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Sejuani Build Guide by Morzanoth

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How to play Sejuani Jungle - Taming your Bristle

By Morzanoth | Updated on November 28, 2018
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Runes:

Resolve
Aftershock
Font of Life
Conditioning
Overgrowth

Inspiration
Hextech Flashtraption
Approach Velocity
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Smite

Smite

LeagueSpy Logo
Jungle Role
Ranked #12 in
Jungle Role
Win 47%
Get More Stats

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies

Intro

Hi there and welcome to my Sejuani guide. The guide aims to show you how to play Sejuani in a more supportive role than normal. Hopefully by the end of it, you will be able to understand the "in's and out's" of Sej and be leading your teams to victory as you climb the ladders. So let us get right into it.
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A bit about myself

My name is Morzanoth, and I have been playing League as a Jungle main since the end of Season 4, which is roughly when I started playing. I play on EUW so please do feel free to add me (Morzanoth) if you want to ask me something directly or do leave a comment and I shall get back to you as soon as I can.
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Before we begin

Just some terminology that I shall be using throughout the guide that you need to be familiar with. If I have missed anything please do feel free to let me know ^^

Glossary

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.
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Pro's and Con's

Pros
+ 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


Cons
- 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.
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Runes

Taking the resolve tree gives you 130HP at the start of the game. This makes your surprisingly tanky with your passive.

Resolve
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.


Inspiration
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.


Bonus
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.

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Abilites

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.
Arctic Assault
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.
Winter's Wrath
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
Permafrost
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.
Glacial Prison
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.
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Items

Being a tank, you have a wide range of items you can use in a game. This build/playstyle will shift the way you build Sejuani towards a more supportive role in the team with shields and damage reductions. When at Full build you should be able to soak up a lot of damage while keeping your carries safe so they can do all the work.

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.
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The first step to taming your Boar.

So, if you have made it down this far I thank you very much for taking the time to read my guide. Please do remember to leave a comment if you would like to ask anything otherwise, lets look at the basics when playing Sejuani.

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 ^^
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Feeding your Boar (First clear)

Sejuani is pretty good at clearing the jungle. Depending on your route, you can reach level 3 before 3 min allowing you exert some early pressure on the map. My standard jungle clear starts on the Bot side of the map at which ever buff is there (So red buff on blue side and Blue buff on red side... funny I know). You should look to take the scuttle crab on top side after your buff since most junglers normally do 2 camps and then scuttle. If you can't then take your wolves, other buff and 4th camp of your choice. Sejuani can take raptors at level 2 so you should be okay with talisman lifesteal. When clearing your first buff you shouldn't smite 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.
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A few basic commands

Sejuani has a simple kit. Her abilities all work well together, you just need to play enough to know when to use what. The most common thing you will do is Q towards an enemy and auto them while they are knocked up. Follow this with a W and try to hit both parts to it because then you get the slow which allows you to auto them once more for the forth stack on your E. Your E resets your auto attack timer so you can cast it immediately and attack again to proc your Icebreaker.

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.
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The early to mid game

So depending on how your lanes are doing, you want to try and get the as far ahead as you possibly can. Once you have access to your ult, you become a ganking machine. Look to gank every time its off CD and snowball the game for your team. You get very tanky, very quickly as Sej so you can force fights. Look to tower dive enemies and take objectives. Rift herald is a really nice way of snowballing a game because you can get tower for free if you use it right.

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.
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Team fighting with your loyal Companion

To put it simply you have 1 role in teamfights, to front line. A lot of players don't understand the concept of "front line" and I too forget what my main goals are as a tank on my team. A "front line" champ is one that needs to focus in diving and peeling. Now when I say peeling I mean protecting your carries. So basically you stand between your carries and the enemy closest to them. This means when someone is attacking your carry, you are also attacking that person trying to put yourself between them and your carry. Your aim is to allow your carry to deal as much damage as they can. Peeling in late game team fights is probably the best way to win fights unless you can catch an enemy out of position.

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.
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Tips and Tricks

There are a few tips and tricks which I have started using when playing Sejuani. I have mentioned my HP trick on raptors in the First Clear section as well as how to engage using Q and R to engage from a screen away.

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.