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Choose Champion Build:
Recommended Items
Spells:
Ghost
Exhaust
Items
Ability Order
Fury of the North (PASSIVE)
Sejuani Passive Ability
General informations
Change Log
(Last update : December 05th 2012 - LoL patch version 1.0.0.151)
December 05th 2012
- Guide has been archived with Pre-season 3 patch being released (see introduction notes)
November 24th 2012
- DPS build added
May 1st 2012
- Added chapter "About each build"
- AP build has been updated
April 14th 2012
- Added build order details for each build
- Switched
Randuin's Omen for
Frozen Heart in Agressive build
April 8th 2012
- Guide published
Todo list
- Explain why some items are left aside
- Add a chapter on Sejuani's role during team figths
- Add in Sejuani's nemesis a summary of her weaknesses and how to handle them
- Fill Sejuani's nemesis list as experiment goes
- Cover AD builds
- Jungling (someday ...)

IMPORTANT NOTE ! For now i leave the guide up for historical reference but I will archive it soon as it is no longer up to date with the pre-season 3 patch beeing released today. I intend to work on a new version, focusing again on Sejuani as a solo laner. Everything in this guide would have to be reworked so i simply put it aside so i can work on a new one. It will take some time since, like every other summoners in the league, i have a lot of testing to do. But with all the new items, this is quite exciting.
Hello summoner. My name is Solhent and this is the first guide i write for a champion i happened to enjoy more than i thought i would. Here are a few things i want to say or that you might want to know before reading this guide :
- First of all, i'm by no mean a pro player. I play as an amateur, try things by myself and watch replay from time to time. This guide was written for most part during breaks at work. I only do it for fun. I only wanted to write about Sejuani's playstyle that i like a lot. I'm not going to teach you anything since you will probably know more than i do on certain points of the game.
- I will only cover Solo laning. I'm not covering Jungle (though this is something that may come later as i seem to play many high-rated junglers).
- I will mainly use a theoretical approach to pull out a good build. There will be alot of personal points of view that do not take into account high ranked game realities that i'm not aware of.
- The Runes/Masteries/Builds presented on top of this guide are only examples of what can be done. There are hundreds of different scenarios in that game so trying to give the perfect build makes no sense.
- Criticism and/or debate are very welcomed if they are constructive. Feel free to comment. I will feel free to ignore you if you stick with a "this suck" "you noob" "reported" comments.
- Last thing but not the least, English is not my native language, so bear with me and tell me if i wrote rubbish ^^;
All that being said, we can talk about the guide. It is not set the way you see most of the time here. The logic i have set up is :
- Study the champion (stats, abilities).
- Find out what she can do (how you can/want to play her).
- Set everything up so she can do it right (masteries, runes, items).
Now is time for you to enjoy my awesome guide (no kidding). If it doesn't help you, i hope it will at least make you curious about

See you in-game.
= Tank =
= Off tank =
= Tanky DPS =
==== |
Pros
+ Powerful slow+ Dash for mobility (initiate, chase, escape) + Multiple ways to initiate + Constant damages and annoyance + AoE spells + Fairly easy to play |
==== |
Cons
- Slow base movement speed- Vulnerable to CC - Low ratios, weak damage output - No real defensive skills for a tank (shield, heal, hard CC thru ultimate only) | |
==== |
A. Base attributes
Let's go into details that led to that pro/cons list. First we will be looking at her base attributes :
- Health : 450 (+85) > 1980 @18
- Health regen. : 7.25 (+0.85) > 22.55 @18
- Attack damage : 54 (+3.4) > 115.2 @18
- Mana : 220 (+40) > 940 @18
- Mana regen. : 6.45 (+0.45) > 14.55 @18
- Armor : 17.5 (+3.5) > 80.5 @18
- Magic res. : 30 (+1.25) > 52.5 @18
- Range : 125 (close melee)
- Mov. speed : 315
- 1980 base health puts her in the average range of tanky champions. Nothing more, nothing less.
- 115.2 base attack damage is one of the highest value you can find
- 80.5 base armor is nice. This is not the highest but some common tanky champions go with less that than.
- She's one of those champions whom are building magic resistance naturally.
- 315 base movement is not great for a close melee champion, this may be a problem.
B. Skills
Now, we will go thru her skills to figure out what she's capable of.
![]() |
= |
Everything is explained here. It can be compared with ![]() ![]() |
Notes
- Those 3 seconds turns into 2 seconds duration for someone who has 35% tenacity. Be aware of that.
- Repeated attacks on the same target only refresh the effect, it doesn't stack.
- While i compare it with
Ashe's ability, please note that
Frost Shot does not count as "
Frost" for
Sejuani.
![]() | | | | | | | | | | |
= |
Range: 700 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) That dash can be used any way you'd use a dash with another champion. This means it can be used to escape, initiate, close a gap. The distance is not fixed. You will move over minions and stop on the first enemy champion you encounter. It does make a good engaging tool, especially since it applies ![]() ![]() ![]() |
Notes
- This dash covers a good distance. Like most dashing abilities, it lets you move thru walls you'd usually
Flash over.
Sejuani will easily stop if you charge too close from an enemy champion. Make sure no one stands on your way to the desired target.
- It will damage, bump and apply
Frost on minions along the way.
- It applies
Frost on a small area upon impact and will bump targets hit. It seams to match
Northern Winds range, maybe slightly shorter. While i can't give any number, you can easily try it on a minion wave and see yourself. It is important to know that range when you'll want to hit multiple enemy champions during team fights and optimize its effect along with
Permafrost.
![]() | | | | | | | | | | | | | | | | | | | | | |
= |
Cost: 40 mana Cooldown: 10 seconds Range: 350 Magic Damage per Second: 12 / 20 / 28 / 36 / 44 (+0.1 per ability power) (+1 / 1.25 / 1.5 / 1.75 / 2% of Sejuani's maximum health) Magic Damage to Frosted target per Second: 18 / 30 / 44 / 54 / 66 (+0.15 per ability power) (+1.5 / 1.875 / 2.25 / 2.625 / 3% of Sejuani's maximum health) We find in this skill the first synergies in ![]() - Targets will take greater damages as long as you keep ![]() - Beside ability power, maximum health will also increase damages. It means you can build defensively and still get bonus damage. Here are some low level maths to explain why this is amazing : ((Dmg + AP bonus + HP bonus) x5 sec) (44 + 0 + 3000 x 0.02) = 104 x 5 = 520 (no AP, no Frost) (66 + 0 + 3000 x 0.03) = 156 x 5 = 780 (no AP, Frost) (44 + 160 x 0.1 + 3000 x 0.02) = 120 x 5 = 600 (AP, no Frost) (66 + 160 x 0.15 + 3000 x 0.03) = 180 x 5 = 900 (AP, Frost) So don't get fooled by the low ratios, this skill can deal significant damages. Just note that if you want to up the damage without sacrificing survivability, going for health rather than pure AP is an obvious choice. The downsides is that you'll have to stick to your target during 5 seconds to get all your damages out. This is what makes ![]() Target too far away = out of Melee/ ![]() ![]() |
Notes
- This skill has a 10 seconds cooldown at every level. With max 40% cooldown reduction, it goes down to 6 seconds for a 5 second duration. Keep that in mind if you aim for highest possible damage.
- Throughout games, you will find that the range on
Northern Winds is not that great. Standing in the middle of a minion wave is very effective but you'll want to stick to the desired enemy champion during team fights rather than in middle of them all. They can move out of range fairly easily since it doesn't apply
Frost and we saw that you don't want to let your target get away.
![]() | | | | | | |
= |
Cost: 55 mana Cooldown: 11 seconds Range: 1000 Magic Damage: 60 / 110 / 160 / 210 / 260 (+0.5 per ability power) New Movement Speed Reduction: 30 / 40 / 50 / 60 / 70% The main constraint of this skill is you will have to apply ![]() ![]() ![]() It can be a good AoE burst if you manage to apply it on multiple targets, but its low AP ratio and long cooldown make it unreliable as a damage source. |
Notes
- The skill can only be activated if there's at least one frosted target at range
- The activation range is huge. If an enemy champion manage to get away for some reason but you still have
Frost running on him, do not hesitate to activate it again and close the distance.
- Hiting a target afflicted by
Permafrost doesn't refresh the effect like it does for
Frost.
Frost and
Permafrost do not stack.
Frost will replace
Permafrost once it is down.
- Both
Arctic Assault and
Glacial Prison apply
Frost over a small area upon impact. Use
Permafrost along with them. It will allow you to quickly clean a minion wave (
Arctic Assault >
Permafrost) or seriously cripple an enemy team (
Glacial Prison >
Permafrost).
- I would not advice to
Frost then immediately
Permafrost a target since it only last 3 seconds, unless he's already running away. If you're about to take a fight, apply
Frost and activate
Northern Winds. If you get the upper hand and the target tries to escape, you can then activate
Permafrost to make sure it will stay during the full duration of Norther Winds. If the target is stronger and you need to get away, use
Permafrost and move away. Use
Arctic Assault if possible/needed.
- The same rule applies with
Glacial Prison. Wait for the stun to end on the target you're aiming before using
Permafrost to cripple them as long as possible (
Frost lasts 3 seconds whereas
Glacial Prison is a 2 seconds stun max).
![]() | | | | | | | | |
= |
Cost: 100 mana Range: 1150 Cooldown: 150 / 130 / 110 seconds Magic Damage: 150 / 250 / 350 (+0.8 per ability power) ![]() ![]() The main problem is that it can be countered in so many different ways that you'll have to be careful using it. Plus, you get full benefit from it only if you hit multiple targets, and it's AoE isn't that big so you'll have to wait for the good moment to use it. |
Notes
- Again, that skill affects a small area upon impact. I can't give a range but it seems to be slightly bigger than
Arctic Assault and
Northern Winds.
- When time comes to initiate,
Arctic Assault and
Glacial Prison work pretty much the same. So never use them one after the other, that's a complete waste. They both apply
Frost and allow you to
Permafrost a group of enemies. If you initiate with one, keep the other to get more kills if you did fine or to save your team if you didn't.
- While it is a good initiate, the weapon moves slowly and so can be dodge/shielded/etc. Make sure all that kind of stuff (
Sivir's
Spell Shield,
Morgana's
Black Shield,
Gangplank's
Remove Scurvy,
Cleanse,
Banshee's Veil etc.) are down. This skill is powerful so try and don't waste it.
C. Skill Sequence
This is the standard skill sequence i use on most games. That sequence is aimed at upping damages early on with

Upgrade 1.




While this is what i aim for each game, i often have to put one more point earlier in



A. Masteries
-
Summoner's Wrath is here to improve
Ghost and
Exhaust.
Sorcery allows you to activate
Northern Winds and
Permafrost more often meaning it will help your overall damage and utility.
-
Arcane Knowledge is here to ensure your damages will last throughout the game.
-
Hardiness and
Vigor are here to give you more sustain on your lane.
-
Durability and
Veteran's Scars will both increase your survivability and your damages thanks to
Northern Winds scaling on maximum health.
-
Enlightenment works the same than
Sorcery. It will help you reach max 40% cooldown reduction if that's what you are aiming for.
-
Summoner's Insight let you use
Flash and
Teleport that are both viable with
Sejuani.
-
Swiftness is here to improve your mobility/chasing/escaping abilities.
-
Runic Affinity is good if you can get the Ancient Golem blue buff.
B. Runes
I have not tried each rune or every possible combinations so i will stick to a defensive approach along with what we learned from


Greater Mark of Desolation : If you went for attack damage in offence tree, you can use those to complete your strength.









C. Summoner spells































============ | ============= |
============ |
A. Starting items
The game just started. Check who you will face and make your choice :
![]() |
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Pros : Along with ![]() ![]() Cons : You get no real damaging/defensive bonus. 3 ![]() |
![]() |
= |
Pros : It gives you the highest health boost meaning some survivability and damage boost for ![]() Cons : It takes all your money away and don't give any form of sustain. |
![]() |
= |
Pros : Along with ![]() Cons : You don't get any bonus damage meaning you will not be able to counter an aggressive opponent. |
![]() |
= |
Pros : The highest health regen you can get at start. With a passive playstyle, if you manage to avoid repeated damage, it allows you to stay on your lane for a while. It can also be turned into various interesting items for ![]() Cons : Same as with ![]() ![]() |
B. Base items
Those are items you want to get as soon as possible depending on the game situation by the time you can offer them. They all give you the highest possible bonus among basic items and can all be turned into higher ranked equipment :
![]() |
= | If you didn't buy them already, make sure to do so after your first trip back. You will need the mobility sooner than later. |
![]() |
= | You will always get that item at some point. It is used to build most armor-based item. You're a tank, you will get it. |
![]() |
= | It may be a bit early to build so much magic resist but you may have to buy this item if you are against an AP champion. |
![]() |
= |
With a strong health boost, the fact that it is used to build most high-health-bonus items, this item a mandatory step for ![]() |
C. Gold items or not ?
Going for gold items is very viable.

![]() |
= |
This is by all means an excellent item that you will most likely build every game. Cheap price, health bonus so valuable for ![]() |
Philosopher's Stone | = |
This item can be built for multiple reasons. You started with a ![]() ![]() Now it also has its downside. While it gives you sustain thru health and mana regeneration, it gives no pure defensive stats like health or armor. It means you will have to be careful cause you get no bonus to counter a gank or an aggressive opponent. |
D. Upgrading
Which items you will get next depends a lot on the team you're facing and how good they did so far. Is it a well balanced team ? Is there more AP or AD champions ? Has any of them been fed ? Here is what you can do according to the situation :
1. "The enemy team and the game are well balanced so far and/or farming/kills are equals, nobody got fed."
That is the most annoying situation since you will have to build pretty much everything at once. Items you will turn to are :
![]() |
= |
Pros : Taking a Warmog will cover all your health needs for the game. It will give a huge boost to your damage output. While it doesn't give any armor or magic resist, health will simply allow you to eat any kind of damage. Cons : Health alone only gives you virtual resistance. Too much health can be easily countered with ![]() ![]() ![]() ![]() ![]() ![]() |
2. "The enemy team is AD loaded and/or the AD carry got fed."
In this case, you have many options. And your choice will change according to items you started with :
![]() |
= |
Pros : If you didn't build ![]() Cons : You lose the tenacity of ![]() |
![]() |
= |
Pros : The highest armor value you can get on one item. It does wonder against auto-attacking champions like ![]() ![]() Cons : It only gives armor and nothing else. Be aware that you can't provoke enemies with ![]() ![]() ![]() |
![]() |
= |
Pros : Health and armor all in one. Powerful passive and active against auto-attacking enemies. Can also be used to chase. Cons : Building this item early will cut the benefit you get from ![]() |
3. "The enemy team is AP loaded and/or the AP carry got fed."
Add some magic resistance to your build. If you didn't bought them already, getting

![]() |
= |
Pros : Health, magic resist and the passive to help you against CC. You don't really need the mana but it won't hurt at all. Cons : Get the ![]() |
E. Filling the needs
The game is going on and you should be able to tell now what are the dangers, what are your weaknesses, who is a threat and who hurts the most (always take a look at the damage recap when you die, this is a must for a tank). Here are situations you may be into :
1. Not enough health
This should be the rarest case. I've said many time how important maximum health is for




- You didn't get any health at all :
> That is unlikely. If you really didn't get any by now,

- You have an

> Time to turn it into a

- You have a Philosopher's Stone around the neck :
> Upgrade for a

- You have a

> You can either turn it into a



2. Not enough armor/magic resistance
Take a look in the Upgrading section above and get one of the listed items. If you still need more resistance for some reason :
![]() |
= |
Pros : Nearly as good as ![]() Cons : Again, only gives magic resist. Only consider that item if you didn't get ![]() |

- They are all set to give a balanced mix of health, armor and magic resist. Like i said before, each game is different meaning there are no perfect build. You will have to switch items in and out according to the situation you are facing, and the Detailing items chapter is here to help you do that.
- In the same fashion, purchase order is made so you increase health, armor and magic resist all at once.
- Each build starts with
Boots and x3
Health Potion but this is just for convenience. You have your own preference. You will face many different opponents and thus will have many items to choose from.
A. Build 1 : Utility
===============![]() ![]() ![]() ![]() ![]() ![]() |
= |
This is a set you can end with if you choose to go for gold items. It is built around ![]() ![]() ![]() ![]() Just know that gold items are long term investments. It means this build is good if you have more of a passive playstyle. Also note that it doesn't give you sky high defensive stats. You will be more of a tool for your team than an actual tank. |
Notes
- Get
Heart of Gold as soon as possible and an early
Chain Vest to delay
Randuin's Omen as long as possible and get full benefit out of it.
- If you want more damage, consider getting
Sunfire Aegis earlier or health + cooldown reduction with
Shurelya's Battlesong. Just don't get it too early or you'll cut the benefits of your Philosopher's Stone.
B. Build 2 : No-brain
===============![]() ![]() ![]() ![]() ![]() ![]() |
= |
Why this build is called "No-brain" is because it comes out of a very low IQ reasoning : "Get items with highest possible values of each defensive stats and see what it does". This happen to be a viable way to dress ![]() |
Notes
- Get all your basic items (
Boots,
Chain Vest,
Negatron Cloak and
Giant's Belt). See what you need the most then upgrade.
Warmog's Armor will provide you with all the health you need thru the whole game. Get it early.
- You can get either
Thornmail or
Frozen Heart first since they have pretty much the same armor value.
Frozen Heart brings more with cooldown reduction, mana and its passive AoE for teamfights.
Thornmail is cheaper and is better for 1v1 fights against AD champions early game.
- Always build
Abyssal Mask last.
C. Build 3 : Agressive
===============![]() ![]() ![]() ![]() ![]() ![]() |
= |
![]() ![]() |
Notes
- Make sure to get one more point in
Permafrost at level 5.
Sunfire Aegis's aura has been buffed along with patch 1.0.0.139 going from 35 to 40 magic damage. I don't know if it will make the aura more valuable late game but the rest of the stats are still kinda weak. So it doesn't change the puporse of that build, it makes it even better.
- Unlike what i said in the Detailing items section, since you will play agressively, you should get Catalyst the Protector first to help with mana issues when building
Banshee's Veil.
Frozen Heart brings cooldown reduction to spam even more abilities and will also help with mana issues.
Force of Nature gives you more mobility and since you start to have alot of health, the passive gets interesting.
Aegis of the Legion is here to round up your stats, giving more damage thru health boost and more survavibility for both you and your team.
D. Build 4 : AP
===============![]() ![]() ![]() ![]() ![]() ![]() |
= |
This build relies on ![]() ![]() ![]() ![]() ![]() |
Notes
- This build doesn't make you as tanky as you could be. Your role is to get one target (mainly the enemy carry) and burst it out.
- Even though this is an AP build, mots of your damage early on will come out of
Northern Winds since you will go thru many health item ( Catalyst the Protector and
Giant's Belt) before actually getting AP. This is why you should level both abilities along.
- Being able to
Frost as many enemies as possible with
Arctic Assault and
Glacial Prison is critical with that build. The more frosted targets you can get, the more damage you will land with
Permafrost.
- Again, the mana and cooldown reduction from
Frozen Heart are here to help you get more abilities out.
E. Build 5 : DPS
===============![]() ![]() ![]() ![]() ![]() ![]() |
= |
This is the last build i've been playing with and the one i like the most. It simply takes all items that have a synergy with ![]() |
Notes
- Again, make sure to get one more point in
Permafrost at level 5.
Giant's Belt followed by armor and
Sunfire Aegis's gives you tankyness and damage. A must start
- The bonus AP from
Abyssal Mask will slightly boost
Permafrost. Its passive will only make all of your abilities more effective. The bonus magic resist fills that last weakness in your defence. Do not hesitate to bring in more health before building it if you feel the need tho.
Haunting Guise is a surprising item on
Sejuani's but again, it brings survivability and damage all at once, further improving
Northern Winds and
Permafrost while also ensuring you will still deal damage throughout the game.
Aegis of the Legion with its health boost and rounded defencive attributes is another must have.
- Frozen Hearth is here to bring mainly cooldown reduction. Since it also brings mana and even more armor, that's the item i recommend but other options can fill the role depending on your team, like
Shurelya's Battlesong or Zeke's Herald. You can also put something completly different if needed.
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= |
The main problem with her is ![]() ![]() |
![]() |
= |
For an obvious reason : this guy is a wild rabbit and he can't be slowed under ![]() ![]() |
![]() |
= |
Same reason as above, his ultimate ![]() ![]() |
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