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Recommended Items
Runes: Font & Alacrity
+10% Attack Speed
+6 Armor
+65 Base Health
Spells:
Flash
Smite
Items
Ability Order
Fury of the North (PASSIVE)
Sejuani Passive Ability

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Hi, I'm PsiGuard and welcome to my Despite her nerfs, Sejuani is still a solid tank jungler. She has great early ganks that get even stronger after she hits 6 and unlocks Before we begin, I'd like to give a big thank-you to Jovy for her awesome graphics and help with coding this guide (as well as my other guides). Be sure to check out some of her other work at her signature shop and her own guides! |
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About Sejuani /// Runes /// Spells /// Abilities Ability Sequence /// Item Build /// Jungle Monsters Plants /// Warding /// Jungle Routes /// Ganking Wave Management /// Late Game /// Conclusion |

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Sejuani is a versatile tank jungler with something to offer at all stages of the game. She's pretty reliable due to her innate resistances from Sejuani's biggest strength is her powerful engage and crowd control. Early game, Sejuani's biggest weakness is her mediocre clear and dueling power. While she's not awful at either of these aspects, she's not great at them either. You'll want to plan your early route carefully so you can gank early and get your team ahead before the enemy jungler has any opportunity to bully you. While she can usually escape from danger, Sejuani can rarely stand her ground and fight an enemy without her teammates' assistance. Her jungle clear is respectable, but not flawless, and she does take a while to clear camps without |



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I definitely recommend |
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The other options here aren't too attractive, so I default to Overgrowth for some HP later in the game. If you really want tenacity, I'd actually recommend picking up |

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I really like |
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I recommend |


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This spell is essential for jungling, as it unlocks the jungle-only items which you need to keep up in experience. The spell is also essential for securing monster objectives like buff camps, dragon and baron. Building |
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Flash - This is a core spell on most champions in the game and Sejuani is no exception. In addition to the flexibility it adds by allowing you to dodge skillshots, hop walls and escape death, Sejuani can also use Flash in combination with |



The first aspect of this passive is pretty great, but you don't need to think about it much. Basically you'll just be tankier for a couple seconds as soon as you take damage, and you'll ignore slows. Occasionally you might get lucky and have an enemy waste a major slow like
The second part of this passive is the trickier part. Once you stun an enemy with
Instead of % health damage, the Icebreaker deals a flat 300 magic damage against epic monsters. Use this in combination with

You can knock up all monsters in a camp since the dash only stops upon getting to max range or hitting an enemy champion. This is often a good idea to increase sustain, as a knockup will interrupt the monsters' autoattack animations and reduce the amount of damage they deal to you throughout your clear. As long as you're safe to use your dash without threat of dying to an invade (and you have the mana to spare), I recommend interrupting monster autoattacks in this fashion. Especially red and blue buff.
As for champions, you can only knock up one enemy since the dash will stop as soon as you hit them. It's only a 0.5 second knockup, which is pretty short compared to most knockups, so you'll want to follow it up with your other abilities as quickly as possible. Keep in mind that knockups are a great way to counter enemy dashes. If you can interrupt the dash with your Q, you can secure kills that otherwise would have escaped. Sometimes it's based to save your dash during a gank until your target uses a dash or
As mentioned earlier, this dash can pass over walls which makes it a good escape tool. Don't be too afraid of just dashing away from danger and waiting for a better fight. Once you're engaged in combat, you may be crowd controlled for too long to escape, or an enemy might step in front of your dash and block it, preventing your escape.
The last thing I want to say about this ability is, like most dashes with CC, you can

You can move freely during your W. Both swings will strike in the cast direction, but their hitboxes follow Sejuani's movement (like
This is your main damage ability aside from Icebreaking stunned targets as it's the only ability that scales with your maximum health. You'll use this on every jungle camp to clear faster. Note that the first swing is a brief knockback, which can be used to interrupt monster autoattacks. This is especially useful against blue and red buff, which deal a lot of damage with individual attacks. An autoattack - W - Q - autoattack - E combo can allow you to deal a lot of damage to a monster without letting them autoattack you in return.
In fights against champions, it's important to land both parts of the W, not just to apply the slow, but to stack up your
Worth noting that casting this ability locks you out of casting

Combined with
Perhaps a lesser known fact is that this ability resets Sejuani's autoattack timer. This helps a little for jungle efficiency, but it's mostly useful in that it ensures you can quickly get an autoattack off on a frozen target in order to shatter them for bonus damage, as long as you're in autoattack range.
The most important trick to know with this ability is that while you can't cast E on the same champion twice, you can cast E and then R. E - auto - R - auto (or simply E - R - auto if you're at range) is the highest single target damage combo for Sejuani and it is really powerful if you're able to get it off (you can also replace one of the autos with
Note that this combo only works in the order of E before R. If you instead initiate with R, the target will receive

The tooltip makes this ability sound a little complicated, but it's really quite simple in practice. In short range, this is just a simple stun that allows you to proc
At long range, the ability deals more damage to the primary target (if you manage to hit them) as well as creating a storm that slows enemies. After 2 seconds, the storm deals a lot of extra magic damage in the AoE and slows enemies inside by 80% for another second.
In ganks, picks and skirmishes, you'll want to hit your ult directly on the target, preferably after landing
A max range R on a priority target without a
If you're contesting baron, simply chucking this ability into the entrance of the pit is often enough to completely swing the fight in your team's favor, sometimes even if you're outnumbered. The enemies will take additional magic damage due to baron's debuff, and they'll be unable to maneuver due to the slow field.


As with most champions, put points into your ultimate whenever possible, at levels 6, 11 and 16.



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Switch to |

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Tabi are pretty much always a notable option on melee champions because virtually every game has an enemy Marksman who will become a major autoattack threat by late game. |
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Like most tanks, Merc treads are a viable option against teams with heavy magic damage, crowd control, or both. The longer you're stunned, snared or slowed, the more free damage you'll take without being able to threaten enemy champions. Remember, |

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This should be a very obvious choice given the champion. |
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I try and buy Warmog's pretty much every game on Sejuani. As stated earlier, |

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Frozen Heart doesn't offer as much survivability as other defensive items (due to the lack of HP), but it can be a powerful item against enemies that rely heavily on attack speed. Most ADCs fall into this category, as well as some fighters like |

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), damage-over-time effects (
), multi-hit spells (
), DoT AoEs (
) and magic-empowered autoattacks (
). Mages that don't have any of the above types of spells usually can't kill you, making Adaptive Helm the best option for personal defense against magic damage.
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Sejuani gains a lot of survivability from her early health items, |



Familiarize yourself with these spawn times and respawn timers so you know what to expect in-game. If you're already an experienced jungler, feel free to skip this section.
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Dragon (Elementals & Elder) Spawns At: 5:00 Respawn Time: 5:00 Elder Dragon Spawns: After 35:00 Elder Dragon Respawn: 6:00 |
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Baron Nashor Spawns At: 20:00 Respawn Time: 6:00 |


Plants are stationary, neutral units with 1 health. They can be destroyed with a basic attack to trigger an effect. Three different types of plants will spawn in the jungle and river. Their spawn timers and locations vary slightly but for the most part they are fairly predictable. The first spawn locations for all plants are predetermined.

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First inner cone spawn: 1:15 - 1:25 First outer cone spawn: 5:00 - 5:30 Inner cone respawn time: 5 - 7 minutes Outer cone respawn time: 5.5 - 6.5 minutes |
- Knocks away nearby units (including the attacker) when destroyed — even over walls.
- Blast Cones spawn in two spots per jungle quadrant, an inner point toward the center of the quadrant, and an outer point near Baron/Dragon.

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First spawn: 3:00 - 3:30, always at each quadrant’s spawn point nearest to the side lanes Next spawn time: 5 - 6.5 minutes at either spawn point, starting once a given quadrant's Scryer's Bloom is destroyed |
- When destroyed, releases vision-granting pollen in a large cone that flies in the direction the attacker was facing, revealing units and wards for 12 seconds (3 seconds on champions).
- Scryer's Bloom can spawn in two spots per jungle quadrant, close to river ramps.
- Only one Scryer's Bloom can be present per quadrant.

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First spawn: 6:00 - 6:30 minutes Respawn time: 5.5 - 7 minutes |
- Drops 5 fruits on the ground when killed.
- Each fruit heals for 3.5% of max health or 8 (+6 per level) flat health, whichever is higher.
- Eating a fruit slows you for 35% for 0.25 seconds.
- Honeyfruit spawn along river walls, starting near Dragon or Baron pits and slowly extending closer toward lanes over the course of the game.
- If a Honeyfruit isn't taken before its respawn timer completes, a second Honeyfruit may spawn. No more than two Honeyfruits can exist per half of the river.


As a jungler, you have the most agency when it comes to traversing the map to place down vision, especially in the enemy jungle. When it's safe to do so, try to place deep wards to keep track of the enemy jungler.
Placing a
As the game progresses, you may have to start placing wards nearer to your base if you're losing, or deeper into the enemy jungle if you are winning. Always remember to place a
Below are some of the more valuable ward spots. Of course, warding is always situational, so don't feel restricted to only using these placements if the situation calls for something else.
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Blue side stealth ward locations
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Blue side control ward locations
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Red side stealth ward locations
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Red side control ward locations
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The current meta for jungle pathing is quite loose and you'll need to adapt quickly to changing circumstances. I'll give you a few basic openings to choose from, but keep in mind any Rift Scuttler you go for may be contested by the enemy jungler. Take note of where the enemy jungler is starting if you can get vision of them and decide ahead of time whether you'll be able to fight them. Also be sure to check your nearby lanes before entering the river. If your laners have priority (they're pushing in and/or are stronger early than their opponents), you'll be safer when fighting for the Scuttler in river.
You'll almost always want to save
With that out of the way, onto the routes!
Standard Routes
Red - Krugs - Raptors - Wolves - Blue - Scuttler: This route has high XP gain and efficiency. With a leash you should be able to easily clear 5 camps and still be in time to contest the Scuttler.
Blue - Gromp - Wolves - Raptors - Red: This route isn't as good for maximizing XP gain since it lacks the initial Krugs clear. This will delay your lvl 3 by 1 camp and weaken your second clear since you'll be clearing the first Krugs so late. Good if you get a bottom lane leash or you have a good reason to path towards your red buff, otherwise I'd stick with the other route.
Vertical Jungling
Vertical jungling is when both junglers are repeatedly clearing one half of the allied jungle and one half of the enemy jungle, favoring one side of the map. This splits the map into a "strong side" and "weak side" for each team. For example, if you're on blue team and are repeatedly clearing your red-side jungle (south) and the enemy blue-side jungle (east), your team's bottom side will be the strong side of the map. You'll be in a better position to gank bottom lane without fear of counterganks and you'll have better vision control and objective control. Likewise, the opposite side of the map will be dominated by the enemy jungler, making it your team's weak side.
Vertical jungling can be an active choice you make or a forced one due to a poor matchup. For example, you see
An example of an active choice would be if you and your team (this works better in arranged teams than it does in solo queue) decide to focus all of your team's pressure on one side lane at the expense of the other. Maybe you have a hypercarry bottom that your team will be camping and a
Vertical jungling is pretty complicated for new junglers and can be pretty messy outside of coordinated teams. Be open to the concepts and feel free to practice it, but for most players I recommend sticking to more standard routes or simple, quick invades while you're still learning to jungle.



There are three main types of ganks for top lane: flanks, dives and lane ganks. Actually, this applies to bottom as well, but due to ward coverage your options are more limited there.
Flanks are the most straight-forward type of ganks; you gank when the enemy laner is overextended. From blue side, you can use the Blast Cone near the river bush for a sudden entrance to the river, or you can simply walk up river if there are no enemy wards. You can also go through the enemy northern jungle to flank through tribush if it's safe to do so. Against enemies with dashes, you'll generally want to wait until they use it before casting
For dives, you'll usually be the one tanking the tower, so it's often a good idea to save
Lane ganks are a bit more complicated because they take time to set up and your top laner needs to be on the same page as you so they set up the wave properly. If your top is pushing, you can enter the lane bushes without being seen, then wait for the wave to reset to the middle of the lane and look for an opportunity to fight the enemy 2v1. The best time to engage is when the enemy goes for a last-hit on one of your minions, especially ranged or cannon minions since they're farther towards your side of the map. You can either let your laner start the fight with a CC or just try and bait them as close to your bush as possible before you reveal yourself. You might be able to take them by surprise with

Once you hit level 6, it's a whole different story. Any time you have

Sejuani's bot lane gank prowess depends a lot on the laners. You have access to good crowd control, but at best you'll usually stun only one target, and if the enemy laners have
Keep an eye out for ADCs and supports with special escape spells, as they may determine which champion you'll need to focus. For example,
One last thing to be aware of for bot lane ganks - be prepared for counterganks. This applies to any lane but is especially important for bot lane ganks. If you don't take stock of the map before ganking, you could find yourself in a 3v5, which could lose you multiple kills and objectives, possibly resulting in the eventual loss of the game. Keep in mind enemy



If you manage to kill your target in a successful gank, you'll usually want to help your laner push the wave to the enemy tower so that your minions are killed by the tower, denying the enemy laner gold and experience. The minion waves will also reset to the center of the lane, giving your teammate time to go back to base and buy items and return to a safe position. One exception to the push-after-ganking rule is if you gank very early in the game against an enemy with

After a successful gank, usually when pushing to the enemy tower, you may want to take a minion tax. This means you'll take some of the farm to help you keep up in gold since you had to spend time ganking rather than farming your jungle. You'll generally want to tax more heavily if your laner gets the kill off a gank and tax lightly if you took the kill. Many low-ranked players (and occasionally some high-ranked ones too) are selfish or ignorant and think that taxing their lane is going to ruin their farm and cause them to lose the lane. They're wrong, as taxing in moderation keeps a jungler's gold and experience relevant throughout the game, but if your laner freaks out because you took a few minions (or pushed their lane, some people think this is a bad thing all the time), you may want to just leave the lane so they don't feed or AFK or something.

Holding lanes is an often necessary duty of a jungler and is something you should be happy to do (since it gives you a lot of gold and XP). If your laner dies or needs to go back to base, you may need to "hold" or "cover" their lane by clearing out enemy minions pushing to your tower. If the enemy laner goes back to base or is dead, you may wish to push the wave to the enemy tower. Only do this if you can finish pushing before the enemy laner gets back to lane or they can freeze it in front of their tower, making it difficult for your laner to farm safely. Usually holding a lane consists of either clearing the current wave that is at your tower or pushing completely to the enemy tower. Don't just sit in a lane and last-hit unless your laner is arriving in a few seconds because it's a waste of your time.


In team fights, try and apply
Epic monsters are usually a good thing to focus on in the late game. Since you have fantastic engage, you can bait the objective by clearing out enemy vision and forcing them to check if your team is doing
Forcing dives is also a viable strategy if your enemy has an easy time contesting baron. Usually the best way to start a late game fight under tower is to focus the tower and disregard your enemies until they get close, then engage on them. Throwing a max range R and rushing into the middle of their base to chase the kill can get you killed, so try and prioritize taking down the inhibitor towers and only engage on enemies who zone or dive your carries.


Thank you for reading my
A special thank you to those who have supported my guides with votes and advice that have been instrumental in bringing my guides to the level of quality they are today.
![]() | A very special thank you to Jovy for her wonderful graphics used in this guide as well as her help with coding all my guides. All the fancy headers, table of contents and most of the other graphics you see in my guides are from her. Be sure to check out some of her other work at her signature shop and her own guides! |


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