Are these single-trial clear times or averaged over several runs? The difference of 2 seconds seems small enough that it could be an error (and tricks like stutter-stepping camps and wall-jumping to minimize travel time can save anywhere from 5 to 20 seconds per clear, at least on the other junglers I've tested).
Some quick math shows that your clear times don't add up, since 9x AP marks gives you:
This is so negligible that it might as well not exist. Considering that one autoattack at level 1 with
Hunter's Machete deals 57.4 * 1.1 + 10 = 73.14 damage, AS marks should give you a significantly faster clear time.
Faster attack speed = faster autoattack animation = easier kiting
Holds true for both melee and ranged champions.
Some quick math shows that your clear times don't add up, since 9x AP marks gives you:
- 0.59 * 9 * 0.1 * 6 = 3.186 additional magic damage per cast of
Northern Winds assuming you stick to the target for the whole 6 seconds
- 0.59 * 9 * 0.4 = 2.124 additional magic damage per cast of
Arctic Assault
- 0.59 * 9 * 0.5 = 2.655 additional magic damage per cast of
Permafrost
This is so negligible that it might as well not exist. Considering that one autoattack at level 1 with

Quoted:
Without these runes, Sejuani will still autoattack faster than once every 3 seconds, so why does she need AS runes to help?
Faster attack speed = faster autoattack animation = easier kiting
Holds true for both melee and ranged champions.
It's an average. I wanted to try it 5 times but right now I've only done 3. Honestly, I thought AS runes would yield the fastest clear time significantly, but it didn't. Sejuani's base damage and scaling changes on Northern Winds based on whether the enemy is afflicted with Frost/Permafrost, so did you account for that? I'd be happy to check your maths but I'm at school currently (lunch from my phone) so I can check when I get home I guess.

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Even if you increased it by 50%, one cast of
Northern Winds still deals less than 5 extra damage.

Yes, and 0.59 * 9 * 0.15 * 6 = 4.779 additional magic damage. 9 AP marks give you 5.31 AP, and 90% of 5.31 is not exactly a big number.
Okay cool thanks. c: im sorry, its hard to gauge stuff properly from my phone. >~< Do you mind double checking my trials? I wanted to see the same thing done from other users because I feel like my times are from something I've done as an individual rather than what would be accurate for others trying to jungle with Sej.

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Mpen Marks aid in nothing on clear time but i use them because they usually give you an edge for ganks. I use AP quints, even though MS are quite acceptable (if you get AP marks) and you can also get Armor ones (again, not MPen Reds) to help you take less damage. I do not use MS quints because i always take ghost.
I tried HP seals but it was a disaster. My blues are flat Mres, always.
I tried HP seals but it was a disaster. My blues are flat Mres, always.
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My runes are
Anyways, what I found is that greater mark of armor penetration was the worst option. It yieled a clear-time of exactly 2 minutes.
In each of these cases, I cleared every camp in the blue jungle without a leash.
In addition to this, I feel like
Plus, for jungle monsters, they don't have any MR. But they do have armor. Therefore, her abilities will be more powerful against creeps than her autoattacks.
So I guess what I'm asking is for thoughtful feedback and repeated tests from other users. Thoughts? C: