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One does not simply escape Sejuani's slow (A Jungle Build)
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At first glance it looks like standard tank build. I'd love to say that its not true, but sadly it is. I have clocked in quite a few games with her to pretty much say I figured her out. Below is how to get the most out of your CC tank and have fun while you do so (its actually not uncommon to get 11+ kills/4+ deaths/17+ ***its).
But first a message from Phreak:
Now that thats out of they way, we can now begin.
- Pretty damn good jungler
- Legendary CC
- Amazing early game ganking/harass
- Charge and Ult are pretty damn satisfying
- She's on a pig!
- Hardly any damage late game (if they get MR)
- Really slow
- Easy kills sometimes slip away
- Mana hungry
(Innate): Sejuani's basic attacks apply frost, reducing enemy movement speed by 10% for 3 seconds.
(Active): Sejuani charges forward, dealing magic damage and applying frost to enemies. Sejuani stops upon colliding with an enemy champion.
Cooldown: 19 / 17 / 15 / 13 / 11 seconds
Cost: 70 / 80 / 90 / 100 / 110 mana
Magic Damage: 60 / 90 / 130 / 170 / 210 (+0.4 per ability power)
(Active): Sejuani summons an arctic storm around her for 5 seconds, dealing magic damage each second to nearby enemies.
Damage is increased by 50% against enemies affected by frost or Permafrost.
Cost: 40 mana
Cooldown: 10 seconds
Magic Damage per Second: 12 / 18 / 24 / 30 / 36 (+0.1 per ability power) (+1 / 1.25 / 1.5 / 1.75 / 2% of maximum health)
Sejuani converts frost on nearby enemies to Permafrost, dealing magic damage and increasing the movement speed reduction for 3 seconds.
Cost: 55 mana
Cooldown: 11 seconds
Magic Damage: 60 / 110 / 160 / 210 / 260 (+0.5 per ability power)
New Movement Speed Reduction: 30 / 40 / 50 / 60 / 70 %
(Active): Sejuani throws her weapon, stunning the first enemy champion hit for 2 seconds and all other nearby enemies for 1 second. All affected targets take magic damage and are affected by frost.
Cost: 100 mana
Cooldown: 150 / 130 / 110 seconds
Magic Damage: 150 / 250 / 350 (+0.8 per ability power)
At level 2 get Arctic Assault. This helps speed up jungling by taking shortcuts. It also applies Frost onto all nearby enemies (when used with Northern Winds you deal additional damage). Lastly it helps to close the gap or escape when needed
At level 3 get Permafrost. Deals additional damage to enemies with Frost .
Level up Glacial Prison in levels 6, 11 and 16. This is obvious, level your ultimate whenever you can.
From levels 4-5, 7 and 9, max out Northern Winds.
From levels 8, 10 and 12-13, max out Arctic Assault.
From levels 14-15 and 17-18, max out Permafrost.
Your Seals should be flat armor runes ( Greater Seal of Armor). This will help with early jungling and early lane sustain.
Your Glyphs should be magic resistance per level runes ( Greater Glyph of Scaling Magic Resist). These will shine in late game.
Your Quintessences should be Greater Quintessence of Health. What jungler wouldn't want an additional 78 HP at level 1? This also helps boost the damage of Northern Winds.
21 points in defense. Pretty much the standard Juggernaut tank build. I chose to put points into Tough Skin and Bladed Armor for jungling. I also chose to put 2 points into Indomitable over Honor Guard because it really helps in the early game phase (it has a much higher payoff). Finally Initiator gives bonus movement speed (because she is really slow).
And finally 9 points in utility. I chose more mana/level, more bonus movement speed and the longer red/blue buff duration for more efficient jungling.
Smite is needed to jungle (if anyone tells you otherwise, they are dumb), counter-jungle and steal baron.
Flash to close a gap to get a kill or to run away.
What could be used: Ghost and Exhaust
I don't recommend using anything other then smite and flash for a jungler, but if you hate flash you could use ghost or exhaust instead.
On your first trim back get the Madred's Razors. Go back into the jungle, collect more gold and see if you can help gank any lane.
The second trip back should let you buy Boots and Wriggle's Lantern. Now go back into the jungle and do what you did before.
The third (and fourth) trip back should let you buy Philosopher's Stone then upgrade your basic boots for Mercury's Treads. We get the stone first because it gives us +18HP regen, +8MP regen AND 5 gold/10 sec. It will help upgrade the boots in no time while help sustaining you in the jungle/lane. We can afford to upgrade the boots last because of the bonus movement speed we get from masteries.
I pick Mercury's Treads pretty much all the time (and so should you). It not only provides +35 tenacity but also 25 magic resist (which there are very little items out there that are defensive and provide a lot of magic resist). Mercury's Treads in combination with Juggernaut gives you a total of +45 tenacity. That means all incoming slows/snares/stuns/blinds/etc. durations are reduced by 50%.
On your next set of trips back you want to pick up a Phage for the movement speed slow. A Kindlegem for the health and cooldown reduction.
Upgrade the Kindlegem into a Shurelya's Battlesong. I never really liked or gave Shurelya's Battlesong a chance before Sejuani. But it turns out to be an amazing item that helps you and your nearby allies catch-up to a enemy or flee.
Upgrade the Phage into a Frozen MalletThe Frozen Mallet. This will make your enemies chance of escape nearly impossible. The 40% slow plus the 10% slow from your passive, Frost will cripple any enemies movement speed (even Gangplanks eats his oranges, it will not be kay).
The last two item slots will be used to tank:
- Against AD heavy teams, get Thornmail (for AD champs like Master Yi or Tryndamere). Frozen Heart can be used as well, but I don't recommend it (I'd rather have that AD damage get reflected back on my inflicter).
- Against AP heavy teams, get Force of Nature (for champs like Singed) or Banshee's Veil (for champs like Annie).
In late game, you should sell the Wriggle's Lantern for a Sunfire Aegis. This combined with your Northern Winds will deal terrible, terrible damage to anyone around you.
Warmog's Armor when used in conjunction with Atma's Impaler can give a significant amount of AD, however Sejuanis attack speed is something to be desired. These are the last two items that I could suggest. I believe that even though these two are a fun option, the item slots could be used for better items.
Here is the gold breakdown for each camp when they are slain for the first time:
Ancient Golem and Young Lizards camp: 66 gold + 5 gold + 5 gold = 76 gold
Giant Wolf and Wolves camp: 44 gold + 5 gold + 5 gold = 54 gold
Wraith and Lesser Wraiths camp: 33 gold + 4 gold + 4 gold + 4 gold = 45 gold
Lizard Elder and Young Lizards camp: 66 gold + 5 gold + 5 gold = 76 gold
Golems camp: 40 gold + 15 gold = 55 gold
Thats 306 gold in total.
To jungle efficiently you start at:
1) The Wolf camp (use 1 red potion).
2) Move onto the ancient Ancient Golem camp (use Smite here along with 1-2 potions).
3) Move onto the Wraith camp.
4) Double back to the Wolf camp (if they haven't spawned back yet they will very, very soon. Use second last potion here).
5) Now go to the Lizard Elder camp (use Smite which should of just gotten off of cooldown and your last potion here).
6) Go to the Twin Golem camp.
7) Finally, go back to the Wraith camp and Wolf camp before going back to base.
Congrats, you just made about 735 gold.
NOTE: This should take you about 3 minutes and 17 seconds (approximately) to complete. This translates to 4 minutes and 57 seconds (approximately) into the game.
Rinse and repeat this process however many times possible, however you MUST have map awareness. This is key to your survival. Example: if all 5 are missing, DO NOT cross the river or face-check any bush on your enemies side. Odds are they are trying to hunt you down with the wards they put up (if they are smart).
Now with jungle efficiency out of the way, lets move onto ganking. As a jungler it is your job to gank, no questions asked. Which lane? Well, look into each lane/mini map from time-to-time. So I have prepared a flowchart:
Remember when ganking to cut off any escape routes that your enemy might use. The goal of each gank should result in at least 1 enemy kill.
When a teamfight breaks out, you have to ask yourself this question: who has the upperhand?
- If you answer "us," then you want to use Arctic Assault towards your foes, then hit Northern Winds to start dishing out AoE damage followed by Permafrost (note: you can use Permafrost first then Northern Winds, the order doesn't matter).
- If you answer "them," then you want to crack your Glacial Prison towards your foes and proceed with the above process.
Once this question is solved and your beating a enemy's face in with your mace (further slowing them down; up to a total of 50% slow from your passive Frost + Frozen Mallet). Now is the time that your foes will start to get wise and turn their tails to run.
Odds are that your frost has worn off evenyone other then the champ your auto-attacking. If they start to run, use use Permafrost to keep them in your teams reach and finish them off.
If the champ you were auto-attack died and they start to run, use Arctic Assault and/or Flash to close the gap and proceed to use Northern Winds, Permafrost and Glacial Prison to seal the ace.
REMEMBER, YOU ARE A TANK AND YOUR JOB IS TO HELP YOUR TEAM STAY ALIVE AND PROTECT THEM. IF YOU GET KILLS, AWESOME. IF YOU DON'T, TOO BAD. NO MATTER HOW FED YOU GET, YOU CAN'T WIN THE GAME IF THE REST OF YOUR TEAM IS UNDERLEVELED OR IF THEY FED THE ENEMY TEAM.
1.1 - Filled in the how to jungle/gank chapter. More to come.
1.2 - Changed name (again), added more options into summoner spell chapter.
1.3 - Filled in the items and chapter.
1.4 - Amended items chapter
1.5 - Finished how to teamfight chapter
1.5.1 - Added a jungle clear time, need a double check.