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Spells:
Ghost
Heal
Ability Order
Fury of the North (PASSIVE)
Sejuani Passive Ability
Introduction
Ok, you know we were all thinking it:
And for our foreign friends:
This set up is angled primarily towards mid to late game benefits. Sejuani has extremely high CD on ALL of her skills so per lvl CDR glyphs just seem to be a no brainer to me. Also, you're a tank, beefy runes will help. Of course flat armor marks make early game go by so much smoother, and for 205 ip what excuse is there not to get them??
Flash is a great summoner spell on almost any champion. For Sejuani's can be used for escaping and initiating team fights, also initiating ganks. Honestly though, your charge can do the same thing..
Ghost this is Sej's best friend for summoner spells -- It can help with her ability to gank, run away, or charge into a team fight in the most terrifying manner possible.
Heal in early and mid game is Sej's best spell, if you have a good support that knows what they are doing pick something else like Teleport if not, this will help you as well as the whole team in any team fight.
Other Summoner Spells:
Teleport is nice if you are solo or mid(By the way, not a good idea in any sense of the word...) Otherwise pick one of the above spells.
Ignite -- You are there to take hits, not deal damage. That's the carries job.
Exhaust -- Meh... Not for her.
Bad Summoner Spells:
Will update after further testing.
Ghost this is Sej's best friend for summoner spells -- It can help with her ability to gank, run away, or charge into a team fight in the most terrifying manner possible.
Heal in early and mid game is Sej's best spell, if you have a good support that knows what they are doing pick something else like Teleport if not, this will help you as well as the whole team in any team fight.
Other Summoner Spells:
Teleport is nice if you are solo or mid(By the way, not a good idea in any sense of the word...) Otherwise pick one of the above spells.
Ignite -- You are there to take hits, not deal damage. That's the carries job.
Exhaust -- Meh... Not for her.
Bad Summoner Spells:
Will update after further testing.
Frost (Passive) - Sejuani's basic attacks apply Frost, reducing enemy Movement Speed by 10% for 3 seconds.
This is (personally)Ashe's best skill and now it's become one of the most beautiful passives I have ever seen.
Arctic Assault - Sejuani charges forward to deal magic damage and apply Frost to enemies. Sejuani stops upon colliding with an enemy champion.
Range: 700
Cost: 70 / 80 / 90 / 100 / 110 mana
Magic Damage: 60 / 90 / 130 / 170 / 210 (+0.4 per ability power)
Just try and run from her, chances are it won't work..
Northern Winds - Sejuani summons an arctic storm around her which deals magic damage to nearby enemies every second. Damage is increased against enemies affected by Frost or Permafrost.
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)
Rather similar toDr.Mundo andShyvana's rings. It will never hit as hard sadly, but it will do a nice bit of damage in harassing the enemy team and can be pretty bothersome in team fights too.
Permafrost - Sejuani converts Frost on nearby enemies to Permafrost, dealing magic damage and increasing the Movement Speed reduction dramatically.
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 %
Permafrost – The reason why the enemies just can't run.... It's also exactly what makes Sejuani an amazing champ. A 70% AOE slow will decimate carries who rely on their quick getaway abilities.
Glacial Prison (Ultimate) - Sejuani throws her weapon, stunning the first enemy champion hit. Nearby enemies are stunned for a shorter duration. All targets take magic damage and are affected by Frost.
Cost: 100 mana
Range: 1150
Cooldown: 150 / 130 / 110 seconds
Magic Damage: 150 / 250 / 350 (+0.8 per ability power)
Well, there are just no words to describe the beauty that is this ultimate. One of the greatest team fight CC ults I've ever seen, and when playing against Sejuani it feels like you're trapped in her ice for all of eternity.
This is (personally)Ashe's best skill and now it's become one of the most beautiful passives I have ever seen.
Arctic Assault - Sejuani charges forward to deal magic damage and apply Frost to enemies. Sejuani stops upon colliding with an enemy champion.
Range: 700
Cost: 70 / 80 / 90 / 100 / 110 mana
Magic Damage: 60 / 90 / 130 / 170 / 210 (+0.4 per ability power)
Just try and run from her, chances are it won't work..
Northern Winds - Sejuani summons an arctic storm around her which deals magic damage to nearby enemies every second. Damage is increased against enemies affected by Frost or Permafrost.
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)
Rather similar toDr.Mundo andShyvana's rings. It will never hit as hard sadly, but it will do a nice bit of damage in harassing the enemy team and can be pretty bothersome in team fights too.
Permafrost - Sejuani converts Frost on nearby enemies to Permafrost, dealing magic damage and increasing the Movement Speed reduction dramatically.
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 %
Permafrost – The reason why the enemies just can't run.... It's also exactly what makes Sejuani an amazing champ. A 70% AOE slow will decimate carries who rely on their quick getaway abilities.
Glacial Prison (Ultimate) - Sejuani throws her weapon, stunning the first enemy champion hit. Nearby enemies are stunned for a shorter duration. All targets take magic damage and are affected by Frost.
Cost: 100 mana
Range: 1150
Cooldown: 150 / 130 / 110 seconds
Magic Damage: 150 / 250 / 350 (+0.8 per ability power)
Well, there are just no words to describe the beauty that is this ultimate. One of the greatest team fight CC ults I've ever seen, and when playing against Sejuani it feels like you're trapped in her ice for all of eternity.
Just charge in and hope to all things holy your team follows! Just like any other tank, she can initiate like no ones business. Sadly just like any other tank, she can get eaten alive very quickly if the team does not follow her.
A great strategy to use with her on SR is to init. through walls. Let your team bait them through a lane or near a thin wall, once they do charge through and begin to show them CC in the evilest form imaginable while your team is able to just sit back and pick them off one by one.
A great strategy to use with her on SR is to init. through walls. Let your team bait them through a lane or near a thin wall, once they do charge through and begin to show them CC in the evilest form imaginable while your team is able to just sit back and pick them off one by one.
This build is not set in stone. I am still play testing, but so far this setup has worked the best.
or ? If you feel you are fast enough without it sell thePhilosopher's Stone and pick up a Warmog. This is help your Northern Wind's with a slight damage boost as well as make you undying swine in the enemies eyes.
If you are playing an AD heavy team Trade out the Force of Nature for a Thornmail. CoupledNinja Tabi the enemy carries will run from you anytime they see you half way across the map.
If it is a CC or AP I would still recommend theNinja Tabi, just make sure you build aFoN andBanshee's once you finish yourPhilo Stone. This way you won't have to worry about the Ap's and the AD's still take a 10% dip in hitting power. Makes for a very balanced mid game resistance.
Enemy champs grabbing a Madred's Bloodrazor should not be a worry come late game for Sejuani. With all the health regen. and magic res. it just tickles.
or ? If you feel you are fast enough without it sell thePhilosopher's Stone and pick up a Warmog. This is help your Northern Wind's with a slight damage boost as well as make you undying swine in the enemies eyes.
If you are playing an AD heavy team Trade out the Force of Nature for a Thornmail. CoupledNinja Tabi the enemy carries will run from you anytime they see you half way across the map.
If it is a CC or AP I would still recommend theNinja Tabi, just make sure you build aFoN andBanshee's once you finish yourPhilo Stone. This way you won't have to worry about the Ap's and the AD's still take a 10% dip in hitting power. Makes for a very balanced mid game resistance.
Enemy champs grabbing a Madred's Bloodrazor should not be a worry come late game for Sejuani. With all the health regen. and magic res. it just tickles.
Obviously this build is still a work in progress and needs some work, but it's very late and I'm tired. I will update and clean up the page within the next few days. Hopefully making it a pretty decent guide.
Change Log:
1/22 - Added a results portion, colored font, and upload all images.
Change Log:
1/22 - Added a results portion, colored font, and upload all images.
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