Sejuani Build Guide by killagoza
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I - Introduction
I have seen quite a few guides on how to play Sejuani but not one of them feels exactly right for me. In my opinion Sejuani is just a great champion with kickass slow, a very painful ult and high mobility. To be able to make use of this high mobility I chose to play Sejuani as a jungler. You will be able to gank really well and you will also be able to take shortcuts in the jungle. I've had quite a bit of experience with other junglers so I hope I can project this knowledge to other people aswell and make a useful guide about not only how to build a Sejuani but also about how to play in general.
Enjoy and feel free to add remarks in the comments!
P.S. I am still working on this guide. Please do not vote negatively yet. Give comments and tips so I can improve the guide.
* Waiting for the Athene's Unholy Grail page x.x
* Add alternative runes
II - Why Jungle Sejuani
As you might already have noticed, I like jungling with Sejuani. To make clear why I prefer to jungle with Sejuani instead of other cool jungle champions I will show you the advantages and the disadvantages of her.
- She has a high mobility
- She has strong ganks
- Good initiator
- Very strong CC for teamfights
- Very tanky
- She doesn't clear jungle that fast
- Compared to others her damage is low
- She requires a slightly more coordinated team
Why not lane with Sejuani?
Sejuani is a tanky champion with barely any sustain and a fairly low damage output. If you would play Sejuani in lane the only possible place to put her would be on the top lane. But since she only gets sustain from items and because her damage trades will almost always be in favor of the enemy, she will not be able to win her lane without help from a jungler.
III - Runes
The runes provided by the build are quite common Tank/Jungle runes and are in my opinion the best runes there are for tanky junglers. I will explain why these runes are quite good below.
Greater Mark of Magic Penetration
Greater Seal of Armor
Greater Glyph of Scaling Magic Resist
Greater Quintessence of Health
Greater Mark of Magic Penetration
To me the only rewarding Marks are mainly the magic and armor penetration runes. They give you quite some extra damage and well there are not that much other strong Mark runes. Because Sejuani is almost entirely a champion that is focused on magic damage, magic penetration in this case is the way to go.
Greater Seal of Armor
To get yourself some extra tankyness in the jungle for your early levels, I would recommend flat armor seals. The creeps in the jungle all deal physical damage which is why this boost of 13 armor will really help. Some might say that armor per level is better just like magic resist per level, which is totally wrong. You want to have the armor boost on level 1 immediately so you are able to jungle without losing too much HP.
Greater Glyph of Scaling Magic Resist
The strength of Glyphs are mainly magic resist and cooldowns. Because Sejuani is a tank, having some magic resist won't hurt her at all. At the beginning you don't really need bonus magic resist because your basic magic resist is high enough and like I said before the jungle camps deal physical damage. Late-game you do of course need the magic resist, that's why I pick the magic resist per level runes.
Greater Quintessence of Movement Speed
The base movement speed of Sejuani is 315, which is not very high. To increase the jungle speed and to make the ganking part earlygame a lot easier I pick these quintessences. Normally I would have picked fortitude quints but I found out that they barely improve your jungling speed and ganking potential. In my opinion they are still good because you are a little extra tanky but these quintessences are a lot better.
If you feel like you do not need the magic penetration for later in the game you can swap all your Marks of Insight for these Marks. These will increase your jungle speed by a little bit early game which makes it possible to start ganking a bit earlier.
Greater Glyph of Magic Resist
If you want to be a bit more resistant against AP champions early-game, I would recommend picking these Glyphs. At level 18 they will provide a lot less Magic Resist but they will make you more tanky earlygame.
Greater Glyph of Cooldown Reduction
The magic resist (per level) runes are mainly focussed on lategame purpose, if you feel like you do not need this extra bit of magic resist at all you can also leave them out and pick cooldown runes so you can cast your spells more often earlygame. Because you can cast your W spell more often this means you will have a slightly faster jungle time.
Greater Glyph of Scaling Cooldown Reduction
Some of you might not like the magic resist (per level) runes that much and also not like the flat cooldown reduction runes aswell. If you do want the cooldown but mainly want it for lategame purposes you might want to consider these runes. These will give you a nice 8,1% cooldown reduction, which shortens your ultimate quite drastically.
Greater Quintessence of Health
To increase the mobility of Sejuani a bit further you can also use these quintessences. It does make you less tanky but that extra bit of speed can be really useful when ganking a lane or when you want to initiate a fight.
IV - Item Explanation
As a Sejuani you will be most likely ganking a lot. Because you are so busy with ganking and helping lanes, you probably won't have a very high farm. To compensate for this, I build two gold per 10 items. I buy these specific gold per 10 items because they are also useful into lategame when I build them into Shurelya's Reverie and Randuin's Omen. The Giant's Belt will make you give that extra bit of tankyness which is quite useful in ganks and such.
Adapting to enemies
There isn't a single game the same as any other so make sure you are able to adapt to the game. Do not just copy the regular guide I use but try to use other items depending on different situations. With this section I will show you how you can also build Sejuani after you have completed the core build.
V - Alternative items
The items on Sejuani should be focussing mainly on making you as tanky as possible while also making you able to help your teammates. This is what I took in account while making the build in this guide. Nevertheless not everyone likes the same build so if you would feel like buying other items, have a look at the ones beneath.
45 Armor, 450 Health.
UNIQUE Passive: Deals 40 Magic Damage a second to nearby enemies. Range: 400
This can be a good item if you want to be more beefy, more tanky versus physical damage and also do a bit more aoe dps. It synergizes quite well but I left it out of my build because it doesn't really shine in either of it's bonuses.
99 Armor, 500 Mana.
UNIQUE Passive: Reduces ability cooldowns by 20% and reduces the attack speed of nearby enemies by 20%. (1000 range)
This item is just like Thornmail it's a great item versus AD heavy teams. If you feel like having a bit more mana and having some cooldown reduction, then this is an item for you. I do not like to buy this item because I prefer some health regen instead of extra mana, but everyone likes different things.
375 Health, 50 Magic Resistance, 375 Mana.
UNIQUE Passive: Blocks one negative spell every 45 seconds.
A magic resist item that works well versus champions like malzahar. This way he cannot immediatly put his ultimate on you. A good malzahar would not use his ultimate on a tank when there are squishy's around but if you are having troubles with something like malz then this is the way to go.
70 Ability Power, 57 Magic Resistance.
UNIQUE Aura: Reduces the Magic Resist of nearby enemy champions by 20.
Magic resist and ability power at the same time, not bad. Next to that it also lowers the magic resist of nearby enemy champions you say? Not bad at all! I preferred the Force of Nature because of the movement speed multiplier, but abyssal scepter is a great item to swap Force of Nature for.
Athene's Unholy Grail
+80 ability power, +36 magic resist, +15 mana regeneration.
UNIQUE: 15% cooldown reduction
UNIQUE: Restores 12% of your max mana on kill or assist.
UNIQUE: Increases your mana regeneration by 1% per 1% mana you are missing.
The newest item of the game. I haven't tried it yet but I can imagine that it is quite good on Sejuani. It gives you some extra damage, which means that the enemy team won't just be able to ignore you ánd it gives you mana back after a kill or assist. This generally means infinite ganks!
Aegis of the Legion
18 Armor, 270 Health, 24 Magic Resistance.
UNIQUE Aura: +12 Armor / +15 Magic Resistance / +8 Damage to nearby allied champions.
Not one of the best items in-game because the extra tankyness it gives is not that much. Nevertheless if you are not doing that well with your team and you see your allies dieing in a blink of a second, consider buying this item. Communicate with your support about this because supports are quite likely to buy this item. Having two of the same item would be a waste for the other teammates because they can only acquire one of this aura.
VI - Skill Explanation
Sejuani's basic attacks apply Frost, a slowing effect, reducing enemy movement speed by 10% for 3 seconds.
Slow on all basic attacks, despite it being only 10% it is always welcome to slow an enemy down even if it's just a bit.
Sejuani charges forward, dealing 60 / 90 / 130 / 170 / 210 (+0.4 per ability power) magic damage and applying Frost to enemies. Sejuani stops upon colliding with an enemy champion.
A great initiation skill but mainly cool because it applies frost to enemies. In the jungle this would mean that you can use it to deal more damage with your W and outside the jungle it's just an easy way to apply frost in order to get your permafrost up and running.
Sejuani summons an arctic storm around her for 5 seconds, dealing (+0.1 per ability power) (+1 / 1.25 / 1.5 / 1.75 / 2% of Sejuani's maximum health) magic damage each second to nearby enemies.
Damage is increased by 50% against enemies affected by Frost or Permafrost.
Scales with health, which makes it possible for you to immediatly start building tanky but also be able to still deal quite a bit of damage. This is one of the main reason why I start with Warmog's but to make clear what I mean here are some calculations about Rod of Ages and Warmog's Armor.
Warmog's max. health: 920+350 = 1270
Rod of Ages max. Health: 450+180 = 630, Rod of Ages max. AP 60+20 = 80.
The ability has a 0.1 scaling on AP and a 0.02 scaling on HP. Thus these items will individually give a damage output of:
Warmog's: 0.02*1270 = 25.4 damage per second.
Rod of Ages: 0.02*630 + 0.1 * 80 = 20.6 damage per second.
However the AP that Rod of Ages gives is also scaling on the Q and E ability of Sejuani, you might think. That is right, but because Sejuani is a tank you want to be able to do a fair amount of continous damage while staying alive during that time. To me Warmog's Armor fulfills that job perfectly.
Sejuani converts Frost on nearby enemies to Permafrost, dealing 60 / 110 / 160 / 210 / 260 (+0.5 per ability power) magic damage and increasing the movement speed reduction to 30 / 40 / 50 / 60 / 70% for 3 seconds.
This skill provides you the hard ganks of Sejuani. After hitting the enemy or using Q you can use this ability to make sure the enemy will not go away. In jungle or in lane you can use the combination Q-->E to kill the caster minions or for example wraiths instantly.
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 150 / 250 / 350 (+0.8 per ability power) magic damage and are affected by Frost.
Feels like a great initiation skill in teamfights but be careful. It is still a skillshot and it has a very large cooldown so don't just throw it. Initiate with Q and then when you are certain of hitting the ultimate, throw it. If you can save this ability for later, always try to do that but do realize when you need it to pick up a kill in lane or multiple kills in a teamfight.
VII - Jungle Route
An Image of Sejuani's Jungle Route from Summoner's Rift Wiki
Take a Cloth Armor with 5 Health Potion or a Regrowth Pendant with 1 Health Potion. I start with a cloth armor because it makes you get significant less damage from creeps and it makes it possible to keep jungling a lot longer.
Level your W ability and start at wolves focusing the big wolf first, let your teammates help to kill them. Be sure that only you will get the experience and the gold from the entire wolves camp. If you are not certain of the quality of your team than just start with blue immediately.
Let someone pull blue and if it is possible let other people do some damage. As soon as blue gets under 445 HP smite it immediately. You want to practice smiting on the very last moment so the enemy will not be able to steal any buffs/dragons/barons from you. Notice that the damage of Smite increases according to your own level. Try to memorize how much damage Smite does on what level or hover over the ability to see the damage on your current level before you smite.
After you have done the blue buff you should have reached level 2, put a level in your Q ability and walk towards wraiths. Use your Q ability to rush over the wall into Wraiths and apply frost at all of them at the same time, this will save you time and will also increase the damage of your W. Again focus the big monster.
Continue your path towards the small golem camp, pop your health potion as soon as you start and kill the big golem first.
Now you should have gotten to level 3, level your E ability. You can now go back and do the red buff after that or just take red buff if you still have enough health(I usually go back if I have less than 40% health). You don't need red buff to gank but it does give you a fair amount of money. This means that you can take it later but than you will take a risk of it being stolen and you will get less gold.
Now you have completed you're entire first jungle path you should be around level 4. From now on you can gank as much as you want. Watch for overextended lanes, ping and go.
The Respawn timers of jungle camps vary, as you are able to see below:
Wraiths, Wolves and Small Golem Camp
Blue, Ancient Golem Camp
Red, Lizard Elder Camp
Some Important Notes
Be sure to always communicate, ping as soon as you are there and tell your team what lane you are coming next.
Try to help lanes that are being pushed or that are losing a bit more than other lanes. These are the lanes that can give you assists/kills and that really need the help.
Don't spam your ablities too much while jungling if you do not have blue. Mainly use your W to take down minions instead.
VIII - Ganking
For a jungler ganking is really essential. Without ganking you are just one of the junglers that never ganks, and people will not like you for that! Especially with Sejuani, she is really terrific at ganking. In order to understand how to gank properly with Sejuani I will explain how ganking in general should work and how you should gank with Sejuani. Because ganking without knowing how to makes no sense.
In general you should always gank the lanes that are having issues in their lanes or lanes that are really pushed towards your side. Ganking a lane which is already winning because it gives free gold and experience but don't let other lanes lose because you wanted free gold and experience. Always(!) prioritize the lanes that urgently need help above the lanes that do not.
Now that you know when to gank, let's discuss how to gank. Ganking in general is not really hard but always make sure that you run towards the location between the enemy and it's escaperoute. So if you are ganking toplane with all turrets still standing, make sure you stay between the enemy and his turret. This way you will be able to reach your enemy and slow him. If you are not sure whether the enemy still has flash or not, do not instantly use your Q! If you use your Q to reach the enemy while they still have flash, they will just flash away giving you no gap closer to chase after them anymore. If you hit an auto-attack on the enemy, frost has been applied and you are now able to use your E to slow the enemy. Also turn you W on so you can damage the enemy while slowing him. If your laner understands what a jungler does you will probably get a kill out of this:)
Later in the game when you have your warmog's or when you are just a bit more tanky, you can also decide to dive a tower. Let the laner(s) push the minions under the turret of the enemy so you will not take turret aggro if you haven't attacked an enemy yet. Just like the case before, do not instantly use your Q. You might need your Q to dash away out of turret aggro. Yes I do know that you also still have flash, but in my opinion it is a lot smarter to use a spell with a cooldown of 19 seconds instead of using one with a cooldown of 265 seconds.
Some important notes
Do not dive turrets too soon in the game, because you will most likely get yourselves and perhaps others killed!
If you see that your lane is not following up with you, just call off the gank. You do not want to go alone and then die because your teammates didn't help you.
Always be the first one to do damage and therefore take turret aggro, because you are the tank and you have a skill to get away safely.
IX - Warding
Warding is in my opinion one of the most important things to do. Always keeping up wards at certain positions will give you a great advantage in map awareness. Not only are you now able to see where enemies are going to, you can also spot enemies walking all alone or keep track of important jungle monsters. Beneath I will show you a few screenshots of places you would like to ward being a jungler. In this case I act like I am playing in the blue team but if you are playing as purple the same principles count.
This ward gives you vision on the movement of the enemy jungler. If he starts at blue, this way you can check when he is going to do wraiths and when he is walking to red. If you want to kill him while doing red this ward is recommended.
This ward provides vision on multiple pathways towards red buff and also on red buff itself. However be careful with this ward because you easily place it outside of the brush.
From about 6-8 minutes in-game people may start doing dragon. Keeping up a ward at dragon from this moment on is recommended. Sometimes bottomlane will place the ward here but if they won't just get one yourself and feel free to ward it.
If the enemy jungler starts at blue, blue will respawn around 7:10. When you have planned on smite stealing it, place a ward at this location. This ward can be placed on other moments aswell to create vision on blue.
When you are scared of the enemy jungler ganking bottom lane through your jungle or maybe stealing your monsters(red buff) in your jungle, put this ward. It should synergize well with the ward most bottom lanes put in the river so you will always know if the enemy jungler will invade.
The same counts for this ward, though this ward protects for an invasion on your blue buff without you expecting it. With this you can easily notice when the enemy jungler is trying to go and steal your blue buff.
X - Positioning
Good positioning is really important in winning teamfights and therefore the game. There are two kinds of positioning that I will mention: general positioning and positioning during teamfights.
At a certain point in the game there is always one person that says: "guys, all mid." In some cases this might seem strange but the idea is quite good. If you move together you will always be at your strongest, especially when you meet enemies wandering alone. Sometimes you just have to split up but make sure you don't overextend too far so you are always able to escape.
If you feel like pushing lanes then always go with a team, not that people are not allowed to solo push or split push but you as a tank do not push hard and if you are dead your team is pretty much done for. Tanks are barely seen pushing lanes all by themselves if everyone on the enemy team is still alive.
When counter-jungling you also have to take care. Watch your map for possibly incoming enemies and always make sure that your allies know what you are doing. Being Sejuani you have a good escape ability(Q), but if you are facing an entire team on your own, you will probably be dead soon.
I made a screenshot to show you how not counterjungle. Don't do it like this!
Instead always come with multiple people like this. With this screenshot I don't mean that you should always counterjungle with 3 people and always come from this bush. Just be aware that you are always a lot stronger with more people.
Positioning in Teamfights
As a tank you are supposed to:
- Initiate teamfights
- Disrupt the enemy AP/AD Carry
- Protect your own AP/AD Carry
- Tank as much damage as possible
Especially point 3 is really important. I see a lot of tanks or offtanks that chase the enemy AP or AD carry just to get that one kill. Meanwhile their entire team is being slaughtered because they were left alone all exposed. Carry's do a lot of damage so always make sure that they are the ones that survive the entire fight, it's better that you die then one of your carry's.
Because carry's being so squishy you will mostly find them at the back of your team. If they keep walking in front of you they can be easily caught by the enemy team to remove all damage your team has. As a tank you always walk in front of them, if the carry's keep walking in front of you just give them a fall back ping or tell them to stay behind you.
What not to do as a tank:
- Initiate Teamfights where your team is in a disadvantage
- Try to get as much kills as possible
- Rambostyle going in fights without checking the map first.
XI - Summary
I hope this guide benefits all of you and if you have anything that you want to share about this guide please let me know. I would love to receive any tips or improvements on my guide.
Thanks for reading:)
Here are some of my best games with Sejuani. Do you have some awesome scores with Sejuani aswell? Please let me know.
Special thanks to: Saquith, TheBobfather for helping me with screenshots and to jhoijhoi for making a very good guide on how to write guides and for providing line separators.