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Choose Champion Build:
Spells:
Teleport
Ghost
Ability Order
Fury of the North (PASSIVE)
Sejuani Passive Ability
Overview
It is possibleto play 'The Sej' in different lanes and filling different roles. This guide will take a look at the roles. Some are more viable than others.
Build #: Position - Description
1: Top Lane - Facing a more heavy ad team, or item spec-ing for a fed AD carry.
2: Top Lane - Facing an AP oriented enemy team/item spec-ing for a fed AP carry.
3: Jungle - Facing an AP oriented enemy.
4: Jungle - Facing a more heavy ad team.
5: Support - Generally not very useful, only in very specific composition situations.
I like to keep my builds simple so I am not going to do much explaining. This is one hell of a build, from one hell of a Sejuani player. This build allows for a good initiate (Shurelya's and ultimate) and tankyness (Randuins, Frozen, etc...) to put down crowd control in team fights.
Pros:
-Has a lot of CC and great slowing effects
-Good for chasing
-High mobility
-Works well with support style items in build
-Difficult to gank (without hard cc)
-Can turn a game around with a good ultimate.
Cons:
-Countered hard by CC
-Squishy in the early game
-Transition to mid/late game can be hurt easily by a poor laning phase.
-Need to build tanky
-Has a lot of CC and great slowing effects
-Good for chasing
-High mobility
-Works well with support style items in build
-Difficult to gank (without hard cc)
-Can turn a game around with a good ultimate.
Cons:
-Countered hard by CC
-Squishy in the early game
-Transition to mid/late game can be hurt easily by a poor laning phase.
-Need to build tanky
Top Lane Section
Quintessences
2x

The added health from these Quints is nice for early game. Sejuani doesn't need to rely on offensive stats as much as she is more of a team-fighter than a laner. The extra health provides a longer 'in lane' time.
1x

Personally I like to run a movespeed Quint because I find it allows you to catch up to people faster once they have been ulted or permafrosted.
Glyphs
9x

Standard MR stuff. Right now MPEN is really big so this can be helpful in team fights.
Seals
9x

Pretty standard item, allows for some physical damage resistance in team fights.
Marks
3x

I take 3 of these when I know I'm going to be laning against a heavy AD top champion, can be replaces with warding marks.
6x

This adds a little 'umph' to your skills. Works nicely with your ultimate
Jungle Section
Quintessences
1x

The added attack damage paired with attack damage marks is nice in the jungle. It helps to clear a bit faster as you will require less auto-attacks.
2x

Running swiftness quints are amazing for 'The Sej' jungle mode. It allows you to get into lane much quicker and get from camp top camp quicker so you can clear your jungle faster. Replacing the Greater Quintessence of Strength with a Greater Quintessence of Swiftness is viable too.
Marks
3x

Running a few Greater Mark's of Resilience allows you to stay in the jungle longer by giving you a little extra protection against the buffs.
6x

Run some Greater Mark's of Strength to be able to clear the jungle faster. These pair with the Greater Quintessences of Strength.
Seals
9x

Standard armor seals.
Glyphs
9x

Scaling magic resist gyphs are nice as you will most likely not need flat magic resist in the jungle.
Support Section
To Be Continued...
Top Lane Section
These builds run a 9/21/0 mastery page setup. Sejuani alone doesn't have as much kill potential in lane as many other top laners. Running a 21/9/0 combination doesn't really help much in this sense. The reason for not taking any points in utility is that with appropriate mana management you should be able to sustain yourself in lane long enough for you to return to the shop.
I find that taking 9 points in the utility tree is viable however my personal preference is a lot of defense with some offense. I find this actually provides more 'utility' in team fights as you will be able to use more abilities, doing more damage in a team fight scenario. This is because you will be able to stay alive longer.
Jungle Section
Running 14/16/0 is pretty uncommon on many champions. For 'The Sej' I think this works very nicely.
Picking up some AD mysteries give a nice edge in the jungle. Making sure to pick up 4 points in CDR and a buff for Ghost and Armor Pen allow for faster clearing and better use of summoner spells. Just 9 points in offense would not help the early game farming and the late game CDR requirements of 'The Sej'. Putting 14 points provides a more rounded and easier time in the jungle, while giving help to mid/late game Sejuani.
Taking 16 points in defense is basically putting the remainder of the points into defense. It is important to take defense on 'The Sej' noting that minion damage reduction points and CDR points are given. Also note that because of the move-speed quintessences there is no need to take the move speed masteries in the defense tree.
Support Section
To Be Continued...
Top Lane Section


Boots are good against snares and skill shot stuns. (eg, swain snare). They reduce the reliability of skill shots by allowing you to use move-speed to dodge them easier.


This is nice if you are up against a heavy scaling AD champion or you just like to be able to trade health with an AD champion early.


This is generally not recommended as it is more for a passive play-style, i.e. chill back and wait for hp to regenerate when you have gotten harassed.
Once your starting item has been selected, the following core items should be built.
Core Items:




These items are good to get early on as they will accumulate more gold for you in the late game. Sometimes its beneficial to try and keep your GP5 items longer than usual if you find you aren't getting much CS and your not doing well in the team fight scenario. Unfortunately these items do not offer much in terms of defensive/offensive states so if you feel like you really need to forgo buying these GP5 items early on and pick it up later, by all means do so.


After your core build you can start hitting up some serious items.
Full Items:




At this point in time is when the build starts to vary. Basically what you want to do here is either prioritize Magic Resist items or Armor items. You need to be looking out for which enemy champions are fed and are more dangerous to you in the team fight.
Build Option 1 - If the enemy team AP is stronger:










Build Option 2 - If the enemy team AD is stronger:










Feel free to re-arrange the purchase order of the items these are just a general guide, if you feel like one item would be more beneficial in your situation than what is shown in the order. Get that item first.
Jungle Section


This is pretty much the best opening for 'The Sej' going into the jungle. The armor allows her to stay in the jungle for longer. Going



Core Items:



At this point you may want to consider



Finish off your build with some mid to late game items.
Finished Build:
Here you have a a few options as reflected by the builds. If you find you are facing heavy magic damage, or you need to gank mage champion lanes you will want to get some extra MR with low cost:
Build Option 1 - If the enemy is heavier on AP:



















Build Option 2 - If the enemy is heavier on AD or you need some extra armor on your team:













Support Section
Here either a typical support build works well:




This can only be achieved using extra starting gold utility masteries (To Be Added Soon...)


This isn't bad either, although can put you at higher risk of getting caught off guard by ganks.
Other Items to Consider
Top Lane Section
Taking 1 Point in Q at Level 1 allows for some added mobility in lane. This is a good pick because it can help you avoid a level 2 gank from the enemy jungle, and can help your jungler with a level 2 gank. This also allows for some harassment.
After level 1, maxing aoe damage output 'w' comes next. This is good during the laning phase, as it allows you to farm better and output a little more damage for harassment.
Post level 6, alternating between your 'w' and 'e' to max your damage and slowing ability since usually around this time, the laning phase is starting to end and team fights will become more frequent.
We leave leveling 'q' for last, as it really doesn't bring too much to the team. Its level 1 cool-down is often enough, as the items that will be purchased help add mobility too.
Jungle Section
Support Section
The following spells are viable. We will not go into detail about the un-viable ones as there are some pretty obvious drawbacks.
Top Lane Section
- Teleport: This spell is great on 'The Sej' but for it to be great, it must be used properly. This spell is designed for you to either pick up assists or get kills in other lanes as well as control Baron and Dragon. I see too many noobs use this spell to return to their lane after a shopping spree. This should never be done unless you are 100% certain that your other lanes are doing well, the dragon has been cleared and you are waiting for it to respawn AND the cooldown timer will not interfere with the dragon respawn time. If you lose your turret top lane, this is not the end of the world, and can actually be beneficial to you. Freeze the top lane and farm using auto-attacks only. If the enemy continues to push, get your jungler to gank, and of course remember to ward. Use this spell to help your team mates in their lanes, especially bottom.
--If your jungler is counter-jungling and has a ward; gets caught, use this spell to TP to ward and help him if you cannnot walk to him in time.
--If your bot lane needs a little extra help, use TP to land your ult and secure a kill for your team. Don't be afraid to tank a couple turret hits if needed.
--If there is a fight going down at dragon, TP down from top to a ward so you can initiate a 4 vs 5 situation.
*Note: When you decide to TP, make sure you are either hidden in a bush from the enemy top lane, or you are outside their vision range. This makes your TP more effective as the enemy will not be able to warn their teammates.*
The reason that this spell is so damn good on 'The Sej' is because of her ability to provide immense CC once landed in the area. This increases the kill potential of other lanes and situations, by a ****load.
- Ghost: This is the only legit escape spell on 'The Sej' taking flash is just full ******. Ghost allows you to use this spell offensively and defensively. Use it offensively when you are 110% sure you can secure a kill AND your Shurelya's is down.
- Exhaust: Run this for some extra slow in the lane and some reduction in enemy dmg.
- Ignite: Run this if you are facing a champion with high spell vamp, life steal or health regeneration (e.g. Swain, Mundo)
Jungle Section
Support Section
Top Lane Section

--If your jungler is counter-jungling and has a ward; gets caught, use this spell to TP to ward and help him if you cannnot walk to him in time.
--If your bot lane needs a little extra help, use TP to land your ult and secure a kill for your team. Don't be afraid to tank a couple turret hits if needed.
--If there is a fight going down at dragon, TP down from top to a ward so you can initiate a 4 vs 5 situation.
*Note: When you decide to TP, make sure you are either hidden in a bush from the enemy top lane, or you are outside their vision range. This makes your TP more effective as the enemy will not be able to warn their teammates.*
The reason that this spell is so damn good on 'The Sej' is because of her ability to provide immense CC once landed in the area. This increases the kill potential of other lanes and situations, by a ****load.



Jungle Section
Support Section
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