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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 October 11, 2018
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Cheat Sheet

PsiGuard's Jungle Sejuani

Sejuani Build

LoL Path: Resolve
LoL Rune: Aftershock
LoL Rune: Bone Plating
Bone Plating
LoL Rune: Conditioning
LoL Rune: Overgrowth

LoL Path: Precision
LoL Rune: Triumph
LoL Rune: Legend: Alacrity
Legend: Alacrity

+15-135 Health (at levels 1-18) and +9% attack speed

LeagueSpy Logo
Jungle Role
Ranked #45 in
Jungle Role
Win 51%
Get More Stats

Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

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 Jovy 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

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.

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.

There's a lot more action in the early game between junglers ever since Riot buffed the Rift Scuttlers to be important monsters worth contesting. Bone Plating is the safest option here to make sure you don't get wrecked in early fights.

I definitely recommend Conditioning on Sejuani (and most tank junglers) as it offers a ton of value after 10 minutes and you won't be in champion combat very often to proc Second Wind before that time. Especially since you'll often be rushing Enchantment: Cinderhulk and Warmog's Armor, getting some free resistances from your runes is a really nice bonus.

The other options here aren't too attractive, so I default to Overgrowth for some HP later in the game. If you really want tenacity, I'd actually recommend picking up Legend: Tenacity in the Precision path for a secondary rune instead of going for Unflinching since it doesn't require you to cast a summoner spell.

Even though tanks aren't typically prone to running Precision, I recommend this as a secondary page to get the attack speed bonus from the path and 3% from Legend: Alacrity at level 1. That'll give you 12% AS for the jungle clear, plus you'll have a much easier time stacking up your Permafrost without relying on melee teammates.

I really like Presence of Mind so I wanted to run it here (and did for a while), but in most cases it's not really worth it unfortunately. Survivability is really important and Triumph will help you stay alive longer in team fights. PoM is viable if you really want to go with it, but it's more of a win-more rune.

I recommend Legend: Alacrity by default as it improves your jungle clear and your ability to stack up Permafrost without relying on melee teammates. Overall this rune gives a ton of stats for its slot and is usually a good option for anyone going Precision. Legend: Tenacity is also viable here, but I recommend only considering it against teams with heavy snares and stuns.

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 2 seconds after taking damage from enemy champions. Frost Armor engulfs Bristle in True Ice, becoming immune to Slow icon slows and gains 20 / 70 / 120 (+ 100% total armor) bonus armor and 20 / 70 / 120 (+ 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, capped at 300 against epic 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 damage, the Icebreaker deals a flat 300 magic damage against epic monsters. Use this in combination with Smite to more reliably secure objectives.

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 (+ 20% AP) (+ 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 (+ 60% AP) (+ 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 nearby allied melee champions apply Frost to enemy champions and epic, large and medium monsters for 5 seconds, stacking up to 4 times.

Active: Against an enemy with 4 stacks of Frost, Sejuani consumes all stacks to deal them 30 / 45 / 60 / 75 / 90 (+ 60% AP) magic damage, knock them back and stun them for 1 / 1.1 / 1.2 / 1.3 / 1.4 seconds. Enemy champions 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 the 4-stack requirement and an internal cooldown against champions, making Sejuani unable to affect the same champion 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 champion twice, you can cast E and then R. E - auto - R - auto (or simply E - R - auto if you're at range) 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 if you're able to pull it off it can be 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 10-8 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 / 250 / 350 (+ 80% AP) the further it travels and can stun for up to 1.5 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 1.5 seconds instead of 1, 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.


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.

Hunter's Talisman is the safest starting option on Sejuani at the moment. You'll still have a respectable clear for single-target camps and you'll have the benefit of more easily clearing Raptors, Wolves and Krugs with the burn damage on your AoE abilities.

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 during the early game as putting down wards is a more reliable way to contribute to vision than removing them.

Switch to Oracle Lens when laning phase is ending and you need to clear vision around objectives. It's 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. You can also switch earlier if you want more vision control to camp a lane harder. Be sure to keep buying Control Wards so you still contribute to your team's vision!

Stalker's Blade and Skirmisher's Sabre are both decent options here. Skirmisher's will make you tougher against duelists like Warwick and Xin Zhao that are more likely to get in your face and try to kill you. You'll also have more DPS if you can stick to targets. Stalker's Blade offers better early ganks more reliable CC that can't be dodged. It's also better for running away. Either item is fine, but I tend to default to Stalker's Blade unless I'm really concerned about dying to the enemy jungler.

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.

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.

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.

Frozen Heart doesn't offer as much survivability as other defensive items (due to the lack of HP), but it can be a powerful item against enemies that rely heavily on attack speed. Most ADCs fall into this category, as well as some fighters like Tryndamere, Irelia and Aatrox that use autoattacks for most of their damage. The CDR is a great asset as well. Just make sure you get at least one HP item like Warmog's Armor before building this so you aren't too squishy.

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.

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.

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.

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: 1:27
Respawn Time: 2:30

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

(Blue Sentinel, Red Brambleback)

Spawn At: 1:30
Respawn Time: 5:00

Rift Scuttlers (in river)
Spawn At: 2:00
Respawn Time: 2:30

Rift Herald (in Baron pit)
Spawns At: 9:50
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

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: 5:00 - 5:30

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 an Oracle Lens).

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

The current meta for jungle pathing is quite loose and you'll need to adapt quickly to changing circumstances. I'll give you a few basic openings to choose from, but keep in mind any Rift Scuttler you go for may be contested by the enemy jungler. Take note of where the enemy jungler is starting if you can get vision of them and decide ahead of time whether you'll be able to fight them. Also be sure to check your nearby lanes before entering the river. If your laners have priority (they're pushing in and/or are stronger early than their opponents), you'll be safer when fighting for the Scuttler in river.

You'll almost always want to save Smite for the Scuttler unless you know for sure it won't be contested. Don't use your Smite on the first camp (or two) before going for scuttle or you may find it stolen right in front of you by the enemy jungler! :(

With that out of the way, onto the routes!

Standard Routes

Blue - Gromp - Scuttler: This is a fairly efficient opening for red team as you can get a strong leash from your bot lane, which will give you time to clear Gromp before going to contest Scuttler. After hopefully securing Scuttler, you can clear your Wolves, Raptors, Red and Krugs if the enemy jungler is going for an efficient clear on his side of the map. If the enemy jungler is stealing your red buff (and probably other camps near it), you may need to enter the enemy jungle and steal his Raptors / Red / Krugs. Again, note whether nearby enemy laners will be able to easily collapse on you.

Blue - Scuttler: Basically the same as the last route, but quicker in case you won't have time to clear Gromp before the Scuttler spawns at the 2:00 mark. This is more common on blue team, where you'll only have a leash from your top laner. This may also be necessary if you didn't get a leash at all, regardless of which team you're on. Once you're finished the Scuttler, the same options apply, but this time you can go back and clear Gromp before continuing to Wolves.

Red - Raptors - Scuttler: This is an efficient start on blue team since you can get a leash from your bot lane. Similar principles apply to the Blue - Gromp - Scuttler route, only this time you'll be pathing the opposite direction. Keep an eye on your mana bar since you won't have Blue buff to sustain you early on. Do not clear Krugs on your first clear with this route -- it's too far out of your way and you risk giving up camps on your blue side.

Red - Scuttler: If you've read the routes above, you probably already know what I'm going to say. This route gives you faster access to the river in case you needed to clear your Red without a leash or with a minimal leash from a top laner on red team. Other than that, pretty much the same thing as the previous route. You also have the option to invade the enemy jungler early after you take the Scuttler.

Triple-buff Routes

Triple buff routes involve a sneaky level 1 buff steal followed by a quick and efficient clear across your allied jungle. In the ideal case, this'll get you a free camp, set the enemy jungler behind and possibly reduce their effectiveness in the early game due to the loss of the buff. However you risk being collapsed on in the enemy jungle or the enemy jungle could realize what you're doing and counter it by invading your jungle and stealing multiple camps before you can get there.

Steal Blue - Scuttler - Red - Raptors - Wolves - Blue - Gromp: If you're able to sneak the enemy Blue buff, you can try and go for a triple buff and set your opponent behind. This can be pretty effective against mana-hungry junglers but it's also good just for denying experience.

Steal Red - Scuttler - Blue - Gromp - Wolves - Raptors - Red - Krugs: Same idea as the blue steal, but in the opposite direction. You may choose to delay Raptors in order to check and clear your red sooner if you expect the enemy jungler to try and steal it.

Vertical Jungling

Vertical jungling is when both junglers are repeatedly clearing one half of the allied jungle and one half of the enemy jungle, favoring one side of the map. This splits the map into a "strong side" and "weak side" for each team. For example, if you're on blue team and are repeatedly clearing your red-side jungle (south) and the enemy blue-side jungle (east), your team's bottom side will be the strong side of the map. You'll be in a better position to gank bottom lane without fear of counterganks and you'll have better vision control and objective control. Likewise, the opposite side of the map will be dominated by the enemy jungler, making it your team's weak side.

Vertical jungling can be an active choice you make or a forced one due to a poor matchup. For example, you see Nunu & Willump invading to take your blue buff and other nearby camps, so you respond by stealing his blue buff and other nearby camps. This can force you to vertically jungle in the early game since you may not have the lane priority or vision control to ever contest your own blue buff. Likewise, you'll be able to place wards in the enemy blue-side jungle and you'll have more control on that side.

An example of an active choice would be if you and your team (this works better in arranged teams than it does in solo queue) decide to focus all of your team's pressure on one side lane at the expense of the other. Maybe you have a hypercarry bottom that your team will be camping and a Shen top who will just be playing safe. In this situation, vertical jungling may net your team an advantage, as long as you can set it up properly. Grouping with your teammates and pushing into the enemy jungle at level 1 can help you put down vision and possibly force the enemy jungler to start on the other side of the map. If your nearby laners have priority, it can be dangerous for the enemy jungler to enter their own jungle if you have vision of them and your laners can collapse on them to help you.

Vertical jungling is pretty complicated for new junglers and can be pretty messy outside of coordinated teams. Be open to the concepts and feel free to practice it, but for most players I recommend sticking to more standard routes or simple, quick invades while you're still learning to jungle.

That said, vertical jungle routes look something like this:

Blue - Gromp - Wolves - Scuttler - Enemy Red - Enemy Raptors - Enemy Krugs
Blue - Scuttler - Enemy Red - Enemy Raptors - Wolves - Gromp - Enemy Krugs
Enemy Blue - Enemy Gromp - Enemy Wolves - Scuttler - Red - Raptors - Krugs

Red - Raptors - Scuttler - Enemy Blue - Enemy Gromp - Enemy Wolves
Red - Scuttler - Enemy Blue - Enemy Gromp - Enemy Wolves - Raptors - Krugs
Enemy Red - Enemy Raptors - Scuttler - Blue - Gromp - Wolves

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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