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Sejuani, The Winter's Wrath: An IN-DEPTH Champion Guide
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***Sejuani is getting a VU and much of her kit reworked! I will update this guide as soon as she is out on the live server!***
Hey everyone! I'm Leofire and this is my in-depth champion guide to Sejuani, The Winter's Wrath. A little about me: I have been playing League of Legends for a little over a year now, started just after Sejuani was released and practically learned to play the game with her. In season 2, I ranked a little bit here and there and made it to silver. Currently in season 3, I have become a little more dedicated to ranked and just recently made gold. Sejuani is my favorite champion and I have played her quite a bit, so I hope that this guide can help anyone that wants to know more about our boar-riding champion. Cheers!
Goals of Guide:
Sejuani is an underplayed, and largely underestimated champion that is surrounded by misconceptions. Many players have the notion that she is not a good champion, and this may largely be due to the fact that they don't know much about her. In this guide, I hope to dispel any misconceptions that are out there and show players just what she is capable of.
The main goal of this guide is to give an in-depth look at Sejuani and provide all the information that you will need in developing and learning Sejuani in a way that fits your personal play style. So if you are just picking up Sejuani for the first time, or play Sejuani regularly and just want to brush up on your knowledge, you've come to the right guide.
While much of the information in this guide comes from my personal experiences playing Sejuani, I have also tried to find as much information out there on her to make it easier to find by having it all in one place. (See Credits below.)
!!! IMPORTANT !!!
"Who is Sejuani, and why should I play her?"
Sejuani is a tank that focuses on slowing enemy targets. She is great at either initiating a team fight, or protecting her team with the ability to peel for her carries. Sejuani's main job is to get right into the fight and soak up as much of the damage for her team to give them enough time to defeat the enemies. With her array of slows, damage over time, and area of effect abilities, Sejuani will be very disruptive and cannot be ignored.
Not to mention she's a hard-core viking warrior with a humongous mace, mounted atop a giant boar! What more could you ask for?
+ Tons of CC
+ Strong ganker
+ Health scaling damage allows for tankier builds
+ Great team fight presence
+ Powerful initiator
+ Game-changing ultimate
- No innate tankyness
- No sustain
- Poor dueling early levels
- Slow initial jungle clear
- Reliant on blue buff early game
- Susceptible to counter-jungling
Sejuani's basic attacks apply Frost, reducing enemy Movement Speed by 10% for 3 seconds.
At first glance, Frost seems like a very underwhelming passive because slowing an enemy by 10% is really not very much at all. The key to making good use of Sejuani's passive is understanding how it is applied and how it interacts with her other abilities.
- Auto attacks apply Frost to a single target.
- Arctic Assault applies Frost to all enemies Sejuani collides with.
- Glacial Prison applies Frost to all enemies hit by the ability.
Frost Ability Interactions
- The damage from Northern Winds is amplified by 50% to all enemies affected by Frost.
- Permafrost converts Frost on nearby enemies to a much more powerful slow.
Arctic Assault (Q)
Sejuani charges forward, dealing 60/90/130/170/210 (+40% AP) magic damage and applying Frost to enemies. Sejuani stops upon colliding with an enemy champion. Arctic Assault will knock aside enemy minions and neutral monsters.
Cost: 70 / 75 / 80 / 85 / 90 Mana
Cooldown: 19 / 17 / 15 / 13 / 11 Seconds
The utility of Arctic Assault makes it great for engaging and gap closing. It can be cast through walls, making it also useful in escaping from enemies or chasing an enemy that has flashed over a wall. It also applies Frost to all enemies hit, making it much easier for Northern Winds to deal increased damage to multiple enemies. This can also be very useful in speeding up jungle clear times.
Arctic Assault does have a rather large cooldown, so when ganking, try not to initiate with it, but save it in case the enemy tries to escape with Flash, or another escape ability. Its long cooldown also means that if it was used for initiating, Sejuani has no other form of escape. Knowing when to save it to escape, be it from underneath a turret or away from a team fight after tanking the initial damage, can be vital.
- The ability stops when coming into contact with an enemy champion, so it can be used to locate, but not reveal, stealthed champions, such as Teemo, Shaco, and Twitch.
- Using Arctic Assault to charge over ledges and avoid wards can make for much more surprising ganks.
Northern Winds (W)
Sejuani summons an arctic storm around her for 6 seconds, dealing 12/20/28/36/44 (+10% AP) (+1% / 1.25% / 1.5% / 1.75% / 2% of Sejuani's maximum health) magic damage each second to nearby enemies. Damage is increased by 50% against enemies affected by Frost or Permafrost.
Cost: 40 Mana
Cooldown: 10 Seconds
Northern Winds is Sejuani's primary form of damage and jungling ability. The greatest aspect of this ability is that its damage scales off of maximum health. This allows Sejuani to build tankier items while still increasing her damage. Applying Frost to the target enemy will increase the damage done by Northern Winds by 50%, so using Arctic Assault, Glacial Prison, or auto attacking before activating Northern Winds will ensure maximum damage output.
- When using Arctic Assault on multiple grouped enemies and then activating Northern Winds, wait for a few seconds before activating Permafrost to deal increased damage for a longer amount of time.
- When Arctic Assault and Glacial Prison are on cooldown, make sure to manually apply Frost with auto attacks to multiple enemies to maximize the damage from Northern Winds.
Sejuani converts Frost on nearby enemies to Permafrost, dealing 60/110/160/210/260 (+50% AP) magic damage and increasing the Movement Speed reduction to 30/40/50/60/70% for 3 seconds.
Cost: 55 Mana
Cooldown: 11 Seconds
Permafrost is what turns Sejuani's negligible passive into one scary slow. At rank 5 it slows all enemies affected by Frost for 70%, that's huge! It has a rather long range on it as well, so when ganking, try and save it until after they have used Flash or dashed away, because the massive slow will easily allow Sejuani and her teammate to catch up. When chasing a single enemy, apply Frost and follow up with Permafrost right away to keep them locked down and in range of Northern Winds.
- Frost lasts for 3 seconds, so try applying it to as many enemies as you can before activating Permafrost .
- After using Glacial Prison, wait until after the stun has just worn off to use Permafrost, locking down the enemy for much longer.
Glacial Prison (R)
Sejuani throws her weapon, stunning the first enemy champion hit for 2 seconds and all other nearby enemies for 1 second. All affected targets take 150/250/350 (+80% AP) magic damage and are affected by Frost.
Cost: 100 Mana
Cooldown: 130 / 115 / 100 Seconds
Sejuani's ultimate is one of the best initiation abilities in the game. Hitting a group of clumped up enemy champions and following up with Permafrost will make it very hard for the enemy to escape from Sejuani's team. The range on it is massive considering that it has a slightly larger range than indicated due to the AoE explosion. The skill is best used to initiate a team fight, gap closing on an enemy, or to finish off an enemy that is too far out of range for Sejuani to get to.
Much like Amumu's Curse of the Sad Mummy and Malphite's Unstoppable Force, make sure that when using your ultimate to initiate that you don't get too far ahead of yourself. If your team cannot follow up, Sejuani will be focused and leave your team without their tank. Make vital use of Sejuani's Glacial Prison as it her only form of hard CC.
- Using Arctic Assault in conjunction with Flash before using Glacial Prison can give Sejuani massive range and gap closing ability.
- Glacial Prison can be used defensivly as well, to either split off enemies from assisting their teammates or to save your own teammates that have been caught out of position.
Being Sejuani's main form of damage, taking Northern Winds first and making it first will make clearing the initial jungle camps much faster. A point in Arctic Assault at level 2 is mainly for the utility to navigate the jungle and apply Frost to multiple jungle monsters. It's also good to have in case you need to escape from an invading enemy jungler. Since it is mostly used for the dash, maxing it last will allow for stronger slows on her ganks by maxing Permafrost second. Taking a point in Permafrost at level 4 makes Sejuani's level 4 gank very powerful. Invest a point in her ultimate whenever possible.
The aim of this rune set is to maximize Sejuani's early game jungling speed and survivability, while still providing stats that are beneficial all the way into the late game.
- Greater Mark of Attack Speed: These allow Sejuani to kill larger creeps in the jungle faster at earlier stages in the game. Later game it will slightly increase her ability to keep applying frost with her auto attacks.
- Greater Seal of Armor: As with most junglers, armor seals will provide the most survivability in the early game jungle by reducing the damage you take from the jungle camps immensely.
- Greater Glyph of Scaling Magic Resist: Sejuani isn't concerned with magic damage so much in the early stages of the game because all of the jungle monsters deal physical damage. By taking these glyphs, it sets her up to be more tanky late game when encounters with magic damage are more likely.
- Greater Quintessence of Movement Speed: These are great on Sejuani because they speed up her jungle clear times, improve her ganks, and really help her to stick to her target.
- Greater Mark of Magic Penetration: All of Sejuani's ability damage is magic, so this will help to increase her damage. It's recommended to take these when running a 0/21/9 mastery build.
- Greater Quintessence of Gold: Gold in the jungle is more scarce than in lanes, so any form of extra income can be great.
Much like with the runes, these masteries allow Sejuani to clear the jungle at earlier levels with ease while providing all of the defenses for a late game tank.
Helps slightly in applying Frost with auto attacks.
Speeds up jungle clear times.
While the AP is appreciated, taken mostly for the point in Arcane Knowledge .
All of Sejuani's ability damage is magic, so this helps to deal more damage when taking attack speed marks over magic pen marks.
Junglers have a harder time earning gold than laners, so any extra gold is appreciated.
Health stacking on Sejuani is very beneficial because of her health scaling on Northern Winds.
This will reduce the damage taken while jungling.
Also provides more resistance for the jungle.
Increases jungle clear time.
Makes Sejuani just that more durable at early levels. Any health is good health on Sejuani.
As a tank, your job is to soak up the initial damage and CC for your team, this is great for reducing that CC duration so you can get back to tanking.
Health. Sejuani. Need I say more?
Probably one of the most cost efficient defensive mastery points there is. For 1 point, you get 5 armor and magic resistance during team fights.
Since Sejuani has no innate tank abilities, this mastery helps in reducing damage from those pesky AD carries.
Since you are the tank and will be taking most of the damage, this mastery is beneficial in reducing all of that damage by a small amount.
Other mastery options:
While Sejuani greatly benefits from the jungle buffs, they are not required for her to be a successful ganker. If increased buff duration is more appealing, then putting 9 points in utility over offense is a great choice. Just make sure to take magic pen marks instead of attack speed to make up for the magic pen lost in the offense tree.
Reduces the cooldown of Flash, which is an extremely usefull summoner spell.
Give's Sejuani better sustain when she doesn't have blue buff .
Lets you get back into the game faster and ensure those narrow bush-recall escapes.
The most beneficial mastery to place your remaining points.
Having longer buffs as a jungler, especially blue buff , is very nice.
Smite: This is the primary summoner spell for junglers. It is essential in clearing the jungle quickly, securing buffs, and most importantly securing dragon and Baron . Always take Smite on Sejuani.
Flash: Arguably the best summoner spell in the game. Provides Sejuani with a reliable escape if her Arctic Assault is on cooldown. Can be used offensively as well as defensively, securing kills that would otherwise be lost, to saving yourself by flashing over a wall. The utility this spell provides is almost too good to pass up. Highly recommended.
Other summoner spell options:
Ghost: Sejuani has a dash ability that can go over walls, making her less reliant on Flash than most champions. If you are confident in your ability to save Arctic Assault in case of a bad situation, Ghost is a great summoner spell choice. One of the main reasons to choose this over Flash is that it has a shorter cooldown. With Ghost, unless the opponent is someone like Master Yi, it will be almost impossible for an enemy to escape Sejuani.
Boots are core on every champion. Always buy boots.
As a jungler, starting Hunter's Machete is recommended for speeding up jungle clear. Since Sejuani won't benefit too much from building Wriggle's Lantern, building Spirit Stone gives you plenty of options as to what you want out of Sejuani.
- Spirit of the Spectral Wraith: More sustain
- Spirit of the Ancient Golem: More tanking capability
- Spirit of the Elder Lizard: More damage
Amazing item to get on Sejuani. It provides armor and health to make her tankier while also adding additional damage with its passive. Synergizes well with Northern Winds and is great for wave and jungle camp clearing.
Sejuani benefited immensely from the introduction of this item in season 3. If there is only one spot in your build for a damage item, this should be the one. It provides everything she wants for damage: health, magic penetration, ability power, AND an amazing passive that burns their health, double that damage if they are slowed. If there is one thing we know about Sejuani, it's that she has the slows.
With Twin Shadows, Sejuani will have a much easier time catching up to her opponents to apply her Permafrost. It also can be used to slow pursuing enemy champions if her Glacial Prison is on cooldown.
Wit's End is great for helping Sejuani apply Frost to multiple opponents with auto attacks or keeping Frost on a single target. The magic resistance makes her tankier while the magic damage works well with the rest of Sejuani's damage.
Cooldown reduction is greatly appreciated on Sejuani, and this item provides a lot of it. The increased healing effect works very well in conjunction with all of the items Sejuani will build with health regeneration.
Sejuani can be mana hungry at times, so this item will help to remove that problem. Seeing as how Sejuani has so much AoE damage, it won't be hard for her to get assists and proc the passive multiple times during a team fight. The ability power is nice, but the cooldown reduction is the real reason to buy this item. If your team already has an Abyssal Mask and a Runic Bulwark, Athene's Unholy Grail is a good substitution for those items.
Due to Sejuani's low AP ratios, this item is great for increasing her damage while also providing defensive stats. The aura should always be in effect on opponents because you have to get in close as Sejuani to do the majority of her job, so it also increases the damage done by your allies.
Probably one of, if not the most, cost efficient defensive item in the game. Provides a good amount of resistances to yourself and your team. Can be a deciding factor in those close team fights. Usually having more the one is unnecessary, so communicating with your team as to who will build it at the start of the game is recommended, as many supports and some top laners use it in their main builds. Highly recommended if the enemy team has 2 AP champions.
Very cost efficient item that gives health, armor, CDR, and a small amount of health regen, not to mention the shield for yourself and teammates. Very good on Sejuani for the stats it gives. Make sure to buy the Kindlegem first when building this.
With the introduction of this item in season 3, it opened up a lot of tanking capability for Sejuani. Before, tenacity was much harder to come by, but this item makes it much more available while also providing great stats for Sejuani's tanking and jungling. This also means that you can buy Ninja Tabi instead of Mercury's Treads, allowing for more damage reduction while still having tenacity.
Great for when you need more armor and a little more magic resist, but only have one more slot available in your build. The reason for buying this item usually comes down to personal preference, either for defensive bonuses or the revive effect the passive provides, but all in all a decent tanking item. Good buy if you find yourself being focused.
One of the best items to build on Sejuani as it synergies so well with what she needs. Gives tons of armor and CDR, to help with her long cooldowns, along with a nice amount of mana. Frozen Heart will greatly reduce the damage done by AD carries later in the game because of its defensive aura.
Good substitute for Frozen Heart and really comes down to personal preference when deciding which of the two to buy. Doesn't give as much armor, but makes up for that by providing 500 health, and Sejuani loves health. Also provides another AoE slow through the active.
Good armor buy when going for a more damage based build. Much like Frozen Heart, all of the stats on this item are highly beneficial for Sejuani. While the slow might seem redundant on a champion that already has so many slows, it provides a more consistent AoE slow to lock down multiple targets when Permafrost is on cooldown.
The spell vamp is good for sustain in the jungle and the cooldown reduction is greatly appreciated. The Smite cooldown reduction can help to ensure that Smite's up for taking key objectives, and provide a little more gold income with the Summoner's Resolve mastery.
As a jungler, philosopher's stone is nice to have for the regen and the gold gain. The active on Shurelya's Battlesong can be useful in so many situations. With Sejuani, it can help your team catch up to the enemies after you initiate with your ultimate. The CDR is a nice little bonus.
Take this when going for a more damage oriented build. Much like with Liandry's Anguish, this will cause all of Sejuani's abilities to burn, this time adding true damage, which can really add up in a prolonged team fight. It also provides some nice cooldown reduction.
As previously stated, Sejuani loves health, and here ladies and gentlemen, is the mother of all health items. It also gives a huge boost to health regeneration, which gives Sejuani some sustain.
Boots and Enchantments
Mobility Boots make getting around the map much faster, so by trading some of the defenses provided by the other boots, you will be able to gank more often. Comes down to play style and personal preference.
With the introduction of Spirit of the Ancient Golem, Mercury's Treads aren't the only real option for tenacity anymore, and this opens up the boots slot for Ninja Tabi. Now you can have both reduced crowd control affects AND reduced damage from auto attacks, making you a much better tank.
Cooldown reduction helps Sejuani immensely, so if you can't fit it anywhere else in your build, these boots provide a pretty good amount.
Take these boots only when you are going for a more damage oriented build or your team is doing extremely well and you want to snowball your way to a quick victory. These boots will increase the damage of all of your abilities and make it that much harder for them to survive against your fed team.
Take these is the enemy team has a lot of CC and if you don't build Spirit of the Ancient Golem, as the extra tenacity passive would be wasted. These boots will make it so that you will spend less time snared or stunned and more time tanking and peeling.
This enchantment makes it just that much easier to stick to your slowed enemies when combined with your movement speed quints.
Situational enchantment. If you finding yourself having to back often, this will help you get back in the game much faster. This enchantment is a must buy in a game where you are forced to defend your base.
Since you are the tank, you will most likely be at the front of your team initiating in team fights. This enchantment helps your allies move towards the enemy team and chase them down if they run because you should be right in the middle of them, doing your tank thing. If you took most of the damage at the start of the fight, requiring you to leave the fight first, this enchantment also helps retreating allies if the fight turns in the enemies favor. Also a great enchantment for pushing waves, which for a Sejuani with a Sunfire Aegis, should be no problem.
Because Sejuani can be prone to counter-jungling, warding your own jungle can greatly reduce the chance of being killed, while also helping to keep track of the enemy jungler's position. An early Sightstone is useful in these situations as it also provides some health along with the rechargeable wards.
Even though Thornmail provides the most amount of armor on a single item in the game, it is usually not the best armor choice. The only situations that make this item worth buying are when the enemy team is almost entirely composed of auto attacking champions: Tryndamere, Ashe, Xin Zhao, etc., or when the enemy AD carry is extremely fed and killing your entire team.
Very few games require the need for a Banshee's Veil. You'll find that there are those rare games where the enemy team has so much CC that if you didn't initiate with Sejuani's ultimate, it will be almost impossible to cast it as you are CC'd by everything from stuns to silences, leaving the rest of your team vulnerable. The spell shield provided by Banshee's Veil can ensure that if you choose to Arctic Assault into the enemy team, you will have enough time to get Permafrost or Glacial Prison off. Other instances that may require a Banshee's Veil can include: when the enemy team has a fed LeBlanc who is killing allies in one skill rotation or when one good Rocket Grab from the enemy Blitzcrank can decide the game.
*A note on Frozen Mallet, Rylai's Crystal Scepter, and Ability Power Sejuani.
- Frozen Mallet can be a controversial item when it comes to Sejuani players. Some like the more powerful slow on her auto attacks while others, find it to be sort of redundant and unnecessary. It does synergize with Sejuani in terms of it providing a large amount of health, but the 40% slow might be overshadowed by the fact that Sejuani has a 70% built-in slow. This item is completely personal preference and I'll leave you, as the Sejuani player, to decide if you like to use it or not.
- While at first glance, Rylai's Crystal Scepter may seem like a great item on Sejuani, but it really doesn't do much for her. It gives a decent amount of health and a lot of ability power, along with a slow passive, but the problem is, Sejuani has low AP ratios and plenty of built-in slows already. The passive slow is also weaker for multi-target spells, which is the majority of her abilities. The health it gives is very nice on Sejuani but it doesn't give any other defensive stats. Other items that have a built-in slow, like Iceborn Gauntlet or Randuin's Omen, provide things like armor, cooldown reduction, mana, and more powerful slows than Rylai's Crystal Scepter. So it isn't a bad item on her by any means, but there are other options to fill that item slot with, that can provide more utility and survivability.
- Although all of Sejuani's abilities scale off of ability power, building Sejuani more like an AP carry is not ideal; but like I've said before, it still comes down to play style. She has AP ratios on the lower end of the spectrum and it will leave her more vulnerable than a tankier build would. Sejuani must get close to do the majority of her damage, and she doesn't have the sustain or burst of other mages to do this efficiently. Sejuani appreciates when items that she can build effectively have some AP, as the stats do help some, but items like Rabadon's Deathcap and Rod of Ages don't provide the utility and survivability that other items can. (Although, a catalyst the protector into Rod of Ages would provide Sejuani with some sustain and wouldn't be a bad choice on her.) Just be wary of these details when attempting a more AP oriented build.
Sejuani's low ap ratios require most of her damage to come directly from item's passives themselves and by stacking health. These three items give Sejuani a nice boost to her damage output while also increasing her defenses.
No sustain? No problem. These give Sejuani all the sustain she needs while jungling.
If damage is more your style, combining all of these will turn Sejuani into a burning BEAST! While each item by itself might not seem like much, together, along with Northern Winds, the damage really adds up, especially in team fights. Watch as their health bars steadily go down as they try to escape your array of CC.
If you thought Sejuani was sticky before, these items turn her into a movement speed terror. If her ultimate is on cooldown, you can still slow enemies at range with Twin Shadows, charge your team into them with Shurelya's Battlesong, and activate Randuin's Omen to diminish any hopes they had of escaping. These items can also be used defensively in this regard. While providing plenty of health, armor, and some magic resist, the best part about them is that they build out of two gold items: philosopher's stone and kage's lucky pick, making them very cost efficient and good items to buy if you are falling behind. If only Randuin's Omen still built out of Heart of Gold... R.I.P.
Because Liandry's Anguish does double damage to movement-impaired targets, you want to make sure that you have as many targets slowed as possible. While Sejuani has no problem keeping one person perma-slowed, it can be difficult at times to keep slows on multiple enemies due to her cooldowns. Iceborn Gauntlet makes it much easier to keep those slows up during team fights by giving some CDR, and more importantly, by creating AoE slowing fields around the fight, maximizing the burn damage.
If you have limited space in your build, but want to max out CDR, these two items together meet the 40%, as well as providing a decent amount of defense.
At the top of this guide I have included 5 "example builds" for just ideas on different ways you can build Sejuani for what you want her to do. These are there for you to customize if you wish. Remember that none of them is a "perfect build," as different factors should influence your build, such as: the composition of the enemy team, what your team needs, and how much gold you are earning. Some of the builds are more expensive than others and this should be taken into account when trying them.
- Balanced: This build has a balanced amount of damage, utility, and defenses.
- Bruiser: More of an off-tank, focused on higher damage output, but with less survivability.
- Pure Tank: Made to soak up as much damage as possible and provide team with powerful defensive auras.
- Team Support: Build with lots of utility for your team while still remaining fairly tanky.
- Sustain/CDR: This build is focused on fixing Sejuani's lack of sustain and higher cooldowns by providing, a large amount of health regeneration, some spellvamp, and maxing out her CDR. It also provides a larger mana pool, and a slight amount of mana regeneration, to compensate for being able to cast abilities more often.
Early Game (Lvl 1-5)
- Most of the time, start wolves first, then blue buff second. If you can get a smiteless blue, head directly to red buff , take a point in Permafrost at level 3, and gank either mid or the lane closest to your red buff, based on which side you are on and which lane is least pushed. Then farm and gank as opportunities come up until you hit level 6.
- If you cannot get a smiteless blue, go to wraiths next, repeat wolves , and then grab red. Take a second point in Northern Winds at level 3, and a point in Permafrost at 4, then proceed to gank.
-Sometimes the enemy team might have strong level 1 invade, so if you suspect they might invade, you can either start wraiths and then red, or you can go for their blue with aid of your team. If you grab your red, make sure to check your blue after to make sure that it's cleared, or if they even took it at all. Sejuani can jungle without her blue initially by just using Northern Winds, but it will be slightly slower.
Mid-Late Game (Lvl 6+)
- Gank every time Glacial Prison is off cooldown and farm as much as possible while it is on cooldown. Even without her ultimate, Sejuani has great ganking potential with her gap close and slow, so punish the mistakes of the enemies if they overextend.
- Cover lanes that need to back and enjoy the extra experience and farm.
- Prepare for Dragon / Baron with wards, and as the game progresses and more team fights break out, save Glacial Prison for the most opportune moment.
Sejuani is countered by champions that excel at counter-jungling and dueling at early levels. Even if Sejuani starts to miraculously start to win the fight when encountering an enemy in her jungle, champions with slows or escapes will be much harder for her to finish off. Champions that resist Sejuani's crowd control can also make it very hard for successful ganks early game and protecting her team late game.
Sejuani best synergizes with champions that have some form of CC, to chain CC the opponent when ganking, and strong AoE damage, to take advantage of her ultimate. Champions with powerful AoE ultimates can follow up Glacial Prison to completely melt entire teams if played correctly.
- Any spelling errors/typos you find.
- If something is too difficult to read or understand.
- If you feel anything needs to be elaborated on or cut out.
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- Or if you believe the presentation of something can be improved.
From Riot's YouTube page: RiotGamesInc
(*The video is a bit outdated, but Sejuani's mechanics are still the same.)
Don't Feed Sejuani -- In-Depth Champion Information (League of Legends)
From Ciderhelm's YouTube page: Ciderhelm
Check out his channel and his other SUPER helpful League videos.
- jhoijhoi's Guide: Making a Guide
- League of Legends Wiki: Sejuani
- LeagueofLegends.com: Sejuani
- and finally... an INSPIRATION to Sejuani players everywhere, heavenTime's LoLPro Guide: Sejuani
- Seriously his guide has helped me so much. I've occasionally spectated him in high-ranked games and it's always a pleasure to see high level Sejuani play.