Sejuani Build Guide by SingerOfTheFall
| Health | 3980.6 |
| Health Regen | 62.55 |
| Mana | 1390 |
| Mana Regen | 14.55 |
| Armor | 138.19 |
| Magic Resist | 165.56 |
| Dodge | 0 |
| Tenacity | 35 |
| Movement Speed | 410 |
| Gold Bonus | 0 |
| Attack Damage | 115.2 |
| Attack Speed | 0.835 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 60 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 7.83 |
| Cooldown Reduction | 0% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Introduction
Hello guys!
I'm SingerOfTheFall, and today I present you my Sejuani guide.
I bought Sejuani when she was released, and since then I've played quite an amount of games with her, trying different items, different positions and different roles. I also spent a lot of times analyzing Sejuani builds here on Mobafire. Now, I'm ready to present you my guide:
Sejuani: Hug My Warthog!

Thanks to ***iko5 for this amazing picture!
Summoner Spells
Great:
|
__ |
Flash is a great spell for every champion in the game. It can be used either offensive or defensive, and, combined with your |
|
__ |
Cleanse is an awesome tool for initiators, tanks, and anyone who gets targeted with CC a lot. Combined with |
|
__ |
If I know I can survive the enemy team's CC, I would take teleport over |
Good:
|
|
__ | Exhaust is a decent defensive spell for you. However, you already have amazing built-in slow potential, so this isn't as good as on some other champions. |
|
__ |
Ghost can let you either chase pretty well, or make your escape. It's a decent tool, but I prefer to take |
|
__ | Ignite is good for finishing off fleeing opponents, and for countering heals. However, I believe one of your carries should take it. I would only recommend to take it if noone else can. |
Pros and Cons
Pros:
|
Cons:
|
Runes
|
M A R K S __ |
__ |
|
__ | I prefer flat magic penetration marks, because all of your spells deal magic damage, and your spells are your main damage output. | __ |
M A R K S __ |
|
G L Y P H S __ __ |
__ |
|
__ |
These are standard defensive glyphs for tanky characters. Extra Magic Resist works perfectly early-game, and gives you better survivability. 9 Seals give you a total of 13.41 Magic resist. Combined with |
__ |
G L Y P H S __ |
|
Q U I N T S __ |
__ |
greater quintessence of vitality |
__ |
As for Quints, I prefer HP for the Laning Seju (you can take either flat or per-level ones), and either Flat HP or Flat Armor for Jungle Seju. Here I should explain myself. I prefer to start with boots and 3 healing pots when I'm jungling, so I prefer to take flat armor quints to compensate the armor loss ( |
__ |
Q U I N T S __ |
Masteries
Variant A:
I call these "Jungle" masteries.
This set uses
I also take a point in
I put 9 points into Utility tree to get to
Alternative: You can take
Alternative: You can take
Variant B:
I call these "laning masteries".
I take
In the Offense Tree, I use 9 points to get to
Alternative: You can take
Alternative: You can also go 0-21-9; just use the utility tree from Variant A masteries.
Skills Explanation
Your passive doesn't scale with levels (too bad ><'), and reduces the enemy's movement speed by 10% for 3 seconds. That isn't much, but that's sure something!
Sejuani charges forward to deal magic damage and apply Frost to enemies. Sejuani stops upon colliding with an enemy champion.
Base damage: 60/97.5/135/172.5/210
AP ratio: 0.4
Mana cost: 70/80/90/100/110
Cooldown: 19/17/15/13/11
Notes:
- This spell has a maximum of 450 range. If you don't know how much is that, behold: it is exactly the same as
Vladimir's autoattack range! I know that helped, right :P - You can define the travel distance by dragging the skill line (pretty much like
Olaf's Axe). Don't forget this, or you might sometimes fail just because you forgot to drag the line out. - This skill can pass through walls. Actually, it can pass through almost any wall on the map.
Sejuani summons an arctic storm around her for 5 seconds, dealing magic damage each second to nearby enemies. Damage is increased by 50% against enemies affected by Frost or Permafrost.
Base damage: 12/20/28/36/44
AP ratio: 0.1
HP ratio:: 1%/1.25%/1.5%/1.75%/2%
Mana cost: 40
Cooldown: 10
Notes:
- This skill has a 350 range. That's, uhm... exactly the same as
Vladimir's autoattack range decreased by 100. - With 40% CDR you will only have to stop using this skill for 1 second.
- Awesome for farming minions, especially if combined with
Arctic Assault. - The AP ratio and the Health ratio are almost the same. It costs slightly more to boost this skill with AP than to boost it with health, however, AP benefits all of your skills, and health doesn't.
Sejuani converts Frost on nearby enemies to Permafrost, dealing magic damage and increasing the movement Speed reduction.
Base damage: 60/110/160/210/260
AP ratio: 0.5
Movement speed reduction: 30%/40%/50%/60%/70%
Mana cost: 55
Cooldown: 11
Notes:
- This skill has a 850 range. Sorry, I'm too lazy to compare it with something, but it's a pretty good range, believe me!
- This skill is only active when there are Frosted targets in range, so you can't "waste" it if you press the button occasionally.
- The slow amount is insane. 'Nuff said.
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 magic damage and are affected by Frost.
Base damage: 150/250/350
AP ratio: 0.8
Mana cost: 100
Cooldown: 150/130/110
Notes:
- This skill has a 1200 range.
- This skill has an awesome name (IMO)
- The impact size is bigger then the width of the skillshot line. That means, it will hit even if you slightly miss (sorry, I know that phrase sounds odd).
Skill Orders
Laning Seju
This skill order is focused on both sustained damage withJungling Seju A
This skill order is focused on faster jungling by early Norther Winds, followed byJungling Seju B
This skill order is focused on stronger ganks, and fastExplanation.
Also, damage-wise,
This one is more tricky.
Let's compare the damage output of the skills.
- The damage is calculated with 0 AP.
Northern Winds damage is calculated for a frosted target, assuming the skill hits for it's full duration. - 535 is the base health of Sejuani at lvl 1 (without any masteries, runes or items).
- 1980 is the base health of Sejuani at lvl 18 (without any masteries, runes or items).
As you can see,
First of all, to maximize the damage from
Of course, enemies will want to run away.
However, I can stat that during the jungling phase, to maximize the damage output,
Glacial Prison vs Enchanted Crystal Arrow
This is an interesting compare that I decided to make, since Seju's and Ashe's ultimates have similar behavior. First, let's compare their basic stats.
As you can see, Ashe's Arrow is much better then Glacial Prison. Does this mean that Seju's ultimate sucks? Don't be fooled. Consider this:
- Ashe only has one damage-dealing ability aside her ultimate: Volly.
- Seju has
Permafrost that is made to work perfectly with her ultimate.
No offense, but only a stupid person will not use
Permafrost after
Glacial Prison. - UnconfirmedI believe that Glacial's prison impact range is far greater then the Arrow's impact range, however, I'm not quite sure. If anyone can prove that (e.g. has numbers on impact range), please post in comments.
Now, let's take a looks at
Note: It's a little hard to compare these, because ulti has 3 levels, and Permafrost has five. For easier calculations I will assume that by levels 6,11 and 16 your Permafrost is level 2,4 and 5 respectfully.
Question: Why don't you add
Answer: It's quite fair actually. Ashe can use her
If you really feel sorry for Ashe, you can compare
Now, as you can see, Seju's PermaPrison (as I call it >_>) wins in the means of AP ratio, damage and slow amount (it also has a better stun effect if you assume Ashe's arrow shot was point-blank).
The only thing that's still much better on
About "rating" and item chapters
The "rating" I use for items is my personal estimation of how good the particular item is for a particular champion. It has nothing to do with how good/bad is the item overall.
An item with a rating of 100% would mean that I think the item is perfect for the champion, and you should try to pick it in most (if not all) of the games.
An item with a rating of 0%, on the other case, would mean that I would not recommend you to take this item at all.
Please note, that items with relatively low rating may still be good, but only in particular situations which are rare. I will always say that in notes to an item.
I've made two item chapters, one caled "high-tier items", and the other called "low-tier items". The first one is about the expensive and-game items that you should aim for. The second one is about less expensive items (like
Exceptional items
Some of the items that, in my opinion, fit Sejuani very well. I find them so useful, that I decided not to put them in the item sections, and to devote a special section to them.
- It's built from
Catalyst the Protector. Catalyst is a great item for you early-game, it gives decent health and mana (Seju can be mana-hungry early-game if you have to use Q often), and it also heals you on leveling. - Fully stacked it gives 630 health, 725 mana (holy ***), and 80 AP. Please note that with just the health it provides, you will be tanky enough for early-game. Don't believe anyone who tells you you would not.
- You might be wondering how much damage will this AP actually give? Well, behold!
- 32 bonus damage at Q
- 5*8=40 bonus damage on W (60 versus targets under Frost)
- 40 damage on E
- 64 damage on R
- TOTAL: 196 damage (assuming your W hits a frosted target).
TL;DR: Each and every stat of RoA is beneficial for Seju. Also, it's built from a Catalyst which is also a good early item for Seju.
- 450 health. With RoA+Sunfire your total Health would be 3060 (excluding runes/masteries).
- 45 Armor. Since you get some MR from the boots, your next resistance should be armor, which Sunfire gives (of course, except for the situations when you really need a lot of MR fast).
- A passive that stacks so perfectly with your W. It deals 35 magic damage per second, and since you have a lot of slows on yourself, this will be working all the time. I can hardly imagine any other champion that synergies so well with Sunfire. Well, maybe Shen with his taunt.
With these items explained, let's get to the rest of the item build.
Boots
| ___ |
Mercury's TreadsDo not forget, that after all, Seju is a tanky champion. She can be a main tank, she can be an off-tank, but she needs the tenacity. Also remember that since you need to be in a close range to deal your damage (and to keep slow applied), you will be targeted with CC a lot. |
___ |
Another viable option for you is
| ___ |
Ninja Tabi |
___ |
The other boots options are not viable for Seju not because they are bad themselves, but because she badly needs the bonuses listed above.
High-tier items (mid/late game)
Alright, let's talk about items a little more. To talk about the choices you have in the game, we will basically need to discuss only 3 items. These items are:
Yes, those are the very basic items that you should focus on. They offer you a really wide amount of choices, such as:
Note: Sunfire Cape was already discussed above.
Well, that's an impressive range of items, isn't it? Now let's talk about them in-detail.
Magic Resist Items
Pros:
|
Cons:
|
Summary: A good item with a range of decent stats. It's good when the enemies have some annoying spells that they use on you, and/or if they can't break the spell shield too easily (i.e. with
My Rating:
Pros:
|
Cons:
|
Summary: IMO, the best MR item for Seju. The passive health regen stacks perfectly with your large health pool. The movement speed is even better, because Seju is a rather slow champion (although you have enough slows on yourself, as well as a distance-closing skill).
My Rating:
Pros:
|
Cons:
|
Summary:I would only take this if I really suffer from stacked
My Rating:
Pros:
|
Cons:
|
Summary:Abyssal scepter is a good choice if a)you are having a good game, and/or b)your team has 2 or more AP characters.
My Rating:
Armor items
Pros:
|
Cons:
|
Summary: this is a very good item to get if your team is suffering from AD-based enemy champions. It can be used either if they have one fed AD carry, or 2-3 AD champions in the team. The CDR bonus is very nice, however, you don't really need that much bonus mana. Another thing is that this is a pure defense item, it doesn't increase your offensive power at all.
My Rating:
Pros:
|
Cons:
|
Summary: GA is an interesting item, but it has a rather small niche. It gives decent armor AND MR bonuses in a single item. However, it does not offer anything else. Now, as for the passive. It has a long cooldown (5 minutes), and can only really be used in specific situations. For example, in teamfights you get targeted a lot, and die; however, the time that you tank is enough for your team to win the teamfight. In this case, GA is a good item to get. It will let you to stand up safely and continue pushing/go to base. However, if the teamfights are even, GA's passive is a waste. A lot of the times you will be revived and killed again immediately. For this reason, GA gets a rather low rating from me.
My Rating:
Pros:
|
Cons:
|
Summary: Omen is a great item. It offers you most of the stats you need: health, armor, CDR and health regen. It has a remarkable active, and an even better passive. However, the active's slow doesn't really matter to you, because
My Rating:
Pros:
|
Cons:
|
Summary: if you want to play an AP Seju, you may take this as your Armor item. Otherwise, it's pretty useless for you because of it's cost.
My Rating:
Health Items
Pros:
|
Cons:
|
Summary: Mallet is a good "luxury" item. It gives one of the most impressive health bonuses in game, it's slow is 4 times better than your passive, but... it's just way too expensive. See, here is the trouble with it: a) you don't really need that attack damage; b) the slow is good, but I can't say you really need it in a lot of games; c) you get the full slow passive only when you complete the mallet.
My Rating:
Pros:
|
Cons:
|
Summary: Warmog's is a decent item for Seju. It's so good, that you may actually rush it right after boots. However, it's pretty expensive, and you need to complete it to start getting stacks.
My Rating:
Pros:
|
Cons:
|
Summary: Rylai's is a good choice if you want to add some damage. It gives a decent AP bonus which benefits all your abilities. I would take this if I'm playing an AP Seju.
My Rating:
Low and mid-tier items (early game and situational)
Pros:
- Probably the most cost-efficient item in game.
- Gives pretty much all the stats you need
When to get it:
It's a good item if your team isn't doing well enough. The aura it gives is pretty useful, especially for your squishes. I wouldn't get it if you are having a good game, because it's still a defensive item.
Pros:
- A great anti-mage item
When to get it:
Pros:
- Gives decent health, armor and health regen for a relatively good price
When to get it:
I fail to see how can this item be better than
Pros:
- The active is good for both offense and defense
- Gives decent CDR and regens
When to get it:
I consider this a support-style item. The active can be used for both chasing enemies or running away. However, it's offensive powers are limited to Seju, because your ult+permafrost will make a much better speed difference than this item.
Pros:
- A good mix of MR, health and CDR for a fair price
When to get it:
This item would be good for Seju, but... you completely miss it's healing increase effect. It has a very little effect over health regen, and you don't have any life-stealing or spel-vamp abilities.
Pros:
- Gives health, as well as nice offensive aura.
When to get it:
This is a decent item if your team has at least 2 AD champions. The stats are rather good for you, even the attack speed bonus can be handy in 1on1 fights. However, this is an offensive item, so I'd rather buy it if my team is doing well.
Buids
My usual build
My usual core is
|
|
|
|
|
|
Let's get it detailed.
Start with
1.Your team fed already?
- Yes: get an appropriate defensive item
- No: go to step 2
Do you have really bad problems with AP-based chars, or suffer from skills like Malzahar's ult?
- Yes: get a
Banshee's Veil - No: get a
Rod of Ages
- Yes, physical: get a
Chain Vest - Yes, magical: get a
Negatron Cloak if you did not make Banshee's. Otherwise, get a
Giant's Belt - Yes, both: consider buying a
Aegis of the Legion - No, not really, everything is ok: get a
Giant's Belt
- Yes: get
Warmog's Armor - No: get
Sunfire Cape
- Yes: go to step 6
- No: get a
Force of Nature or an
Abyssal Scepter, whichever works better in the particular situation.
- Yes: buy a
Sunfire Cape - No: buy
Warmog's Armor
Some builds for you:
AP Seju (if you are doing very good)
Your team is doing poor:
AP-heavy enemy team:
AD-heavy enemy team
AD-heavy enemy team (variant B)
Solo top tips
Seju isn't bad at all at solo top. She may have little less damage then most of the tanky DPS, but she's still pretty viable.
Here are some tips for you:
- Don't push!
Seju is a great farmer, and you can almost instantly kill a minion wave with Q->W->E. However, this is bad strategy. Instead, either let the enemy push to your tower, or try to keep the minion line near the river.
- Rely on ganks!
Seju is a great ganker herself, but if she's on top lane, the jungler's life becomes easy. If your jungler has at least some sort of CC, most of the ganks will be almost guaranteed kills (unless you miss your ulti).
- Use your skills wisely!
If you feel you can finish the enemy off, don't use all skills at once.
>>Start with a Q on him, activate W while you are dashing forward, and give him a couple of hits.
>>After that, hit
Permafrost. If the enemy has
Cleanse or some run-away skill, or it's an annoying GP with his oranges, he will use his escape skills now (well, most of the times).
>>Finally, use your ulti to stun them and close-up the distance again.
I've seen some Seju players using all their skills at once, which resulted in the enmy escaping with flash/dash ability. - Don't waste mana!
Seju can be mana-hungry early on, if you spam your skills (especially your Q). Most of the times your W and autoattacks are more then enough to get decent KS. Use permafrost to apply some pressure on the enemy champion.
- Know your escape ways!
Seju is a great escaper. Her Q is probably the longest dash skill in the game. It will allow you to pass through almost any terrain, except for maybe a couple of thickest walls on the map. Combined with
Flash, this makes you very hard to gank.
Jungling route
Sejuani can jungle in a couple of different ways.
Starting items
- Type A:
Cloth Armor + Healing Potion 3x or 5x. - Type B:
Boots of Speed + Healing Potion 3x.
Seju can start with either Armor or Boots. A jungle route can be completed with both of this setups and even with no help from your team (i.e. no leash on blue). However, in that case you will find yourself very low if you started with Boots. Don't chose this option if you are afraid of the enemy jungler invasion.
Utilizing Frost
Don't forget that your basic attacks apply Frost for 3 seconds. Frosted targets take additional damage from
You can keep Frost up on 3 targets. To do it, simple attack each target once, then switch to the next one (Hit A->Hit B->Hit C->Hit A->...). Always use this on jungle creeps, until you get to around lvl 4. At this point, you will have enough damage on your skills to creep easy and fast.
Jungling route
|
Learn If you don't get any help, it's fine, it will just slow you down by about 5-7 seconds. When killing the wolves, attack each of them once to maximize the damage of |
|
|
Move to the Blue Buff. Use one pot. Get a leash from your mid (1 hit is enough). If you don't get a leash, you can still do it, but you'll have to waste one more pot. Don't forget to hit each mob once to get maximum damage from W. |
|
At level 2, learn either
|
Move to the Wraiths Camp. If you have learned If you learned |
|
|
Move to the Small Golem Camp. Some guides advice you to go to the Red Buff after Wolves, but I wouldn't do it because you don't have your At level 3, learn the skill that you're missing (either Q or E). |
|
| Finally, move to the Red Buff. Use Q->W->E, and finish the Big Lizard with your Smite. You will be pretty low on health at this point, so port back to base. |
|
When you are at base, buy either
Keep repeating the jungle route, starting at small golems. In this case, you will complete it 2 more times when the Blue Buff will respawn. This route allows you to hit Level 6 and have about 25-30% of the Red Buff remaining, and a brand new Blue Buff.
Teamfights and ganks
Sejuani is a great initiator in teamfights, and an amazing ganker, especially early-game. Here are some tips that can help you to perform better. First of all,..
...do not initiate with your ultimate
I know this is controversial. However, in most of the cases it's true. Here are some examples of how starting with your ultimate results in a fail.
Situation A.
You are ganking a lane. You go in, and stun the target with your ultimate. After the stun ends, you use
Situation B.
You initiate a teamfight. You are the first to go in, you launch ulti and maybe even run into the enemy team. However, your team wasnt ready (or maybe they were too far away) and it takes them a couple of seconds to react. Congratulations, you wasted ult, and maybe even suicided.
I find Seju ult to be pretty much like
If you use it too late, well.. it's just too late.
- If you gank, use it after the enemy uses his run-away skill.
Wait for them to
Flash,
Arcane Shift,
Cleanse in order to try to get away. Remember it is always better to let the enemy waste
Flash and save your ulti, then to use your ulti, and make the enemy use flash after. - If you are fighting someone, save your ult for the end of the fight. Using it when your enemy is low-hp is useful because of various things such as:
- In teamfights, try to catch as many people as possible. However, don't get too obsessed with it. If you see a squishy out of position and know you can ult and let your team kill him, do it!
Do not forget, that a Seju that has ultimate,
Screenshots
Here are some images with different builds (both jungling and lane).
Note that I'm still taking most damage in my team:
Low level summoner (no runes and only half of the masteries):
"To Do" list
The following additions to the build are being made atm:
- Items: add more choices and better descriptions
Teamfights: how not to die and help your team<< done- Jungling: alternative route for very early ganks
- Screenshots: add a couple more
Patch notes and Guide Timeline
28/02/2012: Guide released.
15/03/2012: Added a screenshot of a game on a low-level account. Also added a "teamfights and ganking" section.
|
|
|
Latest on MOBAFire TV
More Mobafire Video
Scheduled Tournaments
|
MOBAFire Community Cup EUW June
Registration Open
|
|
MOBAFire Community Cup NA May
Registration Open
|
|
Dominate Dominion #58
Registration Open
|
|
Dominate TT #11
Registration Open
|
Drop-in Games
![]() |
MOBAFire Inhouses
Registration Open
|






Build Guide
Discussion (58)















