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Choose Champion Build:
Spells:
Flash
Cleanse
Ability Order
Fury of the North (PASSIVE)
Sejuani Passive Ability
Introduction
I'm SingerOfTheFall, and today I present you my Sejuani guide.
I bought Sejuani when she was released, and since then I've played quite an amount of games with her, trying different items, different positions and different roles. I also spent a lot of times analyzing Sejuani builds here on Mobafire. Now, I'm ready to present you my guide:
Sejuani: Hug My Warthog!
![](/images/spacer.png)
Thanks to ***iko5 for this amazing picture!
Great:
![]() |
__ |
Flash is a great spell for every champion in the game. It can be used either offensive or defensive, and, combined with your ![]() |
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__ |
Cleanse is an awesome tool for initiators, tanks, and anyone who gets targeted with CC a lot. Combined with ![]() |
![]() |
__ |
If I know I can survive the enemy team's CC, I would take teleport over ![]() |
Good:
![]() |
__ | Exhaust is a decent defensive spell for you. However, you already have amazing built-in slow potential, so this isn't as good as on some other champions. |
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__ |
Ghost can let you either chase pretty well, or make your escape. It's a decent tool, but I prefer to take ![]() |
![]() |
__ | Ignite is good for finishing off fleeing opponents, and for countering heals. However, I believe one of your carries should take it. I would only recommend to take it if noone else can. |
![](/images/spacer.png)
Pros:
|
Cons:
|
![](/images/spacer.png)
M A R K S __ |
__ |
![]() |
__ | I prefer flat magic penetration marks, because all of your spells deal magic damage, and your spells are your main damage output. | __ |
M A R K S __ |
G L Y P H S __ __ |
__ |
![]() |
__ |
These are standard defensive glyphs for tanky characters. Extra Magic Resist works perfectly early-game, and gives you better survivability. 9 Seals give you a total of 13.41 Magic resist. Combined with ![]() |
__ |
G L Y P H S __ |
Q U I N T S __ |
__ |
![]() greater quintessence of vitality ![]() |
__ |
As for Quints, I prefer HP for the Laning Seju (you can take either flat or per-level ones), and either Flat HP or Flat Armor for Jungle Seju. Here I should explain myself. I prefer to start with boots and 3 healing pots when I'm jungling, so I prefer to take flat armor quints to compensate the armor loss (![]() |
__ |
Q U I N T S __ |
Variant A:
I call these "Jungle" masteries.
This set uses
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I also take a point in
![](/images/spacer.png)
![](/images/spacer.png)
I put 9 points into Utility tree to get to
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
Alternative: You can take
![](/images/spacer.png)
![](/images/spacer.png)
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Alternative: You can take
![](/images/spacer.png)
![](/images/spacer.png)
Variant B:
I call these "laning masteries".
I take
![](/images/spacer.png)
![](/images/spacer.png)
In the Offense Tree, I use 9 points to get to
![](/images/spacer.png)
![](/images/spacer.png)
Alternative: You can take
![](/images/spacer.png)
![](/images/spacer.png)
Alternative: You can also go 0-21-9; just use the utility tree from Variant A masteries.
Your passive doesn't scale with levels (too bad ><'), and reduces the enemy's movement speed by 10% for 3 seconds. That isn't much, but that's sure something!
Sejuani charges forward to deal magic damage and apply Frost to enemies. Sejuani stops upon colliding with an enemy champion.
Base damage: 60/97.5/135/172.5/210
AP ratio: 0.4
Mana cost: 70/80/90/100/110
Cooldown: 19/17/15/13/11
Notes:
- This spell has a maximum of 450 range. If you don't know how much is that, behold: it is exactly the same as
Vladimir's autoattack range! I know that helped, right :P
- You can define the travel distance by dragging the skill line (pretty much like
Olaf's Axe). Don't forget this, or you might sometimes fail just because you forgot to drag the line out.
- This skill can pass through walls. Actually, it can pass through almost any wall on the map.
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.
Base damage: 12/20/28/36/44
AP ratio: 0.1
HP ratio:: 1%/1.25%/1.5%/1.75%/2%
Mana cost: 40
Cooldown: 10
Notes:
- This skill has a 350 range. That's, uhm... exactly the same as
Vladimir's autoattack range decreased by 100.
- With 40% CDR you will only have to stop using this skill for 1 second.
- Awesome for farming minions, especially if combined with
Arctic Assault.
- The AP ratio and the Health ratio are almost the same. It costs slightly more to boost this skill with AP than to boost it with health, however, AP benefits all of your skills, and health doesn't.
Sejuani converts Frost on nearby enemies to Permafrost, dealing magic damage and increasing the movement Speed reduction.
Base damage: 60/110/160/210/260
AP ratio: 0.5
Movement speed reduction: 30%/40%/50%/60%/70%
Mana cost: 55
Cooldown: 11
Notes:
- This skill has a 850 range. Sorry, I'm too lazy to compare it with something, but it's a pretty good range, believe me!
- This skill is only active when there are Frosted targets in range, so you can't "waste" it if you press the button occasionally.
- The slow amount is insane. 'Nuff said.
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.
Base damage: 150/250/350
AP ratio: 0.8
Mana cost: 100
Cooldown: 150/130/110
Notes:
- This skill has a 1200 range.
- This skill has an awesome name (IMO)
- The impact size is bigger then the width of the skillshot line. That means, it will hit even if you slightly miss (sorry, I know that phrase sounds odd).
Laning Seju
This skill order is focused on both sustained damage with![](/images/spacer.png)
![](/images/spacer.png)
Jungling Seju A
This skill order is focused on faster jungling by early Norther Winds, followed by![](/images/spacer.png)
Jungling Seju B
This skill order is focused on stronger ganks, and fast![](/images/spacer.png)
Explanation.
![](/images/spacer.png)
Also, damage-wise,
![](/images/spacer.png)
This one is more tricky.
Let's compare the damage output of the skills.
- The damage is calculated with 0 AP.
Northern Winds damage is calculated for a frosted target, assuming the skill hits for it's full duration.
- 535 is the base health of Sejuani at lvl 1 (without any masteries, runes or items).
- 1980 is the base health of Sejuani at lvl 18 (without any masteries, runes or items).
As you can see,
![](/images/spacer.png)
First of all, to maximize the damage from
![](/images/spacer.png)
Of course, enemies will want to run away.
![](/images/spacer.png)
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However, I can stat that during the jungling phase, to maximize the damage output,
![](/images/spacer.png)
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This is an interesting compare that I decided to make, since Seju's and Ashe's ultimates have similar behavior. First, let's compare their basic stats.
As you can see, Ashe's Arrow is much better then Glacial Prison. Does this mean that Seju's ultimate sucks? Don't be fooled. Consider this:
Now, let's take a looks at
Glacial Prison +
Permafrost combo.
Note: It's a little hard to compare these, because ulti has 3 levels, and Permafrost has five. For easier calculations I will assume that by levels 6,11 and 16 your Permafrost is level 2,4 and 5 respectfully.
Question: Why don't you add
Volley to Ashe's Arrow then? It's unfair to compare a single skill with a skill combo!
Answer: It's quite fair actually. Ashe can use her
Volley at any time. Sejuani can only use her
Permafrost on Frosted targets. The only sure way to make a number of enemy champions Frosted is to use your Ultimate.
If you really feel sorry for Ashe, you can compare
Volley with
Arctic Assault.
Now, as you can see, Seju's PermaPrison (as I call it >_>) wins in the means of AP ratio, damage and slow amount (it also has a better stun effect if you assume Ashe's arrow shot was point-blank).
The only thing that's still much better on
Enchanted Crystal Arrow is the cooldown. This can be solved by adding CDR though.
As you can see, Ashe's Arrow is much better then Glacial Prison. Does this mean that Seju's ultimate sucks? Don't be fooled. Consider this:
- Ashe only has one damage-dealing ability aside her ultimate: Volly.
- Seju has
Permafrost that is made to work perfectly with her ultimate.
No offense, but only a stupid person will not usePermafrost after
Glacial Prison.
- UnconfirmedI believe that Glacial's prison impact range is far greater then the Arrow's impact range, however, I'm not quite sure. If anyone can prove that (e.g. has numbers on impact range), please post in comments.
Now, let's take a looks at
![](/images/spacer.png)
![](/images/spacer.png)
Note: It's a little hard to compare these, because ulti has 3 levels, and Permafrost has five. For easier calculations I will assume that by levels 6,11 and 16 your Permafrost is level 2,4 and 5 respectfully.
Question: Why don't you add
![](/images/spacer.png)
Answer: It's quite fair actually. Ashe can use her
![](/images/spacer.png)
![](/images/spacer.png)
If you really feel sorry for Ashe, you can compare
![](/images/spacer.png)
![](/images/spacer.png)
Now, as you can see, Seju's PermaPrison (as I call it >_>) wins in the means of AP ratio, damage and slow amount (it also has a better stun effect if you assume Ashe's arrow shot was point-blank).
The only thing that's still much better on
![](/images/spacer.png)
The "rating" I use for items is my personal estimation of how good the particular item is for a particular champion. It has nothing to do with how good/bad is the item overall.
An item with a rating of 100% would mean that I think the item is perfect for the champion, and you should try to pick it in most (if not all) of the games.
An item with a rating of 0%, on the other case, would mean that I would not recommend you to take this item at all.
Please note, that items with relatively low rating may still be good, but only in particular situations which are rare. I will always say that in notes to an item.
I've made two item chapters, one caled "high-tier items", and the other called "low-tier items". The first one is about the expensive and-game items that you should aim for. The second one is about less expensive items (like
Hexdrinker for example) that can be bought early to increase your performance.
An item with a rating of 100% would mean that I think the item is perfect for the champion, and you should try to pick it in most (if not all) of the games.
Example:
Boots ====================
![](/images/spacer.png)
An item with a rating of 0%, on the other case, would mean that I would not recommend you to take this item at all.
Please note, that items with relatively low rating may still be good, but only in particular situations which are rare. I will always say that in notes to an item.
I've made two item chapters, one caled "high-tier items", and the other called "low-tier items". The first one is about the expensive and-game items that you should aim for. The second one is about less expensive items (like
![](/images/spacer.png)
Some of the items that, in my opinion, fit Sejuani very well. I find them so useful, that I decided not to put them in the item sections, and to devote a special section to them.
With these items explained, let's get to the rest of the item build.
- It's built from Catalyst the protector. Catalyst is a great item for you early-game, it gives decent health and mana (Seju can be mana-hungry early-game if you have to use Q often), and it also heals you on leveling.
- Fully stacked it gives 630 health, 725 mana (holy ***), and 80 AP. Please note that with just the health it provides, you will be tanky enough for early-game. Don't believe anyone who tells you you would not.
- You might be wondering how much damage will this AP actually give? Well, behold!
- 32 bonus damage at Q
- 5*8=40 bonus damage on W (60 versus targets under Frost)
- 40 damage on E
- 64 damage on R
- TOTAL: 196 damage (assuming your W hits a frosted target).
TL;DR: Each and every stat of RoA is beneficial for Seju. Also, it's built from a Catalyst which is also a good early item for Seju.
==================== 80%
- 450 health. With RoA+Sunfire your total Health would be 3060 (excluding runes/masteries).
- 45 Armor. Since you get some MR from the boots, your next resistance should be armor, which Sunfire gives (of course, except for the situations when you really need a lot of MR fast).
- A passive that stacks so perfectly with your W. It deals 35 magic damage per second, and since you have a lot of slows on yourself, this will be working all the time. I can hardly imagine any other champion that synergies so well with Sunfire. Well, maybe Shen with his taunt.
==================== 85%
With these items explained, let's get to the rest of the item build.
___ |
Mercury's TreadsDo not forget, that after all, Seju is a tanky champion. She can be a main tank, she can be an off-tank, but she needs the tenacity. Also remember that since you need to be in a close range to deal your damage (and to keep slow applied), you will be targeted with CC a lot. |
___ |
Another viable option for you is
___ |
Ninja Tabi![]() |
___ |
The other boots options are not viable for Seju not because they are bad themselves, but because she badly needs the bonuses listed above.
Alright, let's talk about items a little more. To talk about the choices you have in the game, we will basically need to discuss only 3 items. These items are:
Yes, those are the very basic items that you should focus on. They offer you a really wide amount of choices, such as:
>>
>>
Note: Sunfire Cape was already discussed above.
>>
Well, that's an impressive range of items, isn't it? Now let's talk about them in-detail.
Summary: A good item with a range of decent stats. It's good when the enemies have some annoying spells that they use on you, and/or if they can't break the spell shield too easily (i.e. with
Volley or
Missile Barrage). The shield also can make you more brave when entering team-fights (not sure if it's good or bad).
My Rating:
Summary: IMO, the best MR item for Seju. The passive health regen stacks perfectly with your large health pool. The movement speed is even better, because Seju is a rather slow champion (although you have enough slows on yourself, as well as a distance-closing skill).
My Rating:
Summary:I would only take this if I really suffer from stacked
Ignites, or annoying CC. In most of the cases, FoN is much better.
My Rating:
Summary:Abyssal scepter is a good choice if a)you are having a good game, and/or b)your team has 2 or more AP characters.
My Rating:
Summary: this is a very good item to get if your team is suffering from AD-based enemy champions. It can be used either if they have one fed AD carry, or 2-3 AD champions in the team. The CDR bonus is very nice, however, you don't really need that much bonus mana. Another thing is that this is a pure defense item, it doesn't increase your offensive power at all.
My Rating:
Summary: GA is an interesting item, but it has a rather small niche. It gives decent armor AND MR bonuses in a single item. However, it does not offer anything else. Now, as for the passive. It has a long cooldown (5 minutes), and can only really be used in specific situations. For example, in teamfights you get targeted a lot, and die; however, the time that you tank is enough for your team to win the teamfight. In this case, GA is a good item to get. It will let you to stand up safely and continue pushing/go to base. However, if the teamfights are even, GA's passive is a waste. A lot of the times you will be revived and killed again immediately. For this reason, GA gets a rather low rating from me.
My Rating:
Summary: Omen is a great item. It offers you most of the stats you need: health, armor, CDR and health regen. It has a remarkable active, and an even better passive. However, the active's slow doesn't really matter to you, because
Permafrost is better, so you will only really benefit from the active.
My Rating:
Summary: if you want to play an AP Seju, you may take this as your Armor item. Otherwise, it's pretty useless for you because of it's cost.
My Rating:
Summary: Mallet is a good "luxury" item. It gives one of the most impressive health bonuses in game, it's slow is 4 times better than your passive, but... it's just way too expensive. See, here is the trouble with it: a) you don't really need that attack damage; b) the slow is good, but I can't say you really need it in a lot of games; c) you get the full slow passive only when you complete the mallet.
My Rating:
Summary: Warmog's is a decent item for Seju. It's so good, that you may actually rush it right after boots. However, it's pretty expensive, and you need to complete it to start getting stacks.
My Rating:
Summary: Rylai's is a good choice if you want to add some damage. It gives a decent AP bonus which benefits all your abilities. I would take this if I'm playing an AP Seju.
My Rating:
Yes, those are the very basic items that you should focus on. They offer you a really wide amount of choices, such as:
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![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
Note: Sunfire Cape was already discussed above.
![](/images/spacer.png)
![](/images/spacer.png)
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![](/images/spacer.png)
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Well, that's an impressive range of items, isn't it? Now let's talk about them in-detail.
Magic Resist Items
Pros:
|
Cons:
|
Summary: A good item with a range of decent stats. It's good when the enemies have some annoying spells that they use on you, and/or if they can't break the spell shield too easily (i.e. with
![](/images/spacer.png)
![](/images/spacer.png)
My Rating:
==================== 75%
Pros:
|
Cons:
|
Summary: IMO, the best MR item for Seju. The passive health regen stacks perfectly with your large health pool. The movement speed is even better, because Seju is a rather slow champion (although you have enough slows on yourself, as well as a distance-closing skill).
My Rating:
==================== 90%
Pros:
|
Cons:
|
Summary:I would only take this if I really suffer from stacked
![](/images/spacer.png)
My Rating:
==================== 35%
Pros:
|
Cons:
|
Summary:Abyssal scepter is a good choice if a)you are having a good game, and/or b)your team has 2 or more AP characters.
My Rating:
==================== 45%
Armor items
Pros:
|
Cons:
|
Summary: this is a very good item to get if your team is suffering from AD-based enemy champions. It can be used either if they have one fed AD carry, or 2-3 AD champions in the team. The CDR bonus is very nice, however, you don't really need that much bonus mana. Another thing is that this is a pure defense item, it doesn't increase your offensive power at all.
My Rating:
==================== 75%
Pros:
|
Cons:
|
Summary: GA is an interesting item, but it has a rather small niche. It gives decent armor AND MR bonuses in a single item. However, it does not offer anything else. Now, as for the passive. It has a long cooldown (5 minutes), and can only really be used in specific situations. For example, in teamfights you get targeted a lot, and die; however, the time that you tank is enough for your team to win the teamfight. In this case, GA is a good item to get. It will let you to stand up safely and continue pushing/go to base. However, if the teamfights are even, GA's passive is a waste. A lot of the times you will be revived and killed again immediately. For this reason, GA gets a rather low rating from me.
My Rating:
==================== 50
Pros:
|
Cons:
|
Summary: Omen is a great item. It offers you most of the stats you need: health, armor, CDR and health regen. It has a remarkable active, and an even better passive. However, the active's slow doesn't really matter to you, because
![](/images/spacer.png)
My Rating:
==================== 80%
Pros:
|
Cons:
|
Summary: if you want to play an AP Seju, you may take this as your Armor item. Otherwise, it's pretty useless for you because of it's cost.
My Rating:
================ 15%
Health Items
Pros:
|
Cons:
|
Summary: Mallet is a good "luxury" item. It gives one of the most impressive health bonuses in game, it's slow is 4 times better than your passive, but... it's just way too expensive. See, here is the trouble with it: a) you don't really need that attack damage; b) the slow is good, but I can't say you really need it in a lot of games; c) you get the full slow passive only when you complete the mallet.
My Rating:
==================== 55%
Pros:
|
Cons:
|
Summary: Warmog's is a decent item for Seju. It's so good, that you may actually rush it right after boots. However, it's pretty expensive, and you need to complete it to start getting stacks.
My Rating:
==================== 75%
Pros:
|
Cons:
|
Summary: Rylai's is a good choice if you want to add some damage. It gives a decent AP bonus which benefits all your abilities. I would take this if I'm playing an AP Seju.
My Rating:
==================== 60%
Pros:
When to get it:
It's a good item if your team isn't doing well enough. The aura it gives is pretty useful, especially for your squishes. I wouldn't get it if you are having a good game, because it's still a defensive item.
Pros:
When to get it:
Hexdrinker ain't too good for Seju. You don't need AD, the MR bonus is not too big, and the only situation when I'd buy it is an annoying
Karthus,
Malzahar or
Veigar.
Pros:
When to get it:
I fail to see how can this item be better than
Aegis of the Legion. Aegis has 5 less armor and 30 less health, but it also offers 39 MR, 8 damage, and a defensive aura to the team. The Locket's active isn't that great also. It shields for low amounts early-game (110 damage shielded at lvl 6, really?), and late-game it shields for 230 damage which is 1 autoattack of an AD champion.
Pros:
When to get it:
I consider this a support-style item. The active can be used for both chasing enemies or running away. However, it's offensive powers are limited to Seju, because your ult+permafrost will make a much better speed difference than this item.
Pros:
When to get it:
This item would be good for Seju, but... you completely miss it's healing increase effect. It has a very little effect over health regen, and you don't have any life-stealing or spel-vamp abilities.
When to get it:
This is a decent item if your team has at least 2 AD champions. The stats are rather good for you, even the attack speed bonus can be handy in 1on1 fights. However, this is an offensive item, so I'd rather buy it if my team is doing well.
- Probably the most cost-efficient item in game.
- Gives pretty much all the stats you need
When to get it:
It's a good item if your team isn't doing well enough. The aura it gives is pretty useful, especially for your squishes. I wouldn't get it if you are having a good game, because it's still a defensive item.
Pros:
- A great anti-mage item
When to get it:
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![](/images/spacer.png)
Pros:
- Gives decent health, armor and health regen for a relatively good price
When to get it:
I fail to see how can this item be better than
![](/images/spacer.png)
Pros:
- The active is good for both offense and defense
- Gives decent CDR and regens
When to get it:
I consider this a support-style item. The active can be used for both chasing enemies or running away. However, it's offensive powers are limited to Seju, because your ult+permafrost will make a much better speed difference than this item.
Pros:
- A good mix of MR, health and CDR for a fair price
When to get it:
This item would be good for Seju, but... you completely miss it's healing increase effect. It has a very little effect over health regen, and you don't have any life-stealing or spel-vamp abilities.
Zeke's Herald
Pros:
- Gives health, as well as nice offensive aura.
When to get it:
This is a decent item if your team has at least 2 AD champions. The stats are rather good for you, even the attack speed bonus can be handy in 1on1 fights. However, this is an offensive item, so I'd rather buy it if my team is doing well.
My usual build
My usual core is
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Let's get it detailed.
Start with
![](/images/spacer.png)
1.Your team fed already?
- Yes: get an appropriate defensive item
- No: go to step 2
Do you have really bad problems with AP-based chars, or suffer from skills like Malzahar's ult?
- Yes: get a
Banshee's Veil
- No: get a
Rod of Ages
- Yes, physical: get a
Chain Vest
- Yes, magical: get a
Negatron Cloak if you did not make Banshee's. Otherwise, get a
Giant's Belt
- Yes, both: consider buying a
Aegis of the Legion
- No, not really, everything is ok: get a
Giant's Belt
- Yes: get
Warmog's Armor
- No: get
Sunfire Aegis
![](/images/spacer.png)
- Yes: go to step 6
- No: get a
Force of Nature or an
Abyssal Mask, whichever works better in the particular situation.
![](/images/spacer.png)
- Yes: buy a
Sunfire Aegis
- No: buy
Warmog's Armor
Some builds for you:
AP Seju (if you are doing very good)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
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Your team is doing poor:
![](/images/spacer.png)
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AP-heavy enemy team:
![](/images/spacer.png)
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![](/images/spacer.png)
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AD-heavy enemy team
![](/images/spacer.png)
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AD-heavy enemy team (variant B)
![](/images/spacer.png)
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Seju isn't bad at all at solo top. She may have little less damage then most of the tanky DPS, but she's still pretty viable.
Here are some tips for you:
Here are some tips for you:
- Don't push!
Seju is a great farmer, and you can almost instantly kill a minion wave with Q->W->E. However, this is bad strategy. Instead, either let the enemy push to your tower, or try to keep the minion line near the river.
- Rely on ganks!
Seju is a great ganker herself, but if she's on top lane, the jungler's life becomes easy. If your jungler has at least some sort of CC, most of the ganks will be almost guaranteed kills (unless you miss your ulti).
- Use your skills wisely!
If you feel you can finish the enemy off, don't use all skills at once.
>>Start with a Q on him, activate W while you are dashing forward, and give him a couple of hits.
>>After that, hitPermafrost. If the enemy has
Cleanse or some run-away skill, or it's an annoying GP with his oranges, he will use his escape skills now (well, most of the times).
>>Finally, use your ulti to stun them and close-up the distance again.
I've seen some Seju players using all their skills at once, which resulted in the enmy escaping with flash/dash ability. - Don't waste mana!
Seju can be mana-hungry early on, if you spam your skills (especially your Q). Most of the times your W and autoattacks are more then enough to get decent KS. Use permafrost to apply some pressure on the enemy champion.
- Know your escape ways!
Seju is a great escaper. Her Q is probably the longest dash skill in the game. It will allow you to pass through almost any terrain, except for maybe a couple of thickest walls on the map. Combined with
Flash, this makes you very hard to gank.
Sejuani can jungle in a couple of different ways.
Seju can start with either Armor or Boots. A jungle route can be completed with both of this setups and even with no help from your team (i.e. no leash on blue). However, in that case you will find yourself very low if you started with Boots. Don't chose this option if you are afraid of the enemy jungler invasion.
Don't forget that your basic attacks apply Frost for 3 seconds. Frosted targets take additional damage from
Northern Winds, and can be hit by
Permafrost, so you need to use it's full potential.
You can keep Frost up on 3 targets. To do it, simple attack each target once, then switch to the next one (Hit A->Hit B->Hit C->Hit A->...). Always use this on jungle creeps, until you get to around lvl 4. At this point, you will have enough damage on your skills to creep easy and fast.
At level 2, learn either
Arctic Assault or
Permafrost. I would suggest [[Arctic assault for faster jungling (instant Frost on all creeps), since the damage is the same at lvl 1.
When you are at base, buy either
Null-Magic Mantle and a healing potion if you started with Boots, or
Boots and 2 healing potions if you started with Cloth Armor.
Keep repeating the jungle route, starting at small golems. In this case, you will complete it 2 more times when the Blue Buff will respawn. This route allows you to hit Level 6 and have about 25-30% of the Red Buff remaining, and a brand new Blue Buff.
Starting items
- Type A:
Cloth Armor + Healing Potion 3x or 5x.
- Type B:
Boots + Healing Potion 3x.
Seju can start with either Armor or Boots. A jungle route can be completed with both of this setups and even with no help from your team (i.e. no leash on blue). However, in that case you will find yourself very low if you started with Boots. Don't chose this option if you are afraid of the enemy jungler invasion.
Utilizing Frost
Don't forget that your basic attacks apply Frost for 3 seconds. Frosted targets take additional damage from
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You can keep Frost up on 3 targets. To do it, simple attack each target once, then switch to the next one (Hit A->Hit B->Hit C->Hit A->...). Always use this on jungle creeps, until you get to around lvl 4. At this point, you will have enough damage on your skills to creep easy and fast.
Jungling route
Learn ![]() ![]() ![]() If you don't get any help, it's fine, it will just slow you down by about 5-7 seconds. When killing the wolves, attack each of them once to maximize the damage of ![]() |
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Move to the Blue Buff. Use one pot. Get a leash from your mid (1 hit is enough). If you don't get a leash, you can still do it, but you'll have to waste one more pot. Don't forget to hit each mob once to get maximum damage from W. |
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At level 2, learn either
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Move to the Wraiths Camp. If you have learned ![]() ![]() If you learned ![]() |
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Move to the Small Golem Camp. Some guides advice you to go to the Red Buff after Wolves, but I wouldn't do it because you don't have your ![]() At level 3, learn the skill that you're missing (either Q or E). |
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Finally, move to the Red Buff. Use Q->W->E, and finish the Big Lizard with your Smite. You will be pretty low on health at this point, so port back to base. |
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When you are at base, buy either
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Keep repeating the jungle route, starting at small golems. In this case, you will complete it 2 more times when the Blue Buff will respawn. This route allows you to hit Level 6 and have about 25-30% of the Red Buff remaining, and a brand new Blue Buff.
Sejuani is a great initiator in teamfights, and an amazing ganker, especially early-game. Here are some tips that can help you to perform better. First of all,..
I know this is controversial. However, in most of the cases it's true. Here are some examples of how starting with your ultimate results in a fail.
Situation A.
You are ganking a lane. You go in, and stun the target with your ultimate. After the stun ends, you use
Permafrost. However, the enemy can now
Flash away, and use a distance-making ability to immediately increase the distance from you. If you didnt gank him right under your tower, he will most of the times get away. Don't forget that a slow is useless if you can't reach the target.
Situation B.
You initiate a teamfight. You are the first to go in, you launch ulti and maybe even run into the enemy team. However, your team wasnt ready (or maybe they were too far away) and it takes them a couple of seconds to react. Congratulations, you wasted ult, and maybe even suicided.
I find Seju ult to be pretty much like
Malphite ult. What I mean here is that you need to know when is the best time to use it, and this can define the winner of the battle.
Do not forget, that a Seju that has ultimate,
Flash and
Arctic Assault ready is almost impossible to kill, unless the enemies have some exceptional amount of CC. The combination of stun from your ulti, and a distance-increasing spells (remember,
Arctic Assault lets you cross almost every wall on the map) is an amazing escape tool.
...do not initiate with your ultimate
I know this is controversial. However, in most of the cases it's true. Here are some examples of how starting with your ultimate results in a fail.
Situation A.
You are ganking a lane. You go in, and stun the target with your ultimate. After the stun ends, you use
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Situation B.
You initiate a teamfight. You are the first to go in, you launch ulti and maybe even run into the enemy team. However, your team wasnt ready (or maybe they were too far away) and it takes them a couple of seconds to react. Congratulations, you wasted ult, and maybe even suicided.
I find Seju ult to be pretty much like
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If you use it too early, you just waste it.
If you use it too late, well.. it's just too late.
Here are some situations explaining when to use it.If you use it too late, well.. it's just too late.
- If you gank, use it after the enemy uses his run-away skill.
Wait for them toFlash,
Arcane Shift,
Cleanse in order to try to get away. Remember it is always better to let the enemy waste
Flash and save your ulti, then to use your ulti, and make the enemy use flash after.
- If you are fighting someone, save your ult for the end of the fight. Using it when your enemy is low-hp is useful because of various things such as:
- In teamfights, try to catch as many people as possible. However, don't get too obsessed with it. If you see a squishy out of position and know you can ult and let your team kill him, do it!
Do not forget, that a Seju that has ultimate,
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- ***iko5 for letting me use his picture
- SolarEmpire for moral support ^_^
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