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Recommended Items
Spells:
Smite
Flash
Items
Ability Order
Fury of the North (PASSIVE)
Sejuani Passive Ability
OVERHAUL 2 - Sejuani rework + changes to Spirit of the Ancient Golem

This item now builds from





Sejuani rework

A somewhat boring passive, but anyway, her clears are pretty solid now. No more near-death experiences at the red buff every game anymore!

This can be maxed first or second now, though I prefer second since it's too expensive to waste on jungle camps. % max health damage per level makes this scale pretty well, where it used to be primarily a mobility tool. Throw in the new knockup effect and now it's now very satisfying to level this and not have it be just for the cooldown.

Conversely, you can now safely level this skill last. It now has a flat BONUS health scaling instead of TOTAL health PER LEVEL. Meaning if left at level 1, it gains power as you buy items more rapidly than if you had left the old W at 1. It's still a strong DPS skill to level, but it is more reliable to level your burst damage first: E and Q.

I usually level this first. Using W (which now applies Frost) and then E is the cheap and easy way to clear camps, with Q no longer necessary except for when you want the absolute quickest clear.

Not much to say here. You have to aim better now!
Rework reason 1 - health/resists balance
When I first posted this build, I was taking the new S3 items into account, but I was not yet used to the rebalance of gold vs resists in terms of gold value. Additionally, Warmog's has the old Force of Nature regeneration passive, giving it self-synergy that used to be impractical to obtain most of the time. Throw in

In short: in S2, Warmog's was suicide, and in S3, Warmog's is raw pwnage. Hence the reworked build.
Old core:





These are all fine items, but the health/resists balance is way off. In particular, it's very hard to fit





Rework reason 2 - Overemphasis on Liandry's Torment



It may be worth getting


Rework reason 3 - Sightstone slows the build down too much
After further play testing, I find that









First of all,




Optionally,



Pros
* High win-rate champ currently, thanks to the dominance of Health as a defensive stat in early S3
* Strong initiator
* Great against squishies
* Enough MPen to cut through all or most MR on a typical carry
* Great mid-to-late game
* Nice mobility, making great plays with some combination of Q, R, and

* Getting one solid RQWE rotation in a teamfight can result in a win even if she dies soon after
* Optional

* Jungle clears post-rework are solid now! :)
*

Cons
* Still very item-dependent. Needs

* Not as innately tanky as some other tanks.
* Item dependent: Can't really afford to ward that heavily and still be useful. (But she can ward hard-to-reach places with ease when it matters)
* Slightly less best-case scenario damage (well-compensated by burstier and more reliable damage overall, and better jungle clears)
Basically, she's halfway between a tank and a magic damage bruiser. It used to be that stacking health was the only real way to boost damage, and then you had to get
Abyssal Mask and
Sunfire Aegis to do more damage. Further, the damage used to drop off dramatically against any non-carry. She used to blow up if you stacked health, but now you can rush
Warmog's Armor right after
Sunfire Aegis and be tankier than you would have been with
Abyssal Mask, the latter now being situational rather than core in my opinion.
Further,
Liandry's Anguish optionally keeps her more threatening against more enemies in the late game, at the cost of some tankiness. The old tank
Sejuani who was a threat to carries and was very hard to kill just by mobility and sheer itemization... she's still the best way to build Sejuani in generic games, and she's stronger than ever before thanks to the current state of health/resists balance. The difference from S2 might sound subtle, but play enough, and you'll see that it's actually dramatic in practice.
The only thing you should worry about is Leroy Jenkins syndrome. If you try to err on the side of protecting your carry rather than diving and killing, then you're more likely to be an asset to your team. Sometimes you can do heroics and dives just fine, but I've found that intentionally erring on the side of restraint makes me more likely to win games, personally.





Further,


The only thing you should worry about is Leroy Jenkins syndrome. If you try to err on the side of protecting your carry rather than diving and killing, then you're more likely to be an asset to your team. Sometimes you can do heroics and dives just fine, but I've found that intentionally erring on the side of restraint makes me more likely to win games, personally.
Starting Items


Five


Sustain

If you don't have 500 gold due to counterjungling, then


Mid-game: Build some health



It's important to be tanky. Health is much stronger in S3 than it was in S2, and it scales with




Shoes

Stacking flat MPen works well on Sej. Health will be more important than AP, so any AP I advocate here will be a useful side-effect.
Warmog's Armor

This is a very strong pick as the game stands now. If you get ahead on gold, Sunfire + Warmog's will make you do a lot of damage and be very hard to kill. In this case, just don't get focused *too* hard and ride the sustain to victory. Watch out for


Liandry's Torment

This is essentially the



High-end items for the late game






Some strong choices















MTaur
Sejuani Guide
Liandry's Boarment - rework update!
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