are still kinda weak. So it doesn't change the puporse of that build, it makes it even better.
- Unlike what i said in the Detailing items section, since you will play agressively, you should get Catalyst the Protector first to help with mana issues when building Banshee's Veil.
- Frozen Heart brings cooldown reduction to spam even more abilities and will also help with mana issues.
- Force of Nature gives you more mobility and since you start to have alot of health, the passive gets interesting.
- Aegis of the Legion is here to round up your stats, giving more damage thru health boost and more survavibility for both you and your team.
D. Build 4 : AP
||=||This build relies on Rod of Ages and Rylai's Crystal Scepter, highest health items you can find with AP. What you get from AP is some burst damage thru Permafrost and Glacial Prison. It is clearly not as tanky as other builds but should give you good survivability especialy early game with a lot of health. Be aware that you loose the tenacity from Mercury's Treads.|
- This build doesn't make you as tanky as you could be. Your role is to get one target (mainly the enemy carry) and burst it out.
- Even though this is an AP build, mots of your damage early on will come out of Northern Winds since you will go thru many health item ( Catalyst the Protector and Giant's Belt) before actually getting AP. This is why you should level both abilities along.
- Being able to Frost as many enemies as possible with Arctic Assault and Glacial Prison is critical with that build. The more frosted targets you can get, the more damage you will land with Permafrost.
- Again, the mana and cooldown reduction from Frozen Heart are here to help you get more abilities out.
E. Build 5 : DPS
||=||This is the last build i've been playing with and the one i like the most. It simply takes all items that have a synergy with Sejuani's abilities. They are all AP based, all AoE and they all lead you into melee combat. So basically you want health and AP for damage. you don't want the ennemy team to get too much magic resist and you still have to be tanky to stay in melee long enough. Just know that Frozen Hearth can be switched out for other options.|
- Again, make sure to get one more point in Permafrost at level 5.
- Giant's Belt followed by armor and Sunfire Cape's gives you tankyness and damage. A must start
- The bonus AP from Abyssal Scepter will slightly boost Permafrost. Its passive will only make all of your abilities more effective. The bonus magic resist fills that last weakness in your defence. Do not hesitate to bring in more health before building it if you feel the need tho.
- Haunting Guise is a surprising item on Sejuani's but again, it brings survivability and damage all at once, further improving Northern Winds and Permafrost while also ensuring you will still deal damage throughout the game.
- Aegis of the Legion with its health boost and rounded defencive attributes is another must have.
- Frozen Hearth is here to bring mainly cooldown reduction. Since it also brings mana and even more armor, that's the item i recommend but other options can fill the role depending on your team, like Shurelya's Reverie or Zeke's Herald. You can also put something completly different if needed.
Here are a few champions against whom you can't do much or you will simply be ineffective. Let's have a quick word about some of them that will give you a hard time :
|=||The main problem with her is Black Shield. If she's good, you won't be able to inititate properly since she can completely ignore your slows (and thus damage). It is hard to take down since you have no burst damage. Add to that her Dark Binding that can leave you behind ... Fighting her is primarily a matter of observation and coordination with your teammates. Don't waste your time on her if you know her shield is up. If so, have someone burst it down and she will be yours.|
|=||For an obvious reason : this guy is a wild rabbit and he can't be slowed under Highlander. You will be tanky so, in that case, you don't fear the damage but you have no way to stop him from passing by and going away. All you can rely on is Glacial Prison to lock him down.|
|=||Same reason as above, his ultimate Ragnarok prevents you from slowing him. Problem is that he can also go thru your health in no time. It gets even nastier as he goes down. Be prepared to nuke him down knowing he can easily run away. For your own survival, i can only recommend high armor and high health. Building a Thornmail is a good start but he doesn't have to hit you then.|
Sejuani, The Winter's Wrath: An IN-DEPTH Champion Guide
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