Sejuani Build Guide by NicknameMy
This build has been archived and is for historical display only.
PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
We recommend you take a look at this author's other builds.
- AP Udyr, power of the blue flame
- Taric Support, the fullest outragous Support build ever
- Twisted Fate jungle, master of all lanes
- Garen, Spin to Win is possible goes 5.16
- Build Only: Spin to Crit Returns
- Build Only: It is only fun if they run
- How to be Riot's sign for incomplete balancing
- The Nunu Build
Not Updated For Current Season
If you need HP
Standard defense build
Standard offensive build
Not Updated For Current Season
So, again, it is NickaneMy here. After I finished my super long Yi guide to honor the Dark Arts of Master Yi and his rework, I now write a guide about a more consistant champ pick, which has a good potential to gain you elo in solo queue, Sejuani. As I love to play tanks (and Yi), her kit fits perfectly to my playstyle. I don't got that much experience with Sejuani, yes, but if she were free I played her or very often on PBE. Now, I finally bought her and want to present you the playstyle, I used by now. Do not expect pro play quality.
Who is Sejuani? (Sejuani vs Amumu)
Sejuani is considered a tanky champ with much cc and medicore damage. If you want to compare Sejuani with a champ in a league, who will everyone know for sure it would be Amumu. Similar to Amumu, she can deal AoE dmg over time, has a tool for instant AoE dmg, has a Q for ganking purpose and a gamechangig initiation ultimate. So, the question is, why use Sejuani over Amumu, who is known to be one of the best solo queue junglers in the game?
While Amumu has just 2 CC's in form of his Bandage Toss stun and his ultimate Curse of the Sad Mummy, Sejuani has more. She has a knockup on her Arctic Assault, a slow on her Permafrost and a stun or slow on her ultimate, Glacial Prison. That are 3 CC's.
Another factor is, that Sejuani has a better kit synergy. Everyone of her abilities apply Frost, the passive of Permafrost. So, as you hit nearly anyone through your fighting with Frost, if you use Permafrost, you slow and damage the whole enemy team, means you can CC the full enemy team 2 times, Amumu can only do this once.
I hope you did understand now, who Sejuani is and why I take her over Amumu.
So, here are Sejuani's abilites. I will explain you now a bit deeper how to use them correctly. To see, what a skill does, hold your mouse over it.
Kha'Zix. Keeps you also at higher HP and later in the game, teams will not easily slow you down.
Flash. Third, it is the perfect for your ganks as you knock the enemy up if you hit him with that. You can also just ram him straight through minions. I wouldn't everytime initate a gank with this skill, if you can get to the enemy without it, don't use it. Use it after they use their escape mechanisms like Flash and this way secure the kill.
Warmog's Armor and building HP oriented items is newer wrong on Sejuani. It also has a great synergy with Spirit of the Elder Lizard, as this item procs the passive true damage, which increases your damage by a good amount.
Sejuani together. Without this ability, Sejuani would make no sense. In order to abuse it correcly, try to get Frost on much people as possible before you active it. For example, after your ultimate timed out, every enemy will have Frost on himself and you can activate this to CC them a second time. You can also use Arctic Assault to apply frost to all minions/monsters and then use Permafrost for damage. This is a good method of farming if you got mana to spare.
Amumu has to position himself to get everyone into Curse of the Sad Mummy, Sejuani just throws this like she wants. If hit eats, everyone near it will be stunned and for a team which isn't completly braindead that means you are going to win the next fight. Do note that if you miss it, it will still apply a huge slow to any enemy near it. It has a rather long cooldown, so use it wisely.
This is my Skill Order for Sejuani. That i maximate the ultimate, one of the most gamechanging abilites in the league first should be a nobrainer. As first normal ability, I max Flail of the Northern Winds as it is needed to have enough damage at ganks and to clear the jungle. Without it, your jungling would slow so much down that at one point you couldn't even jungle anymore. Next, you have to make the decision between Arctic Assault and Permafrost. I prefer Arctic Assault, since leveling it up lowers its cooldown, which can allow you to sometimes use it twice or more in one gank. A knockup is way better than a slow. And finally, max Permafrost for the increased slow and damage.
Runes and Masteries
Greater Quintessence of Movement Speed
Greater Mark of Attack Speed
Greater Seal of Armor
Greater Glyph of Magic Resist
Sejuani because without them, you wouldn't clear the jungle fast enough. This ensures you a good clear time through the game. Otherwise, they do not add much, as most of Sejuani's damage isn't dealed by auto attacks anyway.
Sejuani is a tank and a tank needs obviosuly to be tanky. Magic Resistance runes help you agains the enemy magic damage earlygame, because casters are also gonna try to burst you. These are used instead of scaling runes, as later in the game you will have items for magic resistance anyway.
Sejuani's damage depends onto staying close, there is no other choice here. Without them, you would be also missing the mobility to gank or jungle properly.
Since this is a solo queue guide, I use a 9/21/0 Mastery Page for Sejuani. 21 in defense should be obvious, as Sejuani is a tank and wants to stay alive. As she needs to be close to deal damage, she can't allow herself to be CC'd, that is why Tenacious . The rest should explain by itself.
I prefer offense over utility since in the solo queue, your must also deal damage. While the utility tree might offer some stats which are usefull, you need the magic penetration in order to be a threat to the enemy team. And the CDR can't hurt either, as more ults mean more gamebreaking stuns.
Sejuani which wouldn't be able to jungle properly without it. It is mainly used to secure important objectives and speed up your jungling.
||Sejuani already has a Flash in form of Arctic Assault, on a tanky initiator it is a must spell to have. For example, you can combo Flash, Arctic Assault and Glacial Prison for an ultimate with huge range out of nowhere. Or if somebody is near to escape, Flash+ Arctic Assault will catch him.|
Starting Items + Core Items
Sejuani definitly needs Hunter's Machete in order to jungle. Otherwise she would be way to slow. She also needs Spirit Stone, so why in the world you would actually don't buy this?
||spacespace||Sejuani. It increases your jungle speed more than Hunter's Machete and makes it fast enough to clear decently. It also gives you sustain through mana regeneration and hp regeneration, which you will definitly need. Finally, it builds into 2 very good and very cost efficient items.|
The Spirit and Boots of your choice
Spirit of the Ancient Golem will provide you with tenacity, Mercury's Treads are a no go. These are the only other viable boots which offer defensive stats. And since there are so many things that do physical damage in a game, they are never the wrong boots.
Flail of the Northern Winds and it isn't really hard to keep it on the enemy. The bonus AD is nice, but actually unneccesary.
Sejuani. Since Spirit of the Elder Lizard doesn't provide this, you need to get it in form of these boots. If the enemy team has neither magic damage nor cc (this will definitly never happen), you can also choose Boots of Swiftness.
Spirit of the Elder Lizard vs Liandry's Torment
||space||Since I already got asked by Ekairot why I use Spirit of the Elder Lizard over Liandry's Torment on Sejuani, I might also make an own guide section about it. Which I do now. First, you have to see which type of items those two are. Spirit of the Elder Lizard just costs 2000 gold, is very cheap to build up and is because of that considered rather an early-midgame item. Liandry's Torment costs 2900 gold, that is about 1000 gold more, and gives you % damge based on the enemy HP, which makes this item rather a lategame item.
In solo queue, you got no time to loose. You must carry your team as soon as possible. The only way to archive this is aquire save damage asap. An item like Liandry's Torment doesn't fit here, as it costs way to much and is based onto lategame. Spirit of the Elder Lizard is actually concipated for exactly this time and this is why I choose it over Liandry's Torment.
The rest of the items
Spirit of the Elder Lizard unleash the burning winter boar. If you are missing HP after building Spirit of the Elder Lizard, this item will fix that problem aswell.
Sunfire Cape. It adds no more damge, but for that, even bigger defensive stat and active+passive effects, which make this item a must have on pretty much anyone who wants to be tanky. It is also the perfect counter to Blade of the Ruined King, as Sejuani likes to be tanky, knowing this threat is out is a good thing. If the enemy team lacks physical damage, get Spirit Visage instead
Flail of the Northern Winds. This item alone adds 100 damage to it. And not only that, it makes after all the resistances you got super tanky and basically unable to be killed. That doesn't mean you should now go 1vs5, but you could survive a 1vs5 for quite a bit of time.
Sejuani on a normal defense build. But again, this is no normal defense build, this is a solo queue offensive build. Because of that, you are gonna rarely buy this item on her. Most of the time you will use this as a replacement of Randuin's Omen against magic damage heavy teams. For that, it will be a strong item.
Sejuani? No, I never did, I only said it is a lategame item, not an earlygame item. And if you now check out my high damage build while super fed, you will find this item at the last spot of it. But this should be really the only time you buy this item, as otherwise, you would make yourself too squishy.
Jungling as Sejuani
Jungling as Sejuani isn't actually very complicated. If you are level 1, you just use everytime. If you are lvl 2, you dash in with and then use . If you are level 3, dash in with , use and then . This gives you the highest possible cleartime. But if you do this every time, you will get sooner or later mana problems. If you want to mana your mana, just use as has a very cheap cost and give you the most damage.
Your jungle route will be a normal double buff route with smiteless ancient golem and then the lizard elder , after that you can try and go for a gank. But this doesn't actually mean you should go and never jungle again. Only if you find a good balance between ganking and jungling, you will have enough money to afford your mayor items.
It the earlier levels of jungling, Sejuani is very weak against counter jungling and enemies will abuse this. Don't wonder if actually your red buff is stolen, then you have to change your route so you still get to level 3 by killing 2 little camps. You can't actually duel most enemies, but you can actually hold them in place for a long time. Long enough for a teammate to arrive. But since this is solo queue, no help is guranteed.
As last step of the jungling section, I will show you a video about how to gank, made by Stonewall008.
As Sejuani you can peform nearly any type of ganks. The rule at ganking is, don't use a spell which you don't have to. Which means, if you can close the gap to the enemy without Arctic Assault, don't use it. Because, with this spell, if your enemy uses his escapes like Flash, you can actually follow him. Obviously, try to deal as much damage as you can with Flail of the Northern Winds without taking to much turret damage. An early uncoordinated turret dive is the worst thing you could ever do.
How to perform with your team
|Space||It is intended to actually not mention the word "teamfight" in the headline as this a solo queue guide and most of the time, there will be no 5vs5 teamfights in solo queue anyway. It is not the team which has to win the fight, it is you.
Basically, your team and your enemy team are staring at each other, one side is pushing, the other side is tower hugging. This is what will happen most of the time. You want to see, if an enemy vulnerable target like a carry gets in front and there is good position to put your ult into, throw it.
This will start your funniest game moment. You will stun 2-4 members of the enemy team and they can basically do nothing for a short amount of time. Now you and your team fall over them like a horde of babarians and try everything possible to kill anything. Yeah, you read right, there is no strategy, cuz it is solo queue.
You should have won the fight and now, you are really close or already did win the game. If you somehow in the world loose that fight, something must have gone terrible wrong either earlier in the game or in that fight. You did what you can do, most of the time it will be not your fault. But that is again solo queue.
Since so many people were QQing about my unique strategies, I now thought, why not write an actually normal guide with less difference to others. Sejuani is perfect for this, as she has Spirit of the Elder Lizard as unique item, but still is a more generic build.
I hope you enjoyed reading this guide. I also hope you will have to to read my next guides sooner or later.