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Spells:
Smite
Flash
Ability Order
Fury of the North (PASSIVE)
Sejuani Passive Ability
Updates
-new item-build added
01-02-2012:
-section "some numbers" improved
03-02-2012:
-"Item Purchases" improved
Frost: This is Sejuani's passive. It doesnt seems like a good passive, because a 10% slow is not much. Frost will become more important if you combine it with your spells.
Arctic Assault: This spell can be used as a gap-closer and it applies frost on the enemy targets. It deals also some damage.
Northern Winds: This is your aoe farming spell. Frost will increase the damage by 50%.
It is also a good team-fight spell.
Note: base damage: 12/20/28/36/44(ingame)
Permafrost: This spell can only be used if a target is affected by frost. It deals some damage and slows the target for 70% at rank 5. This slow is insane for ganking.
The range of this spell is also great.
Glacial Prison: Your ultimate is a awesome spell. Its stuns the target you hit for 2sec
and the others who are near the target will be stuned for 1sec. It applies Frost on all targets, who got stunned by it. Using Northern Windsand Permafrost will do some great aoe-damage. The priority should be to hit a carry. It can also be used for saving team members.
Arctic Assault: This spell can be used as a gap-closer and it applies frost on the enemy targets. It deals also some damage.
Northern Winds: This is your aoe farming spell. Frost will increase the damage by 50%.
It is also a good team-fight spell.
Note: base damage: 12/20/28/36/44(ingame)
Permafrost: This spell can only be used if a target is affected by frost. It deals some damage and slows the target for 70% at rank 5. This slow is insane for ganking.
The range of this spell is also great.
Glacial Prison: Your ultimate is a awesome spell. Its stuns the target you hit for 2sec
and the others who are near the target will be stuned for 1sec. It applies Frost on all targets, who got stunned by it. Using Northern Windsand Permafrost will do some great aoe-damage. The priority should be to hit a carry. It can also be used for saving team members.
Greater Mark of Magic Penetration: over 90% of your damage will be magic damage. thats why i think this runes will help you more over the game than others. in other guides i saw attack-speed runes for maxing jungling speed, but attackspeed will not help you during the game cause you deal magic damage.
Greater Seal of Armor: 13 Armor is nice as a jungler. you take less damage. Another option would be to take hp/lvl runes.
Greater Glyph of Scaling Magic Resist: dont forget that you are a tank. so you will need some magic resist. why magic resist per lvl? in the early game you dont need really much magic resist because most of the damage you will take will be melee damage.
Greater Quintessence of Ability Power: This is my personally choice for doing some more damage. You can take Movement-Speed runes, hp or whatever you find more important on sejuani.
Greater Seal of Armor: 13 Armor is nice as a jungler. you take less damage. Another option would be to take hp/lvl runes.
Greater Glyph of Scaling Magic Resist: dont forget that you are a tank. so you will need some magic resist. why magic resist per lvl? in the early game you dont need really much magic resist because most of the damage you will take will be melee damage.
Greater Quintessence of Ability Power: This is my personally choice for doing some more damage. You can take Movement-Speed runes, hp or whatever you find more important on sejuani.
Cloth Armor + 5x Health Potion will help you to stay longer in the jungle and gank after the red buff.
Mercury's Treads or Ninja Tabi: i prefer Mercury's cause 35% cc-reduction is really nice.
Rod of Ages: Gives you Hp / Mana and Ap. It will increase your damage output, your mana-pool and your life.
Frozen Heart: You can use your Cloth Armor to build this item. 20% cdr is nice.
dont forget that you are a tank, so we will need this armor and you will have enough mana for spamming your spells. The slow is also nice vs ad carrys.
Abyssal Mask: You will become more tanky and you will deal more damage.
Rylai's Crystal Scepter: increases your dmg and your hp-pool. useful slow during you have cd on E.
Force of Nature or Banshee's Veil: these or the options for the last item. i prefer Force of Nature cause otherwise you dont really have hp-regen, but Banshee's Veil is also good for preventing spells like a bad stun or what ever.
I tested another build and it works pretty fine. That's why i want to share this:
starting items:
Cloth Armor + 5x Health Potion (no hp-problems during the jungling process)
or
Regrowth Pendant + 1x Health Potion (you will need a hard-pull on blue, but you reach faster the core items)
core items of this build:
philosopher's stone+ Boots+ Heart of Gold
With these items you can stay longer in the jungle and gank some times. The order of
buying these items depends on your preferences, but early boots are always nice for ganking.
ap/tanky items:
Glacial Shroud >> Mercury's Treads >> Giant's Belt >> Negatron Cloak >> Abyssal Mask >> Frozen Heart >> Rylai's Crystal Scepter
last two items:
Now you have to decide what you take as first (armor or magic resist).
Feeded ad-champion:
Sunfire Aegis >> Force of Nature or Banshee's Veil:
Feeded ap-champion:
Force of Nature or Banshee's Veil >> Sunfire Aegis
complete Items:
Mercury's Treads + Abyssal Mask + Frozen Heart + Rylai's Crystal Scepter +
Sunfire Aegis + Force of Nature
Note:
After having some items, you will see that you have to sell these items:
philosopher's stone + Heart of Gold
Don't sell both items at the same time, because otherwise you will waste some gold.
Mercury's Treads or Ninja Tabi: i prefer Mercury's cause 35% cc-reduction is really nice.
Rod of Ages: Gives you Hp / Mana and Ap. It will increase your damage output, your mana-pool and your life.
Frozen Heart: You can use your Cloth Armor to build this item. 20% cdr is nice.
dont forget that you are a tank, so we will need this armor and you will have enough mana for spamming your spells. The slow is also nice vs ad carrys.
Abyssal Mask: You will become more tanky and you will deal more damage.
Rylai's Crystal Scepter: increases your dmg and your hp-pool. useful slow during you have cd on E.
Force of Nature or Banshee's Veil: these or the options for the last item. i prefer Force of Nature cause otherwise you dont really have hp-regen, but Banshee's Veil is also good for preventing spells like a bad stun or what ever.
I tested another build and it works pretty fine. That's why i want to share this:
starting items:
Cloth Armor + 5x Health Potion (no hp-problems during the jungling process)
or
Regrowth Pendant + 1x Health Potion (you will need a hard-pull on blue, but you reach faster the core items)
core items of this build:
philosopher's stone+ Boots+ Heart of Gold
With these items you can stay longer in the jungle and gank some times. The order of
buying these items depends on your preferences, but early boots are always nice for ganking.
ap/tanky items:
Glacial Shroud >> Mercury's Treads >> Giant's Belt >> Negatron Cloak >> Abyssal Mask >> Frozen Heart >> Rylai's Crystal Scepter
last two items:
Now you have to decide what you take as first (armor or magic resist).
Feeded ad-champion:
Sunfire Aegis >> Force of Nature or Banshee's Veil:
Feeded ap-champion:
Force of Nature or Banshee's Veil >> Sunfire Aegis
complete Items:
Mercury's Treads + Abyssal Mask + Frozen Heart + Rylai's Crystal Scepter +
Sunfire Aegis + Force of Nature
Note:
After having some items, you will see that you have to sell these items:
philosopher's stone + Heart of Gold
Don't sell both items at the same time, because otherwise you will waste some gold.
Before Teamfight:
First of all you should be in a good position to initiate the fight. If you can hit the whole team with your Glacial Prison dont be afraid to do it.
During Teamfight:
You have two options. You can try to save your carries by slowing the tanks and bruisers or you can try to burst a carry. It depends on the enemy team what you should do. If you see an Irelia who kills your team you should help your mates.
Spellorder:
Glacial Prison - Arctic Assault - Northern Winds - Permafrost
First of all you should be in a good position to initiate the fight. If you can hit the whole team with your Glacial Prison dont be afraid to do it.
During Teamfight:
You have two options. You can try to save your carries by slowing the tanks and bruisers or you can try to burst a carry. It depends on the enemy team what you should do. If you see an Irelia who kills your team you should help your mates.
Spellorder:
Glacial Prison - Arctic Assault - Northern Winds - Permafrost
First build(see "Item Purchases"):
With this build you have 249AP and 3345HP.
Arctic Assault: 210(base) + 100(ap) = 310Damage
Northern Winds: 44(base) + 24,9 (ap) + 66,9(hp) = 136 Damage/s (204 Dmg/s with frost).
Permafrost: 260 + 125(ap) = 384,5 Damage
Glacial Prison: 350 + 199 (ap) = 549 Damage
If you focus an ad-carry in a team fight you will deal: 1244Damage + 204Dmg/sec on him (to 0 magic resist)
your R and E deals: 933 aoe-dmg(to 0 magic resist)
Second Build (see section "Items"):
With this build you have 169AP and 3160HP.
Arctic Assault: 210(base) + 68(ap) = 278Damage
Northern Winds: 44(base) + 16,9(ap) + 63,2(hp) +35(Sunfire Cape)= 159Damage/s (221 Dmg/s with frost).
Permafrost: 260 + 84,5(ap) = 344,5 Damage
Glacial Prison: 350 + 135 (ap) = 485 Damage
If you focus an ad-carry in a team fight you will deal: 1107Damage + 221Dmg/sec on him (to 0 magic resist)
your R and E deals: 829 aoe-dmg(to 0 magic resist)
With this build you have 249AP and 3345HP.
Arctic Assault: 210(base) + 100(ap) = 310Damage
Northern Winds: 44(base) + 24,9 (ap) + 66,9(hp) = 136 Damage/s (204 Dmg/s with frost).
Permafrost: 260 + 125(ap) = 384,5 Damage
Glacial Prison: 350 + 199 (ap) = 549 Damage
If you focus an ad-carry in a team fight you will deal: 1244Damage + 204Dmg/sec on him (to 0 magic resist)
your R and E deals: 933 aoe-dmg(to 0 magic resist)
Second Build (see section "Items"):
With this build you have 169AP and 3160HP.
Arctic Assault: 210(base) + 68(ap) = 278Damage
Northern Winds: 44(base) + 16,9(ap) + 63,2(hp) +35(Sunfire Cape)= 159Damage/s (221 Dmg/s with frost).
Permafrost: 260 + 84,5(ap) = 344,5 Damage
Glacial Prison: 350 + 135 (ap) = 485 Damage
If you focus an ad-carry in a team fight you will deal: 1107Damage + 221Dmg/sec on him (to 0 magic resist)
your R and E deals: 829 aoe-dmg(to 0 magic resist)
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