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Sejuani Build Guide by Lategamer

Top The Sejuani Top Guide

Top The Sejuani Top Guide

Updated on June 23, 2026
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League of Legends Build Guide Author Lategamer Build Guide By Lategamer 3,353 Views 2 Comments
3,353 Views 2 Comments
League of Legends Build Guide Author Lategamer Sejuani Build Guide By Lategamer Updated on June 23, 2026
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Choose Champion Build:

  • LoL Champion: Sejuani
    Build Options And Matchups
  • LoL Champion: Sejuani
    Skip Build Options

Runes: Arcane Comet

1 2 3
Sorcery
Arcane Comet
Manaflow Band
Transcendence
Scorch

Resolve
Demolish
Second Wind
Bonus:

+8 Ability Haste
+10-180 Bonus Health
+65 Base Health

Spells:

1 2 3
Flash + Ignite
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None
Hello everyone, I am Lategamer, a league of legends player for many years and currently a Sejuani top one trick. I found this off-meta build and playstyle in late 2023, and haven't stopped using it since. I noticed that there was no guide or vast source of information about Sejuani top, so I try my best to create one. I have been working on this guide on-off for a couple of years now, and it is still not even near to being completed. However, I think that it is already more than enough for newcomers and veterans alike to learn about Sejuani top and the game overall.

Pros

Cons

Great early game
Easy to play
Good poke with Winter's Wrath
Great crowd control
Fun to play
Good trades with Fury of the North
Very low ban rate
Good in teamfights
Very tanky with tank build
Relatively weaker in the late game
Loses against disengage
Weak duels with tank build
Immobile without Arctic Assault
Low skill ceiling
Can be counterpicked
Can be kited
Somewhat squishy early without passive

Explanation

Sejuani's greatest strength as a top laner is by far her laning phase. Even though she has some big counters like Mordekaiser, most matchups are completely winnable. Her poke with Winter's Wrath is too much for most champions, making laning a lot easier. Sejuani also has a ton of crowd control with 3 abilities out of 4 having a stun. This can be utilized later in the game to take down enemy team's carries in team fights. In late game Sejuani tends to fall off slightly, but can still be very useful for the team. Dueling is not advisable later on in the game (especially with tank Sejuani build), as most champions do better than Sejuani in long fights. She is very fun to play and is also relatively easy to play, and the key mechanisms in her kit are easy to learn.
Arcane Comet is the best keystone option for Sejuani top in my opinion because it provides great poke damage combined with Winter's Wrath and sorcery is overall a better rune tree for her
Manaflow Band provides you a great amount of bonus mana during laning
Transcendence provides a good amount of ability haste that helps you use Winter's Wrath more often
Scorch gives your Winter's Wrath poke extra damage
Demolish helps you with splitpushing and destroying turrets as Sejuani has a great wave clear
Second Wind is a great extra healing but you can also take Bone Plating against champions with no poke
Grasp of the Undying is the tankier keystone option for Sejuani top. It deals less damage than Arcane Comet in the early game but also heals and is better in the long run as both it and Overgrowth stack health infinitely
Demolish is great for splitpushing, which is less unusual when you are building tank as Sejuani top
Second Wind is a great healing rune and the better option overall, but you can also take Bone Plating against matchups with no poke
Overgrowth is another infinitely stacking rune, meaning it is better in the late game, but pretty useless in the early game. The bonus health is great if you are building the tank build
Manaflow Band is great for mana management in the early game. You can also take Biscuit Delivery for similar results
Scorch is a great damage add in the early game. You can also take Cosmic Insight, it is great as you get your item passives to proc more often and have Flash and Teleport up more often
Flash is mandatory in most matches as Sejuani top as you are somewhat vulnerable to ganks and fully immobile without Arctic Assault. You don't need it in every matchup, like against Nasus, but usually it's the best option
Ignite is the best option when you take the Arcane Comet runepage as it fits its playstyle better than Teleport as it gives you kill potential and damage in the early game and can also work as antiheal against champions like Aatrox
Teleport is the best option when you take the Grasp of the Undying runepage as it fits its playstyle better than Ignite as it gives you split push potential and map control. It is also better in the late game than Ignite

Starter Item

Pick One

Doran's Ring

Doran's Ring is not the most popular first item choice for Sejuani top, but it should be as it is the best option with the ability power, health and mana restore passive. Only buy something else against high poke champions like Vayne because otherwise Doran's Ring is the best option

Doran's Shield

Doran's Shield is the other starter item option for Sejuani top. Even though it is the most popular starter, only buy it against high poke champions like Vayne or Teemo. If you buy it, you should also buy Tear of the Goddess on your first back for bonus mana

Boots

Pick One

Plated Steelcaps

Plated Steelcaps are the boots choice against hard physical damage, only buy against hard physical damage

Mercury's Treads

Mercury's Treads are the boots choice against hard magic damage, only buy against hard magic damage

Ionian Boots of Lucidity

Ionian Boots of Lucidity are the only non-situational boots for Sejuani but they are also the least built ones, and for a good reason. They do provide a lot of ability haste, but they don't have any defensive stats which makes them a lot worse option than Plated Steelcaps or Mercury's Treads as they always work as long as you pick the right one depending on the enemy team

First Item

Pick One

Liandry's Torment

Liandry's Torment is the best first item for Sejuani top (hybrid and full AP builds) as it provides a lot of damage with the ability power stat and the burn passive, but also gives you health. All this is good as Sejuani's abilities scale with both. The burn is especially good against champions like Dr. Mundo that have a lot of health as it deals max health damage.

Heartsteel

Heartsteel is the most bought first item for Sejuani top, and for a good reason. The stats are really good and also scale, and the passive makes your trading a lot easier in the early game. However, it does not work in more ap-reliant hybrid builds. In lane you want to keep an eye out on the passive, as you can go win trades with Arctic Assault when you can proc the passive on your enemy.

Dusk and Dawn

Dusk & Dawn is the best thing to happen to Sejuani in terms of itemization in a long time. With its passive you can perform a full combo without auto attack as its passive makes Arctic Assault's auto attack proc Permafrost twice. This has pretty much no counter play at all, making it really hard for your enemies to trade against you. Yet, if you are playing against a tank or the enemy team has a lot of tanky champions, it is still best to take Liandry's Torment.

Core Items

Pick two

Sunfire Aegis

If you didn't take Sunfire Aegis as your first item, you can consider buying it afterwards as it is a great item for Sejuani with the defensive stats and the damage dealing passive. However, it has a great armor stat, which makes it great against enemies/enemy team comps that deal a lot of physical damage.

Hollow Radiance

Hollow Radiance has a passive that is really similar to Sunfire Aegis but is just deals less damage. The item is basically Sunfire Aegis against magic damage as it provides you magic resistance instead of armor. It also gives more health and 100% base health regain which makes about as good as Sunfire Aegis.

Rylai's Crystal Scepter

Rylai's Crystal Scepter is the second best ability power item for Sejuani top as it provides ability power, crowd control and health which all work really well with your kit. You don't need to build full ability power to buy Rylai's Crystal Scepter as it provides health which places it in the hybrid item category (not a real item category, my own term)

Winter's Approach

Winter's Approach is a great item for Sejuani as it provides you a really good amount of bonus mana and a great passive after you manage to turn it into Fimbulwinter. When you build it, remember to get Tear of the Goddess first and even before you start to build it to turn it into Fimbulwinter faster.

Thornmail

Thornmail is the main antiheal item for Sejuani top (and pretty much the only option). It provides you a great armor stat, health and a passive that takes 40% of healing away from enemies that hit you. Only take it against high healing champions like Aatrox and red Kayn

Frozen Heart

Frozen Heart is one of the most built tank items for Sejuani top and for a good reason. It provides an incredible amount of armor and a passive that reduces the damage you take (small decrease, but matters). It is best when built against champions with high attack damage like Jhin

Mejai's Soulstealer

Mejai's Soulstealer is the strongest snowballing item in the game as it provides you more and more ability power for takedowns. You can't die tho, otherwise you lose 10 stacks (50 ability power). When playing Sejuani top the item is only any good when you are far ahead and you think you are not going to die anytime soon. Remember that you shouldn't buy it if you aren't building the full ability power build

Luxury Items

Pick two

Force of Nature

Force of Nature is one of the two best items against magic damage as it provides you 55 magic resist and after taking a couple hits from magic damage dealing abilities you get 70 more. This is the most a single item gives, but I suggest you to only buy it against a team with many magic damage champions (or champions like Kayle) so you actually get the stacks quickly, because otherwise the item is pretty useless compared to Kaenic Rookern

Kaenic Rookern

Kaenic Rookern is the other of the two best items against magic damage in the whole game. Unlike Force of Nature, the enemy team doesn't have to have a lot of AP champions for you to build this as the passive doesn't require any amount of hits as it just heals you. It also has the best magic resist stat, 25 higher than Force of Nature. It can be built in any game where the enemy team has good magic damage, it will block most of it. Against really high magic damage build Force of Nature first

Abyssal mask

Abyssal Mask is another great item against magic damage, but it has one thing that sets it apart from Force of Nature and Kaenic Rookern: it's not as good. Its stats aren't as good as theirs, and even with the passive it isn't as useful as Kaenic Rookern and not even close to Force of Nature. Only buy it against team comps with 4 or 5 magic damage champions because otherwise you don't need it. Exception is when your team has high magic damage too, because then the passive is better as it lowers enemies' magic resistance

Randuin's Omen

Randuin's Omen is statistically the best item against physical damage as it has the highest armor stat. This makes it the best item against champions with high attack damage, especially as Sejuani can easily utilize its active ability (slowing nearby enemies) as she is a frontliner and Arctic Assault makes it even easier to get near enemy champions. It also has a passive ability (crit strikes deal less damage), which is great against champions like Jhin and other adc's as all their attacks critically strike in the late game

Jak'Sho

Jak'Sho, The Protean generally a great item for Sejuani as it provides a good amount of both armor and magic resist and also a passive that provides you more stats, so it is a good item in every situation, as long as you don't build the full abilty power build. Don't buy it as a core item because then the passive doesn't give you the same value

Rabadon's Deathcap

Rabadon's Deathcap is the holy grail of ability power champions with the biggest ability power stat in the game and also a passive that provides you even more ability power. It is also a good item for Sejuani top, but only when you build full ability power. Otherwise it is completely useless as it is far from an item to build in with the hybrid build

Warmog's Armor

Warmog's Armor is the item with the biggest health stat in the whole game. This makes it a great item for champions like Sejuani that are tanky and need the health to survive. It mostly good when built with the full tank build, but it is also good in the hybrid build if you need the health more than the defensive stats. It also provides a healing passive that heals you very quickly when out of combat which is great for Sejuani's playstyle

Rod of Ages

Even though Rod of Ages provides you both ability power and health, it doesn't belong to the hybrid build in my opinion as it doesn't work with Sejuani's kit and isn't great for ability power nor health. I suggest you to only build it in the full ability power build, because otherwise it won't reach its full potential and so won't you. It gives a great amount of base stats but that is basically everything it does, so it isn't good enough for the hybrid Sejuani build

Tank Build

Tank build is the most usual build for Sejuani and also for Sejuani top even though it isn't statistically the best one. It is a great pick if your team doesn't have a lot of tankiness.

Full AP Build

The full ability power build is my least used build on Sejuani and for a reason. It is only good if your team already has 2 or more tanks. It is really good if you want to solo carry, but your team won't appreciate your choice.

Hybrid Build

Now onto the last build, hybrid Sejuani. This is the best build in my opinion as it is the perfect mix of damage and tankiness for splitpushing, solokilling and teamfighting. Hybrid Sejuani is a solid pick for every game and team comp.

Trinkets

Stealth Ward

Stealth Ward is the basic trinket for nearly any top champion, and Sejuani is one of them. When you place a Stealth Ward, it reveals the area around it for 90-120 seconds. It is a good all-rounder and your trinket choice in most games and also fits well for Sejuani's playstyle.

Oracle Lens

Oracle Lens is the secondary trinket option and the less taken one. When used, it reveals wards, traps and unvisible enemies around you for 6 seconds, disabling wards. It is mostly built against champions like Teemo that place traps, and is not adviced to be taken otherwise.

Control Ward

Control Wards are the only trinkets you can buy from the store and isn't using the trinket slot in your inventory. It costs 75 gold, but is totally worth the price. They reveal the area around them like Stealth Wards, reveal traps and disable wards around them like Oracle Lens and also last infinitely if not destroyed. You should place them in important areas that also have a high risk of having enemy wards in them (river bush etc). I suggest you to buy one Control Ward every time you go to back to base.

Ward Map

River Ward

Push Ward

Anti-dive Ward

Control Wards


Passive: Fury Of The North

After being out of combat, Sejuani gains frost armor which grants armor, magic resist and immunity to slows. Frost armor persists for a short time after she takes damage. Sejuani can damage a stunned enemy to shatter it, dealing massive magic damage.

Notes:

Gaining frost armor doesn't remove pre-existing slows. Stunned enemies will not take the bonus damage from Fury of the North if the auto attack is blocked

Q: Arctic Assault

Sejuani charges forward, knocking enemies into the air and dealing magic damage. The charge stops after hitting an enemy champion.

Notes:

Champions hit will be slightly knocked back. Using Flash during Arctic Assault will end the dash and knock up enemies in the new location. Upon hitting an enemy champion, Sejuani will attack them

W: Winter's Wrath

Sejuani swings her mace twice, dealing damage, slowing enemies and applying Permafrost stacks.

Notes:

Spell shields only block one of the swings. Winter's Wrath will be cast from where the caster is at the end of the cast time. Both swings from Winter's Wrath will strike in the cast direction

E: Permafrost

Passive: nearby melee allied champions attacks apply a Permafrost stack to champions and jungle monsters, up to 4.
Active: Sejuani freezes and stuns an enemy champion that has max Permafrost stacks.

Notes:

Permafrost's targeting prioritizes champions within 50 of cursor, then non-champions within 50 of cursor, then champions within 350 of cursor, then closest unit to cursor within 2500 if there is no target under the cursor

R: Glacial Prison

Sejuani throws her bola that freezes, stuns and deals magic damage to the first champion hit and creates an ice storm that slows and damages other enemies.

Notes:

If Glacial Prison doesn't travel at least 400 units, it doesn't form an ice storm, deals less damage and the stun doesn't last as long

The One And Only

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Winter's Wrath is the best ability for level 1 as before level 3 basically all your damage comes from it. However, if your team decides to invade for some reason, you may as well take Arctic Assault.
Arctic Assault is far better than Permafrost at level 2 as you become much more mobile and it can work as a gapcloser when you try to proc Grasp of the Undying. Moreover, Permafrost is quite useless before level 3 as it is really hard for you to hit two autoattacks at the enemy without losing a significant amount of health in the process.
Even though not needed at level 2, one level later Permafrost is a dream come true for you. At this point you are stronger in poking and trades than most toplaners, and procing Permafrost is quite easy as of level 3 as you only need one auto attack on top of Winter's Wrath and Arctic Assault.

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Like most champions, Sejuani benefits from her ultimate a lot, which is why Glacial Prison should be upgraded every chance you get. Unlocking the ability at level 6 is one of the biggest powerspikes for Sejuani.
Winter's Wrath is the first ability you need to max out as Sejuani. The damage increase and the cooldown decrease make your combos a lot more effective and also smoother (as you now can get full Permafrost stacks from only using Winter's Wrath).
Being Sejuani's only source of mobility, Arctic Assault is the best option for the second ability to max out. As the game goes on, the ability to dash and stun enemies often becomes highly convenient in both fights and laning.
However useful an ability Permafrost is for Sejuani, upgrading it is of no importance at all. The only change is a small increase in damage, making it naturally the last ability to be upgraded.

W + Q + E (Early Game)

This combo is only for the early levels when you can't hit two Winter's Wraths in one combo. Start with Winter's Wrath, close distance with Arctic Assault and do two auto attacks, then use Permafrost, proc your passive with auto attack and back off.

W + Q + E + W

You can't perform this combo in the early levels as Winter's Wrath's cooldown is too high for using it two times. First hit the enemy with Winter's Wrath, wait a few seconds (for W cooldown) before you use Arctic Assault. Then auto attack the enemy twice, Permafrost them and use one auto attack. Use Winter's Wrath again when you are running away from the enemy.

Q + W + E (Pressure)

This combo isn't as safe as the others, but it is really good at pressuring the enemy to use Flash and/or recall. Only use it when you are winning the lane. Use Arctic Assault to the enemy, auto attack once, use Winter's Wrath, auto attack once, Permafrost the enemy and auto attack once.

W + Q + E (Fast)

This is another version of the basic combo, W + Q + E. It is a bit faster but also harder as the timing needs some practise. Cast Winter's Wrath, but before the other swing hits the enemy, knock them with Arctic Assault, auto attack them once, Permafrost them and attack them again. Because Arctic Assault automatically attacks the enemy after cast, this combo is faster than the normal one.

Q + W + E (Melee)

This is the basic combo for when the opponent jumps on you. It is great as most players will be caught off guard by your damage and CC. First you need to use Arctic Assault on the enemy so they can't hit you. Next hit them with Winter's Wrath, auto attack them once, Permafrost them and use one more auto attack.

All-In

Ah yes, the all-in. Many top players don't know that Sejuani has great all-ins with pretty much any build, so they often underestimate its power. You start with the W + Q + E combo (or W + Q + E + W) and then use Glacial Prison on the enemy and attack them once.

All-In (Melee)

This is basically the same as the normal all-in, but you are in melee range from the enemy. To prevent extra damage, use Arctic Assault first, then hit the enemy with Winter's Wrath, auto attack, Permafrost them and auto attack them once more. Then use Glacial Prison and auto attack the enemy.

Securing The Kill

This combo is amazing because there is pretty much nothing the enemy can do as you use Glacial Prison on them in the beginning, which is very hard to dodge if you use while farming (it's so surprising). After ult you use Arctic Assault, then Winter's Wrath, auto attack once and then Ignite the enemy.

Q Over The Walls

This is a really basic tip most of you already know, but if you have played champions like Bel'Veth you also know that not every dash ability can go over the walls. Luckily Arctic Assault is not one of them. This can be very useful in a lot of situations including catching enemies and escaping.

Q From Base

This is another basic tip which many lower elo players don't know, but using Arctic Assault from base when you recall or respawn will save you more than a second, which isn't a lot but can save your turret platings often. You also won't lose mana as you regenerate most of the cost while still in fountain.

R Wastes E Stacks

Even though Glacial Prison is a great ability and deals a lot of damage, it isn't always a good time to use it during a fight. This is because using Glacial Prison cleanses all Permafrost stacks from the enemy. They also can't get more Permafrost stacks for a few seconds. Mistimed ultimate can reduce your combo damage big time.

Passive Removes Slows

This is a surprisingly unknown thing about Sejuani's kit. While you have Fury of the North on, you can't be slowed. This is great against abilities like Seismic Shard and Wither. It can make your laning phase a lot easier against champions with slows and save you from ganks.

Ult From Different Distances

When using Glacial Prison, you don't only have to decide when to use it. You also have to know where to use it from. When you use Glacial Prison from under 400 range from the opponent, it doesn't for an ice storm, the stun doesn't last as long and it deals less damage than when used from over 400 range. This can be very important in teamfights.

Q + Flash

Most Sejuani players already know this, but if you are new to the champion, here it comes. When you use Flash during Arctic Assault, it ends the dash, but you still knock up enemies in your new location. This can be very useful in catching kills

W + Flash

This is another basic interaction with Flash as Sejuani. It is really good for finishing escaping enemies and can easily catch the enemies off guard. Just use Winter's Wrath and use Flash before the other swing is cast.

About Wave Management

Wave management is the bread and butter of Sejuani top and top lane overall. Even though the minion wave may look more like a liability than something useful, it is crucial that you learn wave management, as the whole laning phase and its tempo and positioning come down to it. To learn it well, I advice you to perfect freezing and slow pushing before trying any fancier strategies like proxy farming. If you manage to learn these two thoroughly, your laning will become a lot more comfortable and harder matchups will become easier to win. Wave management strategies are essentially like tools that help you control the lane without risking yourself. To best hone these skills, go to a draft pick and try to play with a single strategy ( freezing for example) for multiple waves before switching to another strategy.

Freezing

Freezing means controlling the wave to stay near your turret for long periods of time, leaving your enemy vulnerable to ganks and making laning safer for you. Setting up a freeze is easy with Sejuani, as your passive diminishes the damage taken from tanking minions greatly. To set up a freeze you must get the enemy minions to push towards your turret, so you can get the waves to meet near it. To maintain the freeze you must not hit the minions more than necessary, and avoid dealing damage to them with Winter's Wrath.

Slow Pushing

Slow pushing means slowly outnumbering the enemy wave, eventually leading to a bigger push to the enemy turret (if you want it to). Sejuani is not generally too great in creating slow pushes, as one sweep with Winter's Wrath can restart the progress. When slow pushing, your minion wave will grow by approximately 1-2 caster minions each waves, gradually pushing the wave forward. To create a slow push, you need to deal a little bit more damage to the minions than your enemy, so your minions survive. Slow pushing makes you harder to trade with and gank, and also leaves you with many other wave management options like crashing and wave denying, which is why you should generally pursue slow pushes as Sejuani.

Fast Pushing

Fast pushing is the exact opposite of slow pushing, and means exactly what it sounds like. While fast pushing, you need to clear the wave as fast as possible. Fast pushing is Sejuani's strength, as her wave clear is quite fast with Winter's Wrath and Arctic Assault. You should pursue a fast push if your enemy has recalled, you will recall, or you know the enemy will have hard time clearing the wave. Fast pushing usually results in your wave crashing to the enemy turret, losing your enemy gold and xp (if they are not present). However, fast pushing when the enemy is present and capable of handling the wave, a fast push can have catastrophical consequences, as you allow the enemy to freeze the wave. Only fast push if the enemy is absent, you are going to recall or the enemy won't be able to fight you.

Breaking a Freeze

First of all, you should never purposefully let your enemy freeze the wave. When the wave is frozen, you can't farm normally as you might get ganked, but you can't get the enemy out either, as they are safely farming under their turret. To break a freeze, you need to either wait for a while so the wave bounces back to you, or you can use Winter's Wrath to kill the enemy minions and crash the wave. Even then your opponent can hold the wave by tanking your minions, but you can counter this by proxy farming the next wave, forcing your enemy to break the freeze (note: don't do this if the enemy jungler is around).

Cheater Recall

Cheater recall means pushing the third wave (with cannon minion) to the enemy turret, giving you enough time to recall, buy your first component (like Amplifying Tome or Ruby Crystal) and get back to the lane without losing any cs. This gives you a great advantage, as your enemy has both health and item disadvantage. To perform a cheater recall, you should deal more damage to the wave than your enemy for the first 2 waver (without crashing the wave to the turret) and then crashing the wave on the third wave. This is quite easy to pull off as Sejuani as Winter's Wrath provides a good wave clear in the early game, while also poking the enemy. Note that cheater recalling is not a good idea against champions with a great early game wave clear ( Yasuo for example) as they can counter it quite easily.

Wave Denial

Wave denial means standing on the wave, while harassing your opponent with Winter's Wrath and threatening to go all in if they try to farm. This makes it impossible for the enemy to gain gold and experience, giving you a great advantage. Denying farm from your opponent is easy, and you can do it both in a freeze and in a normal wave state. However, you need to have a good lead beforehand so your opponent can't 1v1 you.

Proxy Farming

Proxy farming means farming the wave between the two enemy turrets. It can be useful in both breaking freezes and setting up a recall, as your enemy will have a hard time tanking the whole wave, and also can't crash their nonexistent wave. To set up a proxy you only need to walk through the enemy turret when your minions are taking the damage, or go to between the turrets from the enemy jungle. Sejuani can proxy farm quite easily for a wave or two, as Winter's Wrath provides her a really efficient wave clear. Do note that if the enemy jungler is around, there is a high risk that you will get caught in a very awkward position and even end up dying. Only proxy if it's really needed and the enemy jungler is not on the top side of the map.

Jungler Types

Ganking Junglers

Ganking junglers are junglers that focus on creating kill opportunities and lane pressure in the early phases of the game. This is very important to note, as these kind of junglers pose a much greater threat to you than more passive junglers like Master Yi. If the enemy team has a ganking jungler, it is very likely that you are under a threat whenever you don't know their whereabouts, so put extra attention to jungle tracking in those games. Usually ganking junglers like Jarvan IV fall off a bit into the late game.

Examples

Farming Junglers

Farming junglers are the exact opposite of ganking junglers, with their goals in good farm and safe early game rather than ganking. Junglers like Karthus are often quite invisible to the enemy team in the early game, but become late game monsters, often carrying their team in teamfights. Even though these junglers don't pose a threat as great as ganking junglers, it is important to make their game as hard as possible to prevent them from snowballing. This can mean both safe playing and stealing their jungle camps when possible.

Examples

Predicting Pathing

Blue start pathing

Red start pathing

First clear predicting

Predicting ganks and movements of the enemy jungler all comes down to their jungle pathing. Jungle pathing means the way junglers play around their jungle camp cooldowns, epic monsters, and river scuttlers.

Generally most junglers do a full clear on their first clear, starting from either red buff or blue buff, depending on the champion they are playing. If the enemy jungler starts from blue buff, they will be on their red buff jungle side by the end of their clear. Jungle clears are generally finished around 2:35-2:50, and after that the jungler usually goes for a level 4 gank or to take the rift scuttler. This means that you can expect a gank from the enemy jungler around 3 minutes in if they start their clear from their bottom side jungle.

It is important to note that some junglers generally start always from the same side. For example mana hungry junglers like Karthus need to start from the blue buff, making their movements easy to predict. On the other hand, some junglers always start from the same side to clear as fast as possible. Shaco, for instance, always starts from the red side as his "automatic clear" on raptors makes him a lot faster. Also note that some junglers like Lee Sin sometimes gank before they finish their clear, making them a threat to you before the 3 minute mark.

Jungle timers

After their first clear the enemy jungler will play around the other objectives like dragons, voidgrubs, and rift herald. Dragon spawns 5 minutes into the game, making it the first epic objective for the jungler. This means that around 6-7 minutes enemy jungler is more often than not in the bottom side of the map and not such a threat in the toplane. However, depending on the jungler's first clear pathing, they might also be clearing their top side jungle. Dragons respawn every 5 minutes after the last one is slain, making it a constant objective of both junglers. This creates more of a pressure onto the bottom/mid lanes, making your laning a bit safer.

voidgrubs spawn to the top side pit at 8 minutes, making the camp the objective of both junglers. This means that the risk of river fights is greater, so getting your enemy out of the lane or crashing the wave can be beneficial. Also do note that if your jungler is not pathing towards top lane, you are in a great risk of getting ganked.

Rift herald spawns in the top side river pit at 15 minutes, creating more pressure to you and your enemy. At this point you have probably maxed out Winter's Wrath, making wave control (and pushing) a lot easier. If your jungler comes to take the herald, kill the minion wave and go help them. By doing this you create pressure on your enemy, leaving them at risk of losing xp and gold, but also making them leave the wave in case their jungler is also going for the objective.

Outside of epic monsters it is important to note that the enemy jungler will come to clear their jungle camps, too. This will happen every few minutes as their jungle camps respawn. Ganking junglers like Jarvan IV often try to gank either top or mid lane after the top side clear, so you need to be more cautious. Powerfarming junglers like Shyvana, on the other hand, usually don't go for such plays without a clear chance (you have pushed the wave or are low etc). It's good to remember that even though jungle camps and epic monsters dictate the enemy jungler's pathing a lot, the state of the game has an impact on it too. If you have a great lead, for example, the enemy jungler will probably try to help their toplaner to even things out in some way.

Warning Signals

Enemy jungler missing

If the enemy jungler is not visible, it means that they are either recalled or pathing somewhere. If they are pathing somewhere, it could very well be top side of the map, so you need to be aware. This isn't the greatest threat by itself, as by predicting the jungler's pathing you will probably know if you are in a real danger. However, combined with the other warning signals, the risk can be really high.

Top side epic monster is up

This is all about your knowledge of the jungle pathing. If you know for example that enemy Shaco started from the top side raptors and did a full clear, at 6 minutes or so Shaco will probably be back to top side, and can gank you if you are not careful enough.

Sudden aggro from opponent

If your opponent is behind in level and/or items, and generally does not initiate fights, this is a big warning signal, especially if you do not have a Stealth Ward or a Control Ward in the river. This is why you need to think quickly when joining the fight, because if you are caught in a 2v1, you will lose every time. Sejuani can never take down multiple enemies easily, even if one of them is significantly weaker than you. If the enemy suddenly tries to fight you without a visible reason, dont waste Arctic Assault as it can be invaluable when trying to escape from a gank.

No vision in the river

This is not mainly about the enemy jungler, but your own vision. When you are laning and not in a freeze, you must always have a Stealth Ward or a Control Ward in the river at all times. Even though you can read the enemy jungler's movements and predict the gank with the other warning signals, it is crucial that you have vision in the river, as sometimes something unexpected happens. If you don't have vision in the river and the enemy jungler has been missing for a while, initiating and participating fights can very well lead to your death, however winnable they might seen at first glance.

Wave States

Safe State

Safe state means that the wave is comfortably on your side of the lane. This makes it really hard for enemy junglers to gank you, with exception of divers like Volibear. If you are in this state, you will be safe from the enemy jungler's gank. However, remaining in this position while poking the enemy with Winter's Wrath can be quite challenging. Note that the pictures of the wave states are taken from the blue side, but the same principles apply to both sides.

Neutral State

This is the "normal" state of the wave, where the wave is in the middle of the lane. While this is not really a dangerous state as long as you can escape with Arctic Assault, some ganking junglers like Lee Sin can still pose a real threat to you. Usually the enemy jungler is not able to pull off successful ganks, as long as you don't use Arctic Assault without a good reason.

Risky State

If you find yourself in this position, you should take it as an instant warning signal. In this position you are a walking money bag to any enemy jungler, as you are very, very vulnerable to their ganks. If the enemy jungler comes, you might be able to escape with Arctic Assault and Flash, but do not take if for granted. If your enemy tries to freeze to get you in this position, try to break the freeze as fast as you can.

The End

Well, that's everything I had to say about Sejuani top. I am trying to make this guide even better, so all feedback about any part of the guide is welcome. Good luck, have fun!

People I want to thank

♥︎ Jhoijhoi for making the best source for guide creating, The Guide to Making a Guide
♥︎ Katasandra for her amazing guides about bbcode
♥︎ Fruxo for inspiration to the layout of the ability sequence chapter
♥︎ Xelikari for inspiration to the layout of the runes chapter
♥︎ Citric for inspiration to the general layout of the guide

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