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Sejuani - Winter is here... - Jungle guide to success!
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I have wanted to pick up sejuani since she came out, but I never did because people told me she was underpowered. After quite a few months I decided to pick her up anyway. Since then she has been my favorite champion and I play her 9 out of 10 games.
Considering I do nothing but jungle, and in this jungle I do nothing but gank, I loved her CC. At first I thought her DPS was way to low, but after quite some time I started to appreciate the fact that she may not be the quickest killer, but she definitively has a decent DMG output.
So here we go, a guide a express my love for this beauty.
1 Million ******* views. Wow.
- She is without a doubt the best looking champion in the game.
- Her remake made her incredibly strong. Way to strong some might say.
- Insane tank
- Insane CC, not only slows, but even the CC on her Ult is amazing!
- Best Ganker in game.
- Doesn't need Flash
- She makes a Game of Thrones reference, therefore she is the coolest champion in the league.
- Relies on a good team
- Not great at any 1v1
- Doesn't do well without good communication
What to take
An extra slow! Sure, you have a number of slowes, it's incredible to have another one.
Take this as soon as Flash will get nerfed (Soon)
Obvious choice for Junglers.
Great in any situation.
Great to finish of that one annoying enemy, or that one AD carry with way to much lifesteal. Nice choice instead of Exhaust, but not recommended.
What not to take
Ye, not happening.
Mercury Treads take care of that CC on you.
Even though you are very mana hungry, this spell is just way to useless late game.
Great at top, but not needed at all if you ask me.
You are not the support.
Applies a small slow that goes unnoticed. A very bad passive if it didn't affect other spells, more on this on the other spell descriptions.
(Active): Sejuani charges forward, knocking enemies into the air and dealing magic damage equal to a flat amount plus a percentage of the target's maximum health (max 300 damage to monsters). This charge stops after knocking an enemy champion into the air.
Cooldown: 15 / 14 / 13 / 12 / 11 seconds
Cost: 80 / 85 / 90 / 95 / 100 mana
Magic Damage: 40 / 70 / 100 / 130 / 160 (+0.4 per ability power)
Max Health Damage: 4 / 6 / 8 / 10 / 12 %
It charges a pretty great distance, meaning is it a great way to close a distance on enemies. Other then that, it passes through minions, allowing you to get to an enemy champ really easy. This charge also allows you to get through walls, which means you won't need flash!
It also applies Frost on all enemies hit, making it a great combo with your E.
Her remake now allows her to knock back champions as well. Simply the best change ever.
(Active): Sejuani's next basic attack deals bonus magic damage to the target and enemies near it. She then swings her flail, dealing magic damage to nearby enemies over 4 seconds. If this ability is reactivated, Sejuani immediately starts swinging her flail.
Cost: 40 mana
Magic Damage per Second: 20 / 30 / 40 / 50 / 60 (+0.15 per ability power) (+4% of Sejuani's bonus health)
Cooldown: 11 / 10 / 9 / 8 / 7 Seconds
It scales on HP as well as on AP. Meaning building HP is very viable. This is why I use HP runes. When you are at 40% cooldown reduction you can have it on for almost all the time, making it GREAT in teamfights and jungle/wave clearing. It also applies frost, meaning you can chase an enemy without having to auto attack him in order to slow him with your E.
Sejuani's abilities and basic attacks passively apply Frost to enemies for 4 seconds. Activate converts Frost on nearby enemies to Permafrost, dealing magic damage and reduces their movement speed for a few seconds.
Cost: 55 mana
Cooldown: 11 seconds
Magic Damage: 60 / 110 / 160 / 210 / 260 (+0.5 per ability power)
Movement Speed Reduction: 50 / 55 / 60 / 65 / 70 %
Duration: 2 / 2.25 / 2.5 / 2.75 / 3 Seconds
The slow is amazing. Truly amazing. Other then that, it has an INSANE range, just somewhat less far then your ulti, meaning you can hit them right after your ulti. They will hate you for it.
(Active): Sejuani throws her frost-forged bola in a line. If the bola hits an enemy champion, it shatters, stunning the target and nearby enemies for a duration. If the bola reaches its maximum range, it shatters and slows enemies by 90% instead.
All enemies in the shatter area take magic damage.
Cost: 100 mana
Splash Range: 450
Cooldown: 130 / 115 / 100 seconds
Magic Damage: 150 / 250 / 350 (+0.8 per ability power)
Duration: 1.5 / 1.75 / 2 Seconds
Once again, one insane range. It is simply one of the best ultimates in game, no questions asked. Even if you miss the splash will still hit most targets, and slow them for 90%. The splash range is incredibly big, allowing you to stun enemies in a giant radius.