Sejuani Build Guide by Consequentialism

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League of Legends Build Guide Author Consequentialism

WINter is coming! (Probably not my problem if you lose.)

Consequentialism Last updated on August 22, 2012
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Build 1 (Cheat Sheet)

Champion Build: Sejuani

Health 4888
Health Regen 22.55
Mana 1940
Mana Regen 14.55
Armor 433.19
Magic Resist 186.8
Dodge 0
Tenacity 35
Movement Speed 410
Gold Bonus 5
Attack Damage 165.2
Attack Speed 0.835
Crit Chance 0%S
Crit Damage 0%
Ability Power 0
Life Steal 0%
Spell Vamp 0
Armor Penetration 11.52
Magic Penetration 0
Cooldown Reduction 30%


Recommended Runes



Ability Sequence

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





Mastery Tree Is Outdated

WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
Archmage
 
 
 
 
 
 
Executioner
 
 

Offense: 0

 
 
 
 
 
4/
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
2/
Honor Guard
Mercenary
 
 
 
 
 
 
1/
Juggernaut
 
 

Defense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 9

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Sejuani? What the ****?

Wow! You actually picked this champion? This champion is complete and utter ****! Yeah, such fail AP scalings, even Leona's are better than hers. Not even a single steroid for AD. I'm going to report you for trolling. Riot fail. Refund please.

Nope.

If you think that is true then you are a noob. Sejuani is the best ganker in the entire game and is a beastly CC machine. Today we will build her tank to exploit her extreme CC even better! Hell, having this lady on your tail is like having chewing gum on your bellend, it sticks to you and it hurts to get it off.

And yeah, I rushed this guide because Sejuani is free this week and I don't wanna see no nooblords clowning around with her.


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Pros / Cons

Pros
+Immortal CC machine
+Wears a bikini amidst a blizzard.
+Excellent tank
+Linear AOE skillshot stun.
+Extremely deadly ganks.
+Clears jungle remarkably fast
+Very rewarding if played properly.
+The second chillest champion in the League.


/color]
Cons
-Outclassed by other junglers in terms of damage
-Requires a team that aren't completely ******s
-When someone plays her, you're not sure if free week or trolling
.


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Runes

Let's talk runes.

Runes

Greater Glyph of Scaling Magic Resist
9

Greater Mark of Attack Damage
9

Greater Seal of Armor
9

Greater Quintessence of Health
3

9 of Greater Mark of Attack Damage
9 of Greater Seal of Armor
9 of Greater Glyph of Scaling Magic Resist
3 of Greater Quintessence of Health

Gives:
9 Attack Damage
13 Armor
24 Magic Resistance@18
78 Health

9 extra attack damage makes the entire jungle smoother, even though the Blessing of the Lizard Elder and Crest of the Ancient Golem has 20 armor, they're still effective due to their mediocre damage reduction. Armor for jungling and fulfills your main role as a tank. Magic resistance per level for...oh who I am kidding tanking of course! Your Northern Winds scales with HP, getting HP will give you significant advantage in event of a level 1 teamfight. Allows you to stay longer in the jungle as well. You can take movement speed if you want. Personal preferences only.

Wait. These runes cost a ****ing lot and not everyone has them.

If you can't buy the Movement speed or Health Quintessences I suggest a different matchup.
Runes

Greater Quintessence of Armor Penetration
3

Greater Mark of Attack Speed
3

Greater Mark of Armor Penetration
6

Greater Seal of Armor
9

Greater Glyph of Scaling Magic Resist
9

Now you have 20 ARPen, golem & lizard will die faster. and 5.1% extra Attack Speed but you lose about 74 health.

Don't recommend MRPen marks because you're going to be squishy and miserable with that puny 9 MRPen.


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Masteries

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

Typical jungle tank settings. No explanation needed.


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Items

Item Sequence

Cloth Armor
300

Health Potion
35

Health Potion
35

Health Potion
35

Health Potion
35

Health Potion
35

Boots of Speed
350

Heart of Gold
825

Chain Vest
720

Glacial Shroud
1350

Phage
1465

Mercury's Treads
1200

Giant's Belt
1000

Frozen Mallet
3300

Chain Vest
720

Sunfire Cape
2650

Negatron Cloak
720

Warden's Mail
1100

Randuin's Omen
3100

Banshee's Veil
2610

Frozen Heart
3000

Elixir of Fortitude
350

Elixir of Brilliance
250

Elixir of Agility
250

Oracle's Elixir
400

Main build


Yes, the item sequence is a pile of **** because you can't always expect teammates who aren't complete airheads and are intelligible as such. If done correctly you're going to be an immortal CC machine.

You don't always have to completely follow the build, different games calls for different needs. But this build is a BADASS all-around build and will dominate most games.

Builds for different situations

AP heavy teams



AD heavy teams


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Abilities

Arctic Assault
Your BRILLIANT Q ability.

Access jungle like a boss.
Baron crash like a boss.

Surprise gank like a boss.

Counter jungle like a boss.

You can do EVERYTHING with this Q ability.

Northern Winds
Your exclusive Sunfire Cape that scales with HP and AP. That's what makes building Sejuani tanky an excellent choice. Slows your enemies while dealing crazy damage.

Permafrost
Your bread and butter. You rely on this ability to slow the **** out of your enemies in pre-level 6 ganks. Deals EXTREME damage to your enemies while slowing them for like, 70%.

Glacial Prison
Completely BADASS linear skillshot AOE stun, dealing TONS OF DAMAGE while rendering the enemy team completely useless. OP! Use it to gank, initiate, save a life, clean up enemies and close the gap while they are stunned.

I suggest you to save this ability early game as it has a long cooldown, and is useless if you miss. So make sure you can land it before you use it. Usually, unless your Flash is up, missing Glacial Prison fails a gank.

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

Northern Winds first because you're going to clear wolves first in an instant with some help from teammates. Then one point in Arctic Assault because time is money and it saves a lot of time walking around camps. One point in Permafrost to complete your combo for jungling.

Walk up to a camp, Arctic Assault into Northern Winds then Permafrost until the camp is dead.

After that, Ability priorities are Glacial Prison> Permafrost> Northern Winds> Arctic Assault. Always take ultimate at level 6, 11 and 16 or I will stick your eyes open while I rape your entire family with a white, hot and rusty iron fork.


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Summoner Spells

Best


You're a jungler.


Double gap closer for double success. Ain't nobody gonna get away from the INSANE CC.

Viable

Allows you to stick to your prey... Can't say no to that. But not as useful as Flash.


Let your support take this. Wait. You are a tank and you are most likely to be initiating, thus your teammates will be behind you, I suppose you can take this.


Completely counters Dr. Mundo. Trolololololo. Aside from that, let your carries take this.


Disables enemy AD Carry for 2.5 seconds.


Deadly ganks from the base all day, every day.

Nope


You have Mercury Treads and 10% CC reduction from masteries.


Not going to be useful you're the tank and will probably survive everything so why bother


Nope.

Uninstall if you have those







Seriously, go look in a pool of piss.


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Jungling

This is how your early game should look like.
Seriously though, you can gank bot lane when enemy team pushes.


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Team Work

After you hit level 3 you will have red and blue buff and you should immediately look for a gank.

Be SURE to ping the hell out of your teammate and make sure he's ready to gank.

If all is normal, the closest lane to you is MID. So gank that lane if there's some poor sucker overextending. Arctic Assault into Permafrost and Northern Winds. if your teammate doesn't finish him off you may have to tank 1 or 2 tower shots. Immediately Flash away after. First Blood! (if nobody on your team fed already.)

Even if you carry the game hard you should always educate your teammates on what to do in team fights, because cliches say 'a chain is no stronger than it's weakest link'. If you don't help your clueless/new player/unskilled teammate pick up on the game, you're definitely going to lose. Don't blame everything on them, but instead, try to inspire them to play better. That way you're more likely to win and everybody has fun.

Right here, this is what 'a chain is no stronger than it's weakest link' means. You can't win by just carrying, as the strongest and the most important person on your team it is of utmost importance that you also take up the responsibility as a leader.


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Mid-Late Game

By now you should have built your build halfway. It is especially hard to gank since your enemies will be sticking together. So there are a few things you need to be sure of before starting a fight.

1. You are in an advantageous position (underneath turret, ambush, etc)
2. The enemy team isn't doing the same thing (Manly Enemy AD carries who rush up front in team fights)
3. The numbers are even (doesn't apply to enemy.)
4. Your team knows what to do ( e.g: Tell your carries to sit in the back until you initiate, landing an AOE ult correctly, etc)

Then you toss out your Glacial Prison -> Permafrost -> charge in with Arctic Assault then pop Northern Winds to soak up as much damage, while dealing some as well. You should be prioritising the enemy carries to MAXIMUM EXTENT while disrupting them HARD to make their jobs as DIFFICULT AS POSSIBLE. Trapping 3 in your ultimate is already successful and now your team can commit to the fight. Now you will press on, rush into their carries, activate your Randuin's and lay down your CCs while stopping your team's carries from being focused. As the battle winds down one or two will have tried to run. From this point on, a basic attack will slow them by 67.5%, if you have the red buff. They cannot escape.


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Jungling Opponents

You're probably not the only person who roams the jungle. So it's good to keep a tab on whoever is jungling on the other team.

Some of the most annoying picks


Definitely not someone you want to see in your own jungle. He is great at escaping, chasing and fighting. You probably shouldn't attempt to counter jungle him. But he can. There's nothing much you can do about it. Advice: Gank sooner than he does. Let him know agony as you gank lanes successfully and there's nothing he can do about it.


This sneaky little ***** will always try to counter-jungle you, if he doesn't then the person behind the computer is probably ******ed. So you can simply avoid that happening by counter-jungling him as well since sneaky Shacos always lay box traps when you try to get that Blessing of the Lizard Elder or Crest of the Ancient Golem . If your timings are good enough you may catch him at very low health as he's not very tough.


See above.


This guy is really tough and 1v1 with him means you lose. There's not much chance against him as he has HP percentage damages which are especially bad for you.
As I said before, gank before he does.

I'll add more when I can bother to.


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Summary

You should have won the game by now.

Okay, so I went on ahead and tried a few games.