Sejuani Build Guide by NbClKaiZer
The cold does not forgive! - Sejuani Jungle Guide
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+8 ability haste
+8 Magic Resist
Champion Build Guide
About my humble self and my deep OTP connection to Sej.
- Pros & Cons
General summary of Sejuanis strenghts and weaknesses.
Metadiscussion about why I picked these specific runes and which others are viable.
Comprehensive explanation of the presented items and possible adjustments to their build order.
In-depth spotlight on Sejuanis abilities.
- Jungle Pathing
How to start and move around on the rift.
- Conclusion & Credits
Well... conclusion and credits sums it up pretty much...
Hi, I'm ΚαΐΖεř from EUW and recently made my way into Plat 3, so that I'm willing and confident to start writing guides on the champions I've been playing alot. Welcome to my very first attempt at that.
Since I've started playing League of Legends around the time it became free to play, I spent most of my competitive days as Marksman , Support and Jungle .
While I only started maining Sejuani in Season 7 I've found alot of success on her, striking a well above average KDA and a great winrate in Season 8. I generally feel very comfortable on her, making her my primary champion whenever I have to more or less blind pick.
Ninja Tabi > vs. basic attacks
As described in the notes within the build section, I only recommend these boots when you really do not need any tenacity, i.e. there‘s no or hardly any hard CC in the enemy team, but alot of AD/auto attackers. Even when the enemy team is AD-heavy, as long as there his hard CC, I prefer Mercury's Treads, since there are more than enough substitutes for the Ninja Tabi.
Mercury's Treads > vs. crowd control
In 98% of my games I run these. I consider it to be one of the best MR item in the game, simply because its the only item that really gives tenacity (outside of Quicksilver Sash, which is not for us tanks). Not being pinned down by hard CC is essential not only for squishies. Who will protect your carry when you're rooted in place?
Stalker's Blade > Default
This is our default option when it comes to upgrading our Smite. While it might seem overkill to get yet another slow into our kit, it can really help at times to keep fleeing enemies in range for a second Arctic Assault or as an additional gap-closer until we can land a Winter's Wrath.
Skirmisher's Sabre > vs. Bruiser/Duelists
If you‘re concerned about a strong duelist like Udyr or Master Yi invading and pushing you away from your camps and want to get an extra edge against them, Challenging Smite can do that job. Though you‘re usually strong enough to contest the monster kills without it, else you can just peel away and go for a cross-map.
Randuin‘s Omen > vs. Crit
This will often times be the 3rd item (e.g. after finishing Enchantment: Cinderhulk). However, in the current meta there are quite some ADCs who do not build much crit, so it might be viable to delay or even skip it. A good approach here is to get Cloth Armor and Giant's Belt early on and if you do not see or expect crit soon, finish any other item first.
Iceborn Gauntlet > when ahead
This is a great option both when you had a good start in the early game as well as when skipping Randuin's Omen. It offers a nice amount of armor and adds another lingering slow and a bit more burst to our kit, which gives us more punch when duelling squishies.
Frozen Heart > vs. autoattacker
This item is one of the major reasons why I dont value Ninja Tabi remotely as much as Mercury's Treads. If you‘re up against autoattackers, the unique aura it applies does not only protect yourself, but your whole team. Autoattackers are not only ADCs, but also champions like Master Yi, Jax or Kayle.
Thornmail > vs. autoattacker
Also a very much viable option against squishy autoattackers (people like Jax won't notice it), though somewhat less gimmicky for your team. I only pick this up if I dont need MR at all, but another armor item.
Adaptive Helm > vs. DoT/Spam Mages
The absolute go-to-choice when playing against a Mage who uses damage-over-time effects or spammed abilities, such as Teemo or Cassiopeia. The flat 20% damage reduction cannot be countered by their Void Staff so you will be a real menace to them when charging into their face.
Abyssal Mask > augmenting your Mages
Got more than one AP user in your team? Then this item is more than worthy to be picked up as your MR choice. The 15% debuff from magic damage will really hurt the enemy when your Lux, Karthus and Orianna get wild.
Spirit Visage > additional MR and health
If the other two MR choices don‘t seem viable due to absence of their stated prequirements or you just need even more MR in your kit, this can be an option. It also gives us even more health, altough the regeneration passive itself is not really intresting due to our lack of sustain.
Warmog's Armor > must have
800 bonus HP and absurd out of combat regenaration? That‘s all you had to say. It synergizes extremely well since our armor and MR will be pretty high anyways and our Enchantment: Cinderhulk scales our health even higher. Sometimes it‘s the third, mostly the fourth item to complete. Keep in mind that health is our primary stat vs. true damage users.
Gargoyle Stoneplate > must have #2
Adds a decent amount of both MR and armor and gives a unique active that will boost your health to a ridiculous amount when combined with Enchantment: Cinderhulk and Warmog's Armor. Usually this one completes my build, but against a balanced enemy lineup with AD, AP and true damage it can even be bought very early on along with Warmog's Armor.
- Your Arctic Assault is a gap closer, a knockup (w'sup, Yasuo?) and can be used to rush over walls. If you max it, the CD becomes pretty low too, giving Sejuani good mobility.
- Winter's Wrath has nice AoE damage, applies slows and up to two stacks of your Permafrost passive. Max out your stack generation by rotating AA > Winter's Wrath > AA, since it resets your AA animation.
- Always try to use Permafrost on any target available for it. Also resets you AA animation. You then have 1 second to hit the target with any ability or an AA to procc your Fury of the Norths %-health damage.
- Your Glacial Prison gets buffed bigtime when it travels more than 400 units before colliding. Using Arctic Assault not for its knockup but just to get in ulti-range is a viable way to start a surprise party (skin pls, rito!). Keep in mind here that it applies your passive and triggers the Permafrost per-target CD.
- Applying Permafrost first and Glacial Prison second works and allows you to double-procc the %-health damage, giving Sejuani access to a surprisingly strong burst for a tank.
As you can see, this is a pretty much basic jungle pathing with no gimmicky stuff about it. We will usually start off at the bottom side of the map, hence with the
if we are on the red team or the
if we are on the blue team respectively. Since Sejuani doesn't have any kind of sustain and the
first spawn has been delayed with the recent patch, we will want a hard pull from our bot lane and can then use our first Smite against the
(red team) or
If there are early ganking opportunities we should adjust our pathing accordingly. Sejuani is dangerous both on level 2 and level 3 due to the early access to CC and high base damage, especially when we have a meele teammate who helps stacking for our Permafrost.
Should the enemy jungler get spotted invading or ganking on the other side of the map, steal his buff and maybe even a camp on your half of the map, but keep track of his movement while you do.
While Sejuani does have good base damage with her potent combo AA > Winter's Wrath > AA > Permafrost > AA > Glacial Prison > AA, which double-triggers the %-health damage from our Fury of the North, she can only shut down squishies with that.
We have no sustain whatsoever, so once we run out of health we're pretty much done for. Alot of bruiser-style junglers have decent sustain and clearly outdamge us, which is why we usually should not try and go for extended trades against champions like that, unless we really are ahead.
Assassins will not a big problem for us once we get a bit of the fitting defense (i.e. armor against lethality users like Rengar or Kha'Zix). Still, we should focus on playing around our lanes, bringing in our massive CC and give them the lead they need to carry the teamfights.
Due to our tankiness, we are perfectly safe to probe the enemy jungle, get a bit of vision or even steal a camp. If the enemy jungle is spotted cross-map and you have priority around your lanes, feel free to invade. You should also consider using your Glacial Prison into Arctic Assault (or the other way around if needed) to set up dives in these cases.
I would like to thank jhoijhoi for her incredible Making A Guide - Guide as well as everyone who contributed their coded templates for it, especially KuuHaKu_OtgmZ, Elusive Ferret and Stoudamire, whose templates I used for this guide.
- Made abilities section a little more comprehensive.
- Added a changelog
- Added the jungle pathing section.
- Added trinkets to the build.
- Extended runes section by an alternative Precision path
- Extended descriptions in the items section
- Fixed some grammar and spelling errors