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Sejuani Build Guide by Specs19

Jungle Sejuani Jungle Guide

Jungle Sejuani Jungle Guide

Updated on February 17, 2023
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League of Legends Build Guide Author Specs19 Build Guide By Specs19 6 1 16,420 Views 0 Comments
6 1 16,420 Views 0 Comments League of Legends Build Guide Author Specs19 Sejuani Build Guide By Specs19 Updated on February 17, 2023
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Runes: My typical runes

1 2
Font of Life

Legend: Alacrity

+10% Attack Speed
+6 Armor
+15-140 HP (lvls 1-18)


1 2
Enemy team little CC
LoL Summoner Spell: Ghost


LoL Summoner Spell: Gustwalker Smite

Gustwalker Smite

Threats & Synergies

Threats Synergies
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None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Ideal Strong Ok Low None

Champion Build Guide

Sejuani Jungle Guide

By Specs19

Hi and welcome to my sejuani guide. No this guide won't get you to master but hopefully you will be able to learn a little about her that you may not have known before. I also want to try and show why I think it is so much fun to play her.

My name is Specticle and I started playing LOL again last year. I was a Tahm main for season 2022 but late last year I started picking up Sejuani and have OTP her for season 2023 so far. In 2023 norms at time of writing this (because learning a champion in ranked i think is a terrible idea) i've got 29-18 (62%) and 2023 ranked i've gone 27-12 (69%). Yes I am bronze (there goes my one reader) but end of season i'm hoping to get to high silver / gold.
So far with Sejuani this season i've gained 135 LP. I started this season as Bronze IV and am currently 1-2 games from Bronze I.
Sejuani's Abilities
The below section is simply so you don't have to look up the abilities on a different page. Just in case you are very new to Sejuani. This information is direct from the mobafire database.

Range: 650
Cooldown: 18 / 16.5 / 15 / 13.5 / 12 Cost: 70 / 75 / 80 / 85 / 90
Sejuani charges forward, knocking enemies into the air for 0.5 seconds and dealing 90 / 140 / 190 / 240 / 290 (+60% of ability power) magic damage (max 300 damage to monsters). The charge stops after colliding with an enemy champion.

Cooldown: 9 / 8 / 7 / 6 / 5 Cost: 65
Sejuani swings her flail, dealing 20 / 25 / 30 / 35 / 40 (+2% maximum health) (+20% of ability power) and knocking back minions and jungle monsters. She then lashes out again, dealing 30 / 70 / 110 / 150 / 190 (+6% maximum health) (+60% of ability power) physical damage and briefly slowing targets. Both swings apply stacks of Permafrost.

Range: 600
Cooldown: 1.5 Cost: 20
Passive: Nearby melee allied champions' attacks apply a stack to champions and jungle monsters.

Active: Sejuani deals 55 / 105 / 155 / 205 / 255 (+60% of ability power) magic damage to target enemy with 4 stacks and stuns them for 1 second.

Range: 1175
Cooldown: 130 / 100 / 80 Cost: 100
Sejuani throws her True Ice bola, stunning and revealing the first enemy champion hit for 1 second and dealing 125 / 150 / 175 (+40% of ability power) magic damage. If the bola travels at least 25% of its range, it stuns and reveals for 1.5 seconds instead. It then also creates an ice storm that slows surrounding enemies by 30% for 2 seconds. All affected enemies take 200 / 300 / 400 (+80% of ability power) magic damage.
Rune selection


For my style of play I have found this to be the best rune set. For me this runeset provides you with scaling attack speed with Alacrity, Triumph gets you out if you can finish off the gank but have been ignited / poisoned etc, and Aftershock gives you a nice boost to your armour and MR when you engage and hit the Q. Aftershock only activates after a champion has been immobilised. If you can hit the Q on your engage it will activate after 2.5 seconds and for that 2.5 seconds it will boost your armour and magic resist by 80% of your bonus resists. This means early game it provides you a bit more enduracne however late game it will make you a massive tank who can absorb the damage in a team fight especially around objectives.


Highly played rune set alternative (by the pros). If you have really good mechanics then this may be a better option however my mechanics are defintely not high so even statistically playing with more armour and MR provides me a better chance to survive any fight. I have tried this rune set a few times and I have noticed that it defintely works well especially if you need to peel for your ADC. I've definitely had some good games with this rune set but I find Aftershock suits my playstyle more.
My Pathing Options

When starting Blue side, I start red especially if the support is a melee champion as the procs on your E means you chunk RED Buff very quickly. If they can proc your E twice that should be more then enough of a leash for them to catch their wave as well. From there I move to Krugs then Raptors. Once Raptors is completed you'll be level 3 before anyone laner so typically I will look Mid or Bot for a gank.

Keep in mind not every gank needs to result in a kill. If you can quickly path through mid (as you have your own jungle camps to keep going on), chunk them to half or lower health while your laner stays primarily high health, thats a win. They will have lane prio as any trades moving forward should be to the advantage of your laner. This helps with laners being able to recall (especially if your laner has teleport and theirs doesn't) to maintain their cs lead or atleast stay on par.

Once you have gone through mid keep progressing through to your blue side. BUT KEEP IN MIND you have been seen on the map and depending on who the enemy jungle is they may see this as a chance to invade you. I typically try go for blue or at the very least ward blue just in case they decide to wait for you. Once you've finished your blue, scuttle will have spawned. If you have a smite up you should be able to take it really quickly with one W then smite.

Starting Red Side
Begin with Blue, Gromp & Wolves. Again you'll hit level 3. Watch mid early to see if a gank will potentially be able to go off however I personally move to Raptors first and then either take them or move around to the river to come in for a gank as the mid laner will typically expect you to come from bot side (espeically if they've warded and seen you start blue). Smart mid laners ward your raptors after they hard push early, if they do this then simply continue on with your full clear and look for a potential gank top.

The pathing can constantly change due to the factors of the laners the above pathing is a simple base point to get in the habit of clearing the camps early game so eventually you won't need to think about the pathing and can start looking towards lane pressure and set ups or objectives easier.
Sejuani Combo's
Combo #1

Q + W

Dash forward to knock them up and W to ensure a double hit on your W. Your second swing (BONK) does alot more damage then your first so the objective will be to hit your 2nd swing even if you miss your initial one.

Alternatively, Engage with your W (if you have the angle) and try to bait out the flash before Qing to them.

Combo #2
Q + AA + W + AA + E + AA

If land the Q the AA will land as they're knocked up, followed quickly by your W (which is an auto attack reset) so your AA will instantly finish off your 4 stacks for your E. Freeze them (try to reposition between them and their escape route if possible) then AA them to complete the 10% max health damage from your passive.

Combo #3
Q + AA + W + AA + E + AA + R + AA + W

If you are going all in on an opponent this is the combo to use. Espeically ADC's this combo should wipe them or ensure they need to disengage at the least.

Combo #4
Q + R + W + AA + W

Your Dash animation actually hides your Ult animation which can catch your opponents off guard. Typically this combo is done if trying to chase down an opponent on half health or engage for a team fight. Your Q can also jump over terrain so hiding around a corner can be useful as they won't see you coming.

Overall notes:

In an ideal situation you want to proc Sejuani's E first then R as to maximise her damage however if the target is out of reach and you have damage around you, throwing the R to lock down or isolate a target can win you a team fight.
Jungle tips

Tip #1 - Advanced information

While it is true jungle has the most freedom in the game it does require the team to know what your plan for the next minute or 2 is. If you are heading top let the laner know. If they are smart enough they will let the enemy laner push to them so by the time you make your way up you have an advantage on ganking them.

Tip #2 - Overstaying your welcome

While waiting in a bush for a prime opportunity to gank may be a good idea at times you can also put yourself (and your laner) at a detriment if you stay too long. You staying in the bush means you start to split EXP with your laner which means they don't level up as quickly (early game it hurts) and you are potentially missing chances to gank other lanes, back and buy etc.

Tip #3 - Be smart with pushing lanes

For example, you've come in for a gank, got it off successfully but your mid laner died to a tower shot. You need to have a quick look at the wave, if they were pushing it and its weirdly frozen just outside their tower range finish the push off for them. This will ensure that it will bounce back to them when they get back to lane as well as give you a bit of EXP and gold.

Tip #4 - Ring of fire

Sometimes you will get team mates that will just flame you because for them to make a mistake during the game is almost unthinkable. They got ganked even though they were pushing lane for the last 3 minutes without vision of the enemys jungler? Your fault. They keep dying when they all in the enemy top laner even though its the 5th time in the last 5 minutes? Your fault! You will from time to time get team mates that will flame you for any and everything. If that's the case just mute them, pings and all. If you trust yourself enough and have proof that what you're doing is benefiting the team (e.g. have more objectives and 2 others lanes that are winning with the help of your ganks) then keep rolling with it. Listening to them will only tilt you out of your gameplan.

#Tip 5 - We love all lanes

In this meta I've defintely found that getting your bottom lane ahead essentially wins you games but that doesn't mean Top and Mid lane don't get any love. As a former Top laner I found it the most frustrating when I would would freeze a wave just outside my tower waiting for the jungler and they decide to back after their Krugs even with my pings asking for a gank. Esepcially with Top laners primarily being melee champions you can almost guarantee a kill if you give them a gank. They don't need much to get ahead (1 or 2 ganks) and you won't need to worry about them and can purely focus on mid and bot afterwards.
Thanks for taking the time to read through this guide. Hopefully you give her a go and see for yourself how good the character is. Although she can carry a game by herself, she's better utilised when the entire team is involved... even if they need a prod in the right direction.
I'll update the guide as I progress this season with my knowledge of Sejuani and the game so I can keep it as fresh as possible for all readers.
Happy Gaming!
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