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Recommended Items
Runes:
Sorcery
Domination
Items
Ability Order
Fury of the North (PASSIVE)
Sejuani Passive Ability
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats
Ideal Synergies
Kennen
Kenen is one of the major problems of SEJUANI
Synergies
Ideal
Strong
Ok
Low
None
Pasiv-Fury of the North
After being out of combat, Sejuani gains Frost Armor which grants Armor and Magic Resist and immunity to slows. Frost Armor persists for a short time after Sejuani takes damage. Sejuani can damage a stunned enemy to shatter it, dealing massive magic damage.
Glacial Prison
Cost: 100 Mana
Range: 1300
Sejuani throws her bola that freezes and stuns the first champion hit and creates an ice storm that slows other enemies.
Sejuani throws her True Ice bola that deals 100/125/150 (+40% Ability Power) magic damage to the first enemy champion hit and stuns them for 1 second.The bola becomes more powerful as it travels, dealing 150/250/350 (+80% Ability Power) magic damage, stunning for 1.5 seconds and creating a storm that slows other enemies by 30%. After 2 seconds, the storm deals 150/250/350 (+80% Ability Power) magic damage and slows by 80% for 3 seconds.
Cost: 100 Mana
Range: 1300
Sejuani throws her bola that freezes and stuns the first champion hit and creates an ice storm that slows other enemies.
Sejuani throws her True Ice bola that deals 100/125/150 (+40% Ability Power) magic damage to the first enemy champion hit and stuns them for 1 second.The bola becomes more powerful as it travels, dealing 150/250/350 (+80% Ability Power) magic damage, stunning for 1.5 seconds and creating a storm that slows other enemies by 30%. After 2 seconds, the storm deals 150/250/350 (+80% Ability Power) magic damage and slows by 80% for 3 seconds.
Permafrost
Cost: 20 Mana
Range: 750
Sejuani freezes and stuns an enemy champion that has maximum Frost stacks.
Passive: Nearby melee allied champions' basic attacks apply Frost to enemy champions, large monsters, medium monsters, and large minions.
Active: Target enemy with 4 stacks of Frost takes 30/45/60/75/90 (+60% Ability Power) magic damage, is stunned for 1/1.1/1.2/1.3/1.4 second(s), and is briefly displaced.Enemy champions stunned by Sejuani cannot gain Frost for 0 seconds.
Cost: 20 Mana
Range: 750
Sejuani freezes and stuns an enemy champion that has maximum Frost stacks.
Passive: Nearby melee allied champions' basic attacks apply Frost to enemy champions, large monsters, medium monsters, and large minions.
Active: Target enemy with 4 stacks of Frost takes 30/45/60/75/90 (+60% Ability Power) magic damage, is stunned for 1/1.1/1.2/1.3/1.4 second(s), and is briefly displaced.Enemy champions stunned by Sejuani cannot gain Frost for 0 seconds.
Winter's Wrath
Cost: 65 Mana
Range: 600
Sejuani swings her mace twice, dealing damage and applying Frost stacks.
Sejuani swings her flail, dealing 20/25/30/35/40 (+0) (+0) physical damage and applying Frost to enemies hit and knocking minions and monsters back.She then lashes out with her flail, dealing 30/65/100/135/170 (+0) (+0) physical damage, applying Frost and slowing enemies hit briefly.
Cost: 65 Mana
Range: 600
Sejuani swings her mace twice, dealing damage and applying Frost stacks.
Sejuani swings her flail, dealing 20/25/30/35/40 (+0) (+0) physical damage and applying Frost to enemies hit and knocking minions and monsters back.She then lashes out with her flail, dealing 30/65/100/135/170 (+0) (+0) physical damage, applying Frost and slowing enemies hit briefly.
Arctic Assault
Cost: 70/75/80/85/90 Mana
Range: 650
Sejuani charges forward, knocking enemies into the air. The charge stops after hitting an enemy champion.
Sejuani charges, dealing 60/90/120/150/180 (+40% Ability Power) magic damage to enemies and knocking them up. The charge ends after hitting an enemy champion.
Cost: 70/75/80/85/90 Mana
Range: 650
Sejuani charges forward, knocking enemies into the air. The charge stops after hitting an enemy champion.
Sejuani charges, dealing 60/90/120/150/180 (+40% Ability Power) magic damage to enemies and knocking them up. The charge ends after hitting an enemy champion.
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