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Spells:
Smite
Heal
Ability Order
Fury of the North (PASSIVE)
Sejuani Passive Ability
Introduction
Welcome to my Sejuani Single-Horn guide. Sejuani is a very low-sustain jungling tank with a nearly unmatched teamfight presence. Her ganks are very strong and she is able to dish out CC wherever she sees fit. Her early game damage is laughably low, but her late game damage starts to get pretty menacing with enough life. I play her as a tanky initiator that ganks often in the jungle, just like Maokai or Rammus.
This guide is unorthodox, but it works. Like my Kayle guide, this won't be a super in-depth guide, but will be (relatively) short and succinct. If you have questions or comments on my build, feel free to leave them in the comments
As I said prior, Sejuani has a lot of issues. Here is how I go about fixing them:
Bad early
life sustain |
MM |
I counteract this with a ![]() |
Bad early
mana sustain |
MM | I counteract this with 9 points in the utility tree. This allows her just enough mana and buff duration to make the first clear and get the stone. |
Low life
early ganks |
MM |
Even with a cloth start, she has a life issue. Because of this, I take ![]() |
Very long
cooldowns |
MM |
I pick cooldown reduction in the mastery tree, try to get the first blue buff and build a relatively early ![]() |
Utility
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MM |
VS.
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MM |
Offense
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As for the individual defense mastery choices:
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MM | Completely necessary on any jungler. It helps secure buffs, objectives and makes you able to play God! |
Other Viable Spells
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MM | Flash is always an option since you can use it to escape. Sejuani has a terrain bypass with her charge, so I don't bother with this. |
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MM | I don't really like ghost on Sejuani. She doesn't have any problems getting in or sticking to people as long as you can auto-attack and run at the same time. |
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MM | A decent, offensive summoner spell. Again, I think it could be useful, but is not ideal. |
Start with
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I choose
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This will be your overall skill path in any game. I hardly ever deviated from this when I was set on a build and I think it is the optimal skilling.
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MM |
FrostSejuani's basic attacks apply Frost, reducing enemy Movement Speed by 10% for 3 seconds. |
Her passive is okay. It's not quite as strong as Gangplank's because she doesn't have a ranged slow mechanism. The reason this is even decent on her is that it triggers her other abilities to do more damage. Think of this as a requirement to make her skills balanced and a small perk on a gank.
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MM |
Arctic AssaultSejuani charges forward to deal 60 / 90 / 130 / 170 / 210 (+40% of ability power) magic damage and apply Frost to enemies. Sejuani stops upon colliding with an enemy champion. |
A very strong gap closer. The important part about this is that it doesn't stop until it hits a champion. This allows you to charge through minions, terrain and anything else to get to your target. It also applies an area of effect slow, so it triggers your other two abilities right away for their perks. I get three ranks in this skill second because the reduced cooldown allows for a fast jungle, faster way to get places and a lower time between initiation and chasing stragglers.
This is a pretty solid skill. It's not as good as Shyvana's
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Sejuani's bread and butter right here. This allows for very strong ganks, team fighting and jungle clearing. Using this on an entire enemy team after charging in will put them all at a huge disadvantage. Having their entire team slowed allows your team to run away from threats and prevents their squishy characters from fleeing. You max this first because the slow component is awesome and the damage isn't anything to scoff at.
Absolutely ridiculous. The fact that this skill exists makes my soul hurt. It's a 2 second stun on a single target and 1 second stun on anything else near it. Then, on top of this, you apply a 70% slow for 3 seconds afterwards. The range is also Xerath style, meaning you can fire this sucker from forever away to win fights. An extremely powerful skill and easy money on squishy targets.
Let us being by breaking down the build listed above, and then I will add notes for how to itemize a tank and what order you should build in what situation. Itemization has to be on a custom basis, there is no set item path for anyone.
These items are very good to be broken into pieces and built over time, giving you a much easier curve to the top. You can itemize them for physical or magical damage in pieces if you need one right away or can't afford another.
These are really good against those pesky attack damage champions.
These are really good against those pesky magic damage champions.
Playing a tank is one of the more unique roles in the game. Many carries can be itemized about the same (build damage, survivability, damage again) and bruisers/junglers typically just Wriggle's into XYZ. A tank, however, has to itemize properly for the damage being taken. You cannot follow a guide for damage and you'll notice the core build I have has even resistance development.
When you go to buy an item, hold tab and see who has kills and who's on their team. If they have an even composition with even kills, build both up. If they have a heavy AD or AP composition, use items from either of those sections. If they have a balanced team but fed LeBlanc, you MUST build Mres early, even if you have to sacrifice other things in your build. Itemizing properly is the way to win games and succeed in doing your job as a tank.
Do it or die.
Your "core":
These items are very good to be broken into pieces and built over time, giving you a much easier curve to the top. You can itemize them for physical or magical damage in pieces if you need one right away or can't afford another.
Philosopher's Stone | MM | This item is a must on Sejuani. She wants to be ganking all day long and this really helps that. She also isn't that sustained so having the life and mana regeneration is a must. |
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MM | This is a strong item for Sejuani because it reduced her cooldowns on the absurdly long ultimate she has while giving her damage through her W. It is also a component of Shurelya's. |
Strong Armor Options:
These are really good against those pesky attack damage champions.
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MM |
Gives Sejuani everything she wants: life, armor and another slow. With this item you're able to slow those not hit with your boar and/or have another slow once the three second wears off. You can also build the ![]() |
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MM |
At the point in the game when you're getting this, the damage on your ![]() |
Strong Mres Options:
These are really good against those pesky magic damage champions.
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MM | Another strong option on her. She doesn't benefit as much from movement speed and has a lot of hp/5 already, so this item is superior to FoN most times. |
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MM | The other staple magic resist. I would only take this over Veil if they have 3+ fed APs or you already have a veil and need more mres. |
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MM | This is a great stepping stone item. It provides early magic resistance and mana regeneration, two things Sejuani could use. This is definitely a situational item and shouldn't be build always. |
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MM | Great for hard CC comp teams, or someone like Ryze. This will be needed against teams that can lock you down when you're trying to slow their team. |
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MM | If you want? I can see her doing some ok damage with this and having an AP heavy team would make this item worthwhile. |
How to itemize a tank:
Playing a tank is one of the more unique roles in the game. Many carries can be itemized about the same (build damage, survivability, damage again) and bruisers/junglers typically just Wriggle's into XYZ. A tank, however, has to itemize properly for the damage being taken. You cannot follow a guide for damage and you'll notice the core build I have has even resistance development.
When you go to buy an item, hold tab and see who has kills and who's on their team. If they have an even composition with even kills, build both up. If they have a heavy AD or AP composition, use items from either of those sections. If they have a balanced team but fed LeBlanc, you MUST build Mres early, even if you have to sacrifice other things in your build. Itemizing properly is the way to win games and succeed in doing your job as a tank.
Do it or die.
I go Wolves > Blue > Wraiths > Golems > Wolves > Wraiths > Golems > Recall. I do not take Red on her and give it instead to either my top or bottom laner (whichever is closer). You absolutely need a leash on blue in order to complete this route.
This route can and should be broken to gank at any time. You should really never be doing buff camps and always pass them off. Get your levels and gold on killing small camps in between ganking. Her health sustainability is pretty bad for doing a large buff camp alone, so doing them will not only ruin your jungle path, but not help your team as much.
Again, your goal on her is to gank often and hard. Take advantage of her huge range, slowing capabilities and power to beat lanes into submission. Use of
Heal will allow for this, especially after philosopher's stone is purchased.
This route can and should be broken to gank at any time. You should really never be doing buff camps and always pass them off. Get your levels and gold on killing small camps in between ganking. Her health sustainability is pretty bad for doing a large buff camp alone, so doing them will not only ruin your jungle path, but not help your team as much.
Again, your goal on her is to gank often and hard. Take advantage of her huge range, slowing capabilities and power to beat lanes into submission. Use of
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Pros
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SPA | SPA |
Cons
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MMMSejuani is another strong lane presence tank jungler, though not quite the likes of
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Difficulty: 7
Speed: 7
Sustain: 1
Ganking: 9
Deflection: 1
Counter: 2
Late Game: 8
Sejuani does not snowball
Sejuani is ok at farming
Speed: 7
Sustain: 1
Ganking: 9
Deflection: 1
Counter: 2
Late Game: 8
Sejuani does not snowball
Sejuani is ok at farming
Difficulty:
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MMMSejuani is a low sustain, constant ganking character. As someone who fits that description, you're in constant need to balance your life and mana totals with ganking a lane. This creates a lot of problems and requires coordination as you want to be giving away your buffs. Her ultimate also requires a lot of judgment as to when you should use it in a fight and if you should hit one important target, save your allies or freeze several people. Her stats and abilities are strong enough that skill as the character doesn't much come into effect.
Jungling Speed:
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MMMWith blue buff, her speed is just fine in the beginning. She has an AoE on a low cooldown in
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Jungling Sustainability:
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MMMAwful. In fact, her early sustainability is so bad that she's kicked Rammus out of the rating 1 spot. Without a leash at blue I had to use
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Ganking:
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MMMHer ganks are STRONK. She has essentially a permanent slow effect, a stun after hitting level 6 and a big enough body to take all the damage to boot. To put it another way, the literal only reason this isn't a 10/10 is because
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Ability to Deflect Counter-jungling:
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MMMShe'll be lucky to be over half health in her route at any given time, so she can't really stop you. She also doesn't have much damage output, so a duelist will eat her alive. Combine this with dependence on a blue buff early on and inability to recover from taking damage without recalling and you have an amazingly bad deflector.
Ability to Counter-jungle:
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MMMThis is only a two because she can slow someone down enough for her teammate to kill them. I wouldn't really fear her coming through your jungle as her camp efficiency is pretty low and dueling skills are laughable. She is a spectacular teamfighter, not duelist.
Post Jungling:
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MMM
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Arctic Assault applies your passive and goes through terrain. This means you can
Arctic Assault through a wall and
Permafrost to hit every minion.
- Your
Permafrost can only be used on targets with
Frost, and
Northern Winds does not apply frost. This means you have to auto-attack, charge or ultimate something before being able to slow it.
Arctic Assault stops when it hits a champion. Keep this in mind in case you have to make an exit or want to blast through minion waves. The minions it goes through are frosted, as well, which leaves you a quick lane clear with
Permafrost
- As Sejuani, you want to be ganking a lot and giving away your buffs. While in low-ELO solo queue I recommend you take your buffs for sustainability, in a high level or arranged match, give your buffs away. Sejuani loses too much life to take buffs reliably and doesn't put as much use to them, so pass them off to your team.
Glacial Prison is amazing, but the cooldown is an eternity. Use it wisely as the two and a half minute wait until level 11 is so incredibly painful.
- Sejuani can gank as early as level 3, which will put you around level 2 in lane. Be careful of a boar lady charging from the brush.
- While she doesn't do carry damage, her early game burst is still significant. Being hit with her boar and slowed will often net a kill or summoner.
- Get into her jungle and beat her up. Whether it's your top laner or jungler abusing her, she is able to be pushed around. The only thing I hate more than being counter jungled on Sejuani is coconuts. And I really hate coconuts.
- Her ultimate is ridiculous. Don't run around your best friend or you'll both be frozen in ice together forever. Scratch that, get frozen with your pal forever in time.
MMMSejuani fits well on teams that can capitalize on ganks. This is mostly the snowball characters and ones able to tower dive very well. This allows Sejuani to give an early advantage and freeze and late game uprisings, negating her uselessness.
>Example Team:
LeBlanc (mid),
Tryndamere (top),
Sejuani (jungle),
Taric (bot),
Vayne (bot)
Super burst and snowball in all lanes. This means seeing Sejuani means you're dead.
>Good against: Characters with no escape mechanisms, kiting compositions, tight quarters combat.
>Bad against: Tanky teams, high mobility laners, early invasion, strong duelists.
>Example Team:
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Super burst and snowball in all lanes. This means seeing Sejuani means you're dead.
>Good against: Characters with no escape mechanisms, kiting compositions, tight quarters combat.
>Bad against: Tanky teams, high mobility laners, early invasion, strong duelists.
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