Sejuani Build Guide by tek7
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So this champion is actually quite good. I've been playing her in ranked, haven't really had a bad game with her. Best so far was a 10-4-28 game. Sejuani is an excellent tank, she can lack a bit in jungling (not as fast as others), but if used right, her ganks are deadly and late game useful.
If you guys have any questions, please put it in the comment box and I will update the guide ASAP with your questions!
When Sejuani was born, the mystics of her tribe foretold that she would be the one to unite and lead the divided territories of Freljord. Her people had suffered for centuries, as a losing war on the frozen tundra pushed them farther and farther from Freljord's limited food supplies. Sejuani grew up surrounded by this misery, and it fueled her desire to fulfill her destiny. She pushed herself to extremes, walking out into blizzards without food or furs and training while frigid winds raked her flesh. She sparred with the strongest warriors of her tribe, one after another, until her legs would give out beneath her. She sustained injuries that would have killed any other member of the tribe, but she would only rise again, driven by sheer force of will and what her tribe took to calling her ''heart of the blizzard.''
Pros / Cons
+ Slow, slow, slow!
+ Excellent ganking/escaping with Arctic Assault
+ AOE Stun with Glacial Prison
+ AOE aura with Northern Winds
+ Great tank and initiator
- Low damage output
- Moves a bit slow
- Her escape method has a high CD, use wisely!
Frost (Passive) - Sejuani's basic attacks apply Frost, reducing enemy Movement Speed by 10% for 3 seconds.
Arctic Assault - Sejuani charges forward to deal magic damage and apply Frost to enemies. Sejuani stops upon colliding with an enemy champion.
Sejuani charges forward, dealing 60/90/130/170/210 (+0.4) magic damage and applying Frost to enemies. Sejuani stops upon colliding with an enemy champion.
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.
Sejuani summons an arctic storm around her for 5 seconds, dealing 12/20/28/36/44 (+0.1) (+ [1/1.25/1.5/1.75/2% of maximum Health]) magic damage each second to nearby enemies.
Damage is increased by 50% against enemies affected by Frost or Permafrost ( magic damage per second).
Permafrost - Sejuani converts Frost on nearby enemies to Permafrost, dealing magic damage and increasing the Movement Speed reduction dramatically.
Sejuani converts Frost on nearby enemies to Permafrost, dealing 60/110/160/210/260 (+0.5) magic damage and increasing the Movement Speed reduction to 30/40/50/60/70% for 3 seconds.
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.
Sejuani throws her weapon, stunning the first enemy champion hit for 2 seconds and all other nearby enemies for 1 second. All affected targets take 150/250/350 (+0.8) magic damage and are affected by Frost.
My choice of Marks is 1.5% Attack Speed. These really help with jungling (she swings slowly, I mean...it's a mace...). Also, it allows her to use her passive more often, which means more slow and better for ganks.
Alternatives: Armor, ArPen, Magic Pen
You can't go wrong with armor seals as a jungler AND tank. Its purpose is just too useful to pass up when filling the role.
Magic Resist per Level glyphs help so much late game, especially if they have someone who can just burst down or nuke with AP (ie LeBlanc, Kass, etc.). These are some of the best glyphs in my opinion, and shouldn't be passed up.
Alternatives: CDR, Flat Magic Resist
I run with 2 Health quints to help out sustaining early on in jungle and in ganks. The extra 52 health can make a difference in a fight. Imagine if you walk out of a gank or team fight with 43 health, without the quints, it would go terribly wrong.
I also run with 1 movement speed quint. Sejuani is actually a slow champion for being mounted. For ganks, you need to be able to catch the enemy in order to slow them. Your charge (Q spell) can really help, but the movement speed quint gives you that little push to catching them.
Alternatives: 3x Health Quints, 3x Movement Speed Quints, 3x Gold/Lvl Quints
When going against an AD heavy team, I would recommend going Ninja Tabi. However, against an AP heavy team or a CC heavy team, Mercury's Treads are the best way to go. You can't be stuck in CC as Sejuana, your slow, aoe, and ult can do heavy damage to the enemy team.
Quicksilver Sash can really help out in a team fight in a dire situation. If the other team is grouped up and you're about to throw your ult out but you get CC'd, you just pop this baby and lash out that ult. FoN can also be really good when the team is AP heavy but lack the CC capabilities. Both items are great, it depends on your playstyle and the rate of the game.
This is another set of items that really depend on your playstyle and the team match up. Frozen Heart is a great item for AD carries (especially if they have a WW on their team). If the enemy team is "right-click and win" heavy, you can't go wrong with Frozen Heart. But if they have a well-balanced team, Randuin's is a good item to counter their AD carry (such as Graves or Vayne)
Jungling and Escaping
1. Level up W. Start at Wolves, get your team to put a little damage on them.
2. Go to Blue Golem (~1:53-1:57, depending on damage on wolves), have someone leash, smite. Level up Q.
3. Go to Wraiths (you can use your Q over the wall into them). Use W and kill them down.
4. Go to golems, Q over the wall and use W to kill them. Level up W
5. Go back and shop, then head to red.
After red you should start ganking, unless you see an opening early on or if a lane needs help (most likely top or mid).
The green arrows on the map are spots your Q can charge across. Use them for jungling or escaping.