Sejuani Build Guide by matpi

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.

League of Legends Build Guide Author matpi

Sejuani - Winter is coming

matpi Last updated on January 21, 2012
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 0

Honor Guard

Defense: 21

Strength of Spirit

Utility: 9

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Since Riot announced a new LoL champion I really wanted to try it. A new jungler with hard CC and good sustainability riding on a big pig. A perfect character for those who like staying in the woods even for those who are not doing it very well, coz ganks with Sejuani are pretty easy.
But first to say, you are not going to do lots of damage, especially early game even though you have 4 skills that do some damage. So despite the fact that the ganks are pretty easy if you hit your enemy targets with your charge, you need your teammates to stay focused so they can do some damage and kill your targets. This also means your early jungle is a bit difficult. You will perhaps use all your potions before any opportunity to gank, however you can easily do it on lvl 3.

As u might see this if my first build updated on mobafire. And it is a jungle build. I will edit it in nearest future adding also solo top Sejuani which I have tried only once so far and am not sure about the build she should have during a game yet.
Hope you will find it interesting and helpful. Enjoy.

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In my opinion the early jungle is a bit difficult, because your Sejuani might lose some hp during her fights with monsters. The runes i picked provide her early game sustainability and will make your life easier. Although the jungle is doable without any runes, after picking those 30 I suggested it will cause you no problems at all.
should be very useful late game providing you lots of Magic Resistance, as you do not need so much MR early game.

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I am afraid starting with
and 5 pots is necessary. It will provide your Sejuani better sustainability, so useful early jungle. When it comes to shoes I think there are two options. You are free to choose between
or .

It depends obviously on the opposite team. If there is loads of AP there that do some serious damage pick Mercury's, if they depend on AD carrys you can pick Ninja's. I on the other hand prefer Mercury's due to its +Tenacity which makes you less vulnerable to enemy's CC.
When it comes to the second, gold providing items you are also free to choose from both
and .

If you decide to buy the philosophers you will probably go Shurelya's and Frozenheart (to provide some serious armor and cooldown reduction), the heart of gold would be improved to Randuin's. (If you find yourself having not enough cooldown reduction you are free to buy Spirit Visage, or Glacial Shroud).
Later on, after buying gold providing item I always buy .

Some may ask why? It provides you fine +HP bonus, as well as mana (which you need especially if your mid needs blue buff) and AP (that will grant you some +damage for your Permafrost and Northern Winds boosted also by lots of HP provided by this item). This strategy makes you even more harmful during ganks, making your hits noticeable.
If game still goes on and you find yourself already having Roa, Randuin/Shurelya's + Frozen Heart and
(which I don't think needs to be explained) and still lots of gold to spend you might easily grab
to complete your build.

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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.

Range: 700

Cost: 70 / 80 / 90 / 100 / 110 mana

Magic Damage: 60 / 90 / 130 / 170 / 210 (+0.4 per ability power)

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)

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 %

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)

Picking Northern Winds at the lvl 1 does not need any explanation. Aoe damage is very useful during your jungling phase. Lvl 2 I pick Permafrost. It another Aoe skill that also boosts your Northern Winds which will help you go through jungle faster, receiving less damage from monster. When you hit lvl 3 pick Arctic Assault and look over the map to check for ganking possibility. It's your moment now. If you find any lane vulnerable to your gank go there. Hit them first with your charge and immediately press E to slow them even more with your Permafrost. They will probably panic and use Flash which would not be enough to save them if they pushed too far. Your huge slow they already have and your

make them easy to catch and slow even more with your frost and Permafrost so that your allies can catch and kill them. Don't forget to use Northern Winds during your chase.
Lvl 4 I used to take Northern winds for the second time. Jungle is even easier now. Later on i max the E (Permafrost) for the huuge CC slow and some extra damage. From lvl 10 I start maxing the Q spell (Arctic Assault) for less CD on this spell making your opponents so easy to catch.
When you get the Glacial Prison use it wisely. It can stun the whole enemy team if casted in a right time. If chasing opponents on the lane gank use it when they are out of your other abilities range thinking they can escape. NEVER use it at the begging of a gank (unless enemies are so close near their turret and you are not sure if the tower dive would be succesful) and don't use it if you think your teammates won't be able to reach your target until short stun ends.

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Summoner Spells

Summoner Spells

I am afraid this champion really needs
during the jungle.

The second choice is optional, however I prefer .

It makes your ganks easier, makes you less vulnerable to ganks in your jungle combined with Arctic Assault, that allows you to jump through the walls.

Optional spells:

I don't think it is necessary for this champion due to it's Arctic Assault skill but it may be useful in some situations so if you really like playing with Flash, jumping through the walls more often, which you think grants you safeness take it.

Never think of:

No. You do not need this spell. You alerady have huge slow from your skills. It is way better to have ghost which gives you the opportunity to catch all the running enemies and not just one like exhaust.

Trust me. There is hardly no chance that enemy will run out of range. Instead of putting ignite on him better charge with you Arctic Assault, slow him with your Permafrost and freeze him to death with your Northern Winds.

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In my opinion Sejuani is one of the easiest gankers in the game. However it needs good teamwork and communication. Your charge combined with CC (slow in passive and Permafrost as well as stun from the Glacial Prison) will help your teammates reach the opponents and slowly kill him. Early game Sejuani does not so much damage, so the good Team Play is really necessary. Her CC's are also really useful Mid and Late game even if she is 1-2 lvls lower than the opponents making her much of a support.

Jungling path.
I always start with blue golem. Ask your mid to pull it and your top to do some extra 2,3 hits to make it faster (don't worry you can easily kill this blue alone, but why waste a time and a potion?). Smite it when it's ready. Guess what, you are lvl 2 now! Head to the wolves. I usually hit them all three once, then use my Permafrost and Northern Winds to Aoe them to death. You will use your first potion here. Now head to the wraith camp, easily kill them all and make your way to 2 golems on the bottom. Hit them both, use your Permafrost and Northern Winds. Smite the bigger one and kill the little one. You will perhaps need to use your 2 or 3 potion here (depends on the team help at blue and procs at the wolves) Congratulations you are lvl 3! You may now head for the gank if there is such opportunity. But don't waste your time in the bushes if you don't think you can easily score a kill or make your opponents waste their flashes (which makes them vulnerable for the re-gank in a few seconds). Practice will make your decision easier. You will calculate your chances more accurately. If the opponents have more than 80% HP it doesn't make them unkillable had they pushed so far. Observe the game and score free kills/assist.
If there is no gank opportunity (your lanes push so hard or have so low hp) you can head again to wolves and wraiths camp and recall for boots, wards and potions if you ran out of them. Head to the red camp. You will be lvl 4 after this fight. Gank if possible. If not, clean the jungle starting from 2 golems camp.

So to sum up my typical jungling route looks like this
Blue> Wolves> Wraiths> 2 golems > Gank at lvl 3. > Wolves > Wraiths > Recall > Red > Gank at lvl 4 >Idling again.
Later on it's up to your decision. Give your mid the blue buff if it needs. Be always ready for a gank opportunity, clean your jungle put some wards but make sure you are not getting outleveled by the enemies.

Remember to start fights like this. Charge > Permafrost > Northern Winds. Use your charge to skip the walls and save much time. Remember that enemies put their wards and that you are able to avoid them with your charge.

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Pros / Cons

+ Huge CC, slow + stun.
+ Charge that makes you capable of jumping through the walls
+ Easy ganks.
+ Quiet fast jungle
+ High survivability.

- Low damage early game, you depend on your allies and their damage during a gank.
- Loses some hp during early jungle
- You will not be able to solo the dragon as fast as some junglers can.
- Mana is really needed during early jungle.