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SEJUANI BUILD GUIDE: Top-lane Sejuani by v Moon v

by v Moon v (last updated over a year ago)

95,263 Views 5 Comments
9
Greater Mark of Magic Penetration( +7.83 magic penetration)
9
Greater Seal of Armor( +12.69 armor)
9
Greater Glyph of Armor( +6.3 armor)
3
Greater Quintessence of Armor( +12.78 armor)
View Rune Details
Summoner Spells
View Summoner Details
9
21
0
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 3/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/1
mastery 3 mastery 3 1/1
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mastery 3 mastery 3 0/4
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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

mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 3/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
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mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 0/1
9 Offense
mastery 1 mastery 1 0/1
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mastery 3 mastery 3 4/4
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mastery 2 mastery 2 3/3
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mastery 1 mastery 1 1/1
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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

Hi guys. I am v Moon v on the North American server. Currently I am around 1600 Elo and play primarily top and mid lane. (Almost all of my ranked games were played using Jarvan IV top and Xin Zhao top or mid).

[http://i840.photobucket.com/albums/zz330/HTeaTime/ELO_zpse4cbaa5f.png]

I have also played quite a lot of Sejuani top, and I've found that she has just as much potential to dominate a top lane as Jarvan IV and Xin Zhao do. Sejuani top is not about farming as much as Cho'Gath or Malphite are. Instead, you will aim to dominate hard and win.




Sejuani Top-lane!

Pros:

-Great trading potential
-Scales extremely well with items
-Great initiation in team fights
-Permanent slow
-Snowballs VERY well
-Farms like a monster (W full-clears at 9 if you build right)
-Ungankable. (Many ways to escape: Q, exhaust if you took it, ult, E, Flash if you took it)
-One of the only champions in the game that can build FULL tank and still do incredible damage
-You feel special because nobody else plays Sejuani top

Cons:
-No intrinsic tankiness (pretty squishy early on)
-No sustain until warmogs
-Cannot out-trade until you get a ruby crystal.
-If behind in lane...good luck catching back up. Gets snowballed on very hard if behind.
-Susceptible to being zoned at early levels

Why Top over Jungle Sejuani?

Don't people normally play Sejuani in the jungle?

Many of you might not agree with me, but I believe Sejuani is much more fit for top lane than the jungle. Here's why:

Sejuani is extremely item dependent.

Sejuani has none of the "free stats" that other junglers or bruisers have. For example, Jarvan's flag gives him passive armor and attack speed. Lee Sin's shield gives him lifesteal. Nocturne's shield passively gives him attack speed. Sejuani has no skills that give her free stats. However, the base damage of her skills are not greater than that of the mentioned junglers/bruisers with free stats. (Her scaling is pretty unique, and I'll get into that later). As a result, she needs items to do well.

Why does that make her not-so-great at jungling? As a laner, you get a steady supply of CS. As a jungler, you're going to be, generally speaking, poorer than a laner. Unless something goes horribly wrong in the lane, you are going to get the items you need at a decent pace.

Just in case you're interested, let's take a look at the ~5 minute mark.
Around 8 minion waves have spawned, including 2 cannons. If you get almost all of your CS, that's approximately:

8 x 6 x 20 + 80 (for the two cannons) = a little over 1000g.

In the jungle, that's wolves, blue, wraiths, double golems, red, wraiths, wolves, and perhaps another double golems.
(These are approximate numbers. Exact numbers depend on the in-game timer)
45x2 + 35x2 + 65x2 + 120 + 30 (3 smites) = just under 500g.

The difference is remarkable.

One more note on items: If we're jungling Sejuani, we will have spent some of our precious gold on jungle items, namely the machete and whatever you build it into (hopefully not wriggles!). Top lane Sejuani does not have to put any gold into minion-killing stats.


Her clear time and survivability are not as good as the more popular choices.

They did buff her northern winds to last 6 seconds as opposed to 5. However, she still suffers from just average clear times (way below average without blue) and susceptibility to being killed by any other jungler. In fact, her clear time without blue (and mana costs) look like that of Xin Zhao's early on, and she has nowhere near equal dueling power.

Q: I really really want to jungle Sejuani.

A: Look up another guide.

Actually, she does have strengths in the jungle. Her ganks are pretty good before 6, and absolutely amazing after 6. She can also bypass river wards by jumping from the cliff tri-bush directly into the river bush with her Q. However, there are other champions who can do all that too, while not suffering from the shortcomings that Sejuani does. (Lee Sin, Jarvan, Vi, etc, can all do the ward bypass and have good ganks at any level)



Masteries

[http://i840.photobucket.com/albums/zz330/HTeaTime/masteries_zps2febb2fe.png]

Sejuani does not scale too well off of AP. If you build tanky AP, you will only have slightly higher damage output but MUCH less survivability than if you went full tanky. That said, we'll go the 9-21-0 route.

The 9 in offence is just to get the magic penetration. Champions that you don't build AP on will still benefit from magic penetration. This is true not just of Sejuani, but of many other AP tanks and supports.

The 21 in defense is to dominate your lane.
..
.
Wat?

Think of it like this: If you go 21 offence with the AP branch, you will do more damage to your opponent. However, you will also take more damage.
Now, because Sejuani does not scale particularly well off of AP, and does scale quite significantly off of HP, taking 21 in defense will not only shut down your opponent's damage onto you, but will still give you almost as much damage as if you went 21 offence. Crazy-sounding, but try it out and see.


Short breakdown of 21 defense:

The armor and MR are obvious. The points in HP-per-level and flat HP synergize with her HP-scaling.
The points in reduced champion damage and auto-attack damage help you win trades, because most bruisers get a significant portion of their damage from auto-attacks. If you also buy a doran's shield, that's a total of 11 reduced auto-attack damage you'll take. Not bad.

The points in % bonus resists synergize with your other defensive masteries. It also synergizes with the crazy rune pages I'm about to describe.

I would not recommend the crowd-control and slow-diminishing masteries, because in most circumstances, no matter what they do to you, they will not get away from your endless supply of CC. In team fights, they'd also be silly to use their CC on you instead of the ADC or APC.

I would also not recommend the turret damage reduction.
1. You won't be taking turret damage often enough to use it.
2. You'll be tanking turrets for your team eventually, but by then, you have your randuins, warmogs, and sunfire cape, and turrets don't do anything to you anyway.


Runes

[http://i840.photobucket.com/albums/zz330/HTeaTime/sejvsAD_zps24789efc.png]

This runepage is obviously if you're against an AD top. I use magic penetration reds for the same reason as I put 9 points into offensive masteries: Sejuani doesn't scale too well with AP, so magic pen reds would boost her damage more.

I use armor yellows for the same reason everyone else does.

I use armor blues because MR will not help me against most AD tops. (If the jungler is AP, or if the top laner does a significant amount of magic damage, consider MR blues)

I use armor quints because armor synergizes extremely well with my itemization and masteries.
As you'll see in the section about items, I build a LOT of HP on Sejuani partly because her damage scales with HP. The more HP you have, the more benefit you'll get out of every point in armor. The 21 defense (legendary armor in particular), synergizes especially well at level 1 with the armor rune setup. And because Sejuani's weakest moments are before she gets her ruby crystal, that level 1 stat synergy is especially important.

Why not magic pen quints? Magic pen quints will help your damage slightly. Armor quints actually add a lot of armor, and the mitigation you get from them is often times more valuable than the little bit of extra damage you get from magic pen quints.


[http://i840.photobucket.com/albums/zz330/HTeaTime/sejvsAP_zpsc82212ae.png]

If you're against an AP top, this is the runepage I use. It's remarkably similar to the one I use against AD tops, just MR instead of armor.

Summoner Spells

Great: ,,

Okay: ,

Explanation:

Ignite is a must-have on anyone seeking to dominate their top lane. If you want to kill the guy, ignite is the standard finisher.

When I pick exhaust, it is almost never for the movespeed reduction. Sejuani already has more than enough of that. The attack speed and skill damage reduction are both huge because top laners typically rely either on burst from skills or autoattack damage, or both. A well-timed exhaust will burn all of your opponent's cooldowns in exchange for only a little bit of damage. (Imagine exhausting and igniting a Fiora right before she ults.)
When I choose to go without Flash (Ignite + Exhaust instead), I will almost always build a .

Even if you play extremely safe with your Q usage, that extra gap-closer or escape is handy, especially when the enemy jungler is someone like Shaco or Nocturne. You can cover a surprisingly large distance if you use Q and Flash in conjunction. (Something fun I sometimes get to do is flash + Q + ult. It literally covers more than an entire screen width, and if you have Shurelya's, you can easily follow up.

Sejuani's kit allows for amazing ganks when she has her ult up. Just know that having teleport as a top laner significantly dampens your potential to dominate a lane, so pick this up only if you are very experience with Sejuani top and/or have an organized team.

She doesn't really need this. she already has enough sticking power. I can see this being used to chase in special situations though (Kassadin ults away, your slow might wear off if you don't speed yourself up).

Skills

Passive: Frost

Explanation:

In season 3, tier 1 boots only give 25 movespeed, and the base movespeed of all champions have been boosted by 20. What this means for Sejuani's passive is that:
1) 10% reduction does slightly more...(2 more to opponents without boots)
2) Sejuani herself moves faster than her season 2 self, so you don't need boots to chase people down at level 1.

Example: Sejuani without boots vs. enemy with boots
Sejuani has a base movespeed of 340. Enemy has a base movespeed of 340, then boots give 25 for a total of 365.
Sejuani autoattacks enemy. Enemy now has 365 - 37 = 328 movespeed. A boots-less Sejuani can catch an enemy who opened boots just with her passive!

(In season 2, Sejuani would have a base movespeed of 315, and the enemy would still have 365 with boots, which did NOT allow her to chase a boot-opening enemy at level 1. This change is huge. It's one of the more subtle ways Sejuani was buffed in season 3. In case you're curious, another subtle way she was buffed was the increased costs of armor and MR. Her choice of defense has always been HP, and HP cost in general did not get nerfed as hard. Ruby crystal is still 475; giant's belt is still 1110)




Q: Arctic Assault

Explanation:

A semi-dependable skill for escaping or chasing. It covers a great distance and can go through objects. It applies frost and does area damage. However, the width of the skillshot can be a burden as well. If you want to escape, and an enemy is at your side, chances are you will hit him and your Q will stop. Also, the 11-second cooldown at max level is rather long.

The most important thing I can tell you about her Q is: Early on, do not use it unless you absolutely have to or you risk losing your lane. Treat it like Vladimir's pool. If you randomly use it for harass, and the enemy jungler appears at early levels, good luck, because you're intrinsically squishy and your Q won't be up for another 19 seconds. Even worse, Sejuani is the type of top laner who struggles at catching back up when behind. You need to make sure you save your Q. (Go in with Q if you see the enemy jungler bot or something).

Later on, it's not so big of an issue because you have many many other forms of escape. In teamfights, opening with Q and having no way out of the fight isn't as bad as it would seem, because you came from top lane and not from the jungle. You have the funds and the items to be extremely tanky.



W: Northern Winds

Explanation:

The best skill ever!
Look:
-Your most damaging ability
-does 50% more damage when the enemy is frosted. (Your autoattack does this already)
-Costs 40 mana regardless of level!
-Clears caster minions as early as level 3
-Scales incredibly well off of HP
-Grab some hp, bump into a spinning Garen and win the trade! (Really! More on this in the lane matchups section)
-You can have it on permanently with max CDR (If your mid does not need blue buff, you can have fun with , , and blue buff for max CDR)

Use it to win trades.



E: Permafrost

Explanation:


Pretty good source of damage, very nice source of slow. The timing is important. For example, you engage on a Jarvan. You slow him with your autoattack and activate your W. Should you use your E?
No.

He flag combos.
NOW you use your E and catch right back up.

He ults you and flashes. You Q to him.

He has a ghostblade for some reason and uses it to run. You ult and keep chasing. Your E is back up. Save it!

he flag combos again. You use E!

See where I'm going with this? Timing of your E is crucial. Use it only after they've burned their escape.


R: Glacial Prison

Explanation:


It's a pretty far-reaching skill shot. It's an area ability. It applies area frost. It does decent damage. It stuns for 2 seconds.

It will win you 1v2 fights if you won your lane. It's an extremely unique ult and has more utility than many other ults from top laners. In addition, you have a guarenteed area slow after you use it. Don't hesitate to toss this out in a teamfight. Dare them to try to go for your ADC when you have this up.




Skill Order

> > >

Ult takes priority. No questions asked.

W is your main source of damage. In fact, W is almost ALL of your damage. The later the game goes, the higher percent of your total damage this skill is.

It scales off HP (2% of maximum), and does 50% extra damage to frosted targets (everyone who you hit with autoattacks or any other skill). (You can imagine, with a 5k hp full build and sunfire cape, you'd be dealing 244 magic damage per second to nearby enemies.) The radius is also deceptively large, making this skill the obvious choice to prioritize after ult.

E comes after W for sticking power. E is the skill that makes a fed Sejuani so terrifying. It can be used in conjunction with your ult to slow everybody you hit with your ult. Also does a non-trivial amount of magic damage when maxed.

Although Q's cooldown and damage both improve as you level it, I leave it for last because the improvement to E's slow percentage simply outweighs the benefits you get from leveling Q.

Item Builds

Starting items:

After testing a few openings, even with the nerfs to flask, I believe this to be best for Sejuani. The 4 potions will keep you in lane. This is important because Sejuani is at her weakest before she gets a ruby crystal. This opening will allow you to survive until then. The ward is important because of how hard it is to come back when behind as Sejuani top. The vision will allow you to play more aggressively with little consequence if you manage to get ahead in the beginning. (The ward can mean the difference between tagging your opponent once with W and chasing him almost to his turret for the full damage from W)

But what about ? Cloth armor results in diminishing returns if you use the rune page mentioned above. You also won't get the ward unless you're willing to begin with 3 potions.

Sejuani does not need to open boots. The reason was described in detail in the Skills chapter. 3 or 4 potions are likely not enough for her to survive her weak pre-hp laning phase.


First back: or or , whichever you can afford.

Either way, you'll be getting some form of hp and at least 1 ward..
If you have 550 gold, grab the ruby crystal. If you have 1025 gold, grab the two crystals. If you have over 1185 gold, grab the belt.
(Why 2 ruby crystals? You'll build one into a warmogs, and the other into a bulwark and/or Shurelya's)

Have 250 gold left over after buying your items? because you can bait out fights with it much like heal-baiting works. (Ignite won't stop your hp from rising!)

Early and Mid game:

VS AD:

I like to get a warmog's first because
1) 1000 HP is a LOT for that early in the game. Your opponent will be terrified.
2) It'll increase your W's damage by 30 per second to frosted enemies (On top of the 54 base, and ~40 from your hp without warmog's, that's huge)
3) The passive sustain makes up for her lack of innate sustain.

The warden's mail from Randuin's Omen will significantly damper your opponent's fighting potential if either of you commit. Sejuani has both burst and sustained DPS as long as her W is on, so if you weren't winning the trade before, this item will definitely help.

VS AP:
...
..
Wat?

Don't worry about it. I like to get a warmog's for the same reason as VS AD. The THREE mantles afterwards will give you 60 MR, more than enough for the likes of any APs. (They synergize very well with your warmog's). You'll be building one into and two into .
Why Sunfire cape after? Doesn't it give armor rather than MR?
It also gives the 40-damage aura, and 500 hp; and 500 HP for Sejuani means 15 extra magic damage per second. Sejuani can milk more stats out of this item than most other champions.

But that doesn't answer the question. Why would that make it good to get early on vs AP?

The 65 magic damage per second on the Sunfire cape is fixed damage. It will not get better as the game goes on. It is much better to have that 65 damage per second early on in the game when enemies have lower MR and HP. Those three null-magic mantles should be all the early MR you need. The only reason I did not recommend getting it early vs AD as well is that the passive from warden's mail is too important. (You could put off finishing the randuins until after your cape is done, however).

Late Game:

, and the last two might be any two of these:

VS AP, same things except

Of course, switch things up as the situation demands.




When I first started playing Sejuani, I followed a certain rule I read about in a jungle Sejuani guide: If it doesn't have HP, don't build it.

To this day, I still follow that rule. However, there are plenty of items that DO give HP that I don't build.

is situational even though it gives nice stats, especially the 700 hp. 30 AD is wasted on you, and the slow effect is usually wasted on you. It does stack with your slows, but you don't need it in most cases. You're essentially paying over 3000 gold for 700 hp.
There are situations when you do want it. Most champions with Mercury Treads can escape from you if you just rely on your passive and E. Mallet makes it so that even with the reduced CC duration, they still cannot escape simply because of how slow they will be moving before they break out of it.
Also, if you're fighting against a strange lineup that barely has any AP damage, you can forgo the Banshee (or whatever MR you get) and have a mallet.

I also do not recommend . What will 80 AP give you? 32 more damage from Q, 40 more from E, 12 more per second from W, and 64 more from ult. Your burst will get better by about 150 damage, which is not significant if you stop to think about how your end-game W will do 244 damage per second. The slow from Rylai's is also wasted on Sejuani.

But what about , especially if their team has some strong AD?
-Does not give HP at all
-Dimishing returns on that 90 armor (you already have the runepage, the Tabi, the Randuin's and/or Sunfire
-Sejuani does not need the mana

Not only are there non-optimal stats on this item for her, she is also missing those extra "free stats" she would be getting from something that has HP.

As for why I much prefer Randuin's Omen to Frozenheart, after you ult, you will likely be in the middle of their entire team (remember, you're VERY tanky). You'll be in a perfect position to both E and use the Randuin's Omen active.


I wish I can say things like "Sejuani is versatile! Feel free to choose a set of items that suit a particular playstyle that you like!"

That would be true of a lot of champions, just not Sejuani. Many of you will be tempted to build tanky AP items, thinking to maximize your damage as much as possible in conjunction with HP items. Let's take a look at why this works on some other champions and not Sejuani.
Elise is a very popular champion to build tanky AP on. She has a stun and an escape (both E's). She can get into a fight, tank for a while, and get out. She also gains bonus stats in spider form.
Cho'gath is another very popular champion to build tanky AP on. He has a knockup, a silence, but more importantly, the stacks of feast. He can get into a fight, disrupt, and survive with a tanky AP build.

Now let's take a look at Sejuani. Her only form of hard CC is her ult, and she does not have any free stats to back up a tanky AP melee build. You will go in, be focused, and probably die in a team fight if you have the HP from Rylai's and Rod of Ages and not enough armor and MR to back it up.

Call me narrow-minded if you will, but I truly believe that there is a very limited set of items that Sejuani can perform optimally with. (If you don't believe me, test it! Compare your damage with both types of builds, then compare your survivability.)

Combos

Farming/pushing combo: QWE, stand in minions with W. This should full-clear waves by the time you max W. In some cases, you can skip the Q if you feel like you're at risk of being ganked. You should also skip Q if you're pretending you're Singed and farming behind turrets

Harass combo: If you're in melee range, autoattack (for frost)-W-E. E will be used at the end of the harass to make sure they cannot chase you while your W is down. If they use a gapcloser to get away from you, you can just press E for that bit of extra damage from afar.

Committing: Autoattack-W-E-Q-R-Ignite. Do the harass combo, and if you think you're in a position to kill them, Q over to them if they get away, throw your ult, and ignite.

Sustained fighting: Autoattack-W--E(when W runs out)-Q (away)-repeat. You open with autoattack for frost, then W. When your W runs out, E to slow and damage, Q away from them. (You do NOT want to be fighting when your W is not up). If they chase, W again once it's up and repeat. If they do not chase, and you think you can kill them, turn around and R. That'll let you catch up, and once you do, your W will be back up.

Laning Matchups (Early Game)

There are certain champions you can bully with your level 1 W + passive. These are the champions that have significantly worse level 1's than level 2's. (Irelia, Jax, etc)
There are others who you will not want to trade with at level 1 (Riven, Jarvan, etc)
Then there are certain champions who you will want to avoid like the plague until first back (Garen, Olaf)
And finally...there are just certain champions who you can do almost nothing about (Nidalee, Warwick, etc)

For some matchups, I will need to keep playing and/or specifically test the matchup, but I've played most of these matchups well enough to give marginally insightful comments. In almost all my games, I use either Exhaust + Ignite, or Ignite + Flash. There are a few matchups, however, where I will say that either Flash is necessary (use Ignite + Flash), or Exhaust is necessary (use Ignite + Exhaust)


Finally, a very important note: When you hit them with your auto attack and W, it is very tempting to chase. DO NOT CHASE if it means going into a bunch of their minions. Minion damage is OP, especially at level 1.


[Remember to insert videos as they come]


Keep in mind these are my personal opinions on the matchups. Take these with a grain of salt (or however that saying goes).

Difficulty: Easy-Medium.

Although she normally goes mid, I have seen a few Akali's top. She is actually not very pesky at all for Sejuani to deal with. At level 1, she will keep throwing her Q at you. Do not hesitate to use those potions (you have 8). If she comes within melee range of you to follow it up, punish her with your passive + W.
On your first back, make sure you buy a pink ward, or she will begin to win trades by kiting your W inside the shroud until her next burst is up. If you buy a pink ward, you will win the trade, and she will not be able to escape from you. Furthermore, your HP build does two things for you: it improves your damage, and it gives you HP so that she cannot burst you down.


Difficulty: Medium-Hard

He can be pretty annoying to deal with due to his passive. It may seem like no matter how much you harass him down, he is just going to sustain to full health. The key is to keep him from his minions, and to keep harassing him as often as possible in an attempt to out-do his passive. You will be surprised at how many Cho'gaths do not attempt to trade back (Nasus players are also guilty of this).

After your first back, you will be able to out-do his sustain if you repeatedly combo him with your Q-W-E. Make sure you go in when at least one of his skills are on cooldown though. (You can dodge his rupture by Q-ing to him when the circle appears).

Beware when he starts building MR though. You won't be able to kill him anymore so just be content with farming.


Difficulty: Medium

This guy is not as scary as many people think. First off, he's an extremely easy gank for many junglers, so if you're terrified of him, just stay put and wait.

Try not to engage on him unless his Q goes on cooldown. When his Q does go on cooldown, you're better off bursting him quickly, then getting out. Your W won't always beat his sustained DPS. (You can burst, run, and after he pulls you back in, use E and run. He will be taking damage from your W during the whole ordeal).

Another tip when fighting Darius is to disengage from a fight with Q until the bleed stacks disappear before going back in to seal the deal. This is huge after he gains access to his ult. This matchup is rather fragile, as a silly mistake can cost you.

Difficulty: Medium

Poor Diana. While she did deserve nerfs, I think they took it a bit too far, especially with the shield's orb range. She will try to trade with you by abusing her double shield to take minimal damage. When she does that, do not let her have that shield refresh. Simply E and walk away, and engage again (with Q if you know it's safe) when it expires. If she all-ins you and you want to run, remember that you have 3 ways of escaping (Q, ult, exhaust or flash). Diana can only jump twice more after her initial engage (her second ult and her flash).

I think it boils down to a skill matchup. If you get good at dodging her pokes and kiting the orbs, you'll win.


Difficulty: Easy

Stay behind minions and avoid those cleavers. You will out-trade him as soon as you buy your ruby crystal or giant's belt. Just remember to use your ult and ignite wisely, as it is the only way you'll be able to kill him post-6. You're both low? He activates ult? Throw both the ignite and the ult and hammer away with W and E.


Difficulty: Hard

Spiders eat pigs. You'll have an extremely tough time against her. If she started flask and/or mana pots, be prepared to cower at your tower. You cannot do much damage to her early on, and even after you get your giant's belt, her pokes will still hurt due to having %HP damage. If you become frustrated and commit, she can just stun-combo you, and rappel, negating a good chunk of your W's damage. Her cooldowns are also much better than yours. Abyssal scepter is very common her as well, which IMHO is the best item you can build as an AP champion against a Sejuani top.


Difficulty: Easy-Medium

Remember how I said I take Ignite + Exhaust? This is one of those matchups where you NEED both of those summoners. If you take flash, your life will be that much harder vs Fiora.

If she decides to go in on you, retaliate immediately with W. If she uses Riposte, do not autoattack her. Instead, Q to apply frost if it's safe, or wait for it to expire. The most important part, however, is ability timing. At level 6, you can shut down almost all of Fiora's combo damage:

Let's say you're both at half health. Fiora recognizes that she is level 6 and can do her usual E-Q-Auto-Q-Auto-Ignite-Ult to guarentee a kill on you.
Activation of her E will be pretty obvious. As soon as she does that, ult her to waste the duration. Be sure to ignite and exhaust her before she ults. If you do, her ult will not hurt at all.

How do you predict her ult timing? Many Fiora players use ult in either of these situations:
1) When she is about to die and she needs to go invulnerable for either the lifesteal or cooldowns.
2) When you're about to die and she wants to finish you with that move.

Difficulty: Hard

You won't see him top...but if you happen to see him, just request a lane swap. His kit makes him almost completely immune to yours.


Difficulty: Easy

Remember that super-armor runepage I recommended? Yea. For fun, you can even start cloth 5 and laugh at him as he tries to Q you.

You beat him at sustained DPS with your frost + W
You beat him at burst.
Your ult will tip the scales in your favor even more.
He can only orange out of one of your abilities. (He will have to choose between the E, the ult, or the exhaust.)


Difficulty: Medium

His basic combo will out-trade yours...until you get a giant's belt. Avoid fighting him until then. If he builds tanky, he won't be able to keep up with your damage due to your HP scaling. If he builds brutalizer/AD, he won't be able to keep up with your HP. He needs more gold than you do to keep trading effectively. If he tries to all-in you, time your exhaust to negate both his Q and part of his spin, and avoid using your own burst until his shield is down.

Be patient and you will win the lane.


Difficulty: Hard

This is one of those few matchups where I would go Randuin's Omen before Warmog's. She isn't much early on, but if you don't shut her down quickly, she becomes impossible to kill. When she has her wit's end, you will not be able to out-trade her in any way. Ask for jungle help.


Difficulty: Medium-Hard

Having played enough games as both sides of this matchup, I have to say Jarvan has a significant advantage. His level 1 is superior to yours, and his level 2 is not something you want to mess with. He will flag combo you, proc his passive on you, and back off. The only way you'll be able to retaliate is to Q over to him after you land (Not only is that extremely risky, but you can also only do that once every 19 seconds)

You can actually trade with him post-6 assuming you've gotten your health items. However, Jarvan dictates the pace of the fight because of how many ways he has of avoiding your W's damage. If you react quickly, an exhaust on him right before he ults is HUGE.



Difficulty: Hard

Same reason as many other top-laners are disadvantaged against him. If you let him level up in one piece, he will become a monster at dueling. Shut him down early, as he is one of the few champs you can out-trade without a ruby crystal.


Difficulty: Medium

This isn't as bad as most people think. The key to winning this is to abuse his cooldowns. He has weak fighting power when in his cannon form. Act aggressive and bait out his hammer form. The instant he reverts back to cannon form, jump onto him and trade. Back out with E before he can switch again. However, try not to do this before 6 in case he tries to all-in you.

If you get the first kill on him, it's over. He won't be able to beat you even in hammer form.


Difficulty: Easy-Medium

She's ranged! She has a powerful slow! She has her ult!

Do not worry!

The thing about her slow is...it won't help her if she's running from you. Your slow will be just as good as hers. Try to engage as her E is running out. A good Kayle usually backs off when her E is running out, but you can often times catch her by baiting her to harass you with E when it's a little more than halfway over. You do enough sustained damage that you won't have to worry too much about her ult.


Difficulty: Medium-Hard

You need to get good at spotting his zappy shuriken passive. Do not engage until he uses it (to last hit a minion or something). What is really annoying about this guy though is that he can just run away when you Q to him, and there's really nothing you can do about it.


Difficulty: Medium-Hard

You will have this frustrated feeling where you want to engage on him, but at the same time you don't want to follow him. He will out-trade you if you follow him into the brush. And he will trade at least evenly against you during the short time that you're fighting him in minions (even if you have a giant's belt). Overall a really annoying matchup to play against. You can win if you're patient enough though, by whittling him down with constant short skirmishes, then timing your exhaust and ignite to negate his burst when the all-in comes.


Difficulty: Hard

I would try to avoid picking Sejuani against Lee Sin. He out-does you in almost every possible way. He wins a sustained fight with his W and E, he has significant burst, and even with your slows and stun, you will not be able to chase a good Lee Sin.


Difficulty: Kinda Dumb

Early on, you both will be chugging potions. After the first back, you will both be chugging potions. After you both get your first big item, you will both be farming. Farming, for the rest of the game. Farming.


Difficulty: Easy-Medium

You want to lurk on either side of the minion wave, wait for him to use his cone, and immediately start tormenting him at level 1. He has no way to escape your damage. If he tries to all-in you post-6, make sure you exhaust/ignite him appropriately. And, as with most AP champs, avoid engaging unless one or more of his skills go on cooldown.

Difficulty: Medium

It's astounding how many Nasus players will not fight back if you attempt to trade. They will usually farm their Q and rely on their sustain. Nasus is generally not that hard to deal with. The only scary time comes when he reaches 6. If you do fight him then, be sure to save your Q for when he ults. Simply back off and re-engage after he reverts.

Difficulty: Annoying

Everything about her will annoy you. At level 1, she will begin range-harassing you. It will not hurt if you took my recommended rune page. If you attempt to chase her, she will have traps waiting for you in the bushes, and she will out-sustain you with her heal. At level 6, any engage you try to do will result in her pouncing away. The key to this matchup is to be patient. Do not become frustrated and try to all-in her early (before level 6, without ruby crystal). If she for some reason falls to around 60%-ish health, you can probably kill her with an all-in and both summoners.

Difficulty: Medium
Avoid him like the plague at early levels. He is extremely strong and can ignore much of your armor with his E. Luckily, you're building hp. After you get your ruby crystal and/or giant's belt, you can start trading with him if you're near your turret. At level 6, I feel like Sejuani can kill Olaf, but once he activates his ult, there's nothing you can do to stop him from getting away.


Difficulty: Medium
He's kinda like Gangplank in the sense that he will begin chucking spears at you level 1. With those armor runes, it won't hurt as much, but starting cloth 5 against him is not a bad idea either. As soon as you get your ruby crystal, you can begin trading with him. The good news is that his passive shield does not affect you much, because very little of your damage comes from autoattacks. You have a distinct advantage at level 6 because Pantheon's ult is more of a ganking ult and will not help him in an all-in against you.

Difficulty: Easy-Medium
Stay away from the walls! Do not let her stun you to the wall or you'll be in for some pain. Otherwise, the trades will go well for you. As always, don't be too aggressive until you get your ruby crystal. Another thing to note is that Poppy's passive is not so good against you because you don't really have anything too bursty early on (with the exception of your ult). She becomes an easy kill after you get level 6 with at health items.

Difficulty: Medium-Hard
The only time you have an advantage in terms of trading is level 1, surprisingly. If he comes close to trade, autoattack and W, follow him (be sure not to take much minion damage!), and the trade should either be even or in your favor. He becomes extremely dangerous at level 2 and above, however. I would not recommend fighting him at any point after. Unless he makes a mistake, he should be able to out-trade you during the entire laning phase. Like with Cho'gath, try not to trade unless he wastes a cooldown on minions.

Difficulty: Easy-Medium
The main thing you have to keep track of in this matchup is his ferocity bar. If he is 1 away from fully charging it, he will attempt to trade with you. On the other hand, if his ferocity is nowhere near full, you will out-trade him. If you get ahead, he's another one of those champions you can deny really hard, and you'll force him to either use abilities on you and miss CS, or use them on minions and risk dying to you.

Difficulty: Medium-Hard
She's like Renekton in the sense that she will be able to out-trade you during all of laning phase. Never try to engage unless at least one of her skills are on cooldown. Exhaust her as soon as her sword turns big if she's close by and may kill you.


Difficulty: Medium
The trades in this lane will be rather silly. You will want to go in as his flames go on cooldown, and he will want to go in when your W goes on cooldown. Rumble has a slight advantage against you, but it comes down to skill and timing.


Difficulty: Medium
This will most likely boil down to a farm lane if the Shen builds right against you (MR and health). If you kill him early on (possibly with jungle help), you will still be able to snowball and kill him every time afterwards, but expect a long day of farm.

Difficulty: Medium-Hard
Singed isn't all that scary until 6. When he activates his ult, you won't be able to kill him through his MR and regen. When he does not have ult, he is still a pain to catch because of his toss and slow. Sejuani lacks the burst to be able to shut him down early, and when he gets to 6 in one piece, it'll be a tough lane.

Difficulty: Easy-Medium
Although it may seem like Teemo can just range harass you at any level, his big weakness is that he does not really have a solid escape. Once you catch him, he will melt very quickly and his blinding darts will not help him (because very little of Sejuani's damage comes from autoattacks). If he is building AP Teemo, try not to let him have free damage on you with his blind. Ward up for safety, and punish him for it with your combo.


Difficulty: Medium
His sustained damage output is far greater than yours is. Exhaust is a must for this matchup. Fortunately, most Tryndameres build very squishy, so those few moments of exhaust are usually enough for you to burst him down and force an ult. As usual, ignite him a few seconds after he uses it.

Difficulty: Medium
A lot of Udyrs will try to tag you with tiger form as their main method of trading. Do not let him get away with free damage. When you get tagged with tiger, retaliate with auto W E, and back off before he can tag you again. He can shield your damage, but he will run out of mana very quickly if he keeps it up. You have the advantage at level 6, and if you have both summoners and ult up, you can usually get a kill.


Difficulty: Easy-Medium
If she levels up her Q first, all you have to do is reactively dodge it with your own Q. A Q-maxing Vi loses most of her combo damage if she whiffs it. Missing her Q will also put her in a very vulnerable position, which you can take full advantage of with a full-duration W if you manage to catch her with an autoattack.

If she levels up her E first and constantly pokes you with her E, she will inevitably push her lane VERY often. Call for the jungler, bait out her Q (by using your own Q and acting aggressive, for example), and she should be an easy gank.


Difficulty: Medium-Hard
There's really not much you can do about him early on. He will try to constantly poke you down with his Q, and if you try to combo him, he will combo you back, and pool if you chase too far, and combo you again. The best way to handle him is probably to wait until your ult and both summoners are up, bait out his pool with a regular combo, then all-in him when your skills are up again (using exhaust to mitigate his burst, and ignite to prevent him from healing)

Difficulty: Lane Swap Please!
There is a small window of opportunity early on, from when you get your ruby crystal to when he gets to level 6-7ish, where you have a shot at killing him. If you miss it, he will outsustain you, out-damage you, out-poke you, and the worst part is that most WW players build MR as part of their standard build. There is nothing you can do about that early spirit visage or wit's end.

Difficulty: Medium-Hard
He will play much like Jarvan. He will jump onto you, do his combo, then back out safely with his clone for free damage. He will be a monster once he gets his ult. Try not to trade with him unless you know one of his abilities is down, and exhaust him as soon as you see that ult.

Difficulty: Hard
Xin Zhao's level 1 is extremely strong if you're a melee champion. Try to avoid being close to him or you'll eat an auto-Q-Q for nearly half your health. He can jump onto you and do that same combo at any point after level 2. Because of how aggressive most Xin Zhao players are, your best bet is a jungle gank to set you ahead.

Difficulty: Medium-Hard
Yorick gives headaches to many toplaners. Sejuani is no exception. Yorick will continuously harass you down and sustain at the same time. Fortunately, most Yoricks these days seem to build tear of the goddess as their first item, which opens up a window of opportunity where you have your ruby crystal or giant's belt, and your ult and both summoners are up. Yorick does not really have a way to escape once you jump onto him. He can flash, but your ult and E will solve that. If he decides to fight against your all-in, dump ignite and exhaust onto him, and ult as soon as ignite is over. I have taken many Yoricks by surprise; none of them expect Sejuani to be able to burst them down like this.

I have not laned against a Zed as Sejuani yet. I will give my thoughts once I do.


And finally...

How do we play against her if we ever see her top lane?
One of her biggest counters is MR. If you build MR, and she does not build penetration, you can often times begin to out-trade her. If she builds penetration, she will lose a lot of tankiness and gain only a little damage overall.

Bursty champions also counter Sejuani. There isn't much she can do if you dump your burst on her with, say, Wukong or Jarvan, and then back off, as long as your burst out-trades her QWE burst.

And finally, anyone with sustain and sustained dps will have an advantage (Yorick, Irelia, Warwick, etc)


Some (perhaps boring) videos about certain matchups. I hope they provide a bit of additional information.
(Turn on annotations for youtube videos, as I give much of my comments in those)


VS Lee Sin


There's no audio commentary in this one. I do annotate frequently though.
I get ganked at level 2 near my turret and miss two minion waves, giving Lee Sin a huge advantage. However, I recover and win the lane. (I also make many mistakes in the process). The annotations will explain what to do and what not to do in this unfavorable matchup.




VS Rengar


This video isn't an audio commentary either. The subtitles/annotations in the video should provide some information.



VS Cho'Gath


Sorry about the video quality. I majorly screwed up my settings on this one.

This was a lane against a Cho'gath. He had an early gank that killed me while I was tunnel-visioning, but I still end up winning the lane by quite a bit.



And, just for fun...

Dominion with Sejuani


I've actually played several hundred dominions, but not very many were with Sejuani. This video isn't meant to be too informative--just to give you guys an idea of how she does in Dominion.

Mid Game

Mid game is when players start grouping for objectives. The early game phase where you are trying to dominate your laning opponent is over. Mid-game Sejuani offers many benefits for your team:

-Excellent pushing potential with your QWE combo
-Good turret defense with your ult and tankiness
-Great teamfight potential with your ult and CC.

Right after you destroy top turret, the next objective will be to secure dragon if you haven't already done so.

Perhaps your strongest points during mid-game include
-Immediately after you get your Warmog's. There will be nobody on their team who can take you down easily at that point in the game. (AD carry not strong yet, AP carry doesn't do enough burst yet)
-Immediately after you get your randuins. Because you'll be diving into their entire team with your ult and Q, the Randuin's active synergizes greatly. Their ADC should have gotten their attack-speed item of choice by then as well. Your Randuin's will negate much of that.

Your mid-game goals will generally be to push objectives, defend your carries if they're strong, and force them to focus you by killing their carries (your DPS is not something to be laughed off).

Late Game

Your damage will begin to fall off late game because players generally build some type of MR item. However, you will still be tanky, and you will still be enough of a threat to warrant being focused.
Your role in late game is similar to that of mid-game, except:

-You will want to peel for your own carries more than you want to dive their carries.

The reason is that although you scale off of HP, you're not directly building damage, and your CC will become more useful to the team than your damage.
Your damage mid-game was comparable to that of your carries, but once late-game comes around, please leave the damage-dealing to your carries.

-If your team is caught in a base-trade situation, you want to be the one to defend. You can clear minions extremely well, but because you're not building AP or AD, your damage to structures is trivial. Of course, it also depends on the situation. If your team needs you to get anything done (rest of the team doesn't have CC and your ADC is Miss Fortune, etc) then you should stick with them.

-You do almost no damage to Baron. You can tank Baron, but if their team contests, turn around and make sure your team is well-protected.

Team Fights

Let's say we got out of the laning phase in once piece. (We're not 0-7 or something ridiculous. We actually have gold and are even or better in levels). Take a look at our ADC and APC. Are they doing well? If so, your job will be to peel for them with your ult and E and possibly Shurelya's and Randuin's. Get in the way of those who try to dive them.

If your ADC and APC are doing average or poorly, your best bet is to man up, Q into their damage-dealers, cause as much disruption as you can with your ult and E, then pick their most important damage-dealer and stick to him with your W and passive. In almost every game I play, this forces at least 2-3 of them to turn all their attention onto me in an attempt to save their carry. And because you came from the lane rather than the jungle, your tankiness and damage are both up to par for this job. Between your ult, your E, and Randuin's Omen, you can keep them stunned or slowed for a full 6-7 seconds!


Sometimes we get tunnel vision. There's a low hp enemy running away and you KNOW you can kill him. It will just take a while. In team fights, you're not the type of champion/role to be doing these things. You shouldn't chase for prolonged periods of time unless:
1) One guy on their team is doing all the damage, and that's who you're chasing. (Your teammates can finish the 4v4 fight now that their fed guy is missing)
2) You know for sure your teammates can clean up after you've left them (4v2 situation, etc)
Use your judgment. If your team would benefit from having both you and whoever you're chasing missing from the fight, do it. Otherwise, you need to be there as the team's tank/peeler.

In A Nutshell

Items:
-You're weakest very early game, before you have your ruby crystal or giant's belt.
-I strongly recommend building items with HP + whatever other stat you want. (i.e. Randuin's over FrozenHeart, Bulwark or Banshee over Abyssal, etc)

Skills:
-All your damage comes from your W; don't fight without it.
-Her passive is good: A bootsless Sejuani can catch and chase an enemy with tier 1 boots.

Summoners:
-Exhaust if you're against someone particularly bursty/AS reliant (Fiora)

Laning:
-In general, do not trade until you have your first HP item.
-Always ward. Sejuani snowballs hard, but has a ridiculous time recovering.
-Minion damage OP at level 1. Beware when trading.

Misc:
Ability slows stack with item slows, and red buff slow stacks with both. (Frozen Mallet will stack with your slows)

Comments

February 5, 2014 - 04:18 PM #1

I don't really know how this guide received any down votes... This is a very excellent, in my opinion. It is very evident that you put a lot of work into it and of course every guide isn't perfect, but yours is very superb. Great Job.

February 5, 2014 - 01:45 AM #2

I don't really know how this guide received any down votes... This is a very excellent, in my opinion. It is very evident that you put a lot of work into it and of course every guide isn't perfect, but yours is very superb. Great Job.

March 9, 2013 - 10:26 PM #3

This guide should be more popular than it is. I created this account just to make mention of how much this guide has improved my Sejuani game. I'm wondering though how much the changing meta is affecting this guide lately. Liandry's Torment got buffed recently after all, has this become a viable item on her or should people be sticking with with what's mentioned in this guide?

January 24, 2013 - 02:55 AM #4

Summoner spells and skills chapters need more work. not enough information for both, and poor structure on the skills.

January 21, 2013 - 10:21 AM #5

Hey, I was the kayle in your Vs. Rengar game. Came here to check out your guide, looks nice :D. Resparked my interest in sej. Great job!

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