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Spells:
Smite
Flash
Ability Order
Fury of the North (PASSIVE)
Sejuani Passive Ability
Pros / Cons
* Good build, but your team might hate on you for it.
* Make a bigger difference sooner
* Build nothing but tank items. Melt their carries in teamfights.
* DPSier than most tanks
* Gain hipster cred
Cons:
* Good build, but your team might hate on you for it.
* No GP10 --> failing to capitalize on early-game power leaves you without an auto-catchup (a sort of moot objection, because carries, solo tops, and junglers of all sorts have to play their best and farm hard without GP10 to fall back on, anyway)
* Team-dependent
* Bad duelist
* First jungle is slow/vulnerable
* Squishier than most tanks
* Gain hipster cred
She's a tank with no shields or defense steroids, wtf?!?


Armor, HP5, health. Survive burst with armor and health. Sustain with HP5. (The only thing you have to watch out for, especially, is magic damage, so be extra careful if you gank mid, at least if you don't have

She's closest to



Sejuani needs to stack health to do damage, but she'll blow up if she doesn't build resists early!
It's too bad the only cheap health+armor item in the game is totally awful and you should never get it. No wait, just kidding.
Or you can just build





What this gets you:
+240 Health
+16 HP5
+20 Armor
+24 MR
+50 Move Speed
Cost: 1700 gold.
Basically, this covers all of your bases early-game, and you can take either a


It takes a fairly long time to fill up the item slots, so those shields will serve you well for a good amount of time. If you buy wards, then the time you hold onto the shields will increase further. And if you're playing solo queue Normal, then if you don't buy wards, no one will.



Some good resists, and great sustain for some time to come. This also grants a good chunk of health for



The treads are an all-around great item, and pick up MR where











What this gets you:
+180 Health (-60)
+15 HP5 (-1)
+18 Armor (-2)
+24 MR
+50 Move Speed
Cost: 1960 gold (+260).
5

So 435 extra gold to get this far.
You could be in very good shape after you finish



I've only tried this once, and the other team was feeding so hard that anything was bound to work. It sets you back 435 gold to break even, and then it costs another 750 to pull ahead, and then you're in a Good Place. I was going 3/1/5 or something like that early on that game, but that's mostly luck.


+200 Health (-40)
+15 HP5 (-1)
+0 Armor (-20)
+0 MR (-24)
+50 Move Speed
+8 MP5 (+8)
+10GP10 (+10)
Cost:
1950 gold (+250)
The thing is,





The +8 MP5 early on saves you from having to buy maybe two





This is a decent and balanced set-up for competitive play. You can start with



Just know that if you opt to play more conservatively, then that could mean not making some life-saving or kill-securing plays, and "free" GP10 is never really "free". The actual costs have been highlighted in red above. Yes,






Get your resists over 120 before you even *think* about

By late-game, you should have 4k health, or 3.5k in shorter games. This is more than enough to melt large chunks of a carry's lifebar.


If the MR is justified, pick this up around the time Catalyst has just about run out of level-up juice, like level 14-18. This bubble makes

You can skip the Catalyst for something else. Read on for more ideas.


A bit redundant mana-wise with





A great choice, unless you're already armor-heavy. This is hard to pass up. You might want the CDR from


Only worth it if you have a ton of resists already. In my default build, you would have 120 Ar/MR already. You may still want to do even better before going for Warmog's.

A serious contender for a rushed item, either in place of my Catalyst, or you could even skip



A nice compromise: Philosopher's Stone +





A great utility item, but not mandatory. It can help, but it's a bit squishy and can get you killed if you take it too soon, or when you're behind. It can be a fifth or sixth item, but you might find it unnecessary with a good team and skillful use of


Good item. Not really for


A bit redundant with


Move speed is welcome. This is a solid alternative to


Somewhere between viable and very good, depending on the game. Check your team comp and how they're doing. This item will make you a bit squishy, but the aura is great. If your team fails at AP, then don't even think about it. There are other options.

Probably works well with



Nice active for teamfights. Supporty build path which I think hurts




Some people swear by it. Sounds fishy to me. AP scaling isn't good enough, and the passive doesn't ever get the strong proc. It's too oddball. If you really need AP for damage, then it's probably because your carries are failing and you can't win, anyway, unless you're just that much better than everyone... then be my guest, I suppose.

Really only good on Treeline or Dominion. You don't really need to squeeze



Some sort-of-questionable CDR options that also aren't bad.






Sort of tempting. Probably not worth it. You need to be able to stick, most of all.

Unlike



If you really, really must... there's always


No. Just no.



GTFO. Now.

I mean it. GTFO.

That's not even funny. Stop it.

This item isn't even in the game. No.






If you're not jungling,




Flat armor yellows together with


MR/level glyphs are solid as always, but I choose to cap CDR between



Move quints are always handy, and are especially strong for




As the game goes on, you'll be in larger battles more often, leading to the need for more frequent gap closers. A carefully-used Q at the best time is good enough for a gank, especially if you have


The other thing about ganking is that they'll just turn around and kill you if you try to gank with just




If you don't have such a great opportunity, protect your carries, and zone out the enemy carries. If anything gets close, auto-attack, W, and possibly E if they're either a threat, or in danger of being killed by your team.
Just think twice before spamming things. Q in particular is valuable, but you can be more liberal with it at high levels and high CDR. If you don't build CDR, then you just have to be that much more careful with Q all the time.
Don't try to 1v1 that often. You can take a carry from 50% to 0 in some cases all by yourself, but it only gets harder from there.

Overall, her AoE damage is good, but she's no duelist, and she can't take damage liberally like

Here's my typical Dominion build progression. I don't want to say much about it, as some of the reasoning is included in other sections, and situational variations can be figured out similarly, too.












You're very unlikely to finish a full build, and even a fifth item isn't anywhere near a sure thing. It's up to you whether the Mallet, GA, or something else serves you best, as they are merely solid throwaway choices, imo, and not something I'm totally sold on.
* Try to roam a lot. Solo bot is boring and there are stronger options.

* Dominion is where I originally discovered

* Masteries: Change as needed. I prefer a modified 9/21/0 with CDR and MPen. In particular,

* Runes probably don't need to be changed. This build doesn't max CDR, so all CDR/lvl glyphs could help. Your call.

Try the build out before you vote, because I know it's solid. Everyone has been trained to have a kneejerk aversion to


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