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Sejuani Build Guide by NicknameMy

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League of Legends Build Guide Author NicknameMy

Sejuani, your solo queue friend

NicknameMy Last updated on August 1, 2013
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Ability Sequence

2
8
10
12
13
Ability Key Q
1
4
5
7
9
Ability Key W
3
14
15
17
18
Ability Key E
6
11
16
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.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Executioner
 
 

Offense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Honor Guard
 
 

Defense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Pickpocket
Intelligence
 
 
 
 
 
 
 
Nimble
 
 

Utility: 0


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Introduction

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.


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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.
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Abilites

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.








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Frost Armor
A good, but not great passive. Offers more survivability in the jungle, especially against assassins which want to jump on you like Kha'Zix. Keeps you also at higher HP and later in the game, teams will not easily slow you down.


Arctic Assault
I would say, this is Sejuani's best non ultimate skill in his kit. The combination of uses is just huge. It deals damage based on the percentage of the enemy HP, which makes it good to slay tankier guys and actually deal enough damage later in the game. Second, it is a great gap closer, which can be used anytime to jump overwalls and get away. It is basically a free 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.


Flail of the Northern Winds
This is a rather simple ability with a lot potential for damage. Note that this spell deals increased damage based onto your bonus HP, so base HP isn't calculated into it. This is why a 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.


Permafrost
This is the ability which holds the whole kit of 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.


Glacial Prison
Your ultimate, your best skill, one of the best initiation skills in the game. The best thing about this ultimate is, you can use it out of nowhere. While an 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.


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Skill Order

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

> > >

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.


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Runes and Masteries

Runes

Runes

Greater Quintessence of Movement Speed
3

Greater Mark of Attack Speed
9

Greater Seal of Armor
9

Greater Glyph of Magic Resist
9

Greater Mark of Attack Speed
Attack Speed runes are needed on 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.


Greater Seal of Armor
Whoever doesn't use this rune yet should be ashame of himslef. It is used on EVERY champ right now.
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Greater Glyph of Magic Resist
As already mentioned, 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.


Greater Quintessence of Movement Speed
By far the most versitale Quints in the game. Since 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.

Masteries

Masteries
4/1
4/5
1/1
4/1
2/1
3/1
1/5
2/1
1/1
1/5
3/1
3/1
1/

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.


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Summoner Spells


Smite
Every Jungler needs Smite. Smite is way too much uses to be ignored as jungler. Especially on Sejuani which wouldn't be able to jungle properly without it. It is mainly used to secure important objectives and speed up your jungling.
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Flash
Even while 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.
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Starting Items + Core Items


Hunter's Machete
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?


Boots of Speed
Every champ, which doesn't abuse a unique strategy, needs boots and as a jungler, you need them even more. Without boots, you walk slow from camp to camp and you can't gank properly, since you need to get close in order to deal your damage.
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Spirit Stone
This is defnitly the most important core item on 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.


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The Spirit and Boots of your choice


Spirit of the Ancient Golem
Your standard upgrade, if you go for a more defense build. This is basically what every standard Sejuani player would buy. If you play with a arranged team, there is no other choice then this. A great increase of health, CDR and monster damage for a very cheap price. But this is a solo queue guide, where you need to carry the games. This opens up a different option.


Ninja Tabi
Since 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.
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Spirit of the Elder Lizard
While this item doesn't look that great on paper, it really makes a huge difference in damage. Chances are that you lost a fight before you get this and in the next fight, you actually get a triple kill, since your damage rises. It procs of every one of your spells, which means you can actually double apply it with your ultimate and permafrost. It will fully apply to your 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.


Mercury's Treads
You will want to have tenacity as 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.


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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.
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The rest of the items


Sunfire Cape
While this item isn't listed in the core section, you will still pretty much get it in any game. There is absolutely no possibility that you get an enemy team with 0 physical damage, as turrets, minions and their auto attacks all do that type of damage. Because of that, the armor will never be a waste. The aura of this item is another good damage increase, which will in combination with 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.


Randuin's Omen
Randuin's Omen is the big defense brother of 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


Warmog's Armor
As you see at the cheat sheet, I buy this item in basically any game. The reason for this is quite simple, 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.
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Abyssal Scepter
The MR item with a good balance of offense and defense. You will never ever gonna buy this in an arranged team, but in solo queue, it fits your purpose perfectly. MR reduction increases your damage by a lot since basically all your damage is either true damage or magic damage.


Spirit Visage
This would be the standard MR defense item for 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.


Liandry's Torment
You wonder why you actually find this item now right here? Didn't I say it is bad on 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.


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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.
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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.


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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.


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Sejuani FAQ

Will be filled with your questions


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Final Words

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.


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Changelog

  • 01.08.2013: Guide published