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Spells:
Ghost
Smite
Ability Order
Fury of the North (PASSIVE)
Sejuani Passive Ability
Introduction

Early game:
Good gold-income
Many and early ganks, starting at lvl 2
Late game:
Initiating teamfights
Tanking
Controlling the teamfights
I see alot of players who put their gold into building damage / semi damage items on




I skip that completely. If you want a damage and a killer build for

If you want a build that will allow you to rack up assists like crazy, supporting your team and controlling the teamfights, go on reading! This is a build for winning the game, not scoring the highest amount of kills!
Pros:
Amazing crowd control in teamfights
Lots of oppertunities to gank from the jungle
Can tank and offtank dependant on the rest of the team
Great ability to clear off mobhordes when defending towers (Q+W+E)
By picking up assists, you grant more gold to your AP and AD carries
Great goldincome thanks to your build
Cons:
Low damage output compared to tanks like


Slow jungler, dependant on successul ganks and counterjungling (See below)
Not the toughest of tanks, have no skills to soak damage / regen health
Very teamdependant!


Analysis: A very simple and yet complex passive. All your skills rely upon it, either applying it or drawing a bonus from it.



Range: 700
Cost: 70 / 80 / 90 / 100 / 110 mana
Magic Damage: 60 / 90 / 130 / 170 / 210 (+0.4 per ability power)
Hotkey: Q
Analysis: Hello my 70 mana






Cost: 40 mana
Cooldown: 10 second
Magic Damage per Second: 12 / 18 / 24 / 30 / 36 (+0.1 per ability power) (+1 / 1.25 / 1.5 / 1.75 / 2% of her maximum health)
Hotkey: W
Analysis: A real killer skill. Combined with







Cost: 55 mana
Cooldown: 11 seconds
Magic Damage: 60 / 110 / 160 / 210 / 260 (+0.5 per ability power)
New Movement Speed Reduction: 30 / 40 / 50 / 60 / 70 %
Hotkey: E
Analysis: At max rank, it has the same slowing effect as an





Cost: 100 mana
Range: 1150
Cooldown: 150 / 130 / 110 seconds
Magic Damage: 150 / 250 / 350 (+0.8 per ability power)
Hotkey: R
Analysis: One of the best ulties in the game. Amazing range, amazing spread effect once the first hit lands and it applies your




GLYPHS
I go cooldown reduction with




SEALS
I go armor, flat and plain armor with





MARKS
I go







QUINTS
I go gold per ten with


With this specc and build I am rolling with, I am often with a higher gold income than our AD carry, and should we end up losing, I am still often able to compete with their Top income players.
Alternatives would naturally be








An alternative would be the move the points from the support tree to the offense tree to increase the magic damage and reduce cooldowns further with


Naturally, some magic resist


If one for some reason sacrifices the ghost for say



Ghost /
Smite
Possible to jungle Sejuani without
Smite?
Ahahahah! No, seriously, don't. Golems, Red, Blue are really hard without


What about
Ghost?
I brought





Alternatives:
Flash
Whatever floats your boat. I still say



Cleanse
Always a good option for simple reasons. You want to control the fights, and you can't do that if you're stunned and what not. If you bring it, don't forget to drop a point in





Heal
I never personally did try it, but I can see it helping, especially if you run into a lane during a gank and rescue a teammate with it. I am in general not a huge fan of heal, but if you feel unsafe without it, go ahead. Margins win the fights, after all!
Teleport
Feeling pro? Trust the guys in bot and top to Sight WARD the enemy bush? Pick up

Sight Ward
First of all, a very important thing about jungling with

EVERYTIME you go back home, you should pick up one or two Sight WARD. Drop one for the topper, maybe one for the midder, perhaps Sight ward up the entrances to their jungle? Dragon? The more wards a team have, the more likely you are to be able to set up / dodge ganks. Have you seen them place a Sight ward somewhere? Pick up a

Starting items when jungling
Sejuani!
I start off with






Why not "Stonewall"?
While you could probably stay in the jungle longer than you could with



Why not
Boots and
Health Potion?
Without

Now, what items to build for the first ten minutes?
As stated before, I start off with



Next up, return to your jungle(More details later), aim to get ganks (more details later) and rush for

Keep it up and B if your health drops. Remember to pick up an extra sight WARD, and if you notice your health dropping, pick up another one or two

Before 10-11 minutes, you should have managed to pick up a

As soon as you fixed your gold income, rush for

Alternative boots
Ninja Tabi
Same amount of movement speed, but instead of the very highly desired tenacity from




Boots of Swiftness
Now this is an interesting alternative. You lose both magic resist and tenacity, possibly making you want to rush




Mobility Boots
Just like with




Movement speed and two gold income items claimed! What's next?
By this point, I often pick up one of the three following items.



In short,





Movement speed, cooldown reduction and extra health
Cost:

Analysis:
At times I go for an early


Pros: By far the cheapest item of them all.
Cons: Consumes your Philosopher's stone and as such, it reduces your income.


Health, armour and extra AoE damage
Cost:


Analysis:
If I feel that initiating and chasing down isn't the issue, but rather something else, I pick up






Pros: By far the most powerful items of the three. High armour, high amount of health AND extra damage that works well with your

Cons: Expensive. So, so expensive.


Extra health, armor, magic resist and an aura that offers the same to all nearby allies
Cost:



Analysis:
Does your team die too soon? Would just a little more magic resist be needed in your build? Then this is what you need. It is also GREAT help early game for friendly AD and AP carries, support and possible off-tank allies.
Pros: Medium cost. Your team will love you.
Cons: Medium effect. Item falls behind in late game. It is of course possible to just sell it off. Takes up three item slots until you upgrade it, which could interfere with walking around with a

PS:
Remember to buy sight WARD for as long as you have bagslots!
If you didn't get it in the earlier phase of the game, it's not too late to pick up



I can't stress enough how important that extra magic damage is, and how much more of a problem you become to the enemy team with it.
With that said, now it's time to actually look at the enemy team.
Is their AP carry (







Is their ranged AD carry








If you're feeling that you're dropping too fast due to low health rather than low armor / magic resist, then

Enemy team composition
In the end, this is what it all comes down with. Look at the enemy team, and how they built. Are they heavily reliant on magic or physical damage? Perhaps they rely on a specific move, such as AoE stuns from



Once you've resolved what it is, counter-build it.
Heavy AoE dependant teams!
Build


Heavy physical damage teams
First of all, you need to get armor.







Cost: 2000 gold.



Cost: 2775 gold.
Heavy magic damage teams!
There are, other than the early achieved





Cost: 2610 gold.

Cost: 2715 gold.







Cost: 1440 gold.

Quite a viable option to upgrade your





Cost: 2250 gold, and consumes your


While it does give you alot of health, it is also quite expensive. The attackdamage boost is quite useless since we're probably quite late into the game and you haven't built any other AD items. Your armor penetration is also horribly weak. If you already have a



Cost: 3250 gold.

Does this item really need a longer introduction? It improves pretty much everything, the parts needed are relativetly cheap, and are good for holding onto even without upgrading them. However, the bonuses that are given aren't the most excellent for this purpose with Sejuani. If you're more of an off-tank then I suppose it isn't a horrible option. The movement speed, extra health, extra attack speed and bonus damage to both spells and auto-attacks can defenitely come in handy. It is however the most expensive item in the game up to date, and isn't exactly what you need. I'd be very careful with getting it "just for kicks".
Cost: 4070 gold.

Riskiest item of all the "build stacks to gain bonuses" items. Why? Because this one is directed to the tank! You're doomed to take blows in a fight, and you will most likely die a few times in a game. Even if the passive bonus at 20 stacks is AWESOME you really shouldn't get this item unless you are extremely much steamrolling the other team. And if you are, do you really need this item? It is cheap though, but you'll only get one stack per assist.
Cost: 1275 gold.

You'll most defenitely be in the fray in every teamfight, so at a first glance, the activated shield can look nice. You gain far too little in terms of health and armor from it to allow it to tag up one of your slots though. There's a support in your team for a reason. Let




Cost: 1400 gold and consumes your


Really? We haven't surrendered the idea of doing damage? Sure, stacked with






I won't go into further detail on how to build an AD or AP




If you feel safe with your team, go ahead and steal their blue. Remember to save

If not, here's the deal.
Sejuani CAN'T kill blue with just an ordinary auto-attack from the midder with this build.
You'll need a good, heavy damage build. Demand some extra damage to dropped on the large golem from either your solo topper or the support / AD carry. A few auto-attacks is all that should be needed, but you need it.
Once blue is down, you pop your
Health Potion if needed and put a point into
Arctic Assault(Q).
Why not






After blue comes wolves, and then wraiths.
By now, you are roughly on half your health, possibly a bit more, and your smite is slowly getting of CD. You need smite for Golems, so right after wraiths you start scanning for ganks. Remember, just forcing them to use their

After an attempted gank, rush for golems and pick them up with smite. Then you B home, as you are low on health. You are guaranteed to afford your Philosopher's stone, a

Counterjungling version:
Right after blue golem is done, you rush straight for the other jungle and tag his wraiths. You'll have time to kill all but one of them before he is done with wolves, unless he is a very speedy jungler. This should ONLY be done if your support has CV:d and you know that the enemy jungler has started at blue. Once you are done, rush back down to your jungle. Maybe sneak up behind the enemy midder if he has pushed too hard.
If you see their jungler go gank a lane, you could probably keep up your fun in his jungle. Go for his golems. Red at lvl 2 is pushing your luck with

After an attempted gank, rush for golems and pick them up with smite. Then you B home, as you are low on health. You are guaranteed to afford your Philosopher's stone, a

Jungling from now on should be easy peasy. Aim for red and wraiths whenever they are up, and hunt for ganks. You don't need anymore blue buffs, so be sure to offer them to your Midder / Topper.
If you keep their jungle under constant warding, you should maintain the counterjungling as often as possibly.



This works just as fine with Wraiths and wolves too. Clean an entire wave within seconds!
When to gank?
Did you kill blue, wolf and wraiths? Go go go! Look for that gank, and do it always! You're going to drop behind your fellow players in levels, unless you manage to pick up some ganks.
Look for people who overextend, and if they don't, ask your lanemates to drop some type of CC on them before going in.
How to gank?
Dependant on the situation. You pretty much in all cases want to start off with your




The problem is that since your damage is very low, you are totally dependant on the lane to drop the kill for you. All you do is slow them, soak up the damage and harass them.
How to initiate?
You do NOT initiate a gank with








And that is when you pop

Remember!


However, in terms of teamfighting I personally don't think there's a better tank.



Lastly, your second most important job to ganking is to buy Sight ward and place them at chokepoints! I can't stress this enough! Pick 1-3 up everytime you go home, and your team will love you forever!


Legend
For starters, on the map that I used I am assuming that you are on the bottom / left team.
Green wards are sight ward's that should be kept there at all times, placed in bushes prefferably to keep your lanes / jungle safe along with dragon. Naturally, some of the these Sight ward's could (should) be dropped by your fellow lanes, such as support for dragon. But if they for some reason don't, this is a good guide to follow. The digits next to the dots are in order of how important they are to keep in place.
These are of course subject of debate. If you notice the enemy team skipping dragon for ganks, secure your mid / top instead.
The red dots represent aggressive warding, used throughout the entiery of the game to secure kills versus an enemy jungler, the ability to steal his blue and red buff and to generally keep track of the enemy team's movement when they are out of their lanes. Same here with the numbers. They are in order of priotation, with 1 being top priority.
Why is blue second priority?
Because blue spawns once every five minutes. Once it spawns again, you'll see it on your map. Also, people don't generally traverse that area unless the first tower has already been destroyed.
With that said, happy warding!

It also requires you to monitor your DPS champs and keep the enemy off them with your slows, and in the meanwhile trying to chase their DPS into bad positions.
If you want to kill and own the game, this build isn't for you.
If you want your team to win through your dedicated hard work, tanking and support, then this is what you want with your

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