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Arctic Assault:
It it worth noting that this ability deals damage dependant on Ability Power, as well as a percentage of your target's Maxiumum health.
Flash:
I would not reccommend doing this as it leaves you totally exposed to getting smacked without any form of escape.
Runes:
The flat armour makes your much more resilient to the jungle monsters in the early game, as well as providing a reasonable amount of safety against the bot lane ADC and top lane fighters.
each provides +3 MR at level 18, giving a total of 27, which should fill the MR gap in the build i have provided.
AS vs BV:
You would be better of with Spirit Visage if you feel confident enough that the enemy APC has not been fed
These are some that I caught but I don't feel like finding any more.
Anyway thanks for this awesome guide! I think my jungle will be much stronger with it.
Regarding jungle route: I have 0 clue about the new jungle names which means it's really hard for me to understand - even for me as D3 player.
Standard jungle route = (bottom side buff) -> wolves/wraiths -> (top side buff). This means you can get help from your bot lane (2 man can help more than one) and it also allows you to gank top/mid (solo lanes are a lot easier to gank level 3 than bot lane, especially if you have no hard cc like seju pre-6) - starting on top side of the map means you are a lot less flexible in your decisions which I often advice against, UNLESS you have a specific game plan (e.g. want to avoid invades, invade yourself or prioritize a specific lane)
Regarding E max: I don't see the benefit at all. You hurt your damage A LOT and same goes for your clear speed, all for a slow increase from 50%->70%. If you get in range to apply your slow, you'll be able to apply it permanently anyway so the extended duration only matters very little.
Also, randuin's is superior to frozen heart in a lot of aspects. The attack speed debuff is only good if the enemy has a lot of champions benefitting from AS while Randuin's gives you a whole bunch of hp as well
Wow, didn't expect a response so quickly. I thought i'd give you a little insight into why I made some of the decisions i did.
You probably have a good point in the hybrid pen marks, i tend to find that Sej doesnt do a whole lot of physical damage with her AA's, i figured focussing on her strengths would yield a greater return in the late game, as most of her damage would be magical by that point. I'm also trying to optimise the use of
I agree that my masteries need looking at, plain and simple. Runic affinity may well be worth it for the early game.
Again, you're probably right about the locket, i feel it would be only beneficial to pick this up earlier than slot 4 if you're going into teamfights early, otherwise the investment in the aura and active is pretty wasteful unless you're ganking the mid lane or an AP top. I wouldn't begrudge anyone picking up a sunfire cape as a first item instead, as the clear time, armour and extra health are well worth it, but it does leave you short of armour if you build it instead of frozen heart.
As for randuin's omen, the Cold Steel passive seems much weaker than the aura you get from having a frozen heart. The health is obviously what would tip randuins into favour over frozen heart, but i feel that paying for the active on randuins is a waste of gold, as you're apply your passive slow to everything you're hitting anyway. I'd take the -15% atk speed aura over cold steel any day.
[*] Mercs are definitely worth the consideration as Golem doesn't give tenacity anymore.
Abyssal scepter is taken mostly to fill the gap in your MR, but also to maximise the effect on
Obviously i completely missed the fact that Golem no longer grants tenacity, that's an oversight on my part, potentially that opens up my build for changes because mercs would actually be pretty handy in most circumstances.
[] Coding:
[*] Mastery section:
Surely, if you're looking for an overview of the masteries at a glance... you scroll up? i think this criticism is unnecessary really, it was mostly to explain why i'd taken what i'd taken, but as has been already pointed out, masteries need looking at.
The spells section can easily be changed to be more aesthetically please, thanks for the feedback on the presentation :)
This criticism is well received, and i think the way I've put this section together could do with some changes. I think evaluating each items worth rather than pitting the options for each slot against one another.
[*] Jungle path should be updated to the current path, not for the SR beta which may still take MONTHS before it hits live servers. It's also somewhat BS to say you should always start blue (as blue side you often want to start red instead!)
[*] Ganking tactics: you cannot generalize 'when to gank' like that.
The reason why i suggest taking the blue buff first regardless of side is simple - in the early game, you are so unbelievably reliant on it until you pick up the all-essential
However, with the lack of knowledge hindering my ability to evaluate the applications of taking the red buff first, i have to resign to saying that i simply do not know how beneficial this would be, and assume your judgment is better than mine.
The Jungle path wont be any different for the new summoner's rift as it will be for the old one. The updates to the map are purely visual - unless I've missed an update entirely and the jungle monster stats are changing. I could change it to the current monster names if it's really that bothersome, but this criticism in particular seems superfluous.
As for my generalisation of when to gank, you're probably correct. This section is unnecessary, and i should leave that for the pro junglers to be writing about. This guide is supposed to focus on the minutiae of the champion's abilies and techniques, rather than "how to jungle 101". As it says next to smite - if you need to know that you should take smite, you should be reading some basic jungle guides.
sadface. I can understand that, and it's probably missing the imagery it needs for me to be explaining myself properly anyway as it stands. Unfortunately, this is also what i felt makes my guide stand out a little from the crowd, which may be why you feel quite underwhelmed by it :) Hopefully though, through all these conversations and criticisms, i can refine my guide into something much more usable and understandable, as well as being in-line with optimal choices.
I've explained why E is maxed first, it provides ample clear time, but as a utility jungler, you're going to NEED that high slow to gank properly. Going for W first might make clear time a bit smoother, but this is why i suggest build
As for your initial comment... i dont even. Sejuani loves HP, but it suffers from serious diminishing returns as a defensive stat if you dont have a good amount of armour and MR to go with it. The health boost you get from SotAG, liandry's, warmogs, is significant as it is.. If it's really that much of a bother for you, take sunfire over frozen heart.. but personally i feel that the CDR and the aura that frozen heart provides is far too important to sacrifice, unless you have another tanky champion on your team building randuins or FH. Remember, the point here is to be tanky-utility, while dealing enough damage to be a threat. If you want to be the APC, play a mage.
As for the boots, did you even read the guide that you're criticising? especially the section where it says "it's probably a good idea to pick up boots of mobility first, then swap them out if you have the money to do so later"?
Come back when you have something properly constructive to add, or write your own guide should you feel you can do better.
I disagree with a lot of things on your cheat sheet. Locket is a pretty bleh lategame item, it's most effective as a second item if you're running behind (or just wanna be tanky vs an ap heavy team) or a third item. Likewise, Sunfire Cape is pretty eh as a 4th + item.
Yeah, as your next post says, this was mentioned in the previous post, and the criticism has been taken on board. You're both pretty much right about the locket, perhaps building the abyssal scepter later would be better, as it's recipe is also simpler. I think i suffer a bit from building Liandry's so early, but because of the nature of the build, and how i level my abilities, i feel like it's almost too essential to improving her jungle clear time. Maybe there's a better way.
At any rate, thank you for the constructive comments, i will be revising both the content and format of this guide in due time! More than anything, it was just a lot of fun to write. :)
given that sejuani loves hp, i see no reason proposing abyssal instead of liandrys and frozen instead of sunfire/randuins. also why on earth is e maxed first? do you not want monster clear? And boots of pen/ ninja tabi to a slow tank jungler where u have put neither quints nor masteries for move? nope
First addressing this guy in particular:
I do understand the point on E max, I do think W max gives a smoother clear so agreed. The point you make about boots isn't as good as you think, there can be situations where taking tabi/merc's/sorc's can be a lot better than mobility boots, not to mention the runes/masteries to move faster are pretty bleh. All in all your downvote can be justified but not because of the points you brought.
To the guidemaker:
Just a few of my thoughts when trying to make a gank attempt
1) Does the enemy have flash / other summoners up? If flash is down, you should prioritize that lane if possible.
2) If summoners are up; is there a good possibility for a gank? Of course you want to gank the lane with the highest potential gain. This depends on enemy escape mechanisms, allied damage and CC etc.
3) Is the ally winning by himself? If he is already winning clearly you should NOT prioritize that lane because he doesn't need you.
4) Where is the enemy jungler? You can often get an effective countergank in if you know where the enemy jungler is or know to predict him (e.g. 2 lanes are being pushed back far -> you know the enemy jungler will try to gank the other lane that is not pushed deep). If you can't win 2v2 you don't want to go balls deep if the enemy jungler CAN be near.
5) Is there any risk of the enemy turning the gank around?
And that's just the beginning!
I skipped the final few chapters because that's very champion specific information and I don't know too much about Seju.
@Wicked Eye - I am planning on adding some more images of the best places i've found are to make a decent play with arctic assault, that's probably a good idea.
Adding some images for gank appraoches seems wise too, if only to defeat the wall of text a little!
As for jungle timers and such, i left that out purely because there are so many guides out there already for jungling that i didn't want to overwhelm my reader with information they've read before. I figured it was better to keep the guide champion-specific :)
Bit embarassing about maxing at level 8, i hadn't noticed i'd done that. thanks! :x, I turned on C2V as per your advice!
@Vynertje Thanks for the input - holy quints and seals, batman! you're absolutely correct!
If you've got any more input for me, i'll all ears. Thanks for your time :)