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Sejuani Build Guide by Aoefa

Jungle Sejuani Jungle Tank [9.16 READY]

Jungle Sejuani Jungle Tank [9.16 READY]

Updated on August 17, 2019
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League of Legends Build Guide Author Aoefa Build Guide By Aoefa 164 14 300,937 Views 6 Comments
164 14 300,937 Views 6 Comments League of Legends Build Guide Author Aoefa Sejuani Build Guide By Aoefa Updated on August 17, 2019
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Runes: Improved

1 2
Resolve
Aftershock
Font of Life
Conditioning
Overgrowth

Domination
Zombie Ward
Ultimate Hunter
Bonus:

+8 Ability Haste
+10% Tenacity/Slow Resist
+6 Armor

Spells:

Summoners
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Smite

Smite

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Champion Build Guide

Sejuani Jungle Tank [9.16 READY]

By Aoefa
Table of Content

Table of Content:


  • Introduction


    This is where I welcome you to my guide

  • General jungle tips


    An explanation on what you're supposed to be doing as a jungler.

  • About Sejuani


    I explain a little what Sejuani does

  • Runes


    An explanation on what runes are good and which ones are not.

  • Abilities


    Explanation of Sejuani's skills

  • Rotations


    This is how you should try to use your skills

  • Jungle path


    This is what route you generally want to take

  • Patchnotes


    The most recent Patch notes that concern Sejuani.
  • Sejuani's Biography


    Sejuani's backstory





Introduction
Hello guys,

I am Aoefa.
I am a plat III support / jungle main from the Netherlands, I play on the EUW server. Currently I'm also learning how to play ADC
Welcome to my first guide, it's about one of my favourite champions in the game: Sejuani.



Jungle tips
In General
Don't just copy the recommended build. Adapt the build to your specific game. This goes for any champion in any role. You always build the core first. However if you notice you're going to need armor before mr, you can build the armor component of gargoyle's stoneplate first. After the core you can adjust the build with additional items. Adaptive helm is very good against repetitive magic damage, like Cassiopeia q,e and w. But it's also good against on-hit magic damage, Kai'sa, Kayle, Teemo, etc. Are you against a lot of critical strike damage, Vayne, Tristana, Sivir (Most adc's), but also Yasuo or Yi can build crit. Go for Randuin's Omen. If you have something like a Katarina mid, you can opt to go Abyssal mask because it reduces MR around you. (Most of the time you go spirit visage though) Don't just blindly build items because they're in a guide. Choose items based on what you need.

Awareness
Jungle is unlike any other role. It's a unique mix of laner and support. Farming is important, you can fight just like in lane, but you are also there to support all your laners. There are multiple ways to do this, you can spam gank one laner for example. The most crucial though is awareness. Being aware of where everyone is on the map can prevent enemy ganks (you can alert your laners). Misplays (getting counterganked and losing). It can also facilitate objectives like dragon, rift-herald, baron or towers.

So the first thing you want to do is always be aware of what your laners are doing. What you wanna pay attention to are the following things:
  • What lanes are pushing
  • What lanes can you gank
  • Where are the enemy wards
  • Where are your wards
Yes you should always know these things before you attempt anything. If you don't your plays could work against you and maybe even throw a game before it has really started.

You can use hotkeys to stalk your lanes:
  • F1 - Yourself
  • F2 - Top
  • F3 - Mid
  • F4 - Adc
  • F5 - Support

Tracking
Another important aspect of the jungle role is tracking the enemy jungler. I touched on this a bit already, if you know where the enemy jungler is, you know where you should be to gain an even bigger advantage.
Below is a map with circles where you could ward:
The green circles represent the wards that are least likely to be spotted, aka where you want to place control wards. The red circles are the wards that are spotted most easily, that's where you want to place trinket wards.
DON'T EVER WARD THE ENEMY JUNGLE IF YOU DON'T KNOW IF IT IS SAFE TO DO SO!

NOTE: If you have a scuttle, don't also ward that side in the river. The reason you ward river is to see the enemies start objectives so you can respond. Wards to counter ganks are the responsibility of the laners themselves. However if you know where the enemy jungler is, your laners should also know.

Counterplays
If you notice the enemy jungler is going to gank an enemy lane, they are pushing, or they're being camped. Always trade something back. Whether it's invading the enemy jungler, getting herald or dragon, ganking another lane, or counterganking. DON'T JUST FARM YOUR OWN JUNGLE. That's wasted time and there is nothing more frustrating for your own laners.

Seeing plays
Recognise WHEN you can make plays. A common misconception junglers hold is that when their lanes are pushing, they can't do anything. This is WRONG. If your lanes are pushing that means you have priority over the enemy junglers. If your laners are paying attention they will be able to respond faster then enemy laners, because the enemy has to clear the wave first. If your lanes are pushing it opens up opportunities to invade, or countergank. This is why it's important to know where the enemy jungler is. If you know where the jungler is and you know what your lanes are doing, you can outjungle the enemy.

Example: The enemy jungler is doing blue buff and your botlane is pushing.

What you can do is dependant on where you are on the map.
If you're topside, check the enemy jungler first, does he have red?
No --> most likely it will spawn soon and you can take his red and the other camps.
Yes --> he will have cleared topside so you can go for a gank toplane if that lane in not pushing. If top is pushing you can take the herald.


If you're botside, You know the enemy is taking blue and he can gank your botlane. You can pre-emptively walk botlane to countergank. You can also elect to walk to the other side of the map to make another play. If you can win the 2v2 mid, you can go for a gank mid.

Always Always Always, ping the enemy jungler if you see them. Your laners are more likely to notice a ping even when they are focussed on farming.

Locating the enemy jungler
I have already demonstrated the best ward positions. However you can also determine the enemy junglers location based on elemination. Let's say you walk into the enemy jungle because your lanes are pushing. If you see all or most camps are cleared. The enemy jungler is on the other side of the map. COMMUNICATE THIS. You can take the remaining camps safely because you have the support of your lanes and take the objectives or ganks later.
About Sejuani

Early game:


Sejuani is a tanky jungler. In the early game you mostly want to aim to farm a little bit and help your team by ganking.
Sejuani has a lot of cc, how to use it in the best way possible is described in teh rotations section of this guide.


Mid game:


In the mid-game, when you have some of your items, your main role is to frontline. This means you try to soak damage for your team.
You are also an engage/disengage tool. Depending on the situation you can decide to use your cc either offensively, to kill someone; or defensively, to disengage.


Late game:


The late game is very similar to the mid game for Sejuani, your role stays the same except you are more likely to die because the enemy carries should have bought penetration items by now.


Summarized:


In short, Sejuani is a tank jungler, who can skirmish in the early game, preferably 2v2 and not 1v1, that also likes to gank and teamfight.



Abilities

Abilities


Fury of the North (Passive):


Sejuani's passive consists of two parts,
Part 1:
Frost Armor: After not taking damage from champions or large monsters for 12 seconds, Sejuani becomes immune to slows and gains 20 (+25% bonus Armor) Armor and 20 (+25% bonus Magic Resist) Magic Resist. Frost Armor persists for 2 seconds after taking damage from champions or large monsters.
Part 2:
Icebreaker: Enemies stunned by Sejuani are frozen, causing Sejuani's first attack or spell against them to deal magic damage (300 vs Monsters).

These effects increases at levels 1/7/14



Arctic Assault (Q):



Active: Sejuani charges, dealing magic damage to enemies and knocking them up for 0.5 seconds. The charge ends after hitting an enemy champion.
Cost: 70 / 75 / 80 / 85 / 90 Mana
Cooldown: 17 / 15.5 / 13 / 12.5 / 11 s
Range: 650
Magic Damage: 80 / 120 / 160 / 200 / 240 (+40% AP)


Winter's Wrath (W):


Active: Sejuani swings her flail, dealing physical damage and applying Frost to enemies hit and knocking minions and monsters back.
She then lashes out with her flail, dealing physical damage, applying Frost and slowing enemies hit for 0.25 seconds.
Cost: 65 Mana
Cooldown: 10 / 9 / 8 / 7 / 6 s
Range: 600
First Strike: 20 / 25 / 30 / 35 / 40 [+1.5% max HP] (+20% AP)
Second Strike: 30 / 70 / 110 / 150 / 190 [+4.5% max HP] (+60% AP)


Permafrost (E):


Passive: Nearby melee allied champions' basic attacks apply Frost to enemy champions and large monsters.

Active: Target enemy with 4 stacks of Frost takes magic damage and are stunned fpr 1 secpmd.
An enemy that has been stunned by Sejuani cannot gain Frost every few seconds.
Cost: 20 Mana
Cooldown: 1.5 s
Range: 850
Magic Damage: 40 / 80 / 120 / 160 / 200 (+60% AP)
Per-Champion Cooldown: 10 / 9 / 8 seconds (at levels 1/7/14)

Glacial Prison (R):


Glacial Prison [R]

Active: Sejuani throws her True Ice bola that deals magic damage to the first enemy champion hit and stuns them for 1 second.
The bola becomes more powerful as it travels, dealing 50% more damage, stunning for 1.5 seconds and creating a storm that slows other enemies by 30%. After 2 seconds, the storm deals magic damage and slows by 80% for 1 seconds.
Cost: 100 Mana
Cooldown: 120 / 100 / 80 s
Range: 1300
Magic Damage: 100 / 125 / 150 (+40% AP)
Empowered/Explosion Damage: 150 / 250 / 350 (+80% AP)
Rotations

Jungling:


The rotation you want to use while clearing jungle camp is as follows:
Auto attack-->
Arctic Assault-->
Auto attack-->
Winter's Wrath-->
Permafrost-->
Auto attack
If you manage to execute this combo properly and use your spells your spells quickly after your auto's you will get some good damage off onto the buff without getting hit by it.

Ganking


Pre-6


When you are ganking the combo you are most likely to use is:
Arctic Assault to get close -->
auto attack -->
Winter's Wrath -->
auto attack -->
Permafrost to stun

However, if you are in the position to walk up to the enemy champion and auto attack before the q, that could be more optimal. The combo would then be:
auto attack -->
Winter's Wrath -->
Arctic Assault to knock up -->
auto attack -->
Permafrost to stun

Post-6


With your Glacial Prison you got a massive stun/slowing field which allows you to kill or force a flash out at least. If the enemy is far away you want to use the combo:
Glacial Prison-->
Arctic Assault -->
Auto attack -->
Winter's Wrath -->
Auto attack

However, if you are in the position to walk up to the enemy champion and auto attack before the q, that could be more optimal. The combo would then be (Same combo as pre-6, but now you can fit the r anywhere in the combo):
auto attack -->
Winter's Wrath -->
Arctic Assault to knock up -->
auto attack -->
Permafrost to stun

A Little known fact about Sejuani is that you Can stun the enemy twice if you use the Permafrost stun first and after that your Glacial Prison.
If you use your Glacial Prison first, then you can't stack your Permafrost onto the enemy anymore.
You can also use your W, Winter's Wrath, while using Arctic ***ualt to get stacks quickly.
Remember, allies that are melee attackers also stack permafrost, you can use this to your advantage.
Jungle Path

Jungle pathing:


When jungling it is very important you start at the same side your bot-lane is at. They give a better leash than top, and they offer more protection against invades. If you get invaded early, Sejuani is great with E start, she does a lot of damage if she can get the stun off, you can also run and start on the other side and vertical jungle your way through the first rotation.


Blue side


Start at The Red/Brambleback -->
Ancient Krug -->
Crimson Raptor -->
Greater Murk Wolf -->
If up already:Rift Scuttler -->
Blue/Sentinel -->
Rift Scuttler -->
Gromp -->
After that you should either go back or go for a gank. In this case, a top lane gank would be the closest option.


Note: If you can get 2 scuttle's that's great, if you can't get any in the first rotation that's fine. Just make sure you do not start chain losing them, because they are worth a lot of gold.


Red side


Start at the Blue/Sentinel -->
Gromp -->
Greater Murk Wolf -->
Crimson Raptor -->
Rift Scuttler -->
If up already:Rift Scuttler -->
Red/Brambleback -->
Rift Scuttler -->
Ancient Krugs -->
After that you should either go back or go for a gank. In this case, a bot lane gank would be the closest option.


Note: If you can get 2 scuttle's that's great, if you can't get any in the first rotation that's fine. Just make sure you do not start chain losing them, because they are worth a lot of gold.
Patch Notes (S9 only)

Patch Notes:


This Includes all the changes to Sejuani in S9.

***NOT UP TO DATE***
Patch 9.1
Base durability increased. Passive grants fewer stats but lasts longer. Q damage increased. W2 damage increased but slow falls off immediately. E deals more damage but range and stun decreased.
Third in our "powerful in pro, weak in regular" lineup is Sejuani. The broad angle of approach for these changes is "reduce crowd control and increase damage" to make Sejuani's success less dependent on ally follow-up (or set-up in the case of melee allies priming E). We're also reducing Frost Armor's massive spike of defenses to extend its duration and give Sejuani more baseline durability. This ties Sejuani's responsibility of soaking damage less to perfectly coordinated teamfight initiation, enabling her to better tank for her team throughout extended combat.

Base Stats

HEALTH GROWTH : [88] ⇒ 105
BASE ARMOR : [31] ⇒ 34
ARMOR GROWTH : [3] ⇒ 4.25
BASE MAGIC RESIST : [27.1] ⇒ 32.1
MAGIC RESIST GROWTH : [0.75] ⇒ 1.25
ATTACK DAMAGE GROWTH : [3] ⇒ 4

Abilities
Passive - Fury of the North
FROST ARMOR RESISTANCES :[20/70/120 armor and magic resist (+100% total armor and magic resist)] ⇒20 armor and magic resist (+25% bonus armor and magic resist)
FROST ARMOR LINGER : [2] ⇒ 3 seconds

Q - Arctic Assault
BASE DAMAGE : [60/90/120/150/180]⇒80/120/160/200/240

W - Winter's Wrath
SECOND HIT BASE DAMAGE :[30/65/100/135/170]⇒30/70/110/150/190
SECOND HIT SLOW DURATION : Normalized to 0.25 seconds (previously, could last slightly longer depending on server timing)

E - Permafrost
STUN DURATION : [1/1.1/1.2/1.3/1.4]
⇒1 second at all ranks
RANGE : [850] ⇒ 600
DAMAGE :[20/35/50/65/80]⇒40/80/120/160/200
(Icebreaker damage upon shattering a stunned target unchanged)
Sejuani's Biography

Sejuani's Biography:


Sejuani was weaned on hardship and reared on barbarity. Where others succumbed to the harshness of the Freljord, she was tempered by it until pain became power, hunger an encouragement, and frost an ally in culling the weak. Through her ordeals, she learned that to thrive in the endless winter, one must become just as cold and unforgiving. In Sejuani's eyes, her followers either have the mettle to endure or the right to die. Once she has conquered the Freljord, she knows that those who survive will form a nation to be feared.
As a child, the leader of the Winter's Claw watched her tribe's numbers slowly dwindle. Cold and starvation took all but the most resilient. She was the only one of her siblings to survive to her tenth year, leaving Sejuani sure that she too would die in misery. In desperation, she sought spiritual counsel from her tribe's mystic. But the seer did not foretell Sejuani's death. Instead, she prophesized that Sejuani would one day conquer and unite the divided tribes of the Freljord.

Armored with absolute faith in her destiny, Sejuani pushed herself to extremes that would have killed anyone without her will to endure. She walked into blizzards without food or furs and trained while frigid winds raked her flesh. She clashed with the strongest warriors of her tribe, one after another, until her legs gave out beneath her. When she assumed leadership of her tribe, Sejuani commanded her warriors to follow her example. Under her rule, the tribe grew stronger than they had ever been.

In the end, it was an offer of peace - rather than an act of war - that began Sejuani's campaign of conquest. On the first day of winter, envoys from Ashe's tribe approached Sejuani's camp bearing a gift of Avarosan grain. Ashe's intent was clear: if Sejuani united with her tribe, the Winter's Claw would never go hungry again. To Sejuani, the gift was an insult. In Ashe's tribe, she saw men and women, slight and soft, who preferred to farm instead of fight. Her contempt for them was absolute.

Sejuani gathered her people and set the grain alight. She proclaimed that Ashe's offer of charity would bring only weakness. Stripping the envoys of their supplies, Sejuani sent them back with a message: the Winter's Claw would prove to the Avarosan that only the strong deserve to survive in the Freljord. As the grain burned behind them, Sejuani rode out with her warband to inflict the first of many painful lessons to come.
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