Sejuani Build Guide by Morzanoth
How to play Sejuani Jungle - Taming your BristleBy Morzanoth | Updated on November 28, 2018
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+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
Threats & Synergies
Warwick has a strong early game and you can't duel him before level 6 without help. His passive life steal means he can easily out sustain you in fights so you need team mates to help you kill him. Look to match gank early or if he is farming, pressure a lane. If you are low and being hunted back off from a skirmish immediately unless you know burst someone down. In late game you need to make sure he can't get onto your carries. Use your CC to peel and lock him down so you can eliminate him quickly.
You can beat him early with your passive damage on frozen targets. He can lock you down pretty easily but you should be able to clear just as fast as him. Pressure lanes early and look to shut him out the game because he is quite squishy without items. Mid and late game just be careful because his AOE cc can turn a teamfight if he can get onto a key target. You should win this matchup most of the time.
You can look to pressure zac out early. He is get's quite low in his first clear so you can look to invade him with your laners and shut him down. Always ward over walls because his E has a really long range. Late game you need to ensure he can't get behind you or he is locked down if he does. His ult can mess with your team's fighting ability as he can force you into a bad position.
Kayn is pretty annoying to deal with. His red form is rather tanky so you cant fight him outright and his blue form is tough to deal with since it can one shot most carry champs on your team. You either have to pressure him out early or snowball your lanes well enough so they can deal with him as the game goes on.
Kha'zix is super strong early game. His isolation damage is really strong and since you lose it easily in the jungle he has a lot of kill pressure early. You can CC him pretty well but he his pretty tough to lock down with his invis.
Shaco is a painful match-up for sej. As a tank you generally clear the jungle very slowly which means it is very easy for him to counter jungle you. Also, Shaco's invisibility is rather tough to deal with because he can kill you carries before you have time to react. If you manage to survive your first clear without any hassles look to buy a control ward and place it in one of the river brushes by your jungle entrances. They may not last very long but it will give you much needed information.
The is probably one of your worst matchups. He clears super fast and doesn't really lose hp either. His Ult can actually put you in negative resistances if you have your passive and aftershock active because when they fall off he will still steal the initial amount. You win the match up by relying on your team. You need to protect your carries as best you can.
Graves is probably the strongest jungler when he is meta. He clears super fast and doesnt even lose HP. Thankfully you are a tank and have a good amount of cc to use. If you get ahead in the match up you can actually bully him a bit and if he mispositions you can kill him with your team.
Evelynn shouldn't really be a problem to deal with in a game since she has a relatively weak early game. She is very reliant on getting to level 6 before she can start pressuring the map effectively so look to harass her early. Once she is 6 the only way to track her is with control wards or by warding enemy jungle camps so you can see which side of the map she is moving towards. You want to try and protect your backline against her because she can burst them very quickly, try cc'ing her or just forcing her to back off. Placing a control ward behind you is also a good way to prevent her from flanking.
Nidalee is probably one of the most annoying junglers to play against. Once she has gotten through her first clear she becomes a machine at everything. She will invade you a lot and you may struggle to farm since she can clear camps a lot faster than you. Her poke can make defending a turret very difficult as well. You can look to punish aggressive Nidalees by warding your jungle entrances and collapsing on them when they try invade. And if you can CC her once she becomes very easy to burst.
Lee sin is a jack of all trades kind of jungler. He can pressure the map early and has good base damage. If he chooses to he can build a lot of damage and threaten your carries or he can play a more supportive role using his R to peel for his carry. He can skirmish against you pretty well in a 1v1 so be careful not to take unnecessary fights early. He is very mobile so make sure you don't waste your engage going after him. Also be careful when teamfighting, his R deals additional damage based on his primary targets HP which is dealt to anyone they pass through. This means he can kick you into your own carries and end up doing a lot of damage.
Shyvana is a very farm heavy jungler. Once she hits level 6 she has very strong ganks and great teamfighting ability. Shyvana is slightly reliant on taking dragons in order to benefit the most from her kit so look to ward dragon whenever possible. She can solo it at level 4. She can clear the jungle a lot faster than you so look to counter any ganks she is looking to set up. Be wary of her E because it deals %hp damage and the dragon form's deals a lot of damage. After 2 items her sustained damage becomes too much for you to handle on your own so it's better to avoid skirmishes at that point.
Kindred is a very situational match-up , which depends on the enemy team as a whole. Kindred is very reliant on getting her marks in order to scale into the mid game effectively. She does well farming but without her marks she struggles. Her kit allows her to kit you pretty well if you miss anything. When playing against one, it is better to look at the laners that are supporting her. The will dictate whether you can contest scuttle marks early or not. In teamfights, her ult is actually not the best since your ult covers the same radius. Look to punish aggressive engages or poor positioning. CC her long enough to kill her before she ults or CC her just as her ult is ending to capitalize.
Yasuo's high mobility and damage pairs well with Sejuani. Your Q can trigger his Ult and he can apply stacks of frost on your enemies because he is also melee. His high mobility allows him to sick to champs you might not be able to lock down by yourself. Look to team up with yasuo as early as level 4 if you think you can pressure their lane or look to capitalize once they hit level 6.
Rumble is a great champ with Sejuani. The synergy comes with your ults, which can overlap on single targets and create large zones which your enemies can't really walk into. Rumble has high damage early with slows and a shield which means he applies frost as well. Look to force fights with your rumble by locking down priority targets from screens away.
Braum is one of the best enabling supports in the game. He can follow up on your engage or stay back and peel any divers trying to get past you. You team up pretty well with him as well, with a bunch of slows it becomes very tough to run form you both. Look to group with your bot lane around level 6 to make use of the great engage and follow-up on offer.
As a support, Thresh is amazing at engage and disengage. He can lantern you into fights to surprise the enemies or lantern you out if you get a bit caught out. He also brings a lot of CC himself which is very useful, but a lot of it is skill shot based which means engages can sometimes go a bit a miss.
AD - Attack Damage
AP - Ability Power
HP - Health Points
CDR - Cooldown Reduction
MR - Magic Resistance
CC - Crowd Control (Spells/abilities that disrupt the enemy in some form)
Hard CC - (Stuns, Roots, Knock-ups, Knock-backs)
Gank - To pressure a lane
Match-Gank - To pressure the same lane as the enemy jungler once they have committed to a gank.
Counter-Gank - To try turn around a Gank the enemy have tried to set up.
Counter-Jungler - To take away enemy jungle monsters.
Tower Dive - When you attempt to kill an enemy under a tower.
+ Healthy first clear
+ Great early pressure
+ Lots of CC
+ Great defensive ability
+ Peels well
+ Long Range Engage/CC
|Sejuani is a tank jungler who has great scaling as the game goes on. She can clear the jungle pretty well early which enables her to pressure the map from level 3. She has a lot of hard CC from her Glacial Prison, Permafrost and Arctic Assault as well as a slow from Winter's Wrath|
- Slow clear
- Low dps as the game goes on
- Skill shot based kit
- Heavy team reliance
- Bad in 1v1's
|When behind, Sejuani can be bullied out easily unless your team can help you to recover. Being a tank, your sustained damage in fights as the game progresses diminishes meaning you need to rely on your teammates a lot in order to close out games. All but one of your abilities are skill shots meaning there is some margin for error.|
|Aftershock is a really nice keystone to take for most tanky champs with good CC. Sejuani has many forms of CC and can proc it very easily. The effect of aftershock also works very well with your passive since it enhances your current resistances.|
|Font of life works like the old bond of stone. When you slow an enemy, it marks them. Allies who attack enemy champions that are marked heal for a portion of your MAX HP. Sejuani naturally builds a lot of HP which works well with this rune.|
|There is no reason for you not to take this rune if you are a jungler who builds tanky. Despite the early lack of resistances which many have grown accustomed to, if you play a bit carefully you gain a nice power spike at 10 min. This is because your passive scales with your armor and magic resist, and by taking this rune you are increasing both at 10 min.|
|The more camps you kill, the more minions that die near you the more HP you get. This just makes you harder to kill as the game goes on.|
|I recommend Hexflash as a secondarymore for the utility it offers than anything. The ability to flash over some walls can be amazing as it saves you from using your Q which has a very high cooldown early. Look to get a bit creative, going over jungle walls to surprise your enemies.|
|To put it simply, you have a lot of "movement impairing" abilities, but you are slow. So you need to speed up a bit. This helps haha. But in all seriousness, the bonus MS can really help you a lot when trying to land the last auto for your passive or to get in range to proc it. Getting to impaired teammates is rather situational, but can be handy if you're trying to countergank.|
Row 1: Attack Speed
|I recommend taking the attack speed in the first row because it will help you clear faster. As an ability based tank your first clear can be quite slow as you lack ability points or any tools to help you. Attack speed will help you clear a little faster and get you through your weakest point of the game.|
Row 2: Adaptive Force
|This is a simple choice. You take a bit of damage so you clear faster. The faster you clear the less health you loss and the more you can do on the map. You don't need the armor or MR from the row.|
Row 3: Armor
|As a jungler, you will be fighting camps in your first few levels. HP and MR don't really do much for you in this case. Taking the 5 armor will help you in your first clear, allowing for a healthier clear.|
Fury of the North
Sejuani passively gains bonus 20/60/100(+100% Bonus Armor/MR) Armor and Magic Resist at levels 1/7/14. It lingers for 1 second after taking damage. Additionally when an enemy champion is "frozen", your next basic attack or spell with deal 10/15/20% of their max HP as bonus magic damage.
|Your passive has 2 parts to it. The first is Frost armor, which gives you Armor and Magic resist. This allows you to buy items like Warmog's Armor early because you already have some resistance. The second part of your passive is Icebreaker, which deals %max HP damage to your target. This makes Sejuani really tough to deal with early because it gives you a lot of burst damage people don't really expect.|
Sejuani charges forward in a line knocking up any target she passes through for 0.5 seconds and deals 60/90/120/150/180(+40% AP) magic damage. The charge stops when you hit an enemy champion.
|This is your main engage too from level 1-5. The range is quite long and your hitbox is quite large making this tough to dodge. It's mostly utility though so you would max it last.|
Sejuani Swings her flail in the target direction knocking back non-champion's hit, dealing 20 / 25 / 30 / 35 / 40 (+ 20% AP) (+ 1.5% maximum health) physical damage. She then lashes out with her flail in a straight line in the same direction, dealing an additional 30 / 65 / 100 / 135 / 170 (+ 60% AP) (+ 4.5% maximum health) and slowing targets hit. Both parts apply Frost.
|This is your most used spell. It can apply 2 stacks of frost on multiple targets if you can land it. The damage also scales based on your HP so the more HP you build the better this gets. The AOE also helps you kite and clear the jungle very easily which is why I max this first|
Passive: Sejuani and nearby melee allies apply Frost with their basic attacks, stacking up to four times. Sejuani can cast Permafrost on enemies with max Frost stacks.
Active: Sejuani freezes an enemy champion or large monster, dealing 30 / 45 / 60 / 75 / 90 (+ 60% AP) magic damage and stunning them for 1 / 1.1 / 1.2 / 1.3 / 1.4 seconds. Once consumed the target cannot gain Frost for 10/9/8 seconds(Only Applies to champions).Permafrost resets Sejuani's basic attack timer.
|This is probably what makes Sejuani such a strong champion. Getting 4 stacks on a single target can be quite tough without other melee champions but your kit helps you. This also allows you to burst people with the damage from your passive if you are able to proc Icebreaker. I would recommend getting maxing this second because you only really use the increased stun duration in the mid game.|
Sejuani throws a True Ice bola in a line, dealing 100/125/150(+40% AP) magic damage and stunning the first enemy champion hit for 1 second. Bolas are "empowered" after traveling 400 distance, increasing their damage to 150/250/350(+80% AP) stunnning the target for 2 seconds. Stunning a target with Glacial Prison triggers Permafrost's per-target stun cooldown.Empowered bolas also leave behind an ice storm that lasts 2 seconds and slows enemies by 30% while inside the AoE. It will then explosion dealing 150/250/350(+80% AP) magic damage, slowing enemies by 80% for 3 seconds.
|Once you get this ability your whole game plan changes. Your ult is very high impact, enabling you to engage from a very long range. The AOE left behind also makes it hard for enemies to kite away from you so you can force fights really well when ahead. If you are behind you can catch an enemy who is out of position and kill them off quickly with your team. Put points into this whenever you get a chance.|
Before we look at items I will quickly just talk about your boot choices. On sejuani you have 3 possible choices being Ninja Tabi, Mercury's Treads and Boots of Swiftness. Your boot choice is never based on what defensive stat you need but rather which passive from the boots works best for you. So you buy Ninja Tabi against teams with lots of AA damage, Mercury's Treads when the enemy team has a lot of CC and you will only buy Boots of Swiftness when the enemy team have a lot of slows or build things like Rylai's Crystal Scepter. You will buy Ninja Tabi in MOST cases.
|This is your preferred jungle enchantment. The Bami's Cinder is one of the strongest jungling tools at the moment because the AOE allows you to clear camps very quickly. When fully complete, it gives you a nice amount of health which works well with your passive and the passive HP gain means stacking items that give you health is a viable strategy especially in this build.|
|This is a core item in this build. The passives you gain from the Catalyst of Aeons are extremely valuable on you. Sejuani has relatively high mana costs and since she is a skill reliant champion you will need the mana to cast spells. When you take damage, a percentage is converted to mana so this allows you to sustain a fight for longer than some enemies. When you finally build the full item, you gain a nice amount of MR and HP while also getting CDR and a passive that reduced the magic resistance of nearby enemies. Because you are a melee champ you will always be getting this damage increase.|
|This is my preferred third item. You gain a lot of HP and can regen pretty well once you have enough health to apply the passive. Since you are playing a front line role you can potentially get poked out. With the HP regen this gives, it allows you to trade your HP to exert pressure on your opponents without fear of getting too low and dying. Combined with the Abyssal Mask you should not be running out of mana or hp and you become a real pain to kill. Please note that ONLY GET THIS if you can afford to delay the other items. This is a nice to have but can be skipped.|
|This is your first major defensive item for your team in most cases. It gives you 30 Armor and 60 MR so is very nice against AP heavy teams. The active shield can buff your whole team and scales of your own HP which is why we want to stack health to some extent. It is relatively cheap as well only costing you 2200 gold making it a nice pick up when you are behind as well.|
|This would be your standard Armor item in most cases if you have a carry that can you need to protect. it gives a good amount of HP and Armor as well as CDR. The active ability allows you to mark an ally and redirect a portion of the damage they take to you instead. This also heals you if your ally deals damage to an enemy champion. If you can snowball a lane, buy this and just stick with your marked carry and let them do the work, just peel for them and keep them safe.|
|CDR, Armor and Mana... All you really need as Sejuani. The build path is really nice and it does give 20% CDR instead of 10% from other items. The Sheen damage and slow allow you to stick onto a target so you can stack your E while giving a nice amount of damage.|
|This item only gives defensive stats, giving HP, Armor and Mana. It is a good early purchase because it's build path gives you a lot of stats that you need in a game. The active ability increases your movement speed when moving towards enemy champions in range and then slows all enemies caught in the AOE once the effect has expired. This allows to you to force engages with your team and extend leads you have gotten. This would be a third item after if you go Warmog's Armor second.|
|Since the change, this has become a really useful item because it now gives some HP and a nice amount of armor. With the changes to build path it now gives two really nice passives, one slowing attack speed of anyone attacking you and then then reflecting damage back to enemies that attack you which applies "grievous wounds". The "grievous wounds" is the main reason that you buy this do just buying the Bramble Vest first and leaving it there is an option. You would generally buy this against teams that auto attack a lot or even against teams who have a lot of healing ability.|
|The best anti-crit item in game. Reduces the effectiveness of crit's while giving you a nice amount of armor and HP. Additionally the slow is really fine if you can hit key targets with it. Normally buy this against a champ like yasuo who has a high crit chance. It is a 20% crit damage reduction so it adds up.|
|Armor, MR and an active that can double your HP. Since you dive in a lot as Sejuani you are always surrounded by a lot of enemies. This item also works well with Locket of the Iron Solari because the shield from locket scales of the users HP. This also adds to your survivability because you can take a lot more damage while disrupting the enemy carries.|
|This is a situational defensive item. It gives a nice amount of MR and the build path sets out very nice gold totals to aim for before you back. However, this item is only good against Mage type champions with consistent damage output because of the passive damage reduction. So champions like Ryze, who has very low cooldowns, and Teemo, who applies a lot of damage over time, would be indication to build this item. This still may not be worth your time. The main champs I build this against would be Kayle (E damage is actually reduced because it counts as spell)and Cassiopiea( Twin Fang is cast in quick succession). This is a direct counter to Kayle and Kog'maw so always get this against them.|
Amazingly there isn't much needed to tame this Boar. Sejuani is a very straightforward champ with a very clear role... ENGAGE! It will take a few games to get used to your damage and the range of your abilities but by time you start playing the 3rd or 4th you should be feeling comfortable playing Sej. Remember, the more you play the less you have to worry about with regards to your champ, because you get use to it ^^
I have a little trick when clearing the jungle which gives you a free HP potion which can really help your early clear. Since your route will almost always be BUFF, WOLVES and then BUFF you will end up passing the raptor camp at least once. What you do is walk up to the raptor camp and W the camp once. Since you have a Hunter's Talisman you will steal 25 HP from each monster in the camp that you hit. Since raptors has 6 monsters you can easily get 150hp for a small mana cost. You will also then smite the last buff camp giving you a pretty healthy clear overall
The end goal is to back with at least 900 gold for a Bami's Cinder and maybe a Control Ward. This will give you a faster and healthier clear so it's worth rushing.
When engaging you can actually Q and then throw your R. This allows you to engage from a lot further way than most people would expect and it does catch people of guard. You can follow up with your W and chase them down if they haven't already died or you think you can afford to.
If your lanes are starting to lose you need to assess the situation. If you see they are only just losing out in the fights try sticking close to that lane and see if you can help. If you are losing the fights badly you need to calm your team and take control of the map. The key to this is vision, and a lot of it. Buy wards, sit back and turtle as much as you can. Don't force fights unnecessarily, you end up losing out more than you gain. Try look to control objectives if you know you have a good 5v5 team fight, otherwise getting a couple picks is what you need.
Wait, you need to get a pick in order to comeback in a game... If only there was a way... OH WAIT! If only we had good CC on our team... *cough*... I'm sure you get what i'm trying to say. Sejuani is really nice at getting picks. She has really solid engage which can start a fight from a really long range away. A lot of ADC's tend to over extend in lower elo's so you can easily catch them out being a little greedy. Remember, don't force it too much, but this is the first step to getting your items and coming back in your game.
The second job as a frontline champ is to "dive" the enemy carries. Now when I say dive I'm talking about disrupting the enemy carries and forcing them to fight you. If you have champs like Taric or Janna who can alreay keep your carries safe then you as a tank can force the enemy carries back. All you need to do is try CC them as best as you can while still staying close enough to your team.
A nice little trick I use when dueling enemies is to stack and activate my E. Trigger Icebreaker on them, and then Ult them to stun them again. This allows you to burst an enemy down for more than 50% of their HP since you apply Icebreaker twice. The base damage of your spells is also quite decent so you can surprise a lot of people with your damage.
You can also do the Q flash trick with Sejuani. This allows you to change the final destination of your Q and still knock enemies up. It can be useful at times, but I don't use it often.