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SEJUANI BUILD GUIDE: [S3] A stronger jungler than you may think by Avelice

by Avelice (last updated over a year ago)

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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 Armor( +12.78 armor)
View Rune Details
Summoner Spells
View Summoner Details
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21
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9 Offense
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21 Defense
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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

Runes

Masteries

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9 Offense
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21 Defense
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0 Utility

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

Champion Matchups

Introduction

[http://images.wikia.com/leagueoflegends/images/6/62/Sejuani_DarkriderSkin_Ch.jpg]

Many people think that Sejuani is a terrible champion. Her early jungling can be a bit dangerous, but this is more than made up for in the huge amount of CC, mobility, and damage (for a tank) that she provides to a team. While her kit definitely needs some work, Sejuani is still a very fun champion and can be rewarding to play well.

Pros
  • AOE stun at a huge range (1150)
  • Passive that slows
  • E provides a huge 70% slow for 3 seconds at max rank
  • W does great AOE damage because it scales with health
  • Can peel multiple targets from carries
  • Gap closer/escape tool with Q
  • Amazing level 6 ganks
  • Incredible clear speed if allowed to have blue buff all game
  • All AOE abilities

Cons
  • Vulnerable levels 1-4 clear
  • No innate tankiness in her kit
  • Ultimate is dodgeable
  • Can be very weak if team falls behind
  • Ganks without ultimate are poor
  • Lower dueling capabilities due to low single target damage

Abbreviated Guide

[NOTE: Abbreviated guide outdated]

I know not everybody wants to read a long document, so here is a compressed version of the guide. This is designed to give people a decent idea about how to play Sejuani effectively without having to delve into the huge guide.


Item Build

Jungle start:
Mid to end game build:

Sejuani scales best from health and cooldown reduction so that her Northern Winds (W) does a lot of damage and that all of her abilities, particularly her ultimate, are always up. Additionally, to keep her clear time fast she appreciates mana so that she can spam abilities. Kindlegem and Glacial Shroud as well as masteries do a great job of being very useful while achieving this goal. Aegis is great to round out your defenses in mid to late game. Lastly, building phage and then frozen mallet will increase your tankiness while also allowing you to peel enemies from carries. Feel free to upgrade kindlegem and Glacial Shroud as the game progresses, but their upgrades are usually less useful than Aegis or Frozen Mallet. Note that getting Glacial Shroud before Shurelya's Reverie is generally much better, as you appreciate the mana, extra gold from philo stone, and huge CDR shroud gives.


Runes and Masteries

[http://i47.tinypic.com/5mxae.png]
[http://i49.tinypic.com/294mno3.png]

Sejuani has great clear time already, but needs extra tankiness, so runes and masteries are focused around this. Movement speed quints aren't necessary, but are incredibly useful for improving mobility since no other quints add much to her jungle or fighting capabilities. Note that 9 offensive masteries are preferred for the 4% CDR and magic penetration, which really helps reaching a high amounts of CDR and dealing extra damage to unlock Sejuani's power.


Summoner spells



As a jungler, smite is necessary to have a safer and quicker jungle, as well as to have control of buffs, dragon, and baron. Flash works best as the next summoner ability because of the huge range it lets you stun people from. Imagine flashing (450 range), into your charge (700 range), into throwing your ultimate (1150 range + splash radius). This means you can stun people from about 2000 range, which is quite terrifying. Additionally, it gives you huge mobility when combined with Q.


Skill and skill order

> > >

Pick up your ultimate for cooldown reduction on it, then your northern winds (W) for damage and jungle clear, finishing up with a stronger slow in permafrost, and finally getting Q because it's left. Sejuani's W does a good amount of damage, and while you will find that she does more damage than other pure tanks like Rammus or Maokai, she won't be dishing as much as Shyvana. That said, Sejuani packs some of the best crowd control in the game, and can win your team the advantage by permanently slowing people with her passive and hitting your enemy with a huge range stun. A few important tips to remember are that your ult is dodgeable so be careful, Q stops if you hit somebody, and to use E after your ult stun has worn off for maximum effect.


Early game/Jungling

For early jungling Sejuani does not have the best jungle presence. She has really fast clear due to W damage and Q wall hops though, so really try focusing on getting to level 6 ASAP. A good path to 4 is wolves -> blue -> wraiths -> wolves -> red -> wraiths. When doing this route, have your support ward your red to protect you from jungler invasion, as many fast junglers like Udyr or Dr. Mundo will try and take it from you. If your blue gets taken, no need to fret. Go wraiths -> red -> golems -> wraiths -> wolves, and back for philospher's stone. Sejuani can actually beat camp respawn timers, so she can actually recover and prevent counter jungle by focusing on clearing. Often ganking too early is just a waste of time, since Sejuani's early damage is not great and her CC isn't amazing until she gets her ultimate.


Mid game

This is Sejuani's strongest point in the game, since her ultimate can let you win skirmishes, and her W is starting to do great damage. Try and have your team roaming around a bit earlier than you might with other champions to take advantage of being able to win these fights. This is where you really want to look for making kills happen and then taking objectives like Dragon or towers. Remember always to keep good ward coverage around the map and possibly pick up oracles, because Sejuani can capitalize on people being even slightly out of position.


Late game/team fights

To me late game is when your team is roaming around looking to engage for team fights, or taking down towers as a group. Sejuani won't be doing anything cute like split pushing; always stick around your carries and look for the right moment to initiate. If you can land an ultimate on an enemy carry, this gives a great opportunity for your bruiser and/or AP carry to jump on them, and hopefully you can get a kill or weaken them enough to zone them from the fight. Follow up by running into the team to get your W and E off. After that you'll usually want to try and run back to your carries to try and peel with Phage and your passive. Remember that sometimes it's right to use Q to dash in after your ultimate, but sometimes it's better to save it so that you can dash back to save your carries!

Item Builds

[http://static.zerochan.net/Sejuani.full.1195066.jpg]

Jungle Start

Hunter's Machete + 5 Health potions

This is the standard start on almost every jungler for season 3. Not only is it increasing your clear time by a significant amount, but this increase in clear speed means that you take much less damage from camps. Without machete you will clear slower and thus take more damage, making it very difficult for you to influence the game early, or even just clear the jungle normally for that matter.


Early "Core" Items

Spirit Stone

Investing in primarily "jungle-only" stats really hurts the income of a jungler, but upgrading machete to spirit stone is a necessary evil. Without any built in tankiness Sejuani needs some extra help in the jungle, which is exactly what spirit stone does. Not only is it giving some very helpful regen (similar to the Philosopher's Stone of season 2), but this increases your clear time even more over machete. In turn you will be taking less damage, spending less mana, and having more time to gank.

Ionian Boots of Lucidity

I cannot fault anybody who decides to purchase or ; however, it is my opinion that Sejuani can influence the game most with CDR. It means that she can work toward having her W always up, her ultimate always ready to engage, get an extra slow off in a fight, and have Q up to escape sticky situations or catch people. As Sejuani you will be trying to gain objectives for your team during mid game, for which the extra CDR is most beneficial. All of your other items will contribute to your tankiness, so you can afford to build boots which don't contribute to it.

Kindlegem

The reason to buy this item is basically the same as the boots: for the CDR. It has a nice benefit of some extra HP though. It has some great upgrades into team items, although you'll probably just hold onto the gem while you finish other items first.

Aegis of the Legion

This item is a godsend for tanks. It has an incredibly useful aura, but more importantly is the only defensive item to provide all three defensive stats (health, armor, magic resist). Definitely get this item almost every game, as it will help your and your team's effectiveness a lot. Make sure to tell your support though so that you don't double up on buying this item.

Situational Purchases

Runic Bulwark

This item should also be purchased a majority of games, unless the enemy has almost no magic damage. Otherwise you're getting a ton of stats for the upgrade cost and making the aura even better for your team.

Zeke's Herald

This item, at first, seems like a strange item to buy on Sejuani. The health and CDR are great, butr you're paying a lot for a damage and lifesteal aura, stats that aren't really very strong on Sejuani; however, this item isn't primarily for her. Sejuani excels best by helping her team instead of focusing on being a carry herself. Generally this is a late-game upgrade, although pick this item up earlier if some of your team is failing and it looks like a strong AD carry is your only route to victory.

Locket of the Iron Solari

Locket is going to be your other choice for upgrading your Kindlegem. This is great if your team is doing pretty well, but needs a bit more extra protection for teamfights. In particular this is better if you have a strong caster who is dealing the most damage in fights and needs a little extra oomph to get another rotation of abilities off.

Sunfire Cape

A strong defensive option to also increase your damage output. If you get ahead grab this item early to increase your damage output. Otherwise you probably want Aegis (and sometimes Bulwark) finished before you put this together.

Randuin's Omen

Randuin's is truly a strong item, and fills a similar role as Sunfire Cape. However, this option is more for when you and/or your team is behind and need some extra help shutting down strong enemy AD carries or need to protect your AD from bruisers. The active goes a long way toward these goals, and the passive can certainly helps reduce the enemy's power even more.

Enchantments

None of the enchantments are worth buying for Sejuani, at least until you're basically maxed out on items. You spend too much gold for effects that don't really help your role of being a tank or securing objectives. That said, if you want to pick one up later, Captain is going to be best for you, since they help our your team follow up on your initiations.


Notable Exceptions

Wriggle's Lantern

Sejuani has nothing that scales with AD, and her three AOE abilities let her clear very effectively with the percent damage increase of Spirit Stone. Pass on this item.

Cyrstalline Flask

While flask has its uses, I just don't feel like Sejuani needs it. You clear fast enough to take little damage after the first two clears and your mana usage should be fine with your base regen and spirit stone.

Frozen Heart

Frozen Heart is great, but not for Sejuani. While extra mana is not bad, you don't need it like other champions do, which makes the mana an almost wasted stat. The CDR great, but it's better to get your CDR from other sources and then spend your extra money to invest in health. The real problem is that without any health, all the armor this provides is significantly less useful.

Any AP Items

Sejuani has a 2.6:1 ratio for ability power on a full rotation of her abilities, assuming you get maximum W damage. So you can't really burst anybody down in one rotation and her cooldowns are too high for AP to add sustained damage. Sejuani's real damage comes from staying alive in a group of enemies with her W active (which can easily get over 150 damage per second in late game). So, by building tanky you can be a strong frontline for your team while staying alive to get that consistent damage. If you invest in AP you'll be squishy and still unable to burst anybody down.

Warmog's Armor

This item just does nothing. It's only HP, but no special bells and whistles. You're better off with Sunfire Cape or Randuin's in basically every situation.

Philosopher's Stone and Kage's Lucky Pick

As mentioned before, Sejuani doesn't scale well with AP, so Kage's isn't doing much for you, nor will it build into much useful for you. Philosopher's stone used to be much better, but Spirit Stone has mostly replaced it so the extra regen is just not needed.

Runes

9x Attack speed marks have no alternatives. Armor reds are too inefficient to use for base stats--Plus, damage runes help your clear speed which actually means you'll take less damage than the armor runes could ever have prevented. Similarly this is why magic penetration runes are not a good choice. So, the remaining choices are attack speed, armor penetration, or attack damage. Of these, attack speed actually give the fastest clearing, so they are a clear winner.

9x Flat armor seals are standard in the jungle, because they give you the safest clear out of any of the yellow choices. Especially with the high damage from neutral monsters in Season 3 and Sejuani's lack of sustain, there are no good alternatives for these runes.

9x Magic resist per level glyphs are necessary to not get bursted by mages in the mid to late game, especially since magic resist items are hard to come by. There aren't really any great alternatives for this set.

3x Armor Quints help Sejuani be less vulnerable early game. Sejuani starts to be strong after level 6, but the worst things that can happen for her are getting shut down early or being too low to help lanes. Running extra armor helps both of these areas, since the extra HP will give Sejuani more opportunities early game and be pretty useful later.

A note on CDR runes: For awhile people were playing Sejuani with flat CDR blues and quints, based on a recommendation by somebody. I actually bought these runes to test them out, but do not believe the trade-offs are worth it. Without your magic resist per level blues you become too weak to mages in mid game, and the increase in speed you get while jungling is less than 5 seconds (essentially the second cast of W comes off cooldown a second earlier).

Masteries

Masteries are 9/21/0. While the 9 floating points are flexible, the 21 defensive mastery points are necessary, in my opinion. Offensive might increase your clear and damage a bit and utility might have some nice things, but these benefits don't outweigh losing tankiness. Sejuani really needs those defensive masteries to help strengthen her early jungle and then to transition to a tank role as the game progresses.

21 Defensive Masteries
  • Flat magic resist taken over flat armor because Sejuani's itemization for armor is way better than magic resist.
  • 1 point in armor is just to get to the next tier of masteries.
  • Reinforced armor is really strong. It helps you scale better as a tank, by not allowing strong ADs to rip you to shreds. It only takes one critical strike of 300 damage for this mastery to be just as good as veteran scars. As an added little bonus, this also reduces the critical damage of wolves to you.
  • Tenacity and slow reduction is not taken because is such a good escape and most of Sej's damage comes from just being next to enemies.
  • Defender is better than Legendary Armor for reasonable values of armor and MR.

Extra Offensive Points
  • CDR is incredibly important to allow Sejuani to make plays
  • Sejuani does a ton of damage with W, so the magic penetration (and ability power to get there) just helps you do even more.

Extra Defensive Points
  • The slow reduction and tenacity points can be great against the right team.
  • Some extra armor or health regen can give you a little HP boost while jungling.
  • The champion auto-attack reduction can help make you be stronger in skirmishes and team fights.
  • Good hands is great if you die more than you'd like.

Extra Utility Points
  • Reduced Flash cooldown is always useful.
  • Extra mana can be helpful if you spam too much or like to farm jungle a lot.
  • Out of combat movespeed is useful for getting in range to permafrost when you gank without your ultimate.
  • Runic affinity is incredibly strong if you have a manaless mid.

Summoner Spells

Smite

Smite is a 490-1000 true damage nuke to any creeps or neutral monsters. It's not hard to understand why every jungler takes Smite, since at the basic level of gameplay the huge extra damage allows you to clear jungle camps quickly and safely. More importantly though, is that almost nothing will outdamge smite on monsters and minions, so if the enemy has smite and you don't have it they can, and will, steal neutral objectives like dragon or buffs from you incredibly easily. Additionally, the Smite mastery upgrade gives you 10 gold per cast. Over the course of most game you'll get over 12 casts of smite for 120 gold, helping supplement the income of the often gold-starved junglers.

Flash

Unlike smite, flash is not a , as it allows you to do incredible things from a huge range. Imagine finishing wraiths, flashing over the wall, using Q towards mid, and then throwing your ultimate. That's a 2 second stun from over 2000 range, which is huge. You really want flash for stronger initiations and the ability to get in autoattack range so that you can slow with or finish them off with damage from .

Exhaust

Exhaust is probably the only other choice you should consider making, and this choice would only be in order to have more lane pressure earlier in the game. Relative to other champions, Sejuani is pretty safe running exhaust because is a good escape, but the high cooldown on her charge makes running no escape spell still risky. You'd take this spell if you want early ganking pressure, although in my opinion Flash will give you more opportunities throughout the game.

Other summoners: You can't really match any of the options above. Smite cannot be replaced, because it is necessary to keep control of your jungle. Ghost can sometimes contest for 's spot, but for Sejuani Ghost does not allow nearly as strong initiations as flash and consequently will be less effective as a summoner spell compared to flash.

Skill Order



[http://i49.tinypic.com/25swpaf.png]


  • Sejuani's ultimate is best to level whenever possible for the reduced cooldown. You always want this up to make plays.
  • Next, is your best damage ability, and also your cheapest mana spell. It helps your clear speed immensely and will give you the most damage for mid game skirmishes, which is why you want this skill maxed first.
  • Since the damage of is pretty low, but the utility is more than Q, you want to max this ability second. Some people recommend maxing E before W, at least in Season 2 jungle. This would seem like it helps your ganking significantly, but maxing this spell first is a trap. This spell is much less mana efficient than W, so you don't really want to use this on jungle camps; furthermore, your jungle speed suffers greatly. This means you will have less time and health for ganks
  • is more of a one-point wonder since Sejuani's other spells mean much more to her through most of the game; however, the lower cooldown later is certainly useful for high mobility in late game team fights and picking off any stragglers.
  • You actually want all of your abilities at level 3. Having your slow will allow you to escape easier if you get invaded, gank if any enemy is pushing far, and will actually help you get more increased W damage to secondary jungle camps.

Skills

Passive: Frost
Sejuani's basic attacks apply frost, reducing enemy movement speed by 10% for 3 seconds.

Explanation:

This slow could be better, as it often feels weak with how much more mobility seems to keep being added to League. That said, the fact that your passive is a persistent slow with decent duration has several uses.
Tips
  • Targets applied with this take 50% more damage from .
  • only affects units in range which are already affected by frost.
  • Taking time to autoattack an enemy while being chased be them will gain you a little distance. You need to cancel your autoattack animation right after you swing and only attack them once every three seconds. Otherwise taking the time to attack is not worth it.
  • The persistent slow can be useful to help an ally get in range for their gap closer or additional crowd control.
  • Tenacity items reduce the effectiveness of your passive, which in turn can affect the usefulness of your abilities reliant on your passive.
  • Despite champions like having a similar slow effect, Sejuani's frost is unique to herself and her other abilities will only function off her own passive.


Q: Arctic Assault
Sejuani charges forward, dealing 60 / 90 / 130 / 170 / 210 (+40% of ability power) magic damage and applying frost to enemies. Sejuani stops upon colliding with an enemy champion.

Range 700

Cooldown 19 / 17 / 15 / 13 / 11 seconds

Cost 70 / 80 / 90 / 100 / 110 mana


Explanation:

An incredible ability, as it is the second longest non-ultimate non-targeted dash in the game. It can get through basically any terrain, and is great for ganking. Using this to dash through walls to reach creep camps helps save a bunch of time in the jungle, but be aware that the CD is very high so it takes some knowledge to know if you need to save this or not when clearing. For team fighting, it's not always right to initiate with this move.

Tips
  • The movement can be interrupted by knockups and push abilities (but not stuns).
  • Will stop if it hits an enemy champion, so if trying to escape you need to be careful if somebody is on top of you, because otherwise you will be unable to charge away.
  • All units hit get applied, allowing you to follow up with easily.
  • Sometimes you need to save it so that after a fight starts you can Q backwards to start peeling an enemy from your carry or to get out of the heat of battle.
  • In mid to late game you can solo dragon easily with W damage, but save Q so you can wall-hop when you finish it or escape if caught (more relevant on blue side).
  • You will stop if you hit a stealthed enemy, but they will not be revealed.
  • Sejuani breaks the created terrain of and [TAG: NEEDS CONFIRMATION]
  • You can control exactly how far you dash when the spell is cast. Typically max range dashes are the easiest to do, reducing the range of your dash can help you not overshoot an enemy if you misjudge your Q.
  • You can flash while charging [TAG: NEEDS TEST]
  • You can get clever ganks to avoid ward coverage with this skill (see jungling section for more details). [TAG]


W: Northern Winds
Sejuani summons an arctic storm around her for 6 seconds, dealing magic 12 / 18 / 24 / 30 / 36 +(10% of ability power) + ( 1 / 1.25 / 1.5 / 1.75 / 2% of maximum health) damage each second to nearby enemies.
Damage is increased by 50% against enemies affected by frost or Permafrost

Cost 40 mana

Cooldown 10 seconds


Explanation:

This is Sejuani's damage and as such functions as her best jungle ability. This ability does insane amounts of damage all game, for a tank anyway, and will often net you more kills than you'd expect. The AOE radius is very nice, so in teamfights it's pretty easy to hit most of the enemy. Also, it has a really small mana cost, so it's spammable on jungle camps.

Tips
  • When fighting buff/golems camps early, you can kite the mob until this is off CD again to take a little less damage. [TAG: NEEDS VIDEO]
  • Deals 50% more damage to frosted targets, so try to get on a target before starting it.
  • Combo into in order to have on a creep camp the entire time to get bonus damage for clearing.
  • With max CDR this skill can constantly be up.
  • Northern Winds will cast instantly and does not interrupt moving or attacking.



E: Permafrost
Sejuani converts frost on nearby enemies to Permafrost, dealing 60 / 110 / 160 / 210 / 260 +(50% of ability power) as magic damage and increasing the movement speed reduction by 30 / 40 / 50 / 60 / 70 % for 3 seconds.

Cost 55 mana

Cooldown 11 seconds


Explanation:

This is an incredibly strong slow as it levels, and will allow you and your team to demolish anybody who has this applied to them. With permafrost to follow up your ultimate, you can punish people really hard for being even slightly out of position. With a good amount of CDR, you can usually active this a second time in a skirmish.

Tips
  • Can only be activated if a target in range has applied (Thankfully and apply it to everybody hit!)
  • Wait until your stun from is done before you activate in order to have the best CC. This is easy to notice with a single target, as they will always be stunned for 2 seconds, but in larger teamfights take note who your high priority target is--you may need to active E after one second to slow that target instead.
  • When being chased, remember you can autoattack your opponent and then active this to gain a bunch of distance.
  • While an opponent is slowed from this ability, try to move in front of them while hitting them with autoattacks. With Sejuani's large character model you can screw up their auto-pathing (like when you get stuck in creeps), which makes it harder for the enemy to escape from you. [TAG: NEEDS VIDEO]
  • [TAG: How does her passive work while applied during E?]


R: Glacial Prison
Sejuani throws her weapon, stunning the first enemy champion hit for 2 seconds and all other nearby enemies for 1 second. All affected targets take 150 / 250 / 350 +(80% of ability power) as magic damage and are affected by frost.

Cost 100 mana

Cooldown 150 / 130 / 110 seconds

Range 1150


Explanation:

This is one of the most ridiculous ultimates in the game. The blast radius is very generous, and the range is huge for the crowd control it provides. Combined with stun somebody from over 2000 range (2400 with flash), which is really hard for your enemy to play against. However, it is a skill shot, so it's very painful if you ever miss your ultimate, whether by enemy skills or your own mistakes.

Tips
  • Blast radius longer than throw radius, allowing you to stun from even farther.
  • If an enemy flashes in a straight line away from you, there is still a good chance this ability will hit.
  • Be careful of people with gap closers (like ), as they can jump in front of your ult and make it less effective in team fights.
  • Great in mid game for skirmishes, since you can lock up multiple targets easily for your team to destroy.
  • Can be used defensively to protect allies or to stop an initiation.
  • Use your ultimate to punish people out of position anytime your ultimate is up, and then try to turn that advantage into objectives like dragon or towers.
  • Minions in the explosion range will be damaged and stunned.
  • The ultimate explodes at maximum range if no enemy champions were struck.

Early Game

Since Sejuani shines in the mid game, she should look to make a strong transition to this point in the game. In order for this to happen, Sejuani's main goals for early game are to make sure she levels quickly and to avoid being shut down by counter jungling from the enemy.

Early ganks

You can gank early, but in general farming to level 6 is more important because Sejuani's ganks become much better with her ultimate. That said, Sej's ganks without her ultimate can be strong because of her damage and slow, but only in the right situations. You need to be sure that you can actually get in range of your enemies, which can be difficult without boots or additional movement speed early in the game. So, gank a lane if they're being overly aggressive, but don't waste too much time trying to force a gank.

Preventing the enemy from counter jungling you

Sejuani is not a strong duelist early, and before level 5 is when she is most vulnerable. People will try to abuse this fact. They may even pick a specific jungler, like , just to try and put you behind early. Losing control of your jungle early is a huge detriment, and it can become very difficult to ever regain that control. You can still be somewhat vulnerable after level 5 depending on how much enemy lanes try to invade your jungle or if the enemy jungler gets very far ahead, but once Sej gets to level 5 her damage becomes very respectable and jungle camps become less threatening.

You have a few tools to help deal with counter jungling.
  • Decide a strong early route to take. Many people expect junglers to take a normal blue start. If you take a different route, like doing a smiteless red, then getting blue, it is more difficult for the enemy jungler to counter jungle you--especially if they expected you to take a different starting route.
  • Ask your support for an early ward. This might mean warding one buff when you start the other or warding the enemy jungle (usually wraiths) so you know their location.
  • Focus on clearing camps shortly after they respawn. If you focus on farming and just clearing the jungle right away, it gives your opponent a very small window to actually take your camps.
  • Buy wards. Protect your own jungle entrances, and your mid lane.
  • Buy potions. Sejuani really does need a little bit of extra health while jungling to stay healthy.

Mana rationing

With blue buff, feel free to use all three of your abilities on every camp, as you will not run out of mana. (Pay attention to when your buff ends though, since no need to spam spells if you're near the end of a buff.) Otherwise, Sejuani will have just enough mana to function as long as you are smart about using it. Here is how I recommend clearing each camp:
  • Wolves: into . If spare mana, activate .
  • Wraiths: into until about level 8 or 9. After that, only is needed to clear this camp. Never use unless you are backing or have blue buff.
  • Golems: into followed by after 2 seconds. You will want this combination at all points in the game, as golems have a lot of HP and do significant damage. Try and save for these guys.
  • Buffs: only. The small lizards do little damage, and clears them quickly. You don't need Q or E to apply your passive, because you'll always be attacking the buff monster.
  • Dragon and Baron: only most situations. Only use to reach your target sooner and only use if you need to rush the objective. Otherwise you'll want to save your mana and cooldowns in case of engages.

Maximizing damage

Make sure that is applied before you ever use W to maximize its damage. This means that at level 1 when you only have , make sure you autoattack your first target before you active your ability. Then, only turn on after your has hit the entire neutral monster camp, not before. Lastly, wait until you have gotten

Jungle Routes

There are many different paths you can take depending on the game. Picking the right route depends on how you expect the game to go. Do you fear early counter jungle from the enemy or do you think you can get an early kill on top lane? Knowing your limits and selecting a good strategy to start the game is crucial to having a successful Sejuani game. Below is is a list of the main routes I use and a brief description of their use. Jump to that subsection below for more details on that particular path.

  • Standard blue start - Generic clear to level 4 route. Great if not expecting heavy counter jungling or for any early ganks to be successful early.
  • Smiteless blue start - Get to level 3 quickly. Great to contest your red if you expect the enemy to come fight for it or want to gank a lane early.
  • Standard red start - Great for level 2 ganks (which are quite decent with Sej's damage), to recover if your blue is invaded and taken from you, or if you expect the enemy to try and counter jungle your red side of the jungle.
  • Smiteless red start - Like a smiteless blue, you rush to level 3 quickly. Best against counter jungling, but can be used to target a certain lane to gank first.
  • Enemy blue invade - Do this to take advantage of a stronger level 1 team composition and to set the enemy jungler behind.
  • Enemy red invade - Again pressing a level 1 advantage, but sometimes red is more valuable. Also a good start against many junglers who won't expect you to invade.

Note: Yellow indicates pathing for blue side, orange is pathing for purple side. These colors were chosen so that the images were easier to read.

Standard blue start

[http://i48.tinypic.com/2q24wmc.jpg]


This is the most basic route. The purpose of this route is to just jungle until level 4, then to gank a lane or to just keep farming until you need to go back to refill on HP and buy items. This route is the most exploitable though, so as you start playing against better players they can counter jungle this route pretty easy. In fact, since early jungling is Sejuani's weakness, players will try to take advantage of this weakness, so it's recommended to mix up your routes to better combat being abused in the jungle early.

Smiteless blue start

[http://i48.tinypic.com/2ytxp9y.png]


This is not much different from the basic jungle to level 4 blue start, however this path can protect your jungle better from counter jungling. It means that you can rush right to your red buff and you'll see if the enemy is taking it or waiting to ambush you (make sure to check bushes while doing it). This is also a nice route because Sejuani is a relatively fast jungler, so you can have smite up for red buff, clear wraiths and wolves, then have another smite ready to clear small golems without them hurting you too badly.

This is also good pathing if you want to gank a certain lane quickly with double buffs. For blue side this means you can gank mid or bottom early, and for purple side you can gank mid or top early.

Standard red start

[http://i47.tinypic.com/333ajq1.png]


This route can avoid any hassle of fighting the enemy at your red buff. Just take it, then get your blue next. The purpose of this route is pretty much the same as the blue start: just farm the jungle until you have good opportunity to gank or need to back. This does have a secondary use as a "recovery" route. That is, when your blue is stolen you'll want to take this route. When this is the case you'll just farm up the jungle until you run out of mana or HP, then back and continue farming.

Smiteless red start

[http://i49.tinypic.com/2hehdmd.png]


This can protect you from counter jungling, but more often than not this route is just to gank a specific lane quickly with double buffs. For blue side, this route lets you gank mid or top early, and for purple side this lets you gank mid or bot early.

Enemy blue invade

[http://i48.tinypic.com/16h3ihc.png]


This route is usually to pressure a level 1 advantage that your team might have or to try and hinder a very blue reliant enemy jungler. Most junglers generally start blue though, so you usually only want to go for this route if you're sure your team can win a level one fight.

This start is a bit more variable about what you do next, but in general you'll just pick up your red buff and continue farming. Sometimes you'll actually want to rush to your blue buff instead in order to deny the enemy jungler any hope of taking yours.

Enemy red invade

[http://i47.tinypic.com/2ns82lf.png]


You can invade red just to deny a jungler who typically starts red (like ), and if that's the case make sure your team has a level 1 advantage. However, since many people think Sejuani is a fragile jungler, you can use this route to really surprise an enemy jungler and throw them off. This is often strongest when on blue side, to put some serious damage on top early or when on purple side if your mid or bot has a good CC effect at level 1 to really have a chance at a kill or severe damage.

Mid Game

This is where Sejuani shines. It is your job as Sejuani to create plays for your team during this time of the game. Your high range stun allows you to catch and kill many opponents, even when they think that they are safe. You need to then you need to turn these kill advantages into objectives like towers, dragons, and buffs. If you can accomplish this all mid-game, you can greatly shift the game in your favor, even if your lanes were losing before.

Catching People

Sejuani has more tools than any other jungler to punish enemies that aren't taking a lot of measures to not die to you. Not only is your overall damage (mostly from ) insane for the amount of crowd control you have, your mobility and huge range let you catch people.

[TAG: Ways to catch people]

People will play like idiots and sit in lane like you can't kill them. You can.

Map Control

Part of letting you abuse your power to catch people means that you keep great map control. This means different things for different games. The most basic thing to do is to just ward. Be aggressive with wards. Ward their jungle, keep objectives warded, and try to keep tabs on the enemy at all times. This not only helps you punish your enemy, but it helps your team stay protected from the enemy. (Since nobody will want to ward anyway.)

Also, if you really need to help a certain lane, pick up . It's significantly worse in Season 3, but it still serves its purpose. The best time to get this item is to help a lane that is showing promise by doing pretty well, but you need to help relieve pressure on a little bit. Don't get Oracles to help failing lanes though.

Late Game

Sejuani will have a few different roles depending on the game, but in late game your most important job is to find an opportune moment to start a fight. This means that you don't just charge in to start a teamfight just to start a fight. This is a mistake a lot of people make, because they don't think they need to fight because that's "just what you do" at late game. You must wait and be patient until you see the perfect moment to land your ultimate. Maybe this means their carry was out of position, or you can hit a whole team with your ultimate, or they have a squishy assassin who was too close. It also goes a little bit more than this though--make sure that your team is in position to follow up. If you throw your ultimate and your team can't properly follow it up, then you just wasted it.

Map Control

This is essentially the same as midgame. Keep up wards, and get oracles when needed.

Dragon

You can definitely solo dragon. You even have Q to be slippery, so pick up free dragons if you ever have opportunities.

Team Fights

When you pick Sejuani, one of the reasons you do so is to have a strong teamfight presence. has a nice radius around you (350) and some great damage for a tank. If you can get to enemy carries, you can be a real force at taking them down in combination with a teammate. If, of course, that's what is needed. Sometimes you just need to land that perfect ult and your team will clean up.

Engaging

First and foremost, it is your job to start the teamfight. But, don't just start a teamfight because that's what you think you do as the game dragson--this is a huge mistake people make. You need to be patient, and wait for the exact right opportunity to make a move on the enemy. Once you do, Sejuani's ultimate is a huge telegraph to your team that you want to start a fight so you'll have no trouble getting your team to follow up on your initiation.

Teamfight duties

Sejuani will have a couple roles in a teamfight. The first is to dive on an enemy carry. When this is your role, you make sure that your ultimate can catch a carry, and you charge into the enemy team with so that you can destroy an enemy carry with a teammate.

The second role is playing peeling duty for your carries. If you expect this to be the case, then you shouldn't necessarily charge into a fight with your right away. You should use your ultimate, harass as much of the team as you can, and save your dash so that you can dash back to your carries to help them take down anybody that is focusing them down.

Other than these two roles, Sejuani's responsibilities aren't too great. Make sure you start a good fight and know when you need to focus a carry or to retreat and protect yours.

Sample Games

To get an idea of how to play Sejuani, I have added two commentaries of games of me playing Sejuani.

[TAG: Include video of a good game]

[TAG: Include video of a bad game]

Conlusion

[http://static.zerochan.net/Sejuani.full.1302070.jpg]

Sejuani is an under appreciated champion. She definitely needs a few tweaks, but is not unviable or extremely weak by any means. If you use her to pick off targets all game after she hits 6 and know how to smartly press objectives, she can create a lot of opportunities with her. She is also able to do this at a much larger range than most champions and can catch people through walls.
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