Sejuani Build Guide by Pompemon
This build has been archived and is for historical display only.
PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
Champion Build: Sejuani
| Health | 3130 |
| Health Regen | 104.55 |
| Mana | 1340 |
| Mana Regen | 33.55 |
| Armor | 263.19 |
| Magic Resist | 188.5 |
| Dodge | 0 |
| Tenacity | 35 |
| Movement Speed | 410 |
| Gold Bonus | 13 |
| Attack Damage | 115.2 |
| Attack Speed | 0.835 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 0 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 7.83 |
| Cooldown Reduction | 37.47% |
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Mastery Tree Is Outdated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
First of, hello everyone! I realize that my build isn't the one that is the most common one on this site, but it has been working brilliantly for me in the past. The key here, is that I build
Sejuani for these things:
Early game:
Good gold-income
Many and early ganks, starting at lvl 2
Late game:
Initiating teamfights
Tanking
Controlling the teamfights
I see alot of players who put their gold into building damage / semi damage items on
I skip that completely. If you want a damage and a killer build for
If you want a build that will allow you to rack up assists like crazy, supporting your team and controlling the teamfights, go on reading! This is a build for winning the game, not scoring the highest amount of kills!
Pros / Cons
Pros:
Amazing crowd control in teamfights
Lots of oppertunities to gank from the jungle
Can tank and offtank dependant on the rest of the team
Great ability to clear off mobhordes when defending towers (Q+W+E)
By picking up assists, you grant more gold to your AP and AD carries
Great goldincome thanks to your build
Cons:
Low damage output compared to tanks like
Slow jungler, dependant on successul ganks and counterjungling (See below)
Not the toughest of tanks, have no skills to soak damage / regen health
Very teamdependant!
Sejuani's skills
Frost (Passive)
Sejuani's basic attacks apply Frost, reducing enemy Movement Speed by 10% for 3 seconds.
Analysis: A very simple and yet complex passive. All your skills rely upon it, either applying it or drawing a bonus from it.
Arctic Assault
Sejuani charges forward to deal magic damage and apply
Frost to enemies. Sejuani stops upon colliding with an enemy champion.
Range: 700
Cost: 70 / 80 / 90 / 100 / 110 mana
Magic Damage: 60 / 90 / 130 / 170 / 210 (+0.4 per ability power)
Hotkey: Q
Analysis: Hello my 70 mana
Flash. It brings you over ledges, through forests and applies your passive
Frost when it hits. It should be used both to initiate and escape ganks. First point at lvl 2, and max out last.
Northern Winds
Sejuani summons an arctic storm around her which deals magic damage to nearby enemies every second. Damage is increased by 50% against enemies affected by
Frost or
Permafrost.
Cost: 40 mana
Cooldown: 10 second
Magic Damage per Second: 12 / 18 / 24 / 30 / 36 (+0.1 per ability power) (+1 / 1.25 / 1.5 / 1.75 / 2% of her maximum health)
Hotkey: W
Analysis: A real killer skill. Combined with
Sunfire Cape and a fair amount of health, you'll be able to do over a hundred damage per second easily in a constant AoE around you. Excellent for jungling, excellent for harassing in teamfights. Pop it right after your
Arctic Assault to make sure all targets are under
Frost.
Permafrost
Sejuani converts
Frost on nearby enemies to
Permafrost, dealing magic damage and increasing the Movement Speed reduction dramatically for three seconds.
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 %
Hotkey: E
Analysis: At max rank, it has the same slowing effect as an
Exhaust. Just that yours have an 11 second cooldown. It hits in an AoE, so make sure as many of their team as possible is under
Frost, and don't pop it for the extra damage but pop it to secure a kill. If you see one of their squishies wanting to pull out, or one of their melee's running for one your DPS chars? That's when you use it. Support, don't kill.
Glacial Prison (Ultimate)
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.
Cost: 100 mana
Range: 1150
Cooldown: 150 / 130 / 110 seconds
Magic Damage: 150 / 250 / 350 (+0.8 per ability power)
Hotkey: R
Analysis: One of the best ulties in the game. Amazing range, amazing spread effect once the first hit lands and it applies your
Frost, allowing you to
Permafrost as soon as the ice breaks to keep a good portion of the enemy team in place. With some cooldown reduction items such as
Frozen Heart and
Shurelya's Reverie it'll be avaliable for each and every teamfight.
Runes
GLYPHS
I go cooldown reduction with
SEALS
I go armor, flat and plain armor with
MARKS
I go
QUINTS
I go gold per ten with
With this specc and build I am rolling with, I am often with a higher gold income than our AD carry, and should we end up losing, I am still often able to compete with their Top income players.
Alternatives would naturally be
Masteries
Once again, these are my personal preferences. The 21 in defence helps alot,
Juggernaut
is possibly the strongest Mastery in the game, as it combined with
Honor Guard
increases your effective health by 4.5 percent! The lone point in offensive tree is naturally to boost up my
Ghost (which I use alot!) and since I enjoy the movement speed, I am dropping the extra points in the support tree to reach
Swiftness
.
An alternative would be the move the points from the support tree to the offense tree to increase the magic damage and reduce cooldowns further with
Sorcery
and
Arcane Knowledge
. I prefer the movement speed though.
Naturally, some magic resist
Resistance
could be dropped to get
Tough Skin
to make jungling less dangerous, but I don't encounter that many difficulties with jungling without it. I'd rather have the extra magic resist, since there are none in my runes.
If one for some reason sacrifices the ghost for say
Flash,
Teleport or
Cleanse then one could of course drop an extra point in the support tree for Rune affinity.
Summoner Spells
Ghost /
Smite
Possible to jungle Sejuani without
Smite?
Ahahahah! No, seriously, don't. Golems, Red, Blue are really hard without
What about
Ghost?
I brought
Alternatives:
Flash
Whatever floats your boat. I still say
Cleanse
Always a good option for simple reasons. You want to control the fights, and you can't do that if you're stunned and what not. If you bring it, don't forget to drop a point in
Heal
I never personally did try it, but I can see it helping, especially if you run into a lane during a gank and rescue a teammate with it. I am in general not a huge fan of heal, but if you feel unsafe without it, go ahead. Margins win the fights, after all!
Teleport
Feeling pro? Trust the guys in bot and top to
Early Items
Sight Ward
First of all, a very important thing about jungling with
EVERYTIME you go back home, you should pick up one or two
Starting items when jungling
Sejuani!
I start off with
Why not "Stonewall"?
While you could probably stay in the jungle longer than you could with
Why not
Boots of Speed and
Health Potion?
Without
Now, what items to build for the first ten minutes?
As stated before, I start off with
Next up, return to your jungle(More details later), aim to get ganks (more details later) and rush for
Keep it up and B if your health drops. Remember to pick up an extra
Before 10-11 minutes, you should have managed to pick up a
As soon as you fixed your gold income, rush for
Alternative boots
Ninja Tabi
Same amount of movement speed, but instead of the very highly desired tenacity from
Boots of Swiftness
Now this is an interesting alternative. You lose both magic resist and tenacity, possibly making you want to rush
Boots of Mobility
Just like with
Movement speed and two gold income items claimed! What's next?
By this point, I often pick up one of the three following items.
In short,
Movement speed, cooldown reduction and extra health
Cost:
Analysis:
At times I go for an early
Pros: By far the cheapest item of them all.
Cons: Consumes your
Health, armour and extra AoE damage
Cost:
Analysis:
If I feel that initiating and chasing down isn't the issue, but rather something else, I pick up
Pros: By far the most powerful items of the three. High armour, high amount of health AND extra damage that works well with your
Cons: Expensive. So, so expensive.
Extra health, armor, magic resist and an aura that offers the same to all nearby allies
Cost:
Analysis:
Does your team die too soon? Would just a little more magic resist be needed in your build? Then this is what you need. It is also GREAT help early game for friendly AD and AP carries, support and possible off-tank allies.
Pros: Medium cost. Your team will love you.
Cons: Medium effect. Item falls behind in late game. It is of course possible to just sell it off. Takes up three item slots until you upgrade it, which could interfere with walking around with a Ward or two.
PS:
Remember to buy
Late Items
Alright! You're going off well into midgame, maybe you've even gone past the twenty minute line. What do you get now?
If you didn't get it in the earlier phase of the game, it's not too late to pick up
Sunfire Cape. It is, other from having
Heart of Gold and
Philosopher's Stone the one item that I won't ever surrender in any Sejuani build. It stacks my
Northern Winds twice, both with the passive and by stacking damage with the health bonus.
I can't stress enough how important that extra magic damage is, and how much more of a problem you become to the enemy team with it.
With that said, now it's time to actually look at the enemy team.
Is their AP carry (
Is their ranged AD carry
If you're feeling that you're dropping too fast due to low health rather than low armor / magic resist, then
Enemy team composition
In the end, this is what it all comes down with. Look at the enemy team, and how they built. Are they heavily reliant on magic or physical damage? Perhaps they rely on a specific move, such as AoE stuns from
Once you've resolved what it is, counter-build it.
Heavy AoE dependant teams!
Build
Heavy physical damage teams
First of all, you need to get armor.
Cost: 2000 gold.
Cost: 2775 gold.
Heavy magic damage teams!
There are, other than the early achieved
Cost: 2610 gold.
Cost: 2715 gold.
Cost: 1440 gold.
Other Viable Items
Randuin's Omen
Quite a viable option to upgrade your
Heart of Gold into later into the game. However, if you already have
Frozen Heart you won't need it much for the passive. In general, it's alot like
Frozen Heart just not as good. The only thing that brings it out in comparison is the activated use, which is an AoE slow to attack and movement speed. You already have
Permafrost. If you however went down the
Thornmail route, then this is defenitely a good backup to lower the attack speed of pesky AD carries.
Cost: 2250 gold, and consumes your
Heart of Gold.
Frozen Mallet
While it does give you alot of health, it is also quite expensive. The attackdamage boost is quite useless since we're probably quite late into the game and you haven't built any other AD items. Your armor penetration is also horribly weak. If you already have a
Warmog's Armor and just feel like spicing things up, go ahead I suppose? I don't recommend it though. You slow enough as it with
Frost and
Permafrost. To me, it is a waste of gold.
Cost: 3250 gold.
Trinity Force
Does this item really need a longer introduction? It improves pretty much everything, the parts needed are relativetly cheap, and are good for holding onto even without upgrading them. However, the bonuses that are given aren't the most excellent for this purpose with Sejuani. If you're more of an off-tank then I suppose it isn't a horrible option. The movement speed, extra health, extra attack speed and bonus damage to both spells and auto-attacks can defenitely come in handy. It is however the most expensive item in the game up to date, and isn't exactly what you need. I'd be very careful with getting it "just for kicks".
Cost: 4070 gold.
Leviathan
Riskiest item of all the "build stacks to gain bonuses" items. Why? Because this one is directed to the tank! You're doomed to take blows in a fight, and you will most likely die a few times in a game. Even if the passive bonus at 20 stacks is AWESOME you really shouldn't get this item unless you are extremely much steamrolling the other team. And if you are, do you really need this item? It is cheap though, but you'll only get one stack per assist.
Cost: 1275 gold.
Locket of the Iron Solari
You'll most defenitely be in the fray in every teamfight, so at a first glance, the activated shield can look nice. You gain far too little in terms of health and armor from it to allow it to tag up one of your slots though. There's a support in your team for a reason. Let
Sona,
Soraka or
Taric run around with that stuff. You want more health / armor from your items. However, if your support does not pick it up, and you find your team dying alot, using this item in combination with
Aegis of the Legion might save the day, but this is really only for extreme cases.
Cost: 1400 gold and consumes your
Heart of Gold.
Atma's Impaler
Really? We haven't surrendered the idea of doing damage? Sure, stacked with
Warmog's Armor and a
Frozen Mallet you could probably get a decent AD score. Too bad this isn't a damage
Sejuani but a tanking / support
Sejuani! Also, you'll be lacking attack speed, but that could be sorted with a
Wit's End or a
Madred's Bloodrazor.
I won't go into further detail on how to build an AD or AP
Sejuani here though. You shall have to look elsewhere!
Creeping / Jungling
Assuming you went
Regrowth Pendant and a
Health Potion, you'll head for blue. You place a point in
Northern Winds (W).
If you feel safe with your team, go ahead and steal their blue. Remember to save
Smite to last hit in order to successufly steal.
If not, here's the deal.
Sejuani CAN'T kill blue with just an ordinary auto-attack from the midder with this build.
You'll need a good, heavy damage build. Demand some extra damage to dropped on the large golem from either your solo topper or the support / AD carry. A few auto-attacks is all that should be needed, but you need it.
Once blue is down, you pop your
Health Potion if needed and put a point into
Arctic Assault(Q).
Why not
After blue comes wolves, and then wraiths.
By now, you are roughly on half your health, possibly a bit more, and your smite is slowly getting of CD. You need smite for Golems, so right after wraiths you start scanning for ganks. Remember, just forcing them to use their
After an attempted gank, rush for golems and pick them up with smite. Then you B home, as you are low on health. You are guaranteed to afford your
Counterjungling version:
Right after blue golem is done, you rush straight for the other jungle and tag his wraiths. You'll have time to kill all but one of them before he is done with wolves, unless he is a very speedy jungler. This should ONLY be done if your support has CV:d and you know that the enemy jungler has started at blue. Once you are done, rush back down to your jungle. Maybe sneak up behind the enemy midder if he has pushed too hard.
If you see their jungler go gank a lane, you could probably keep up your fun in his jungle. Go for his golems. Red at lvl 2 is pushing your luck with
After an attempted gank, rush for golems and pick them up with smite. Then you B home, as you are low on health. You are guaranteed to afford your
Jungling from now on should be easy peasy. Aim for red and wraiths whenever they are up, and hunt for ganks. You don't need anymore blue buffs, so be sure to offer them to your Midder / Topper.
If you keep their jungle under constant warding, you should maintain the counterjungling as often as possibly.
Farming
If you run down to a massive group of mobs and you are at least lvl 5, killing the lot is easy peasy. Q straight into them, pop your W and then instantly follow it with E. Voila. Everyone you hit with Q is dead.
This works just as fine with Wraiths and wolves too. Clean an entire wave within seconds!
Early/Mid game ganking
When to gank?
Did you kill blue, wolf and wraiths? Go go go! Look for that gank, and do it always! You're going to drop behind your fellow players in levels, unless you manage to pick up some ganks.
Look for people who overextend, and if they don't, ask your lanemates to drop some type of CC on them before going in.
How to gank?
Dependant on the situation. You pretty much in all cases want to start off with your
The problem is that since your damage is very low, you are totally dependant on the lane to drop the kill for you. All you do is slow them, soak up the damage and harass them.
How to initiate?
You do NOT initiate a gank with
And that is when you pop
Remember!
Team Work
This build is simply completely useless unless your team at least know how to damage focus. You aren't a
Nasus who can just do your stuff and win the game for your team while they run around like headless chicknes.
However, in terms of teamfighting I personally don't think there's a better tank.
Sejuani has got mobility, slows and a massive AoE stun. Combined with 1 or 2 more stun champs in your team, say a
Sona support and a
Kennen in mid, you'll have a very easy time locking down the enemy team and keeping them stunned until at least one or two are dead without getting to do jack to your squishy little DPS friends.
Lastly, your second most important job to ganking is to buy
Sight Ward and place them at chokepoints! I can't stress this enough! Pick 1-3 up everytime you go home, and your team will love you forever!
Warding
This segment is especially dedicated to putting down those
Sight Ward's and possible
Vision Ward's.

Legend
For starters, on the map that I used I am assuming that you are on the bottom / left team.
Green wards are
These are of course subject of debate. If you notice the enemy team skipping dragon for ganks, secure your mid / top instead.
The red dots represent aggressive warding, used throughout the entiery of the game to secure kills versus an enemy jungler, the ability to steal his blue and red buff and to generally keep track of the enemy team's movement when they are out of their lanes. Same here with the numbers. They are in order of priotation, with 1 being top priority.
Why is blue second priority?
Because blue spawns once every five minutes. Once it spawns again, you'll see it on your map. Also, people don't generally traverse that area unless the first tower has already been destroyed.
With that said, happy warding!
Summary
To summarize, jungling with
Sejuani is a heck of alot of fun in this build if you enjoy tanking and supporting your team. It isn't the easiest thing to do, because it requires you not only to do good initiates and land a solid stun.
It also requires you to monitor your DPS champs and keep the enemy off them with your slows, and in the meanwhile trying to chase their DPS into bad positions.
If you want to kill and own the game, this build isn't for you.
If you want your team to win through your dedicated hard work, tanking and support, then this is what you want with your
Sejuani!
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