Sejuani Build Guide by Slayus
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Not Updated For Current Season
Not Updated For Current Season
Welcome to my Sejuani guide! This is my first guide so be gentle...
Sejuani is a tank that uses heavy CC through slows and an AoE stun! Much like Amumu, she uses large amounts of sustained damage to avoid being ignored. Please leave a comment with any feedback as I will be updating this on a regular basis.
The second build I recently added is a jungle build. It is currently a work in progress, but works none the less.
Lore - Sejuani, The Winter's Wrath
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.''
On her twentieth birthday, Sejuani declared that she would lead her people out of their remote isolation to conquer the lands of their enemies. She had completed her training and she was ready to face the leaders of the opposing tribes. Her feats had already become legend and soldiers in her company were inspired to new heights of strength and resolve. However, before she struck out on her campaign, Ashe began campaigning for peace in Freljord, joining the League of Legends to demonstrate how the people could be spared violence. To Sejuani, this was a violation of tradition - a coward's ruse to hoard Freljord's precious few resources. She saw the confidence of her people wane as it seemed they would never be delivered from their plight. She decided that to truly prove herself as the rightful ruler of Freljord, she must defeat Ashe completely and unquestionably on the world's stage in the League of Legends.
''Freljord provides for the few. For the others, 'peace' means only death.''
Pros / Cons
I have always viewed runes as minimal and usually just a thing of preference, but I will explain why I use these for Sejuani.
x9 - This give you all the Mpen you will need. You aren't built to deal a ton of damage, but in order to not get ignored you have to do some. You can replace these with armor marks or health marks if you feel you are still not tanky enough.
x9 - Standard tank seals. You can replace these with Greater Seal of Vitality if you want a bit more health early and late game.
x9 - To combat those pesky long CD skills. Once again, these can be replaced with to help with AP carries. Its all personal preference.
x3 - The extra HP in the early game helps out a lot.
Greater Mark of Desolationx9 - These will give you the ArPen needed to drop the jungle monster armor down to almost nothing. It will also help with your auto attacks later in the game.
x9 - Like I said above, standard tank runes and they help reduce the damage neutral monster deal early game.
- These will help you with those AP carries. The CDR is coming from Enlightenment now.
x3 - The extra HP helps you come out of the jungle for an early gank.
The masteries I use are 1/21/8 and are pretty self explanatory. I take the 1 point in
to enhance both
. If you choose to use
I recommend taking the 1 point out of
and dropping it into
for the reduced CD.
Other than that, most of them are what most players use for most tank champions.
For jungling I use a 0/21/9 setup. I move the point from Offensive to improve Smite and grab the CD reduction mastery to make up for the runes I no longer have. The rest are a standard jungle setup.
Once again, I find Summoner Spells very situational and a matter of personal preference.
Summoner Spells I Use
- Just another form of CC. You can lock down a carry to reduce the damage they cause, or it can lock down a fleeing enemy for that guaranteed kill. Even on rare occasions it can be used to help you escape.
- While most would take flash, and flash is still very viable, I like to take this. It doesn't just give you a small jump of speed, but gives you the ability to keep up with an enemy for a long period of time. Also, can be used to escape.
Other Viable Summoner Spells
- It can help save a tower, or gank and push a lane. I suggest replacing Exhaust with this. At least one person on your team needs this.
- Like I said above, this can replace ghost if you feel like you need that "OOPS" button. Just remember your Q can go over some terrain.
- A decent choice if you are new to a champion. Can also save a teammates life if used right.
- You are not the carry, so this would be very situational.
JUNGLE SUMMONER SPELLS
- A must have for any jungler.
- While you could replace this with Ghost, having Flash can save you from Counter-Junglers. A lot more walls to flash over than in lane.
REMINDER: This is just one of many ways of building Sejuani. I might add more build options in the future, but for now this is how I build her.
The build I use for Sejuani focuses on HP, CDR, and Slowing your target down.
Start with and a health pot. This will give you a good amount of sustain.
On your first trip back grab Philosopher's Stone and if you can.
Next get and then finish out your or if they have a AD heavy team.
Now that we have a good amount of sustain, lets grab some CDR. will start you off with some much needed CDR and gives a good amount of armor. Grab a as soon as possible to start building up your HP and give an increase to damage.
is the next item I push for. It gives you a good boost in all the right places, and the slow stacks with your passive.
will be next on your list of must have items. Hugh boost to HP, which transfers to survivability and more damage from your W.
At this point you should be moving into late game and you should have all the HP you will need. You are now going to want to upgrade your into the which will give you the amazing AS debuff aura.
is the next item you will want to pick up. This will give you a ton of magic resist to deal with the AP carries and an amazing amount of health regen.
During late game you will want to sell the Philosopher's Stone to make room for your final items.
Lastly, we will turn that into the which is an amazing item when going up against melee champions. Not only does it slow down their attacks, but it has an AoE slow that stacks with your passive.
- Make sure to get this if you have a AS heavy carry ripping you apart. Common culprits are Master Yi and Tryndamere.
- You can replace the Warmog's with this if you want a bit more AP and that sustain from leveling up.
- For those times when their AP carry is focusing you.
WARNING:These are just a few examples of items that help with certain problems you might run into. Just remember all builds are very situational and MUST be adjusted on the fly!
JUNGLE CORE ITEMS
Just like most junglers I start with and 5 health pots.
First trip back should be at level 4. Grab and if you ganked before going back get If not get a few pots.
As soon as you have enough gold, get your and your need for health pots is now over. Make sure to use the ward like active on this item.
Upgrade your boots to and then start boosting your HP with a .
will make sure you have enough HP to stay in a team fight after initiating.
stacks with your passive, so not only will this increase your auto attack damage, but bring anyone you hit to a crawl.
Next you will want to grab for the huge boost to MR and the extreme amount of health regen.
Finally finish out the build with to increase your armor and magic resist, but also for the awesome revive.
This last item is situational and can be replaced with other items depending on the enemy team and how well you are doing. For example, if you are not having an issue staying alive, you can get for the extra AD.
SKILL SEQUENCEJUNGLE SKILL SEQUENCE
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.
Cost: 70 / 80 / 90 / 100 / 110 mana
Magic Damage: 60 / 90 / 130 / 170 / 210 (+0.4 per ability power)
This ability is great for initiating and ganking. Great for closing the gap and also a good way to apply Frost to multiple enemies. You can also use this to get over some terrain and also to escape a bad situation.
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)
Your AoE skill. This is where all of that sustained damage comes from. Apply Frost to as many enemies as possible and pop this ability. The 2% max health bonus damage is the reason most Sejuani build so much HP.
Permafrost - Sejuani converts Frost on nearby enemies to Permafrost, dealing magic damage and increasing the Movement Speed reduction for 3 seconds.
Cost: 55 mana
Cooldown: 11 seconds
Magic Damage: 60 / 110 / 160 / 210 / 260 (+0.5 per ability power)
Movement Speed Reduction: 30 / 40 / 50 / 60 / 70%
This is your bread and butter skill. After applying Frost to as many enemies as possible, hitting this will not only deal a good amount of damage, but will make escape impossible. I max this first to get the most movement reduction as possible early. This could be the difference between a successful gank or a failed attempt.
Glacial Prison (Ultimate) - Sejuani throws her weapon, stunning the first enemy champion hit for 2 seconds. Nearby enemies are stunned for 1 second. All targets take magic damage and are affected by Frost.
Cost: 100 mana
Cooldown: 150 / 130 / 110 seconds
Magic Damage: 150 / 250 / 350 (+0.8 per ability power)
This ability can win team fights. I tend to use this right at the start of a team fight. I try not to use it as an initiator. The stun time on all the enemies is most effective when your team is already beating on the enemy, rather than when they are running up to them. This helps to apply Frost to the entire team, rather than a single target, which is ideal.
Final Thoughts and Change Log
Sejuani has filled the tank slot I hoped Leona would. She is tough and with all of her CC it makes it extremely hard for any enemy that overextends even a little without paying for it.
THANK YOU FOR READING MY GUIDE!!
Good luck out there on the Field of Justice, and remember to comment. I will try to update this as much as possible.
Updated core build items per suggestions and testing - 1/23/12
Added Jungle build and Situational items - 1/20/12
Published - 1/19/12