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Sejuani - The Frozen Palisade

Last updated on January 17, 2012
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Hey there and welcome to my Sejuani guide, my name is Rtothef.

Sejuani is a new champion: Who most don't know much about yet. So I decided to build a guide for her for those that might be using her for the first time. Sejuani is a pseudo tank with support capabilities as well as a decent jungler with great ganking potential. Her effective support and ganks make her a force to contend with. This guide will focus on support tank and I’ll speak a little more about late game.

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Why choose Sejuani?

With the many tanks in the League of Legends now, you might be asking yourself: Why choose Sejuani? Besides trying something new and unique – she has quite a few tricks that set her apart.

The first question that everyone should ask themselves when selecting what character to play is “what champions are on your team? If your team has all Attack Damage champions (AD), then you really shouldn’t pick Sejuani unless you’re in dire need of a tank. If you already have one or two “Tanky” champions, then there is really no need for Sejuani.

The reasons you SHOULD pick Sejuani:
Your team needs an offtank who can initiate
Your team doesn't have a jungler
Your team is mostly AP

If you have one or more of these criteria:
Then you should feel more then obliged to choose Sejuani.

The next question you should ask yourself is this:
Why choose Sejuani over other champions? Every champion has a purpose, place, time and build. You should play what you want to – but if you can align your champion to utilize other’s skills and methods then your team will shine in a group fight and increase your chances of survival. What makes Sejuani good compared to other offtanks/junglers? It lies in her support and jungle gank.

Using Glacial Prison can turn the tables in a team fight, as well as halting a champion fleeing and allowing you and your team to gank them before reaching a tower. Alongside this all of her abilities work in conjunction to her passive: Frost. Frost allows Sejuani's basic attacks apply Frost, reducing enemy Movement Speed by 10% for 3 seconds. Alongside Permafrost this combo can severely reduce the capabilities of melee champions and anyone wishing to flee.

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Masteries & Runes


Masteries for this build are 1/25/4 to maximize defense and bringing most of the survivability from your items. Usually when you play an offtank you go for more of a 21/9/0 build but Sejuani is more tanky than most offtanks, and he passive allows her to keep up with champions as long as her health keeps up The 1 point in offense is to improve your exhaust spell while the 4 points in Utility allow you to stay in lane longer due to early game mana drain and a lower cooldown on flash.


Runes are Armor Penetration for Red, HP /Level for Yellow and Magic Resist on Blue and Health on Quints. I find the armour pen necessary to keep decent damage and then use the HP and Magic Pen to provide survivability.

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Summoner Spells

For Summons’s spells I go with Exhaust and Flash.

I use Exhaust on Sejuani for the fact that it gives a champion with 2 really strong slows, another powerful slow that also debuffs armor and magic defense. You can save that exhaust just long enough for permafrost to come off to keep a VERY powerful slow on the target at all times, allowing you and your team to quickly pick off that target.

Flash is very useful on Sejuani to catch up or flee. It’s both defensive and offensive, just like Sejuani herself. The only other possible summoner spell is Ghostand it is interchangeable with Flash (depending on your masteries and preferences).

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Frost (Passive) - Sejuani's basic attacks apply Frost, reducing enemy Movement Speed by 10% for 3 seconds.
About: This is why Sejuani is powerful in ganks and team fights. If at any point the enemy has over extended themselves, without a speed boost or save from a teammate you can pretty much count your gold from the kill. Stops fleeing in it’s tracks. This is useful both offensively and as support. (Keep an enemy in range of the turret for 1 more shot? Why not.)

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)
About: This is your opener, and it can be used creatively. Artic Assault applies your passive to all enemies it hits, which opens up for damage from both Northern Winds and Permafrost. You can powerfully snare an entire team with this, and in case thing go south it can be used to flee danger and even go over terrain.

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.
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)
About: This is similar to Shyvana but instead of increasing the duration it’s duration per hit, it deals increased damage /% of the champion’s health. This allows Sejunai to be a very effective counter-tank if coupled with a Madred’s Bloodrazor.

Permafrost - Sejuani converts Frost on nearby enemies to Permafrost, dealing magic damage and increasing the Movement Speed reduction dramatically.
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 %
About: Permafrost – exactly what makes Sejuani a great champ. It can turn your Artic Assault into a massive AoE slow, and deals respectable damage. When farming minions this is great alongside Northern Winds. A 70% slow to any champ will leave then extremely vulnerable for a gank – let alone being able to apply it to all 5 of the enemy champions.

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)

About: Similar to Ashe’s Ultimate, it fires a skill shot in the direction chosen to stun enemies. But in this case – instead of insane range, this ultimate allows you to freeze multiple champions at once. With a respectable splash radius this can really lock up a team and make ganking a breeze and escape an option.

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Skill Sequence

I usually start any fight off with an Artic Assault (Q) to slow my targets and deal some decent damage; you follow this up with a Permafrost (E) to severely slow everyone you just charged as well as deal damage. Follow this up with a Northern Winds (W) and chase down enemy champions. When in need you can either use your ultimate Glacial Prison to finish off that champs you were chasing, or use it to lock down their support/save a teammate.

In short:
-> ->

When needed