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Spells:
Flash
Smite
Ability Order
Fury of the North (PASSIVE)
Sejuani Passive Ability
A Breif Introduction To Sejuani's Mechanics

So lets talk a minute about what i think are the main points of





*Application* This is


*Application* This ability is nice, because it gives









*Application* This ability is the main damage dealer in




*Application* This is a pretty interesting ability. It only damages people who are affected by







*Application* Just by looking at this move you can probably tell how destructive this ultimate can be, it has the potential to ruin an entire team fight for the enemy team. This ability has the potential to turn entire team fights around favorably. So lets discuss how it can be properly utilized as such. There are two real ways to use this move: offensively and defensively so I'm going to spend a moment to discuss each thoroughly.
Offensively: There a few options when considering using this ability for offensive purposes. First it makes for a great set up if you want to use it to gank. It can be thrown from a bush to hit an unsuspecting enemy. This works best if there is a teammate present. It is also good when in a chasing situation you can snag them with it,



Defensively: Using this ability defensively can be somewhat unfavorable, as it is more useful when on the offensive, but is still necessary. It can be used to save your own life or that of a teammates if they are about dead and being chased by one or multiple enemy champions. Simply throw



Start with a
Cloth Armor and 5
Health Potion at Blue Golem, Wolves, Wraiths, Lizard Elder, and Double Golem, then back to wraiths. And at that point you can gank or keep triangling around from Double golem to wraiths to wolves, and if you killed blue first he will spawn shortly after the 7 min mark. But the goal should be lvl 6 at 7 mins or lvl 6 right after getting blue the second time.


You may have noticed by now that this build gives a good amount of both armor and magic res. This is no coincidence, nowadays a good team has a fairly even balance of AD and Ap. So doesn't it make sense that as the tank you should be able to handle both? but whether or not you build more armor over magic res. or visa versa is completely based on the enemy team. If the suggested items are not to your fancy here are a few alternatives.
*Keep in mind that
Sejuani needs health and benefits from AP as well so don't go overboard.*
For more armor:
Thornmail This item can be very useful if you are up against very fed AD carries such as:
Tryndamere,
Caitlyn,
Corki, and people of the like.
Sunfire Aegis this item will allow you to do a little bit more damage as well as take more armor, this is nice because
Sejuani needs to be in the front of the fight anyway so just by using your
Northern Winds you can utilize the item's passive.
Locket of the Iron Solari this item grants a good bit of health and armor as well as grants a support aura which would do well with the support aura you should already have from Aegis of Legion, it also gives a shield active that will give your team just a little extra umph in team fight
For more magic res.
Force of Nature This item grants a good amount of regen which is just nice to have, but mainly it is an excellent source of magic res and the movement speed works very well with
Sejuani's set.
Abyssal Mask This item can be good if you get fed and want to keep the damage rolling. It grants a nice amount of magic res. as well as some AP. It is also useful for reducing enemy magic res. which will make them more susceptible to your damage.
*Keep in mind that

For more armor:








For more magic res.



Marks: 9
Greater Mark of Attack Speed allow for a much needed faster jungle, as well as allow you to take advantage of
Frost just a little bit smoother.
Seals: 9 Greater Seal of Endurance percent health not only gives a good bit of health at the start but helps out through the entire game. It also grants extra damage to
Northern Winds
Glyphs: 9 Greater Glyph of Warding the extra magic res makes for a nice early defensive boost and will help with early ganks if you end up ganking an AP heavy champion.
Quintessences 9 Greater Quintessence of Endurance more percent health for more survivability as well as extra damage towards
Northern Winds.


Seals: 9 Greater Seal of Endurance percent health not only gives a good bit of health at the start but helps out through the entire game. It also grants extra damage to

Glyphs: 9 Greater Glyph of Warding the extra magic res makes for a nice early defensive boost and will help with early ganks if you end up ganking an AP heavy champion.
Quintessences 9 Greater Quintessence of Endurance more percent health for more survivability as well as extra damage towards

I like to do a 0/21/9 making sure to take
Juggernaut
and
Veteran's Scars
also making sure to proc damage reduction in the defensive tree, and
Runic Affinity
in the utility tree. so long as those two masteries are prioritized the rest is very susceptible to change.



There is a lot with this build that is subject to change depending on not only your own team's composition but the enemy's as well. I would like to, however, point out the core items in this build that i would definitely recommend keeping. What I consider the core items of this build would be
Aegis of the Legion,
Rylai's Crystal Scepter, and
Frozen Heart. Though the other items are pretty good, if they aren't your style know that they are subject for change. See Diversity of Tanking for other item suggestions.
Aegis of the Legion this item makes for a good starter for a few reasons. First off it is easily build from a
Cloth Armor so it makes for an excellent first item simply from a jungler's perspective. You get the optimal start from a cloth & 5 in a jungle as well as a tank item early with a pretty nice support aura. This also allows a bit more focus on AP and health seeing as it gives a pretty nice bit of tank for early game.
Mercury's Treads or
Ninja Tabi As the tank I highly suggest going with one of the two defensive boots according to the enemy team's composition.
Rod of Ages This item may seem a bit controversial and isn't really necessary but I will swear by it on
Sejuani it grants a lot of health, mana, and AP which are all things that she needs. The health granted will not only allow her to be a bit more beefy but, alongside the AP, it will contribute to
Northern Winds. The mana is also nice too, especially if you aren't fully reliant on blue aura.
Rylai's Crystal Scepter I find that the extra 15% slow for your abilities really is a nice thing to have. This item really just exaggerates the power of
Sejuani's skill set so much. It just adds to the power of
Sejuani's heavy crowd control through slow. Especially when used in combination. You can use the slow/extra slow from all of your abilities on a single or multiple target and it becomes literally impossible for them to get away, especially in team fight.
Frozen Heart This is, in my opinion, the single most important item
Sejuani can have! It grants some cooldown which will allow
Sejuani to do more with her heavy crowd control. This item also grants her another supportive aura that will make her even more of a detrimental force in the team fight setting.
Guardian Angel This item is a good finisher but not necessary, it simply makes
Sejuani harder to kill with the aura as well as it grants both armor and magic res.


















*Suggested*
Flash This summoner spell is nice because it can be used to counteract
Arctic Assault, what i mean is if you do choose to initiate using said ability it still leaves you with a good mechanism for escape. It can also be used in other ways for the same purpose.
Smite This just might be a jungle guide!
Good
Ghost if you don't like
Flash
Ignite good for grabbing kills just out of reach.
Exhaust good for utilizing with
Frost or just help with zoning.
Heal always a good decision!
Cleanse just in case you need that extra help with crowd control
*Maybe*
Surge to be honest I'm not sure about this one. The extra attack speed and granted ability power would work for
Sejuani and it would grant her more control in team fight. In theory this should work well but I've never tried it and it would not be my first choice.
Bad
Promote Yes
Sejuani is a good pusher but in a jungler position i believe there are better choices of spells.
Clarity you really don't need this because you have blue at the start also this build suggests building mana so i cannot see this as being too too useful.
Revive never get this unless you are
Karthus
Clairvoyance leave this to the supports.



Good







*Maybe*


Bad






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