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Sejuani Build Guide by PsiGuard


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League of Legends Build Guide Author PsiGuard

Boaring Jungle Meta

PsiGuard Last updated on November 19, 2017
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Hi, I'm PsiGuard and welcome to my Sejuani guide. I've been playing League of Legends since November 2010 in Season 1 and have been maining jungle since the start of Season 3. My top rank is Diamond III in solo queue. I have experience against Diamond, Master and Challenger players through solo queue, ranked teams and tournament games.

Despite her nerfs, Sejuani is still a solid tank jungler. She has great early ganks that get even stronger after she hits 6 and unlocks Glacial Prison. Arctic Assault gives her a lot of safety since she can escape over walls if she finds herself in a bad situation. I definitely recommend checking out Sejuani if you're looking for a tank to play in the jungle.

Before we begin, I'd like to give a big thank-you to MissMaw for her awesome graphics and help with coding this guide (as well as my other guides). Be sure to check out some of her other work at her signature shop and her own guides!

About Sejuani /// Runes /// Spells /// Abilities

Abilities /// Ability Sequence /// Item Build /// Jungle Monsters

Plants /// Warding /// Jungle Routes /// Ganking

Wave Management /// Late Game /// Conclusion




Sejuani is a versatile tank jungler with something to offer at all stages of the game. She's pretty reliable due to her innate resistances from Fury of the North, allowing her to soak up damage even if she's a little behind on items. Your goal as Sejuani is to repeatedly set up kills for your team and scale into a team fighting monster, usually with Warmog's Armor and Thornmail. Knowing how to pick good fights, retreat from bad ones, and turn picks and victories into objectives is what makes a great Sejuani player.

Sejuani's biggest strength is her powerful engage and crowd control. Early game, Arctic Assault and Permafrost offer great ganking power, even against targets with escapes. If she's paired with a champion like Renekton, Sejuani can gank with Permafrost effortlessly, without even needing to land a single autoattack before stunning. Once she unlocks Glacial Prison, Sejuani becomes a huge threat to anyone without a Cleanse or Quicksilver Sash (or similar ability) as she can lock them down from an enormous range.

Sejuani's biggest weakness is her mediocre clear and dueling power. While she's not awful at either of these aspects, she's not great at them either. You'll want to plan your early route carefully so you can gank early and get your team ahead before the enemy jungler has any opportunity to bully you. While she can usually escape from danger, Sejuani can rarely stand her ground and fight an enemy without her teammates' assistance. Her jungle clear is respectable, but not flawless, and she does take a while to clear camps without Smite, which can leave her vulnerable or at least slow down her experience and gold gain if she's unable to make any ganks happen.









Resolve is the obvious choice for a tank jungler like Sejuani. Not only are Resolve runes the best options for tanks, but Sejuani's Winter's Wrath has a Max HP ratio, which means the 170 HP from Resolve will increase the damage of your W during your early clear.


Aftershock: This is really your only option here. It's super easy to proc with Sejuani's suite of crowd control spells and it adds both resistances and damage. I've tried Grasp of the Undying on junglers and it's just way too hard to stack up. You aren't in combat with champions nearly as often as top laners.

This is a pretty generically useful mastery for a champion like Sejuani with a lot of CC. You can net thousands of healing done to your teammates over the course of a game just by doing your usual thing and crowd controlling enemies. Works on slows as well as knockups and stuns.

After testing Iron Skin I've discovered that the up-time on the 5% armor boost is incredibly low (like 5% of the game kind of low). This makes Iron Skin much less attractive on Sejuani. It seems she can clear the jungle decently without the early armor, so I recommend Conditioning instead for better mid and late game defenses.

Since this is a % health increase, it'll be most effective on champions like Sejuani who build a lot of health from items like Tracker's Knife - Cinderhulk and Warmog's Armor. The other options here don't seem great for her anyway, as she has no innate shielding or healing for Revitalize and Second Wind isn't very useful on a champion that builds Warmog's Armor.


Glacial Prison is a pretty important cooldown. In solo queue, fights break out constantly whether you're prepared for them or not. If you can't rely on your teammates to play safely while your ultimate is on cooldown, it's best to get it back up as quickly as possible. I expect Zombie Ward would be a higher priority in organized play, but in solo queue I like the ult CDR. Stacks multiplicatively with other sources of CDR, so you can get up to around 49% CDR on your ult.

I was running Transcendence but found it took a long time to come online. 10 minutes is a long time to wait for CDR. While no game is over by the 10 minute mark, many games are decided by early game advantages that snowball into bigger leads. Celerity gives you useful stats right at level 1, offering in-combat mobility and generally useful movement speed for getting around the map. The AP bonus is just extra; this rune is good just for the movement speed.







This spell is essential for jungling, as it unlocks the jungle-only items which you need to keep up in experience. The spell is also essential for securing monster objectives like buff camps, dragon and baron. Building Stalker's Blade or Skirmisher's Sabre will also allow you to cast this spell on enemy champions.
Flash - This is a core spell on most champions in the game and Sejuani is no exception. In addition to the flexibility it adds by allowing you to dodge skillshots, hop walls and escape death, Sejuani can also use Flash in combination with Arctic Assault to guarantee a knockup on a priority target. I recommend you take both Flash and Smite every game.







Sejuani receives Sejuani Frost Armor if she hasn't taken damage in the last 15 / 12 / 9 seconds, lingering for 1 / 2 / 3 seconds after taking damage from enemy champions. Frost Armor engulfs Bristle in True Ice, becoming immune to Slow icon slows and gains 20 / 60 / 100 (+ 100% total armor) bonus armor and 20 / 60 / 100 (+ 100% total magic resistance) bonus magic resistance.

Icebreaker: Enemies stunned by Sejuani are Frozen. Sejuani's basic attacks and abilities against Frozen enemies consume the effect to deal 10 / 15 / 20% of their maximum health as bonus magic damage, or 400 against minions and monsters.

The first aspect of this passive is pretty great, but you don't need to think about it much. Basically you'll just be tankier for a couple seconds as soon as you take damage, and you'll ignore slows. Occasionally you might get lucky and have an enemy waste a major slow like Exhaust on you before they've broken your armor, allowing you to completely ignore the slow. As a fun bonus, this also allows you to pick up Honeyfruit without being slowed or breaking your armor.

The second part of this passive is the trickier part. Once you stun an enemy with Permafrost or Glacial Prison, you'll only have a brief window to damage the target in order to break the ice and deal all that bonus damage. This is where a lot of Sejuani's damage comes from, so if you miss that window by cancelling an autoattack or getting crowd controlled, you'll simply lose the damage. In most cases this is pretty easy to proc with Winter's Wrath or just an autoattack, but keep in mind how quickly you need to act.

Instead of % health, the Icebreaker deals a flat 400 magic damage against monsters. Use this in combination with Smite to more reliably secure objectives. Also keep this in mind when clearing your jungle, as it's often safer to wait for the monster to drop to around 400 HP before comboing it to secure it.



Sejuani signals Bristle to dash forward, dealing 60 / 90 / 120 / 150 / 180 (+ 40% AP) magic damage and knocking up for 0.5 seconds all enemies he passes through until the charge ends or upon colliding with an enemy champion.

You can knock up all monsters in a camp since the dash only stops upon getting to max range or hitting an enemy champion. This is often a good idea to increase sustain, as a knockup will interrupt the monsters' autoattack animations and reduce the amount of damage they deal to you throughout your clear. As long as you're safe to use your dash without threat of dying to an invade (and you have the mana to spare), I recommend interrupting monster autoattacks in this fashion. Especially red and blue buff.

As for champions, you can only knock up one enemy since the dash will stop as soon as you hit them. It's only a 0.5 second knockup, which is pretty short compared to most knockups, so you'll want to follow it up with your other abilities as quickly as possible. Keep in mind that knockups are a great way to counter enemy dashes. If you can interrupt the dash with your Q, you can secure kills that otherwise would have escaped. Sometimes it's based to save your dash during a gank until your target uses a dash or Flash, then you can Q to catch up to them. The cooldown on this ability is kinda long without CDR, so try not to blow it without knocking someone up or at least getting in range for another spell.

As mentioned earlier, this dash can pass over walls which makes it a good escape tool. Don't be too afraid of just dashing away from danger and waiting for a better fight. Once you're engaged in combat, you may be crowd controlled for too long to escape, or an enemy might step in front of your dash and block it, preventing your escape.

The last thing I want to say about this ability is, like most dashes with CC, you can Flash at the end of your dash to reposition or extend the range of the ability and secure a knockup on a priority target. Your dash will end when you Flash, so make sure you blink right on top of your target and not simply towards them. If you want the most range out of the Q-Flash combo, you'll need to wait until the dash is almost complete before Flashing.




After a 0.25-seconds delay, Sejuani swings her flail in a cone in the target direction, dealing 20 / 25 / 30 / 35 / 40 (+ 1.5% maximum health) physical damage to all enemies hit and knocking back minions and monsters.

She then lashes out with her flail after 0.75 seconds in a straight line in the same direction, dealing 30 / 65 / 100 / 135 / 170 (+ 4.5% maximum health) physical damage and briefly slowing to all enemies hit.

You can move freely during your W. Both swings will strike in the cast direction, but their hitboxes follow Sejuani's movement (like The Culling or Unbreakable). Since this ability doesn't stop your movement, you can pretty easily use this while chasing or even running away. The slow is fairly negligible but it's still something.

This is your main damage ability aside from Icebreaking stunned targets as it's the only ability that scales with your maximum health. You'll use this on every jungle camp to clear faster. Note that the first swing is a brief knockback, which can be used to interrupt monster autoattacks. This is especially useful against blue and red buff, which deal a lot of damage with individual attacks. An autoattack - W - Q - autoattack - E combo can allow you to deal a lot of damage to a monster without letting them autoattack you in return.

In fights against champions, it's important to land both parts of the W, not just to apply the slow, but to stack up your Permafrost passive. Especially in team compositions with a lot of ranged champions, you'll usually need to be pretty self-reliant to stack and cast Permafrost. A quicker stun means less threat from enemies and less chance they escape. Try and cast W right after an autoattack to minimize the amount of time it takes to get to 4 E stacks.

Worth noting that casting this ability locks you out of casting Permafrost or Glacial Prison for the duration of the cast. You can Arctic Assault during your W, but you won't be able to cast your stuns. In some cases this means you'll have to be patient and wait to cast your W until you can get your other CCs off. Thanks to Simphoria for this tip!




Passive: Winter's Wrath, and the basic attacks of Sejuani and nearbymelee allied champions apply Frost to enemy champions and large monsters, stacking up to 4 times.

Active: Sejuani freezes the target enemy champion or large monster, dealing 40 / 60 / 80 / 100 / 120 (+ 30% AP) magic damage and stunning them for 1 / 1.25 / 1.5 / 1.75 / 2 seconds. Enemies stunned by Sejuani cannot gain Frost for 10 / 9 / 8 seconds.

Combined with Frost Armor's Icebreaker component, this is your main source of single target damage against champions and monsters. The ability has virtually no cooldown, but is instead gated by an internal cooldown, making sejuani unable to affect the same target for 10-8 seconds. This means that, especially with the help of melee teammates, you can stun several enemies in one skirmish or team fight, as long as you're able to get to 4 stacks on each and then simply press E on them. Try and make sure you're in range after casting E so you can break the ice and get the bonus %hp damage as well.

Perhaps a lesser known fact is that this ability resets Sejuani's autoattack timer. This helps a little for jungle efficiency, but it's mostly useful in that it ensures you can quickly get an autoattack off on a frozen target in order to shatter them for bonus damage, as long as you're in autoattack range.

The most important trick to know with this ability is that while you can't cast E on the same target twice, you can cast E and then R. E - auto - R - auto is the highest single target damage combo for Sejuani and it is really powerful if you're able to get it off (you can also replace one of the autos with Winter's Wrath if you have it up). Two Icebreaker procs can net you up to 40% of the target's maximum health as magic damage in addition to the damage from hitting Permafrost and Glacial Prison on the target. It's not always easy to get in melee range, stack up Permafrost, cast E and still have ult available to followup, but when you can pull it off, it's devastating.

Note that this combo only works in the order of E before R. If you instead initiate with R, the target will receive Permafrost's internal cooldown, making it impossible for you to cast E on them for several seconds.




Sejuani throws a True Ice bola in a line, dealing 100 / 125 / 150 (+ 40% AP) magic damage and stunning for 1 second the first enemy champion that collides with. The bola's base damage increases up to 150 / 187.5 / 225 the further it travels and can stun for up to 2 seconds if it travels far enough. The bola shatters upon collision or reaching maximum range, creating a storm for 2 seconds, slowing other enemies by 30%.

At the end of the duration the storm shatters the ground, dealing 150 / 250 / 350 (+ 80% AP) magic damage and slowing enemies by 80% for 3 seconds.

The tooltip makes this ability sound a little complicated, but it's really quite simple in practice. In short range, this is just a simple stun that allows you to proc Frost Armor's Icebreaker passive. It does decent damage and is pretty easy to hit if you're close to the target. Check out the Permafrost description if you haven't already for the best combo to use in close range with R.

At long range, the ability deals more damage to the primary target (if you manage to hit them) as well as creating a storm that slows enemies. After 2 seconds, the storm deals a lot of extra magic damage in the AoE and slows enemies inside by 80% for 3 seconds, which is huge.

In ganks, picks and skirmishes, you'll want to use the short range R, preferably after landing Permafrost first to give you the double Icebreaker proc. However, in team fights, this is usually impossible as enemy tanks will block the projectile, or your target will simply dodge or cleanse the stun. That's where the storm comes in. If your team engages at the same time as you create the storm with a max range R, you'll be able to keep most of them in place for the massive slow and damage 2 seconds later. Even if you miss your stun, you can still use the AoE storm to set up your team fight. The cooldown on this ability is pretty good for an ultimate, so it's okay to miss sometimes. :P

A max range R on a priority target without a Cleanse or Quicksilver Sash can also be an ideal way to engage, provided that your teammates are close enough to followup. Long range stuns are 2 seconds instead of one, so you'll have a bit more time to try and capitalize on the mispositioned target.

If you're contesting baron, simply chucking this ability into the entrance of the pit is often enough to completely swing the fight in your team's favor, sometimes even if you're outnumbered. The enemies will take additional magic damage due to baron's debuff, and they'll be unable to maneuver due to the slow field.










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

This is the standard sequence assuming you start at either red or blue buff. If you start at Raptors instead, take Winter's Wrath at level 1 and Permafrost at level 2. W is your AoE spell and E is your single-target spell, so that should be pretty self-explanatory.

Winter's Wrath is maxed first it has the lowest cooldown and best base damage scaling with rank of all your abilities. It's also AoE!. Permafrost is maxed second as it has better up-time than Arctic Assault, even with the internal cooldown. If you can proc it on multiple targets, even better. Arctic Assault is maxed last since the extra damage isn't anything special and the cooldown only goes down by 0.5 seconds per rank.

As with most champions, put points into your ultimate whenever possible, at levels 6, 11 and 16.








Now that Hunter's Talisman has been buffed, I consider it a core starting item for Sejuani. With the bonus 170 HP from the Resolve tree, you'll gain the Kindle bonus damage right away at level one.



Warding Totem is the standard starting trinket. You can use the early ward to defend your jungle entrances or gain vision of the enemy jungle to determine their starting location. I recommend keeping the totem until level 9 as putting down wards is a more reliable way to contribute to vision than removing them.

After level 9 switch to Sweeping Lens and upgrade to Oracle Alteration. Even without Tracker's Knife or Sightstone, it's still worth sacrificing vision for vision denial in the mid and late game. You'll want the oracle to increase the likelihood of getting picks on enemies and to control vision around dragon and baron. Be sure to keep buying Control Wards so you still contribute to your team's vision!



This is my preferred item on Sejuani. With proper judgment and ability timings, you can make plays without relying on other Smites to secure you kills. Once the early game is past, the vision from Tracker's is far superior to the combat applications of the other jungle items. By taking this item you do have to put a little trust in your teammates, because it'll be more difficult for you to kill people alone, but Sejuani isn't really built to easily solo-carry anyway.

Stalker's Blade gives you the best early pressure and sticking power of the jungle items. Despite Sejuani's impressive array of CC, there are still some gaps where enemies can escape before you can stack up Permafrost, especially if you don't have any melee allies to help you stack it. Chilling Smite can help you close the gap and keep enemies in range long enough to get your E off. It's pretty useless in team fights though.

Skirmisher's is definitely the most greedy of the three options, as it doesn't offer any utility to your team, but instead just gives you more damage and a little more survivability. While using this I felt it still was quite difficult to solo kill a lot of enemies, so I'm not convinced it's worth buying for that purpose. Still, if it's dueling power you're after, there's no better place to get it than Challenging Smite.



Tabi are pretty much always a notable option on melee champions because virtually every game has an enemy Marksman who will become a major autoattack threat by late game. Ninja Tabi's passive provides a lot of effective health against autoattackers, especially later in the game when they'll likely deal the most damage of anyone in the game. If the enemy team has a lot of physical damage or not much CC, you'll likely want Tabi. You can even get Elixir of Iron late game to help make up for the lack of tenacity.

Like most tanks, Merc treads are a viable option against teams with heavy magic damage, crowd control, or both. The longer you're stunned, snared or slowed, the more free damage you'll take without being able to threaten enemy champions. Remember, Frost Armor will only protect you from slows, not other CCs, and it only lasts for a couple seconds. Don't be afraid to build Merc's when appropriate.



This should be a very obvious choice given the champion. Sejuani is a tank jungler who needs durability to be effective, especially in team fights. The bonus health from Cinderhulk will also feed your Winter's Wrath damage due to its max health scaling.

I try and buy Warmog's pretty much every game on Sejuani. As stated earlier, Winter's Wrath's damage scales with maximum health, which makes this sort of an offensive option for her. You also gain a ton of free resistances from Frost Armor, which makes a pure health build early game a bit less greedy than it is on other champions. Warmog's allows you to stay on the map for much longer periods and prevents you from getting poked out before fights start. There have been a number of games where I've almost died in a fight, only to fully heal and take an objective afterwards because of Warmog's.

Gargoyle Stoneplate is a nice followup to Warmog's against balanced teams. With an easy build path and mixed resistances, you'll be able to quickly followup your huge health pool with some defenses. A large health pool also means you'll be gaining a lot of effective health from Stoneplate's active effect once you charge into the enemy team. This is one of the best mid-game items for survivability. You can consider delaying it if you need to rush a specialized resistance item first.



Bramble Vest is often enough for the early-mid game to prevent enemies from lifestealing off you, as well as reflecting a little damage back their way. Later, you can upgrade to Thornmail for better slot efficiency and higher reflection damage. Grievous Wounds are going to be useful against almost every composition because almost every ADC builds a lifesteal item. If they don't, they'll be killing themselves by attacking you, so it's still good either way.

Knight's Vow is a cheap item that doesn't offer a ton of stats outside its passive effect, which is quite strong. If you're fighting near an ally that deals a lot of damage, especially if they need protection from physical threats, this is a good item to consider. If you have a Kog'Maw and the enemy has a Zed, for example, this is a great buy. If you have a Jhin and the enemy has little dive threat, not so much.

I don't buy this item too often, but it's worth mentioning as it's the strongest armor item in the game when it comes to pure defensive power. Crit reduction is massive in the right circumstances, as crit users are often the only ones who can take you down late game. Consider Randuin's as a late game option if you need to last as long as possible in fights against physical damage dealers, especially crit users.



Sejuani gains a lot of survivability from her early health items, Frost Armor and Gargoyle Stoneplate. Locket is a nice mid-late game followup as it protects your whole team once you're tanky enough yourself. Use the active after Stoneplate for maximum effect, as the active scales off your bonus health, which is increased by Stoneplate. If you're still dying in fights, consider another item as this doesn't offer much personal protection.

Adaptive Helm can be incredibly effective under the right circumstances. This item is the best counter to mages that are most able to kill you. The damage reduction is great against any mages with low cooldown spells (), damage-over-time effects ( ), multi-hit spells (), DoT AoEs () and magic-empowered autoattacks (). Mages that don't have any of the above types of spells usually can't kill you, making Adaptive Helm the best option for personal defense against magic damage.









Familiarize yourself with these spawn times and respawn timers so you know what to expect in-game. If you're already an experienced jungler, feel free to skip this section.


Wolves, Raptors
Spawn At: 1:28
Respawn Time: 2:30


Gromp, Krugs
Spawn At: 1:42
Respawn Time: 2:30


Buffs
(Blue Sentinel, Red Brambleback)

Spawn At: 1:28
Respawn Time: 5:00


Rift Scuttlers (in river)
Spawn At: 2:14
Respawn Time: 3:00


Rift Herald (in Baron pit)
Spawns At: 9:48
Despawns At: 19:45 (19:55 if in combat)
Dragon (Elementals & Elder)
Spawns At: 2:20
Respawn Time: 6:00
Elder Dragon Spawns: After 35:00
Elder Dragon Respawn: 10:00
Baron Nashor
Spawns At: 20:00
Respawn Time: 7:00

Rift Scuttler: These pacifist monsters patrol the river (one on each side) and will run away from aggressors rather than fight back. Killing this monster will create a speed shrine in front of the Dragon or Baron pit (depending on which side of the river you're on) that also grants vision for 75 seconds. The speed shrine will increase the movement speed of any allied champion that walks on it by 30%, decaying rapidly over a short duration. Using a CC that prevents the scuttler's movement will reduce its armor and MR by 50 until it dies (can only happen once per spawn). Crowd control effects last twice as long on the scuttler.

Rift Herald: The Rift Herald is a large monster that occupies the Baron pit from 9:48 to 19:45 (19:55 if in combat). Attacks against the eye on her back deal 12% of Herald's maximum health as bonus true damage, causing the eye to close for 10 seconds, reduced by 2.5 seconds every time she is struck by a champion's basic attack. The Rift Herald will despawn permanently at 19:45, or 19:55 if in combat, with Baron Nashor spawning in the same position at 20:00.



Killing one of these monsters grants you (or your entire team) a buff. These monsters are often referred to as "objectives" along with towers and inhibitors because the buffs they offer can greatly increase the power of you and your team and help you win the game. Killing a champion in possession of the blue or red buff will transfer that buff to you. Killing a champion in possession of the Baron or Elder Dragon buff will remove that buff from the champion.

Blue Sentinel - Crest of Insight: The wearer of this buff gains 5 flat mana (or energy) and 1% of maximum mana (or 0.5% of maximum energy) per second and 10% cooldown reduction. If the wearer is slain, the buff transfers to the killer with the duration refreshed. Lasts 2 minutes on the first clear and 90 seconds on subsequent clears. You'll want the first buff early game, but usually you will hand this off to your mid laner later on.
Red Brambleback - Crest of Cinders: The wearer's physical attacks apply a debuff that slows the target's movement speed by 10 / 15 / 25% for 3 seconds and a DoT that deals 4 - 38 (based on level) bonus true damage three times. Also heals buff holder by 1 / 3 / 9% of their maximum health per 5 seconds out of combat. If the wearer is slain, the buff transfers to the killer with the duration refreshed. Lasts 2 minutes on the first clear and 90 seconds on subsequent clears. You can take this buff until your team groups, then hand it off to your Marksman to help them kite.








Dragon Buffs: Slaying Elemental Dragons which spawn (random types) before 35 minutes will grant your team permanent buffs, depending on the type of dragon slain. After 35 minutes, all future dragons will be Elder Dragons, which have a 10:00 respawn time.
  • Ocean Drake: Restores 10% missing health and 10% missing mana every 18/12/6 seconds (based on stacks).
  • Mountain Drake: Grants 10/20/30% additional damage (based on stacks) as true damage to epic monsters and turrets.
  • Infernal Drake: Increases damage versus champions for 8/16/24% (based on stacks) increased Ability Power and Attack Damage.
  • Cloud Drake: Grants bonus 25/50/75 (based on stacks) additional movement speed while out of combat.
  • Elder Dragon: Grants a 50% bonus to elemental drake buffs and 45 + (45 for every elemental dragon stack) true damage on all spells and basic attacks against non-turrets over 3 seconds. This buff lasts 150 seconds.


Rift Herald - Eye of the Herald (Item): Once collected, the Eye of the Herald replaces the Trinket slot of its owner. The Eye lasts 4 minutes and grants the holder Enhanced Recall, which allows you to recall 4 seconds faster and restores 50% of your champion's maximum health & mana and grants +50% movement speed for 8 seconds. When activated, the Eye is destroyed and the Rift Herald is summoned to push down the towers in the nearest lane. The Herald will charge up a dash outside tower range before slamming into the tower for significant damage. The herald loses health over time, when she headbutts towers, and when enemies damage her. Attacks to the eye on her back deal 20% of her max health as bonus true damage, so flanking her is a quick way to kill her.


Baron Nashor - Hand of Baron: Each champion on your team gains up to 40 attack damage and ability power (scales with game time). Also grants Empowered Recall, which allows you to recall 4 seconds faster and restores 50% of your champion's maximum health & mana and grants +50% movement speed for 8 seconds. Each champion also gains an aura that empowers nearby allied minions with increased size, movement speed, attack damage and durability and causes cannon minions to deal AoE damage and out-range towers.





Plants are stationary, neutral units with 1 health. They can be destroyed with a basic attack to trigger an effect. Three different types of plants will spawn in the jungle and river. Their spawn timers and locations vary slightly but for the most part they are fairly predictable. The first spawn locations for all plants are predetermined.



Red = Blast Cone | Blue = Scryer's Bloom | Green = Honeyfruit



First inner cone spawn: 1:15 - 1:25
First outer cone spawn: 2:15 - 2:30

Inner cone respawn time: 5 - 7 minutes
Outer cone respawn time: 5.5 - 6.5 minutes
  • Knocks away nearby units (including the attacker) when destroyed — even over walls.
  • Blast Cones spawn in two spots per jungle quadrant, an inner point toward the center of the quadrant, and an outer point near Baron/Dragon.



First spawn: 3:00 - 3:30, always at each quadrant’s spawn point nearest to the side lanes

Next spawn time: 5 - 6.5 minutes at either spawn point, starting once a given quadrant's Scryer's Bloom is destroyed
  • When destroyed, releases vision-granting pollen in a large cone that flies in the direction the attacker was facing, revealing units and wards for 12 seconds (3 seconds on champions).
  • Scryer's Bloom can spawn in two spots per jungle quadrant, close to river ramps.
  • Only one Scryer's Bloom can be present per quadrant.



First spawn: 6:00 - 6:30 minutes

Respawn time: 5.5 - 7 minutes
  • Drops 5 fruits on the ground when killed.
  • Each fruit heals for 3.5% of max health or 8 (+6 per level) flat health, whichever is higher.
  • Eating a fruit slows you for 35% for 0.25 seconds.
  • Honeyfruit spawn along river walls, starting near Dragon or Baron pits and slowly extending closer toward lanes over the course of the game.
  • If a Honeyfruit isn't taken before its respawn timer completes, a second Honeyfruit may spawn. No more than two Honeyfruits can exist per half of the river.





As a jungler, you have the most agency when it comes to traversing the map to place down vision, especially in the enemy jungle. When it's safe to do so, try to place deep wards to keep track of the enemy jungler.

Placing a Control Ward near lane-dominant allies will help them avoid ganks from the enemy jungler and free up a path for future ganks from you. You can also use a Control Ward to check a bush you're waiting in to make sure it's clear (if you don't have a Sweeping Lens or Oracle Alteration).

As the game progresses, you may have to start placing wards nearer to your base if you're losing, or deeper into the enemy jungle if you are winning. Always remember to place a Control Ward inside the dragon or baron pit if your team is planning on taking that objective.

Below are some of the more valuable ward spots. Of course, warding is always situational, so don't feel restricted to only using these placements if the situation calls for something else.


Blue side stealth ward locations
Blue side control ward locations

Red side stealth ward locations
Red side control ward locations







Jungle routes are very flexible and should change according to in-game situations and meta changes. Once you know both team compositions, start planning your route, and be ready to adjust your plan if level 1 circumstances (such as early invades or vision control) require you to adapt. In general, starting on the opposite side of the map of the lane you want to gank first is a good idea.

Volatile matchups like Darius vs Riven top, aggressive enemies like Yasuo and champions with poor escapes like Twisted Fate are good targets to gank early. If your ally has great setup, like Nautilus or Annie, you can visit those lanes often for easy kills.

You may also want to plan your route to minimize enemy opportunities to invade or maximize your own chances of stealing camps. Starting on the same side as an invader like Shaco or Nunu allows you to secure your buffs safely, while starting on the opposite side of a champion like Evelynn or Olaf can lead to a kill at their second buff. Against slower clearing junglers, you may be able to just walk into their jungle after your first camp and take their buff for free.

On Sejuani, you have several options. You can go for an early gank at level 2 or 3, or you can play it slow and farm your first round of camps in order to get your ultimate faster. Generally I go for the early gank options unless I can tell by the team compositions that the early game will be very boring. Below I'll give you a few basic routes for active map-play, but if you find yourself in a slower game, you can always adapt your route or just go back to farming after you finish it and take a Scuttler.





This is a pretty common Sejuani route as it takes advantage of her strong single-target spells. You can Permafrost each camp, and if you take a few extra seconds and kite it, you can even get two casts of E off.




Skipping Raptors and going straight to blue buff is a bit safer in terms of buff control, but you might lose your Raptors to a later invade. Raptors give a lot of gold and experience, so I recommend securing them if you're starting at your red buff. If you want a slightly faster level 3 gank, you can do wolves second instead of raptors and then pick up blue.








There are three main types of ganks for top lane: flanks, dives and lane ganks. Actually, this applies to bottom as well, but due to ward coverage your options are more limited there.

Flanks are the most straight-forward type of ganks; you gank when the enemy laner is overextended. From blue side, you can use the Blast Cone near the river bush for a sudden entrance to the river, or you can simply walk up river if there are no enemy wards. You can also go through the enemy northern jungle to flank through tribush if it's safe to do so. Against enemies with dashes, you'll generally want to wait until they use it before casting Arctic Assault so you can interrupt or at least follow them.

For dives, you'll usually be the one tanking the tower, so it's often a good idea to save Arctic Assault to get you out of tower range after you've secured the kill. If your laner has an ability that resets tower aggro like Sanguine Pool, you can let them start the dive instead. Make sure you have enough damage or your target is low enough that they'll die quickly, since Sejuani's damage isn't very high.

Lane ganks are a bit more complicated because they take time to set up and your top laner needs to be on the same page as you so they set up the wave properly. If your top is pushing, you can enter the lane bushes without being seen, then wait for the wave to reset to the middle of the lane and look for an opportunity to fight the enemy 2v1. The best time to engage is when the enemy goes for a last-hit on one of your minions, especially ranged or cannon minions since they're farther towards your side of the map. You can either let your laner start the fight with a CC or just try and bait them as close to your bush as possible before you reveal yourself. You might be able to take them by surprise with Arctic Assault, but if you can save it, then it's usually a good idea to hold onto the cooldown so you can follow enemy dashes or blinks.




Sejuani's mid lane ganks are decent early game, but you'll often need something going for you besides just an unwarded bush. Whether that advantage be an excessively overextended enemy, allied CC to set you up, a Flash advantage or a timely counter-engage, you'll generally want something to give you a higher chance of success before you consider ganking mid early.

Once you hit level 6, it's a whole different story. Any time you have Glacial Prison up you can easily force ganks mid. You might find the enemy mid laner has Cleanse, which would make things more difficult (but not impossible), but if they don't, you should be able to get some easy kills. Try and hit long-range casts of R since they'll create the slow field even if the enemy mid manages to dodge the stun. Even an enemy with Cleanse will often need to Flash or blow another escape spell in order to escape the field.



Sejuani's bot lane gank prowess depends a lot on the laners. You have access to good crowd control, but at best you'll usually stun only one target, and if the enemy laners have Flash, you might not stun anyone at all. If your allies have some CC to hold your target down, that'll give you more time to stack up Permafrost. Melee supports are a great asset here, as they'll stack your E for you. With Glacial Prison, you should have an easy time killing at least one target, as long as you're able to approach from an unwarded position. Just be sure you and your allies focus the stunned target. Firing the bola from an angle that will result in either a stun or at least an ideal slow field is also a good idea, making lane ganks especially effective if you're able to set up properly.

Keep an eye out for ADCs and supports with special escape spells, as they may determine which champion you'll need to focus. For example, Thresh can pull his ADC to safety, but doesn't have many tools to escape death himself. Kalista's ultimate, Fate's Call, is an even better escape for her support, as it can be used even when the support is CCd. Rakan has multiple dashes to escape with, and if he's paired with Xayah, his Battle Dance has extra range. In general, it's best to focus the enemy with the best chance of dying, rather than just focusing the ADC every time because they're more important.

One last thing to be aware of for bot lane ganks - be prepared for counterganks. This applies to any lane but is especially important for bot lane ganks. If you don't take stock of the map before ganking, you could find yourself in a 3v5, which could lose you multiple kills and objectives, possibly resulting in the eventual loss of the game. Keep in mind enemy Teleport cooldowns, global spells like Stand United and Destiny, and possible locations for the enemy jungler and mid laner. It's much safer to attempt a gank on bottom lane if you know the enemy team can't countergank, even if your gank doesn't work out ideally.








If you manage to kill your target in a successful gank, you'll usually want to help your laner push the wave to the enemy tower so that your minions are killed by the tower, denying the enemy laner gold and experience. The minion waves will also reset to the center of the lane, giving your teammate time to go back to base and buy items and return to a safe position. One exception to the push-after-ganking rule is if you gank very early in the game against an enemy with Teleport (usually the top laner). If you kill someone very early, they'll respawn after only a few seconds and Teleport without missing much CS. If you push when that happens, your top laner will just lose a lot of XP since they're sharing with you and it can set them behind without denying the enemy top laner any farm.




After a successful gank, usually when pushing to the enemy tower, you may want to take a minion tax. This means you'll take some of the farm to help you keep up in gold since you had to spend time ganking rather than farming your jungle. You'll generally want to tax more heavily if your laner gets the kill off a gank and tax lightly if you took the kill. Many low-ranked players (and occasionally some high-ranked ones too) are selfish or ignorant and think that taxing their lane is going to ruin their farm and cause them to lose the lane. They're wrong, as taxing in moderation keeps a jungler's gold and experience relevant throughout the game, but if your laner freaks out because you took a few minions (or pushed their lane, some people think this is a bad thing all the time), you may want to just leave the lane so they don't feed or AFK or something.




Holding lanes is an often necessary duty of a jungler and is something you should be happy to do (since it gives you a lot of gold and XP). If your laner dies or needs to go back to base, you may need to "hold" or "cover" their lane by clearing out enemy minions pushing to your tower. If the enemy laner goes back to base or is dead, you may wish to push the wave to the enemy tower. Only do this if you can finish pushing before the enemy laner gets back to lane or they can freeze it in front of their tower, making it difficult for your laner to farm safely. Usually holding a lane consists of either clearing the current wave that is at your tower or pushing completely to the enemy tower. Don't just sit in a lane and last-hit unless your laner is arriving in a few seconds because it's a waste of your time.







Sejuani shines in the mid to late game when she has her core defensive items finish and team fights are plentiful. Be sure to capitalize on enemy carries that don't have Cleanse or a Quicksilver Sash (or a support with Mikael's Crucible) as you can lock them down for a long time with Glacial Prison. When you know an enemy is missing their Flash, that's usually a good target to aim for since they'll have no way to survive your team's focus. Team fighting with your ultimate is very important, so if your ult is on cooldown and you don't have some other major advantage, it can be wise to play patient and wait for the cooldown to come back up. Late game it's fairly short anyway.

In team fights, try and apply Permafrost to as many enemies as possible, and hit Arctic Assault on enemy divers to slow them down if they go for your backline. This is especially important against enemies with dashes, as you can completely shut down their dive. You honestly don't need to do anything special in fights other than perform as most tanks do. Engage, be disruptive, peel for your carries and try and stay alive so that your Warmog's Armor can kick in and heal you up after the fight. Don't chase super hard for kills, as Sejuani's chasing power is quite weak once her initial cooldowns are blown. It's better to keep autoing the people close to you so you can cast Permafrost on several different targets during a fight. Remember to watch for your melee allies stacking up your E as well, as you may be able to stun several people in a short window even if you didn't attack them all.

Epic monsters are usually a good thing to focus on in the late game. Since you have fantastic engage, you can bait the objective by clearing out enemy vision and forcing them to check if your team is doing Baron or elder Dragon . Once they come to check, you can force a fight and get a quick kill with your teammates. If they don't check, you should be tanky enough to kill baron as long as your team's carries are focusing it. If you're a bit behind, making a play at baron (either a steal or an engage while they're clustered in the pit) is a good way to make a comeback.

Forcing dives is also a viable strategy if your enemy has an easy time contesting baron. Usually the best way to start a late game fight under tower is to focus the tower and disregard your enemies until they get close, then engage on them. Throwing a max range R and rushing into the middle of their base to chase the kill can get you killed, so try and prioritize taking down the inhibitor towers and only engage on enemies who zone or dive your carries.







Thank you for reading my Sejuani guide! I hope I was able to help you become a better jungler and a smarter player. Feel free to leave me a comment if you have any questions, comments or criticism. I read all comments on my guides even if I don't respond to all of them. If you appreciated my guide or approve of my build, feel free to hit the green upvote button up top.

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