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SEJUANI BUILD GUIDE: The Streaker of Freljord by doo0ooooooom

by doo0ooooooom (last updated 7 months ago)

821,650 Views 60 Comments
9
Greater Mark of Attack Speed(+15.3% attack speed)
9
Greater Seal of Armor(+12.69 armor)
9
Greater Glyph of Scaling Magic Resist(+1.35 magic resist per level (24.3 at champion level 18))
3
Greater Quintessence of Movement Speed(+4.5% movement speed)
View Rune Details
Summoner Spells
View Summoner Details

Starting

5

Full Item Build

View Item Details
1
29
0
mastery 1 1/1
mastery 2 0/4
mastery 3 0/4
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 3 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/1
mastery 3 0/3
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 0/1
mastery 2 0/1
1 Offense
mastery 1 2/2
mastery 2 0/2
mastery 3 2/2
mastery 4 2/2
mastery 1 1/1
mastery 2 3/3
mastery 4 1/1
mastery 1 1/1
mastery 2 1/1
mastery 3 3/3
mastery 4 3/3
mastery 1 3/3
mastery 2 0/1
mastery 3 1/1
mastery 4 1/1
mastery 1 0/1
mastery 2 4/4
mastery 3 0/1
mastery 2 1/1
29 Defense
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
0 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Frost Armor
QArctic Assault
WFlail of the Northern Winds
EPermafrost
RGlacial Prison
View Skill Order Details

Introduction

Updated for Season 4!

I think that Sejuani is extremely strong in season 4, but I thought she was strong in seasons 2 and 3, yet nobody played her for some reason. If you're looking for a solid tank jungler that is criminally underplayed, Sejuani is a lot of fun!

Advantages of Jungle sejuani:

1: Very strong level 6 ganks and passable level 3/4 ganks.
2: Best jungler for 5v5 teamfights.
3: Extremely good late game overall.
4: Her ult is crazy good. "I throw an amumu at you!"
5: Scales better with items than other tanks -- stacking health and cdr turn her into a monster.
6: Can clear waves fast if she can get into melee range safely.

Disadvantages of Jungle Sejuani:

1: Poor duelist, especially early game.
2: lacks innate sustain.
3: Jungle speed is merely average.
4: Can't solo dragon early game.
5: Lacks ranged wave clear or any poke/harass ability.

Runes

Marks:

Attack speed to improve your jungling. These are worse for jungling than magic pen though.

Alternatives: Magic pen to improve your damage. You could also use hybrid pen as a compromise but honestly I'd prefer full magic pen if i wanted to make a purely late game focused runepage.

Seals:

Armor is obvious.

Alternatives: HP/level. Sejuani gets some bonus damage from health so if you seriously absolutely want a late game runeset, you could use these. Keep in mind, % HP seals are bugged and do not increase the damage of her northern winds, so you'd rather have hp/level.

glyphs

Magic resist / level

Alternatives: I used to use CDR glyphs but they buffed the hell out of spirit visage such that that item is too good to pass up, really. There's no reason to get CDR from runes now that spirit visage is so good. If visage ever gets nerfed i might switch back to CDR runes.

If the enemy team is heavy physical (70%+), frozen heart becomes cost-effective, so you can get your cdr from that instead of visage.

Other options: AP glyphs aren't terrible either. I don't normally build ap but she does have a .9 ratio on her northern winds and there aren't a lot of good options for glyphs, esp if the enemy team has no magic damage.

Quints:

I'm just going to use move speed this season. The mobility creep is getting to me, I need to keep up with all of these really fast champions.

Alternatives:

I used to use flat health quints, those are still great. You can use them if you want. They give bonus damage to her northern winds. %HP quints are bugged and do not give bonus damage to her northern winds: don't use those. You could also use ap quints, although i'd prefer health. AP Quints are the fastest for jungling but i feel they're less useful overall.

Masteries

mastery 1 1/1
mastery 2 0/4
mastery 3 0/4
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 3 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/1
mastery 3 0/3
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 0/1
mastery 2 0/1
1 Offense
mastery 1 2/2
mastery 2 0/2
mastery 3 2/2
mastery 4 2/2
mastery 1 1/1
mastery 2 3/3
mastery 4 1/1
mastery 1 1/1
mastery 2 1/1
mastery 3 3/3
mastery 4 3/3
mastery 1 3/3
mastery 2 0/1
mastery 3 1/1
mastery 4 1/1
mastery 1 0/1
mastery 2 4/4
mastery 3 0/1
mastery 2 1/1
29 Defense
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
0 Utility
Sejuani is a tank and Perseverance is overpowered so defensive is pretty obvious for her. The only question is whether you should go 21 defensive or just dump 29 or 30 points into it. It's hard to decide whether the extra AP in offensive is worth 9 points, you'd give up re-enforced armor and evasive.

When it comes down to it though, I play sejuani to be a beast late game tank. If i wanted early game gank control I'd pick someone else. She's a ticking bomb unlike most other junglers in that she just dominates late game teamfights... I've had lots of come from behind victories with her just because her kit is so good for teamfighting. So I focus my masteries around that. The extra points in defensive allow me to pickup reinforced armor (-10% crit damage) and evasive (-4% aoe damage), both the types of damage a tank typically takes in late game fights.

9 Utility tree is even less interesting on sejuani as she doesn't have too many mana problems. The best thing in the early utility tree is the 3 mp/5 and she doesn't need that.

I put one point in offensive for double edged sword, that mastery is weird on a tank but it's still better than any other option for your last remaining point. I guess you could take second wind just to make perseverance even more

You could also put the last point in fleet of foot in utility... I like move speed but I don't know if .5% of it is worth a point...

But double-edged sword speeds up her jungling and helps her early ganking. Even on a tank, 2% offense is much better than 1% defense and it's only one point. (compare it to the old havoc mastery which was .66% damage/point... this is much better)

Summoner Sets

Primary Set
Always take Smite on Junglers

Smite is the best skill for last hitting dragon and baron... its instant cast with no cast animation at all, does 800-1000 true damage... good range, can be cast when silenced or CC'd (except suppression). It's really hard to control baron/dragon if your team doesn' thave somebody with smite on it.

As the jungler it makes the most sense for you to be the one to take this as it greatly improves your ability to clear a jungle camp every 70 seconds. Also you don't want to have your buffs jacked, you need to be able to last hit red with smite if the enemy jungler invades your red or something. Don't skip this.

The second skill is preference. Most people prefer flash, including me, currently, but that doesn't mean the other options are bad.

Viable options for second summoner spells:

This is just so versitile, there's a reason 90% of people on summoner rift take this. Can be used for clutch initiates or escapes. Can jump walls. Can be used to chase runners for that last bit of damage you need. I like the Flash Q or Flash R initiate for Sejuani, you can catch them from really far away. Flash also allows you to take more risks such as entering a dangerous area to ward it up, as a flash Q combo will allow you to escape from almost any gank.

Another good option. This spell destroys someone's attack speed and slows them down. Makes ganking pre-6 a lot easier as between this and permafrost you can keep someone slowed for a long time.

Late game you can use this to lock down auto attack based champions such as tryndamere, irelia or vayne. If you are playing draft mode and see some strong auto attack based champions on the enemy team, and your team is lacking in exhausts, you might pick this up. Sejuani can get by without flash as she already has a dash from her Q.

This is a strange summoner for jungle sejuani but I don't think its a terrible idea. She's really got the CC and mobility covered already in her kit, as far as ganking is concered, so adding ignite on top for damage as well wouldn't be a bad idea. You could take this if the top laner takes teleport or something to make it so that you have enough damage to actually kill when you gank. You could also take it to counter healing heavy teams.

This is a troll spell, but despite that, teleport ganks are scary, especially if you take homeguard. If the opponents are overextended with a ward behind them, teleport makes for some really easy cross-map ganks. I've seen it work really well, although you'll miss having flash. Late game you can use this to split push and still be able to get to the fight if necessary. I never use this summoner but I wouldn't call you bad if you did.

Some people prefer this to flash. It gives you more distance overall but only if you can make use of most of the duration. It also stops creep blocking which is nice. Great for lane ganking. I think flash suits sejuani better but some might prefer ghost.

Bad Ideas:



Ok, as a jungler your job is to gank things and these spells just aren't threatening in a gank. these don't help you catch them like flash, ghost or teleport, they don't help you lock them down like exhaust, and it doesn't help you kill them like ignite does.

Typically in a gank you're more worried about killing things than dying. Junglers are the hunters, not the hunted, so there's no need for a defensive summoner.

I don't think that the 5000 hp piggyrider is really enough of a high priority target in teamfights that they're going to be chaining ccs onto you one after another.

Super secret new meta: jungler takes clairvoyance now. Season 4 secret strats to victory. Just kidding. I really don't see this spell making a comeback anytime soon, obviously because I'm too dumb to understand when to use it and how awesome it is for map control.

Item Builds

Starting Build(s)
Default Starting Build
5
Starting: hunters-machetehealth-potion5
Final Build(s)
Standard Final Items
Build Order
Buy early for jungle clearing: spirit-stone

If you're in base with 1000g and really want to gank a lane, you could skip this and go strait for mobility boots. But otherwise i like to get this item first to speed up your jungle and hopefully hit 6 faster. This also gives some much needed regen and it builds into ancient golem which is an obvious buy.

Boots: or ninja-tabi vs heavy physical

It's debatable but I usually get these before ancient golem. If the lanes are particularly impossible to gank and you just want to farm or countergank, you just strait rush ancient golem.

Core item, always buy: spirit-of-the-ancient-golem

This item is really obvious for sejuani. You need every stat it has plus it's a gold generating item and absurdly cost-efficient even without the bonus gold. The 350 health gives you bonus damage to your w... just buy this, there's never a reason not to.

Next: locket-of-the-iron-solari

Always buy locket unless your support wants to buy it or the enemy team is about 80% physical. It's not really worth it if the enemy team is 80% physical, but otherwise always get this.

Unlike most champs, I don't build AP on Sejuani no matter how fed i get, because her damage scales partially off of health. It's really nice to get damage and tankyness from the same stat! And for the purposes of offense, CDR is really good, and this item has 10% CDR. I'm not saying this is a damage item, it's still mostly a team support tank item... I'm just saying that building AP on sejuani seems pointless to me no matter how fed you are.

Cap your CDR next: spirit-visage (vs magic damage or balanced) OR frozen-heart (vs heavy physical)

Ok, you want to have max CDR on sejuani because it greatly benefits all four of her skills. 3 of her skills are utility based not damage based, and the 4th skill (northern winds) has stupidly high base damage that scales with HP, and so it benefits much more from CDR than other damage stats.

For capping your CDR the best option is usually spirit visage. Vs very heavy physical teams, frozen heart can be bought instead.
For balanced teams, spirit visage is much better than frozen heart. The reason is because Sejuani doesn't have many problems with mana, so the +500 mana is not really needed, and also because frozen heart has no health and she has damage scaling from health.

You probably want some armor by this point:

If they're almost entirely magic, skip this item obviously.

Ok, now that your CDR is capped, you'll want some armor and is IMO the best source of it.
Note that this is personal preference on my part: You could also buy if you want. I just like randuin's better than sunfire cape, either item is good. If you math it out the cost-efficiency of each is close enough. I wouldn't call you bad if you preferred sunfire to randuins.

You can also buy both sunfire and randuins if you still need armor.

I typical buy this as my 6th item last item:

Ok this item did get nerfed in early S3, but it's still good on sejuani just cause of her health scaling. It adds 100 damage to her W skill which is a pretty good bonus. You might say "That's not a lot" but keep in mind, the tank items are already relatively well balanced, so the fact that sejuani gets bonus damage from health tips the balance for her itemization in favor of health items, such that I'd prefer warmogs on her where I'd prefer something else on a different tank. Getting warmogs on sejuani is basically like getting warmogs + a blasting rod on any other tank. It's like a sale... buy warmogs get blasting rod free.

If they have too much magic damage or obscene poke:

self-explanatory.

If nobody else is warding:

Your team needs vision control and if nobody else steps up to the plate...

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Frost Armor
QArctic Assault
WFlail of the Northern Winds
EPermafrost
RGlacial Prison
Skill order is not nearly as obvious as it was pre-rework. However, I think you should max W first because maxing anything else will give you mana problems in the jungle, which will slow down your jungle or force you to itemize for mana, either of which would be bad.

Due to the high base damage and low mana cost of W, it will be your most efficient jungle clearing ability whether you max it or not. If you max anything else first, you'll have to use that skill + W to quickly clear the jungle, rather than just W. This will cause you to have mana problems and will force you to back frequently due to being out of mana and miss gank or countergank opportunities. If you max W first, you can use only W to clear the jungle, and since it's only 40 mana your natural mana regen covers it pretty much and you can stay in the jungle much longer.

It also gives 60 damage per rank aoe and the cooldown is reduced by ranking it so this will greatly improve your damage by maxing this first, moreso than the other skills.

For the 2nd skill its debatable. I prefer E to Q because I want the slow to be stronger, and also I sometimes use Q just for escaping or positioning so the damage on Q is less relevant than the damage on my other skills.

Obviously you should put points in R at every opportunity.

Skills

Frost Armor
Free armor and Slow reduction

This isn't one of the passives that you really think about, but Sejuani gets free armor and slows are less effective against her after she has damaged something.
Arctic Assault
Q: High mobility gap closer and reliable escape. Now with CC!

This skill is great because it gives her mobility.

This applies her Frost to all nearby enemies, so you can use it to combo into E.

Now that this ability has a knockup, you should use it more offensively than in Season 2. You'll want to combo it with your ult. Cast it right after your ult stun expires to lock down your opponents for a longer duration. Then, follow up with a permafrost.

With this combo (R --> charge with W --> Q --> E), you can do lots of damage to your opponents, keeping them locked down.

Only use this skill offensively if you are willing to fully commit to a fight, as this is your main escape ability as well.

You can use this skill to jump over walls in the jungle to escape that way, which makes it a reliable escape mechanism when jungling or counterjungling. Be careful to you stand close to walls when in dangerous situations: you don't want anyone getting between you and the wall--blocking your jump. This also makes her faster in the jungle if she has the mana to use it as it can jump walls which saves time. However, you shouldn't mindlessly spam this when jungling as it takes a lot of mana. You don't want to waste gold buying mana items other than spirit stone, so you're going to want to conserve mana. If you use this when you're not at full mana when jungling you might not have enough mana for that skirmish or gank 30 seconds later.
Flail of the Northern Winds
W: AOE clearing power and high damage late game.

This is sejuani's primary damage ability which scales off of health. Early game her damage is weak, but by mid game when she has ranked this to 5 and built some health, she'll start doing a lot of damage, mostly with this skill.

This ability is now an auto attack reset, which means that for jungling you'll want to auto attack once, then cast this immediately for a double strike. You'll also want to time it to the end of your auto attacks when recasting, unlike pre-rework when it had no interaction with your auto attack.

Anyway, this is your \\\"I want to do damage\\\" ability, you turn it on when you want to damage things.

Note that unlike in season 2, this ability applies frost, so you can use it to apply frost to a large group to hit with permafrost later.
Permafrost


E: Slows targets afflicted by frost. Passive: apply's frost

Note that the frost passive doesn't slow for 10% anymore, it now does absolutely nothing except allow you to cast permafrost. All of her abilities now apply it though, so its easier than before to hit a large group with permafrost, as you can just W everything and then hit E to slow/damage everything around.

This a really strong slow. Like all slows, it doesn't do anything to targets if they don't decide to run anywhere, so you should be patient when using this skill and save it for an opportune time when they start running at you or away from you rather than fighting in place. Try to chain it your other cc's and the cc's of other members of your team. Only once your team is out of hard cc should you cast this.

You'll want to use it before your frost proc from your other abilities expires, which is a 4 second window, but otherwise you have a lot of flexibility on when to use it due to it's long range.

Because your ult applies frost to all targets it hits, you can combo your ult into this. Just ult and then wait 2 seconds and then hit this, unless you want to hit Q in between. As already mentioned, the R --> W --> wait out stun duration --> Q --> wait --> E combo is really good for locking things down.
Glacial Prison
R: Stun ALL the things.

This has huge range, huge radius and is easy to land. This is what makes sejuani good. Amazing ult which applies her passive to combo into her other abilities, really great spell all around. Comboing this with flash and Q can allow her quickly cross an entire screen and initiate from very far away. From level 6 on she can use this ability for very strong jungle ganks, particularly lane ganks on bot lane.

This ability is key in late game teamfights, you want to hit as many people as possible. If you can hit more than one person with this while your team is close enough to follow up, you're probably going to win. Resist the urge to use this spell to chase runners when your team isn't close enough to follow up, as this spell is too good to just throw out casually and having it off of cooldown is a huge part of your passive threateningness.

Mathematical Basis for Item Build

WARNING: LONG, BORING, NERDY!

(THIS CHAPTER IS OUTDATED SINCE 3.1)

The Basic Spreadsheet:

[http://i.imgur.com/D5R4vTI.png]

Ok, Above is a screenshot of the spreadsheet I use for evaluating items on sejuani. This has a lot going on under the hood, I'm not going to explain all of the formulas in detail, but I'll give a rough explanation of how it works. If you have any questions about it or find any bugs feel free to leave a comment. You can download the spreadsheet here and tinker with it yourself here:

http://na.leagueoflegends.com/board/showthread.php?t=3496962

The columns of top grid of the spreadsheet are each items that you could possibly build. The first few rows are the basic stats of the items--Gold cost, health, armor, magic resist, etc. Note that some of the stats on the item are formulas based on other figures in the spreadsheet. For example, warmog's health regen number is based on your current hp, void staff's magic pen number is based on enemy magic resist (since it's a percentage reduction). Spirit Visage HP regen is based off of a percent of your current HP regen.

Note that the spirit items are listed at 1790g not their actual price of 2000g. This is because they build out of spirit stone which you already bought for jungle clearing. If you sold your spirit stone for 490g, you'd have a net loss of 210g. So you save 210g by building your spirit stone into a jungle item rather than selling it mid-late game, which is why I deducted 210g from the price of the spirit items.

More important are the summary rows at the bottom:

  • "Stat points": This is the total estimated gold value of all stats on the items, not counting passives or actives or obscure stats like spell vamp% which aren't listed in the top grid. It's just adding up the total gold value of the stats on the item.

  • Arbitrary points: this is the total estimated gold value of all actives/passives/auras of the item, plus stats that are not accounted for in the stat points. Some of these are formula's based on the estimated total damage or defenses added by the item--which could vary according to what level you are or what other stats you h ave.

  • Scaling Bonus: This is a bonus point added above the stat points based on the benefits of having multiplicative stats on the same item. For example, magic penetration scales with itself, magic penetration scales with AP, armor scales with health, etc. This attempts to account for this by giving a point bonus to items with complementary multiplicative stats based on a formula.

  • Total Points/Gold: This is the most important row, so I highlighted it. This is an estimate of the cost efficiency of the item based on all of the above. It takes the total points from the 3 points rows and adds them together and divides them by gold cost. It is also color coded, items in blue are more cost-efficient than items in white, and items in red are generally bad. The bluer the item is, the better I think it is for Sejuani.

At the bottom right are the estimated gold values of each stat (health, armor, etc). This is used to calculate the "Stat Points" above:

The spreadsheet uses formula's to compare the gold values of various stats based on how much they increase your defense or offense as a precentage compared to your current stats. For example, if you currently have 2000 health and zero health regen, and your opponents do not do %health damage, each point of health increases your defenses 1/2000 or .05%. The defensive benefits of health is defined in the spreadsheet at a set value (2.5g by default) and all other quantifiable stats are compared to that. Note that health itself is actually worth more than this, because it adds bonus damage to sejuani's W. So this adds a level of complexity.

Using the % increase of defenses that are gained by increasing health by one point yields a "Gold Factor" which is the estimated value of one gold. So in this example, take .05% and divide by 2.5 to get the gold factor, which is .02% in this example.

Therefore: in this example, a .02% increase in total defenses, whether it comes from health, armor or magic resist, is defined as worth 1g. Note that as you increase your total defenses, the gold factor will decrease as the more defense you have, the more gold it takes to increase your defenses by the same relative %. This will generally decrease the value of defensive items and increase the value of offensive items as you accumulate more defensive items.

The Assassin Factor and Offensive Stat comparison

The "Assassin Factor" is an arbitrary number which is used to compare defensive stats to offensive stats. It's a measure of how much you value offensive stats than defensive stats. I named it the "Assassin Factor" not the "Tank Factor" because originally made the spreadsheet like this for Fizz, who is an assassin.

For example, if you have an assassin factor of 2, that means that you value a 1% increase in your offensive power the same as you would value a 2% increase in your defenses.

This is probably the biggest question mark in any itemization evaluation, and you can enter whatever you want for it. The default is 0.8.

Since Sejuani is a tank I think that defensive stats are more needed, she has a lot of non-damage utility to make her useful and is a very front line champion who is easy to target. So i value defenses higher than i value offenses for her. At the same time, offense is hardly useless, the large aoe damage Sejuani does is one of the reasons I prefer her over most other tanks.

The model input

At the left you have the "Model Stats". These are your current stats before you buy any items. These are used to calculate the value of item stats based on what you need and what helps you. The default values are based on the base health coming from sejuani's base stats and passive and the runes/masteries that I use

The "Your Phys Damage" and "Your Magic Damage" are based on a model of Sejuani's damage that I use, which consists of 3 full damage casts of , 4 auto attacks times your attack speed bonus, two damaging uses of , two damaging uses of and one damaging use of . You can adjust this model to your liking, adjust the number of points you put in each skill, adjust your level, and all of the other numbers in the spreadsheet will automatically update to reflect your preferences.

The "AP Ratio" figure is the full ap ratio from this combo.

We also have your current AP, ad, armor pen and mpen values, which in this version of the spreadsheet come from runes/masteries. As we get more items and build more damage, we can add additional stats to the "Bonus" column, which is added together with the base value column to get the total amount of that stat.

Next to this, in the middle of the spreadsheet, are the statistics for the enemy champ who we're trying to kill, including HP, armor and Magic resist. There are also four columns which attempt to estimate what % of the enemies damage is magic, physical, true or % health. These are used to calculate the relative values of HP, armor and MR in relation to eachother. You can adjust these to theorycraft various enemy team comps that could range from anything from entirely physical to entirely magic, or comps that include a lot of %hp damage or true damage.

All of these numbers are crunched together to get a model of sejuani's total damage from the arbitrary number of attacks of each type, which can then be compared to any increase in damage on a percentage basis. The percentage is then compared the gold factor after being multiplied by the assassin factor to determine the gold value of offensive stats.

Note: that any value in white background in a black box is somewhat arbitrary and feel free to adjust these values as you see fit. The values with gray backgrounds are calculated fields where the estimated stat is calculated from elsewhere and these will automatically update as you change other values in the spreadsheet.

Also note: if you adjust the value of "HP Def Value" (near the middle of the spreadsheet), the value of almost everything else in the spreadsheet will change, since most things in the spreadsheet are valued by comparing them to the defensive bonus from hp. The only exceptions are the arbitarily valued actives/passives/auras/unlisted stats (which are included in arbitrary bonus for each item) and arbitrary stats such as tenacity, mana, cooldown reduction, etc.

I don't know how to value CDR, mana and mana regen on a quantitative basis compared to other stats, so i just plugged in 50g for cdr (which seems about right) and .5 per point for mana and 15 per point for mp/5.

If you feel the total value of everything in the spreadsheet is inflated due to your preferences, you could reduce the value of health, thus keeping your calculated stat valuations roughly in line with the arbitrary bonuses and arbitrary stat valuations. (for example, if you set the enemy %hp damage percentage to something absurd like 99%, the value of all calculated stats, including health, will skyrocket as health becomes useless for defense. So in this case it may be a good idea to reset the "HP Def Value" to something proportionally low)

With that in mind, let's take a look at what's on the spreadsheet:

Here's just the Gold efficiency row from the basic spreadsheet:

[http://i.imgur.com/umAVbuV.png]

Since the default version of the spreadsheet uses a no-item Sejuani as a basis, numbers in blue in this spreadsheet are the good first few items to buy. As you can see, the best two items on this spreadsheet, by far, are Spirit of the Ancient Golem and Locket of the Iron Solari. So I buy these first. I didn't bother to put boots in the spreadsheet but I also buy Ionian Boots of Lucidity early.

Now that we've bought those two items, we can update the stats in the spreadsheet as follows to calculate the next best items to buy:

1) under the "bonus" column for "Your HP", type 980. This comes from the hp on locket and golem, plus 180 for its shield.
2) under the "bonus" column for "Your HP5", type 24. The HP5 from locket and golem
3) under the "Armor" colum add the 35 armor from locket.
4) under the "Your AP" bonus column, put -17.46. This is to compensate for the fact that the shield on locket does not add bonus damage to her W unlike actual health would. (it's derived by taking 180 and dividing by the gold value of ap, then dividing again by the "HP dmg Value").
5) Reduce the value of CDR to 0g, because we already are basically capped with ionian boots, locket, ancient golem, runes and masteries. We don't need any more CDR since CDR is capped at 40% and we already have 39.83%.
6) Move the columns for Locket and Ancient golem off the screen to the right because we already bought those already and don't want seconds.

The new spreadsheet can be seen below:

[http://i.imgur.com/gIDBp2i.png]

Now let's take a look at this different variation of the spreadsheet:

1) The spreadsheet now thinks Aegis is the most gold efficient item, followed closely by Bulwark. So I usually buy Aegis --> Bulwark next vs typical balanced team comps.
2) Warmogs is blue. Always a good buy on a health oriented champion like Sejuani.
3) Ruby sightstone is blue. You should buy this if you feel there aren't enough wards around for your team.
4) Randuins and Sunfire cape are blue. Buy whichever one of these you like better if you feel you need more armor.
5) Banshee's is blue, but not as blue as aegis/bulwark. So its decent but outclassed for its role as a magic resist item.
6) Rylai's is light blue. Buy this if you really want more slow. Note that the value of the slow on rylai's is pretty arbitrary, I value it at 1200g (as seen in the "arbitrary bonus" row of the rylai's column.) If you think its worth more than this you should probably buy it, I guess it depends on your style of Sejuani.

You could also tweak the Enemy Stats section, particularly the propotion of physical vs magic damage they do. That would be useful if you want to know the proportion of enemy physical/magic damage needed before the spreadsheet thinks randuins is better than warmogs (it's 60/40, fyi, although still arbitrary because the slow on randuins is hard to quantify).

and that's the spreadsheet, you can play around with it however you want, it includes a lot of my arbitrary assumptions that I built into it in an attempt to quantify everything. If you don't like my assumptions you can tinker with it as you please.

Jungle Paths

No videos yet of the routes, might add them at some point.

1) Red --> Lesser wraiths only --> Blue --> gank at 3

On Sejuani this path hits level 3 in about 2:52 without a leash (You can actually get it down to about 2:47 or 2:48 with more focus runes/masteries, but i use late-game oriented runes) . Not a bad level 3 time. You can also finish killing the blue wraith if you want.. you'll have a little bit more xp for later but you'll be 8 seconds late to top lane.

2) Blue --> Lesser wraiths only --> Red --> Gank at 3

Reverse order of the above route. Also used for level 3 ganks.

3) Blue (smite) --> Wolves --> Wraiths (smite) --> Double Golems --> red (smite) --> wraiths --> Gank at 4

Killing the wight on the blue path isn't something you should even consider for sejuani.

4) Red (smite) --> Wraiths --> Blue (smite) --> Wolves --> Wraiths (smite) --> Double Golems --> Gank at 4

You could use this path to hit level 4 if you're worried about them stealing your red, or if you plan to gank the lane near double golems after you're done leveling.

Early Game (level 3-8)

From levels 3 to 5, mostly farm. Gank only if a good opportunity arises.

I usually gank at level 3 to keep them scared, after that i mostly farm until i get my very powerful ultimate at level 6.

You should also plan to gank/camp lanes early if your laners are facing lane bullies who lack escape abiliites, such as mordekaiser, urgot, yorick or pantheon. Or if one of the enemy laners is asking to die by playing so aggressive, go ahead and gank them also. But otherwise I like to rush level 6 to get my ult so I can destroy the enemy botlane with it.

You can also drive by to quickly harass a lane if you happen to be near a lane while you are farming. Even if you can't get a kill, it's often a good idea to try to chunk the enemy's health or burn a summoner spell, thus establishing lane dominance. But don't spend too much time harassing lanes when your creep camps are respawned, you still want to hit level 6 as fast as possible and not fall behind on exp because your level 6 ganks are much much better.

You'll need some experience to know which lanes are gankable and which aren't... pre-6 try to avoid ganking lanes with easy escapes as you can't really lock them down yet; for example trying to gank fizz or morgana is a complete waste of time.

Aggressively seek out ganks when ultimate is ready.
Once I hit 6, I start ganking whenever my ult is up. Sejuani's level 6 ganks are almost a guaranteed kill if done right, so plan out your jungle farming route and when you plan to buy so that you can be near a lane and ready to gank when your ult comes off of cooldown. Her level 6 ganks are extremely strong, with her high mobility and long range stunning ultimate she can gank almost regardless of the position of the laners, and you should easily net kills and assists assuming your team has enough damage to follow up on your CC.

Types of ganks

The standard come from the river bush and jump on them ganks work well on her, of course, but she also has other options. As her Q can jump most walls, Sejuani can gank from any direction.

When she has her ultimate ready, she's quite good at in-lane ganks: First, sneak into the bushes when the creeps don't have vision of them, then Q towards the enemies, then ult. This is a good option if you know that a lane is warded and can't come from the side.

Even without sneaking into the bushes, With Q --> flash --> ult, you can often catch enemies from far outside their sight range. Wait at your tower and ask your lane partner's to bait the enemies into a fight, then charge in to the fight with Q --> flash --> ult. With this method you can gank the bot lane even if both the river and the in-lane bushes are warded.

She can also tower dive well with her ult. Ult them when they're under their tower, then walk in with W and E tanking the tower. If you start to take too much damage, Q away from the fight and run, and with all of that CC and damage you did while you were tanking the tower, your team should be able to finish the enemy off.

She can also gank the side lanes by jumping over the wall near the tribush near enemy blue. You will have to take one tower hit to do this but it's still a great option to come from behind. A similar method can be used to gank mid by jumping over the wall from enemy wraiths.

Here's a map of three examples of gank routes that work with sejuani (but watch out for the enemy jungler on the bot lane gank shown here. This is probably only a good idea if he was recently seen top or something, you don't want to get counterganked.)

[http://i.imgur.com/f5Jvn.jpg]
(the top lane red line shows an in-lane gank by sneaking into the bushes. The mid lane gank shows a standard "come from the side" gank. The bot lane gank shows one way to sneak around to get behind them even if river is warded. )

Mid-Game

Mid game is similar to early game except there will be some small skirmishes and teamfights. Somebody on your team should be taking dragon timer and try not to be far away from it when it is up or about to be up. Mid game is like early game except the mid laner tends to roam a lot. Also, if either bot lane team takes a tower, sometimes they'll go mid and try to push down the other tower, which will force the other bot lane to defend. so you could have big skirmishes or pushes mid lane shortly after a bot lane tower falls--be prepared for that.

You'll want to keep good ward coverage, so buy a few wards in addition to your trinket to try to keep tabs on where the enemy is.

If a fight breaks out you'll usually want to join it, unless you're too far away to respond, in which case just push the nearest lane to at least apply pressure while your team is fighting.

Late game Role

Initiation

Sejuani is one of the best if not the best late game initiators, so you'll always want to look for opportunities to start teamfights on favorable terms (like when the opponents are outnumbered). You can use Q, flash, boots of mobility and your long range stunning ultimate to catch people from very far away. If an enemy is out of position and far away from their team, you should quickly lunge at them and stun them with this combo (or just q them if you are close enough). Having your team nearby and grouped is important so they can follow up on your initiation, as is having good ward coverage so you know where the other enemies are. So make sure you communicate to your team that you are sejuani and it would be nice for them to stop farming and group so that you can wreck things together.

I recommend using smart cast for all abilities to improve your reaction time to initiation opportunities.

Teamfighting

Team Fight Presence:

Sejuani does a lot of damage and applies a lot of slows/ccs from her Q and E. Try to get in the middle of the fight where you can hit as many people with northern winds as possible. If you have nothing better to do, attack the closest target with autos and northern winds. Since you're not a priority target in a teamfight, if your team is fighting you should always at least be harassing with autos and W, and trying to peel with E.

Note that just your presence in the fight can deter opponents from attacking your carries and force them into bad positioning: You don't even have to charge them with Q, you can save it, but just being between your carries and them prevents them from getting closer or they'll get hit with a knockup and a slow. You also should be doing pretty good damage by now--not carry level but not ignorable either, as your northern winds scales with health.

If you haven't used your ult yet, wait for an opportunity to hit 3+ people with it. a good ult can win a fight. Key point: Do not waste your ult. You need to hit multiple targets with it.

If you are in a dangerous position, don't use Q, instead save it to escape or to peel off someone who dives past you and attacks your team. You can peel for your team with W and E, and then you can save your Q to escape yourself or to continue to peel (or both-- you can escape from the front line to peel for your own backline with the same Q). Sejuani is great for helping your team disengage bad fights due to her slows and her high mobility herself.

Change Log

3/1/2012: Guide released
3/6/2012: Added a little bit more detail to Runes/Mastery/Summoner spells section.
4/18/2012: Removed mention of buliding atma's if fed, since they nerfed it.
5/7/2012: added alternate CDR items to item build section for people who don't use my runeset.
12/13/2012: Starting to update this guide for S3. Stuff up now is tentative, might change it later. Consider the guide Under Construction.
4/30/2013: Ok, they revamped sejuani. Sorry, I kindof ragequit her after the flask nerf and jungle hp changes. But i'll pick her up again, now that she's buffed like crazy. I added the build I'm using now.
5/10/2013: Working on fleshing the guide out a bit, more. It's still under construction. The addition of the knockup to her Q changes her playstyle quite a bit, so a lot of this guide was outdated.
5/29/2013: Added spreadsheet and math chapter, plus miscellaneous updates. I think the build portions of this guide are pretty much done, although the playstyle sections still need some work before is submit this for re-approval.
8/2/2013: updated build for 3.1 patch.
12/8/2013: Season 4 updates.

Comments

January 20, 2014 - 09:49 PM #1

http://sh.st/cM6P

December 10, 2013 - 09:01 PM #2

Sorc shoes aren't too bad on her if you want a bit of damage, but I wouldn't buy liandry's. Keep in mind that they removed the permaslow on her frost that she had in season 2, so she won't get full damage from it anymore.

December 9, 2013 - 07:20 PM #3

Question: What about sorc shoes as a viable damage-enhancing option? They may be a nice alternative when you feel like your team's damage is lacking. Liandry's is incredibly synergistic with Sejuani's kit and might also be a nice option for when you feel like your team needs some extra oomph.

Thanks for the fantastic guide!

August 11, 2013 - 07:59 PM #4

I forgot to say that Im using a standart 9/21/0 Mastery Setup picking up the 8% Mpen

Also Im building the Haunting Guise for the Magic Penetration to go along with the percantage Damage on Sejuanies Q once again, and its the very last thing I upgrade on her, as Im not building it for the Burn in particular.

Im also mostly not building the crystal scepter^^

August 11, 2013 - 07:46 PM #5

When Sejuani was free to play a couple of weeks ago I used to play her quite often and very successfully (11 wins out of 11 games, and I certainy didnt get carried). I played her with, well some AP Runes, as I dont have others (AD, Support, AP) with a bit of Magic Pen (Marks). Also I did build a hounting guise after my ancient golem, Tabi and Bullwark (R.I.P. you will be remembered), and situationly also an abyssal, as it goes well with something you didnt mention I think (Didnt read the whole stat part over the jungling/early game). Her Q deals a 8/9/10/11/12% of the enemies Health (as it stands in IceWyrms App "LolCrafter") as bonus magic damage. I even like to put 3 points in w, then r and then max out her Q for the additional initiatial damage, and then finish my w (first 3 points for clearing speed). The guise is then also kinda timed with my damage Spike on the Q, which is quite nice, I also checked the numbers, maxing Q is worth it more damagewise if you wont get the full nothern wind flal damage off. What is your opinion on that?

By the way, sorry for any spelling mistakes Ive probably done, Im just a german tryi.g to write english on a small lagging mobile device with a cracked screen...

Greetings

Lars

August 10, 2013 - 01:36 AM #6

Boots of swiftness are OK on her but I don't really agree with the logic that you want more slow reduction because you already have slow reduction. I mean, you already have 36.25% reduction already without boots of swiftness, if you take the mastery, which i don't recommend taking, I think there are better masteries. I guess it depends on enemy team comp though. My experience is that sejuani is not really prone to being kited by slows since she has her own slow to counter their slows and her ult is pretty long range.

August 8, 2013 - 06:44 AM #7

Hey DooOm, thanks for the guide. I was wodering if you had ever tried running boots of swiftness and 2 points in "relentless". At level 18 it would give her about a 52% reduction (.85*.75*.75) in slow effects and make it easy to get around teamfights no matter what to both initiate and then peel if necessary. There are some comps Tabi is just too OP but I am speaking of other situations. thanks

May 11, 2013 - 04:29 PM #8

Well, if I had money to burn, maybe darkrider? I just use the default skin!

May 11, 2013 - 02:37 PM #9

Hello Doom c; ONE Important question! What's the best Skin on her? I can't decide! What do you think and which one are you using? Please answer

May 4, 2013 - 12:33 AM #10

It does speed up your jungle and make it safer (78 hp safer... lol) but that's not the only reason you take it... HP quints are just all-around good on sejuiani.



Most champs value hp at 2.5g per point but seju gets a very large amount of damage from them, so to her they're worth 3.5-4g per point depending on how you value damage. They're just good quints for her all-around. I didn't use them last season because the scaling on HP for W used to scale with ranks so she didn't get full benefit till level 9... not anymore. Also with the reduced cooldown on W at later ranks, she actually has more overall hp scaling than before (now its 16% / 4.2 seconds, vs 18%/6 seconds before)



Now that you don't need mercs (sotag give stenacity) you're free to buy lucidity boots for your CDR so you don't really need CDR quints anymore which i used season 2...



you can use MS if you want but i think she's mobile enough without them.

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