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Sejuani - Tanking for the win!..ter...(READ ALL B4 VOTING)
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Currently this is only a laning guide, as I have not yet tested her in the jungle. I will update it slowly with more information over time.
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On her twentieth birthday, Sejuani declared that she would lead her people out of their remote isolation to conquer the lands of their enemies. She had completed her training and she was ready to face the leaders of the opposing tribes. Her feats had already become legend and soldiers in her company were inspired to new heights of strength and resolve. However, before she struck out on her campaign, Ashe began campaigning for peace in Freljord, joining the League of Legends to demonstrate how the people could be spared violence. To Sejuani, this was a violation of tradition – a coward’s ruse to hoard Freljord's precious few resources. She saw the confidence of her people wane as it seemed they would never be delivered from their plight. She decided that to truly prove herself as the rightful ruler of Freljord, she must defeat Ashe completely and unquestionably on the world’s stage in the League of Legends.
"Freljord provides for the few. For the others, 'peace' means only death."
- Amazing slow capability Frost
- Great at initiating
- Brilliant stun Glacial Prison
- Has naturally high resistances
- Helps your carry get easily fed
- Rides a boar!
- Collects a lot of money
- Early levels can be hard to farm
- Quite high cooldowns
- Reliant on gold per 5 items
- AP scaling is as good as Leona's, so pretty much useless
- Not able to do much for the first few levels
I put 3 points in both Resistance and Hardiness to give you that small extra defensive boost at the beginning. I also max Durability , Vigor and Veteran's Scars as it can help you to stay in lane that little bit longer, as the first few levels with her you won't be able to do a lot.
I then put 3 points into Enlightenment as cooldowns are one Sejuani's biggest problems. So the 8.1% Reduction at level 18 is very helpful.
After that I place 3 points into Honor Guard as how many times have you gotten away on 1hp, it could be that 1.5% damage reduction that saves you.
Finally, 1 point in Juggernaut as its gives you 3% more hp which is good and therefore gives you more survivability and damage on your Northern Winds. The 10% time reduction on disables is also a life saver.
In the utility tree I have placed, 1 point into Summoner's Insight to reduce the cooldown on Flash. Also works with Teleport if you take it on a solo lane.
One of Sejuani's problems, especially early game is her mana usage. So I put 3 points into Expanded Mind and mediation. This along with philosopher's stone will give you the mana for your spells during the early game, although you will run out if you are constantly using your spells. Mid to late game mana shouldn't be too much of a problem.
To finish I put 1 point in Good Hands to allow me to reach Runic Affinity , which is always helpful, as is the 4% less time spent dead.
These are the Runes that I recommend taking with Sejuani. This is a quick overview of which ones, and why.
9x Greater Mark of Magic Penetration
This will allow your spells to do more damage at the beginning to all champions as it allows your spells to bypass some of their Magic Resistance. Later on 8.55 Magic Penetration won't have much of an effect on the more tanky of champions, but it will still allow you do some significant damage to the squishies, as they tend not to stack defences.
9x Greater Seal of Armor
Flat armour Seals are very helpful early game as they can stop a lot of the damage from auto attacks. She naturally gains 3.5 armour per level as well, plus you have an extra 6 from your masteries. This all makes her that much more sustainable early game until you can start buying your items.
9x Greater Glyph of Scaling Magic Resist
Generally at the beginning of the match, spells will not be doing that much damage to you anyway, and you already start of with 30 base MR + 6 from your masteries, decreasing the damage by quite a bit. You also get your Mercury's Treads quite early on, giving you an extra 25 MR.
These Glyphs scale better into the game until you can buy some proper magic resistance items.
3x Greater Quintessence of Health
More hp works well in every way with Sejuani. These are mainly again for your early game sustain as it won't effect the damage output of your Northern Winds by that much at all.
But 78 more hp during the early game can mean the difference between death, and getting that first blood.
My suggestion would be to take:
Flash is obviously one of the best escape options in the game. Especially if you have already used your Arctic Assault.
Ignite on Sejuani is amazing is its just like adding more damage to your Northern Winds. I find myself using this alot more often with Sejuani than any other champion as you slow your enemies by a lot, and therefore have more time to catch up and use it.
Other viable spells would be:
Teleport is obviously best for when you are on a solo lane, and you have to return quickly. It allows you to recall back to base, purchase what ever you needed, and get back to the lane a fast as possible, meaning you don't miss out on much exp, and the enemy ins't able to push the tower whilst you are gone.
Exhaust is a good spell as it slows the enemy and decreases their damage. Most effective on auto attacking champions. Its great for shutting down enemy champions such as Tryndamere for a couple of seconds. But your Permafrost actually slows them by 30% more at level 5, so I suggest ignite as I find it to be more useful.
Ghost is great for escaping and chasing. You will find that most of the time at the beginning, the enemy will keep escaping as minions tend to block you path in order to auto attack them. This would allow you to bypass the minions. I don't really use this spell as I prefer the other two, but it would work very well with her.
Heal is good for obvious reasons, I don't really have to explain it much. Best to use it in a duel that is quite even. The enemy thinks they are going to kill you, then you suddenly use heal and are back up to half hp or more (early game). A kill for you.
Less Viable Spells (But still useful)
Revive is good if you die in a team fight and you need to be back there quickly, but you don't want to wait. But having revive suggests that your expecting to die. SCREW THAT!
Clarity is good for if you really don't want to run out of mana and your having the problem with her. It is also good for when your laning with someone who is quite mana hungry. But once your into the mid/late game, everyone has normally got the stats to maintain their mana, so it is not as useful as it once was.
Clairvoyance. Good spell, but better on your support (if you have one). It is good for scouting areas, but its better if when you go back to base, to buy a couple wards, to protect your lane, and make it easier to call and mark enemy champions that may be attempting to gank you or another lane.
Cleanse is better on champions with high mobility, and ones that can die very quickly if pinned down or slowed. Sejuani isn't squishy, and also you have your Mercury's Treads and Juggernaut to successfully combat against CC.
Useless Spells (Or just not really viable)
Promote I don't really see the point of on SR, it can help push your lane, but I think its pretty much a waste of a summoner spell when you can pick something else that allows you to do so much more. Plus the promoted minion does take that much longer to kill, its just slightly more annoying. Also if they have a jungler, you don't really want to push your lane too much.
Surge is great on some champions, but your not really going to gain much on Sejuani with that extra attack speed, and her AP scaling is quite low so it will not make any real difference. Pick something else on Sejuani.
|space||(Innate): Sejuani's basic attacks apply frost, reducing enemy movement speed by 10% for 3 seconds|
I think that maxing out Permafrost first is the best option on Sejuani, as it deal a nice amount damage, and if allows you, your lane partner and junglers to catch up quickly. At level 5 it slows all frosted enemies by 70% for 3 seconds, which in most cases means I kill for your team.
I take a point in Arctic Assault at level 2 as it is a great initiation skill and escape mechanism. It frosts all the minions you hit on the way and has splash at the end or when you hit a champion, frosting everything in the area. I max this last, as it doesn't do a lot of damage, and hopefully you won't be needing to use it that often at the beginning.
Arctic Assault can be used to go over most walls. You can charge over into the enemy bas if you wish.
I take a point in Northern Winds at level 3, and max it second. This skill is great later on in team fights when you have the hp to increase the damage, it also does more damage when the enemy is perma/frosted. you could max this skill first rather than permafrost, but it doesn't apply your passive so enemies tend to get away easier.
Obviously, take Glacial Prison whenever it is available. Its great for initiating team fights, escaping, and saving your carries. If your carries suddenly get focused, throw this on them, freezing the enemy for 2 seconds, and everyone else in quite a large area for 1 seconds. In this time your carries can either escape, or burst down the attacker/s.
For Sejuani, I would say the best combo is:
Arctic Assault > Permafrost > Northern Winds > Glacial Prison
Although you could begin with your ultimate.
The reason I think this is the best combo is:
- Arctic Assault close to the enemy and applies frost to them. If the are standing close to each other then it applies it to multiple champions.
- Permafrost then slows them by 70%, allowing your team to catch up and start dealing damage, it stops the enemy from escaping, and/or closing in on your carries.
- Northern Winds then starts dealing damage. More so as they are effected by permafrost + the damage from your Sunfire Aegis.
[*}If you didn't use Glacial Prison to initiate, you can then stun people, allowing your team to get of more free damage.
- Just keep using abilities as they become available, but get as many people as you can affected with Frost so the permafrost deals more damage and slows.
When minion farming, if you max permafrost first, then Arctic Assault > Permafrost will kill most minions. Then either use Northern Winds, or allow your Sunfire Aegis to finish off any remaining minions.
If its a line of caster minions on something like a tower, then get to the side of the line and charge through as many as you can to maximize the damage form Permafrost.
Starting with the Regrowth Pendant gives you the sustain you need during the very first few levels of the match. I recommend going back to base once you have the money for your philosopher's stone, Boots, a couple of Health Potion, and a sight ward or two.
The stone gives you the health and mana sustain you need, and extra gold per 5, which you will need as last hitting tends to be harder with Sejuani, as any ranged champions will just hit you, plus you should be letting your carry get the creep farm as much as possible.
For obvious reasons. You are a tank, more MR is good. The tenacity is essential. If the enemy team are lacking in CC though and are more AD based, then Ninja Tabi would a better alternative.
I suggest starting with just getting Boots first and getting the Heart of Gold before finishing your shoes, so you can start collecting money faster.
Again, this is to collect more money throughout the game. It also gives you a quick hp boost at the beginning. I recommend not selling this or your philosopher's stone until you have fully built your items in all other slots, as they increase your income by a lot. When the game has finished, you will find you have one of the highest incomes out of everyone on both teams.
This item is great with Sejuani, as it works well in conjunction with Northern Winds. It gives you more hp, adding to the total damage, and it's passive adds another 35 magic damage per second at all times. The 45 armour is also really helpful for obvious reasons.
The reason I would pick this over a Banshee's Veil (at least first) would be because I think Sejuani benefits more from the increased health regen. The magic resistance gained is also 26 higher, and you get and extra 8% movement speed, which is very handy. FoN also costs 105 less gold.
Frozen mallet is also great on Sejuani as it increases the slow gained done by your physical attacks. It also gives you 700hp, giving you that extra sustain and damage on Northern Winds. I prefer this rather than Rylai's Crystal Scepter as it gives 200 more hp than the sceptre, and AP doesn't seem to be that effective on Sejuani as her scaling is rather low, and her cooldowns are quite high.
For when the opposite team is AD focussed, or the AD carry is doing well.
Lots of armour and deals 30% damage back. A lot of the time they think they can still kill you before it does that much damage to them, but they are wrong! Look at the enemy teams items. If they don't have much lifesteal, then this item is great.
Gives 1 less armour than Thornmail, 500 mana, which is always useful. The main attraction though is the 20% cooldown reduction which is amazing on Sejuani. I recommend this over Thornmail, but I just love thornmail's passive.
If you feel like dishing out a little more damage, then this is your item. Would work well with Wit's End (to attack more often) and Warmog's Armor (to give more AD).
This you could build straight from your Heart of Gold. It gives 5% cooldown reduction, which is ok, a Frozen Heart is better for this though. Also gives a bit more hp and hp regen which is nice.
Its passive works well with your slows, so all in all a good item.
If the enemy team are managing to kill you before your job is done, then this is your item. Rebirth is really annoying to the enemy. Also if you die, people still want you dead as they worked for it. Some people will stay around you whilst the rest of your team pick of the others. Such a clever enemy.
It gives you a good amount of armour and some magic resistance as well.
For when the opposite team is AP focussed, or the AP carry is doing well.
This is a good item for Sejuani as it gives, Magic Resistance, Health and Mana. All the things she needs. Adds a little bit to your damage on Northern Winds, but mostly sustain. The passive as useful for initiating as it can stop the first spell, which could be a stun to shut you down before you finish your combo. So I recommend this one if you need more MR.
Read what I said for it in the armour section. Its not as good for MR than Armour. But is passive is great.
Not the best for MR, but allows to apply your passive to enemies more often with auto attacks. Also works well with Atma's Impaler.
Health is always great, and combined with your resistances increases your effective health even more.
This is the best health item in the game. It also increases the damage on your Northern Winds. Works well with an Atma's Impaler if you want more attack damage.
This item doesn't give much in the way of health, but increases most your stats by a nice amount. This is better on a more offtank kind of build. It is also very expensive. If you want to go full tank though, I would suggest a Warmog's Armor for more health, if thats what you need.
Shurelya's Reverie doesn't give much in the way of health. But it does give a nice amount of hp and mana regen, but mainly 15% cooldown reduction, which is needed on Sejuani. It's active passive is also great for the team escaping/chasing.
If you want to pick an item between this and a Frozen Heart, then I would suggest the heart.
During this stage in a lane, your probably going to want to stay back from engaging the enemy as in your first few levels your quite squishy, and Flash is your only means of escape. Having Permafrost at level 1 I find is great from if you do get into that first battle, you can at least slow them to get away, or if you do well, get first blood.
Thanks to having a Regrowth Pendant, any damage you do take in the first few levels is easily recovered within a short amount of time. Don't use your spells to much on minions at the beginning or you will run out of mana, and they will charge you.
Once you have your Q>E>W combo, you can sit in the brush and charge out to use it. Once they start attacking you, you can just quickly move back into the brush, then back to a safe spot and recover you health.
At the beginning, Sejuani is not great at minion farming, and if you have a lane partner then they can normally do it much better than you. This is why you need the gold items. You then don't have to worry about last hitting minions as much. As she also doesn't push that hard at the beginning, the enemy team will probably push harder, making them more susceptible to ganks, and you less so.
During this stage your really just waiting until you have your ultimate. When you do, its very unlikely that they will get away from you when you attack. Her ultimate is very easy to land, and has a nice range as well.
Around the time mid game starts, you'll probably have started build or have built your Sunfire Aegis. This is when Sejuani can really start to shine. You'll be able to farm much easier, and people don't realise how much its passive will do to them. Then add on the damage from your Northern Winds and you'll start to dish it out. Obviously your carries will do more damage, so make sure your travelling around with them, keeping them safe and getting them kills.
If the enemy team are more AP focussed and that is what is dealing the most damage to you, then you may want to buy a Negatron Cloak before finishing your Sunfire Aegis. But I would recommend finishing your Cape before your Force of Nature, as you need the Cape's extra stats more so than FoN first of all. Although FoN you will defiantly need.
During this stage, you'll either want to be helping to gank other lanes and push them, in order to end the laning phase. Or defending your lane still if they continue to push. Hopefully by this point you'll be able to hold them off on your own, allowing you carry to begin pushing elsewhere/racking up kills. If you are defending allow them to get a little closer to your tower so your team are able to gank them.
Once your team arrive, just initiate and slow them. There is very little chance they will both get away from you all with your slows.