SEJUANI BUILD GUIDE: [S3] Not a Boaring Pick by aa247

by aa247 (last updated over a year ago)

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Greater Mark of Attack Speed( +15.3% attack speed)
Greater Seal of Armor( +12.69 armor)
Greater Glyph of Cooldown Reduction( -7.47% cooldowns)
Greater Quintessence of Movement Speed( +4.5% movement speed)
View Rune Details
Summoner Spells
View Summoner Details
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8 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
RGlacial Prison
View Skill Order Details



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8 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
RGlacial Prison

Champion Matchups


Hello this is AA247's first solomid guide. I am a platinum division player on NA servers. I find sej to be fairly similar to amumu but with much much stronger pre6 ganks. Sej falls under the category, tanky
initiation junglers along with amumu and nautilus. She works best with AoE comps. I know that she is very underrated and most people have no idea how to play or ward against her.
godly lvl 6 ganks
perma proc liandry
Queen of slows
can bypass wards
very long range ult
largest aoe stun
Scales very well in league of Warmogs
OP with AOE comps
good sustained dps
Ult reveals hit units

low burst
weak in 1v1
prone to counter jungling
no sustain
team reliant
Not tanky without items
Bad vs High cc reduction/slow removal teams (Olaf, irelia, mundo, garen)


If taking flash go 0/21/9,
For def masteries the most important ones are the armor, increased hp, and reduction in jungle minion dmg.

Defense Tree:
The core most important skills are 4 in durability, 1 veteran scars, 2 in tough skin, 1 blade armor, 3 hardiness, and 3 in resistance. 14 core points leaving 7 up to personal choice.

The rest of the def tree is mainly personal choice and can be swapped in and out.

For the utility masteries:
If taking flash put a point into resolve to lower flash cd.
3 points in Wander is a must because 2% with the MS runes gives you 22 ms which almost as much as boots. Meditation reduces blue dependence.
Master mind is nice because it reduces smite cd so you can jungle faster.

Runic vs Biscuiteer.
I prefer biscuit because you only get the blue buff on the first run so extra duration doesn't help much. Also the biscuit is like an extra hp pot and keeps your hps higher in the jungle.

If you take exhaust, go 1/21/8.
1 point summoners wraith allows your attacks and your ally's attacks to deal bit more dmg. Also it reduces their mr by 10 so if you are ganking mid and your mid has sorc boots with at least 5 magic pen, your ally will be dealing true damage.

Super ganking Masteries 0/9/21
The good thing about this set up is that you can start extra pot and are actually faster than most players with boots(2+3+4.5=9.5%).
The bad news is that you need a very strong leash and take alot of damage from the jungle. I would only recommend this with a premade team. You will the most manly leash possible.

I mainly take things that help me clear better early on
I don't take Summoner's Resolve because it doesn't help with her early game jungle clear and the points in utility tree make up for the lack of gold.
Tough skin is a must to reduce the amount of jungle damage taken and saves pots.
Durability and Veteran scars keep you healthier in the first clear by allowing you to take more damage before healing
Hardiness - reduces damage from jungle and a must.

Off tree
has decent base damage and there isn't much in the offensive tree that would help you. You are building mainly tank and don't need any extra damage.

Def Tree
Summoner's Resolve - gives gold for using smite. Not a bad one point wonder. Take it if you have lots of points in the Def tree
Perseverance - gives more sustain. Not worth it because spirit stone and warmogs gives all the sustain you need.
Durability- gives hps. Great for Sej. Makes you more resistant to magic/ physical dps and you have a skill that scales with hps. Must take
Tough Skin- reduces jungle minion damage by 2. Must take by all junglers because it will save you alot of pots. MUST TAKE
Hardiness- gives armor. Great on Sej because it reduces the amount of damage take from jungle minions along with increasing resistant to physical damage. Take if possible
Resistance - gives MR. Get if top and mid are AP solos. Ok on Sej because stacking health is a more effective counter to mages than MR. Also Sej scales well with hp stacking. Take if double AP
Bladed Armor - jungle minions take damage from hitting you. Speeds up your clear time. Take if possible
Unyielding-Reduces damage from champions by 1 / 2. Reduces damage from only champs not jungle minions. Ok I guess. Optional
Relentless- Reduces effectivness of slows. If they had a 100% slow, it would be 85% slow. Not bad stacks with Optional
Relentless- reduces tower damage. Bad You shouldn't be tower diving unless you have your warmogs. Doesn't help with your early game which is weak. I dont recommend this. Warmogs is a better counter to towers than this skill
Block- reduces auto attack damage from champs by 3. Great if you already got Unyielding. Optional
Tenacity- reduce CC duration. Stacks with. Great because if you have merc then you have 1 - (100 * 0.65 * 0.85) = 44.75% crowd control reduction. Take if possible
Juggernaut - Increases your maximum health - Great on Sej because you already are stacking hps. Get if possible
Defender-grants mr/armor per enemy champ. Great one point wonder. It is as good as hardiness with 1 champ and better vs 2. Get if possible
Legendary Armor - Increases bonus armor and magic resistance - BAD BAD BAD BAD BAD. Worst skill in the def tree by far because it only counts bonus armor/mr. It takes 100 bonus armor with 3 points in it to equal 1 point in defender if theres 5 people. Never get it ever.
Reinforced Armor- reduces crit damage. Bad because no one rushes IE any more and crit damage is harder to get. If this was S2, it would be good but ADC just rush BTs which doesn't crit. Don't get
Honor Guard - reduces damage by 3 %. Best one point wonder in Def tree. Always get if possible.


Passive: Frost

(Innate): Sejuani's basic attacks apply Frost, a slowing effect, reducing enemy movement speed by 10% for 3 seconds.

Its procs on auto atts, q, and her ult.
Very weak on its own but with this item you will deal a surprising amount of dps. Not the worst passive but it is alot better in S3 than in S2.

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

Very similar to Amumu's toss or gap closer in the fact that if you miss it, your ganks will suck. However I find this skill to be much stronger than amumu's q despite having a shorter range for two reasons. First the skill procs her passive which then allows her to chain slow with other skills. Second it goes over walls allow you to by pass wards and even can be used as an escape unlike amumu. Overall a very good skill

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

This is her main dps skill with max CDR can be kept up 100% of the time. Similar to Amumu but scales with her HPs instead. It actually does alot more and scales better than amumu's tears. It is very strong in the current HP stacking meta
Amumu scales 2.7% of hps while Sej scales 3% of her hps with frost.
Amumu's w dps with enemy 2500 hps, 2500*.027+24= 91.5 dps
Sej with 2500 hps but no frost, 2500*.02+44=84 dps
Sej with frost 84*1.5= 126 dps

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

Combo this with or and your enemies will be stopped in their tracks. It also refreshes frost allowing to continue dealing more dps.
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

450 range AoE explosive. This is 100 units smaller than amumu's but it stuns and has a much longer range.
This is the best ultimate in the game. First it has godly range which allows for easy mode initiation. While amumu has to burn flash or land a toss, Sej can just throw her ult from almost off screen. Second it is a true stun not a snare that prevents auto atts and movement. This allows it to interrupt channeling spells such as fid's ult, kat's ult, and even nunu's ult. Third the spell procs frost which will allow you to slow them after the stun wears off which is 5 secs of cc. Fourth it has no cast time or delay like Leona's ult so it is very noob friendly.


NOTE Sej throws it from her right side so aim slightly to the right.
NOTE 2. It reveals hit units so you can use it to facecheck brushes if you know they are in it. This is not included in the tool tip 

Maxing Northern Winds vs Permafrost

Maxing Permafrost first
Higher burst
Stronger slow

lower dps
slower jungle
higher mana costs

Maxing Northern Winds
Higher dps
faster clear times
lower mana costs

lower burst
weaker slow

Damage Comparison :
At level 9 Sej has 1215 hps.
Maxed does 44 +.02% of max hps. 44+1215*.02=68.3 dps no frost
With frost 68.3*1.5=102.5 dps

260 dmg
In less than 3 seconds, out dps . However your slow will be 30% stronger.

In conclusion I would recommend you max if you are taking exhaust because you will stick on them longer and having more slows doesn't help too much. If not taking exhaust, max for stronger ganks to make up for the lack of exhaust.

Summoner Spells

Smite is needed for jungling. It gives you buff, dragon, and baron control.

Is also a great one because this allows Sej to peel better in team fights along giving you another chance to close the gap if you missed . The hardest part about Sej is landing the first frost because once she frosted someone, she can just chain slow them after. This helps and also makes her ganks alot stronger since the enemy's dps is cut in half after exhausted. Overall I like exhaust more but flash is just as good in different situations.

Flash is useful because it is an escape, an initiation, and many other purposes. Great pick if you don't like exhaust
If you take flash go 0/21/9 with the one point in biscuiteer over because you won't get blue after the first one and you get kinda low during the first clear.

I wouldn't recommend this because flash is just better overall since you can just flash and then chain slow them. Ghost gives them more time to react compared to flash but it is viable. It does prevent sej from being kited.
Just No:
No because Sej does alot of magic dmg if she gets close with frost. This has no synenergy other than KSing. Most teams carry 3 ignites and a fourth is over kill.
No because junglers are often alone or in groups of 2 and this a more team orienteering skill
preS1 revive smite eve huhuehueheuhe but no never get this
I have herd about the tp ganks from the jungle but it seems far fetched

Items builds

Starting items this will give you sustain and is the standard in S3 jungle

Get after first clear 400 gold
this gives you some sustain in the jungle while improving clear times

Get ASAPimproves ganking and allows you to have better map presences
Next allows you to gank that lane over and over. Its worth it if you get even one kill. Buy this if want to camp a lane. Very useful vs bot lane

Second most important thing get this ASAP to get even better ganks

Generally the best item to rush on Sej is for two reasons. Warmogs offers great protection vs both AP and AD damage unlike which only protects against AD. Second Sej's scales with HPs.
Mid Game
Core makes you alot tankier vs AD and AP while increasing your by up to 20.

Optional: 1st Offensive Item . The explanation is in the next chapter. It greatly increases your dps but does not make you much tankier

Late Game

Vs a balance team :
Gives a good mix of armor, hps, and MR. Two is fine because the auras stack on the user
Vs AD heavy:
Optional- If you need more dps:

VS AP heavy :

Which Armor Item?
Most of the time I would get locket over randium because of three reasons. First its about 1k cheaper. Second it offers a decent amount of CDR. Third its over all better for your team because of the active shield.
However if you are so feed or its late game. Randuins would be agood choice

Is this item good?

overall best boots because it helps Sej get to her target faster so she can chain slow
- decent boots but doesn't help her get to the target but it does improve her ability to stick on them. I prefer alacrity over these.
good if you are down to your base towers and are staying very close to your base.

Great armor item vs ad teams. Reduces enemy AS, gives cdr, and the gives a good amount of mana

- only get this if you plan to get later
- Best hp item in the game and currently best defensive item in the game. Offers great protection vs AP/AD
Must have for any team because of the strong def aura. If the support already has one, only get it if the other team is AP heavy. The aura stack for buyers so it will give alot of MR.
One of the best anti AD items inthe game because it is relatively cheap offers alot of armor, hp, cdr, and even a strong AoE hp shield.
It gives 2116g worth of stats excluding cdr and the shield. Its cost efficiency makes it the best antiAD item for junglers.
Best item for increasing Sej's dps because she has a perma slow from her auto attacks and will continue to proc it. Also it is great vs HP stacking champs due to its hp percent based damage. Yo dawg. I herd you like HP percent based damage so I got some HP percent based damage on my HP percent base damage. This item allows you to shred tanks.
If vs CC heavy team gives decent amount of hps and cc reduction

Good vs AD heavy teams but as a jungler you often don't have the money to buy this
Good late game item vs AP heavy teams because it gives ms allowing Sej to initiate better and gives a slow that reveals enemy champs. Also it gives a decent amount of MR while building from a

Bad never get this item. Sej has bad ap ratios and the weak slow from the item passive is not noticeable.
Another good item vs AD teams. Increases dps and offers decent amounts of hps. 0 wasted stats vs AD. Scales with
The recent nerfs reduce the cd given from this item. It a bit kill with your passive for stacking slows. Also your cool downs are fairly long so aren't going to proc this item as much. is better overall.


The runes are general standard jungle runes.
Reds AS for faster clear
magic pen reds could be taken but will slow clear times

Yellow armors for not dieing in jungle. This is required. Even if you can "do" the first clear with armor you will be alot lower and easier to counter jungle without armor yellows.

Blues are player's choice and can be anything. I prefer cdr so she can spam more spells but mr/as/wut ever work. The reason I take cdr runes is because she is very much cool down based. The lower the cdr on the more often you can gank and the lower the set up times.
MR is good vs Ap heavy teams but hp stacking counters mages fairly hard even with no mr.

Ms Quints for better ganking
If you run Ms Quints and the 3 points in ms, you will have a bonus 22 ms which is almost as much as having T1 boots(25ms)

Early Game

There are four paths.
1. Standard
Start wolves to blue->wraiths -> wolves-> red->wraith and you should be lvl 4

2. Hard leash with no smite
Start wolves to blue->wraiths ->red (take e at lvl 3 instead of w and then gank

3. The anti counter jungler route
use vs strong counter junglers.
Start wraiths -> red-> wolves->wraiths ->blue-> wolves
I love this route vs lee because alot of them will do a smiteless blue and try to kill you at your red. If you start red, they will be shocked to see an empty red and waste a good amount of time searching for you.

4. Counter jungled route

If your team loses blue lvl 1 fight, follow this route
start wraiths-> red. put a second point into instead of Do not try to steal their blue less you have your blue warded because you will die if the other team shows up.
Then golems->wraiths-> wolves and you should be lvl 3. If you want to gank take else take a second point in. If you don't have blue, don't use instead just autoattack the non frosted jungle creeps and press e to clear faster. You can frost up roughly three minions before it expire.

Remember the timers. Buffs 5 mins, Dragon 6 mins, baron 7 mins. Turn time stamp on and it will tell you when dargon/baron died so you can just add 6/7 mins to it for a free timer. Typing in chat helps

Mid Game

Now that you have grouped up and the laning phase has ended, you are the one who should be picking the fights. Before you pick a fight by throwing , look around you. Are you all your allies close enough to follow? If no then do not engage. You can pick a fight, if you have more allies near you than enemies and you can see that their missing person is pushing another far far away.
The best places to fight are in small areas where you can hit multiple people with your ult such as baron pit, dragon, and in the jungle.
NEVER one person unless they are a high valve target AND are out of position such the ADC or super fed APC. It is almost never worth it to ult the tanky jungler.

Late Game

Honestly this isn't much different from the mid game. You are monster and are the peak of your power. When you pick your fights just remember to chain after . Sej is a better peeler than a diver so after throwing your ult chill by your adc and gore anyone who gets close.

Before initiating fights with your ult, stand on the side of your enemies instead of the front. This will allow the ult to hit more units in the back line instead of only tanks.

Baron/dragon tip. When doing baron, left click on it to see how much hps it currently has. Even t smite does true dmg, smite at roughly 50-100 hp above the max damage from smite. This will account for the slight delay in human reflexes.


red= where red team is most likely to place wards
blue= blue team wards
black line= where to jump using
When playing Sej is very important to know where the other team warded. So ask your team mates to ping wards or watch where the other team wards.
The best part about Sej is her ability to sneak past wards with . The pic gives a rough idea of which walls can be jumped over. Be creative. Sej ganks are bit slow because of the set up for time but waiting an extra 15 secs to get a kill is more than worth it.

When ganking try not to initiate with but rather walk up to them and auto, , and then only when they flash. This is better because most of the time Sej is faster than most champs due to and ms quients. Also allows her to stick better.

If you use to initiate then you lose your gap closer when they flash, so try to save it if possible.
If you brought exhaust just walk up, exhaust and auto for a free kill or burned flash.
If you get caught in the jungle, hug a wall and out.

Ganking combos
1. Best non ult gank
Auto attack ->If they dash/flash->
2. Sneaky lane gank from brush
3. I missed my combo
+ Auto attack->->
4. I have ult gank (best gank in game)
->->->after they dash/flash

Minion vision. Watch this to know when minions can see you and when they can't.

Hard champs to gank
Note if you can't slow them you can not proc frost.
- OP black shield stops all CC including frost. Only possible to gank if her shield is down
-OP ult. Nords are not afraid of ice. Can ult to remove frost even when frozen from . Do not gank when his ult is up
- OP passive makes your slow last .0001 seconds. Very hard to gank because her passive increases CC reduction on everything. So you have less time to and even when you do it lasts not as long
- Only gank when is up after he is lvl 6. AP yi can be ganked after he alphas to a minion.
- He can remove all of your frost with his q or silence.
Hard to gank because she can stealth along with a slow cleanse. Only gank with
Anyone with this summoner is twice as hard to gank because they can remove your cc and any new cc applied doesn't last as long

Easy mode ganks
This guy loves to push and dry hump your allies' tower. Often the easiest way to gank is through lane in the brush closest to the tower. Or you can come from behind by jumpping over a wall

Wait for him to last hit a minion before running up to him. Beware his knock up can hit you during

wait for him to leap and empower harass your ally before charging. Jax can't harass very well without burning his escape.
Same as jax. Wait for the flag to drop and go in. Note your will break his ult's wall

wait for him to whither you and then . Very easy gank.
wait for her to go into spider form before ganking. Also make sure there are no allied minions coming because she can hop to them. If she is in human form, it is hard to gank her because she can stun you.

If someone has , do not ever fight them in a 1v1. They will kill you very fast. Anything with % hp based damage is strong vs Sej. Jaxs with item will tear you in half.

Ganking top

Ganking top is fairly easy because most people ward the jungle entrance instead of the brush but life is alot easier if you know where the wards are.
1. Jungle entrance is warded

hop over the wall and wait in the brush. If they back off, then the brush is warded. Take note and come back later after clearing a camp. Go to step 3 when you return.
If you ally is about to be dived, stay and then hop over for a suprise.
2. tribrush is warded
first face check the tribrush to see if its warded. If it is, back off as if you were going to go do wraiths, now jump over where the red arrow points and then walk into the brush closest to the lane and wait till comes off cd. Gank when ready
3. Closest Brush is warded

4. Lane ganking

[http://i1342.photobucket.com/albums/o770/avgazn247/Screen16_zpsd98bc1d2.png] Wait or tell you top to push it to the line. Then sneak into the brush and wait till the other top gets to close. ->-> and kill him

Ganking mid

Mid can be a very hard lane to gank because its short tower distance but Sej has an ace anti ward map hack. In general the blind spot ganks are harder to do because they can only be done when the wave at a certain position but most people do not ward to in the "blind spots". Remember to ask for ward locations

1 Blind spot ganking Bot side(blue side)
Make sure the wave is roughly in the middle. Walk from your tower to the spot You have three options.
1. Wait till the wave pushes toward you and then at them when they are in range. This can take a while
2. Hop into the nearby brush and then when its off cd. Warning check to make sure it isn't warded.
3. Have your mid engage on the other mid and hop over. You may have to throw exhaust if your mid starts to die. Most of the time, people tunnel vision and won't see you until its too late. Make sure you mid is at least 70% hps

Note as long as the wave is push to the correct location. This type of gank almost never fails because its impossible to ward for it.

2. Top side

Top side is the same as 1.
3. Standard bot side ward

First walk into that brush that the ward is in to bait it. If they react, go to either top wall or bot wall. Jump over it into the brush closest to mid. Warning top wall can only be jumped if you are dry humping it and jump straight into the brush.

4. Standard top side ward

Same as step 3
5. Balls deep top side ward(purple)

Proving that the blind spot is really a blind spot follow step 2
6. Balls deep bot side ward
More proof of the godly blind spot. Follow step 1.

Ganking bot lane

Bot lane is the hardest lane to gank in Solo Q because of the vast amount of wards the support buys. However it is impossible to ward everything. Talk to the bot lane support because he/she is your ticket to free kills. Pink wards open up even more options.

1.Dragon ward- easiest ward to bypass

2. Tribrush ward- Harder gank but doable

Lane Ganking
Lane ganking is the most powerful type of gank in bot lane because get with in 400 units of the other champs. However it is the most difficult because it needs the lane to be pushed to a degree and is often warded. Pinks are your best friends.
Ganking from blue side

Ganking from purple side

Team Fights

Sej is a monster at team fights. The best situation is wait for the other team to clump up at baron/dragon and then ult. After ulting press e for even more CC. She works best with AoE comps like

Since Sej isn't that great at diving, I find it her to be better at peeling. After using your ult, auto attack anyone trying to dive you carry. + with is a great way to let your adc kite any bruisers trying to kill them.
She is weak vs
-counter ults and takes little damage from magic
- Counter jungles very very hard and the round house kick can displace you into bad spots
or - reset fights after make very sad

Best friends

- chain her tibbers for up to a 3.75 sec stun.
Your stun will stun them long enough for her to chain her ult and just melt faces with twin fangs
Clumps up the other team for easy ults
More percent based hp damages with is nice
You need even more aoe CC
More stuns and more dmg
Her ult channel time is 2 seconds and your ult stuns for 2 seconds... A match made in heaven?
Can easily chain ults after yours.
She can speed you up, aoe stun them, shield you. and use you as pivot for her attacks. One of your best friends. Go friend Toyz NAO!!!!

Patch notes affecting Sej

Patch 3.03 3/1/13
Warmog's Armor

Passive Health Regen reduced to 1% of maximum Health per 5 seconds from 1.5%

Heavy nerf to the sustain from targeted mainly to top lane warmogs rushers. Sej is largely unaffected by the nerf. Still your core item for tankiness

-Recipe Changed: Dagger + Dagger + Bilgewater Cutlass + 650 gold = 2850 gold
Attack Damage reduced to 30 from 45
Now grants 40% Attack Speed
Life Steal increased to 15% from 10%
UNIQUE Passive adjusted to "Deals 5% of the target's current Health in bonus physical damage (max 90 damage vs. monsters and minions) on hit"
UNIQUE Active changed to "Deals 15% of target champion's maximum Health as physical damage (min. 100), heals for the same amount, and steals 30% of the target's Movement Speed for 4 seconds (60 second cooldown)"
UNIQUE Active range increased to 500 from 400

This item already wrecked now it will really kill her since the stats syn energizes because AS works better with on hit. Be careful when fighting anyone with

Patch 3.02 2/14

Glacial Shroud
Combine cost reduced to 230 gold from 380 (total cost reduced to 1350 from 1500)
Armor increased to 45 from 40
Cooldown Reduction reduced to 10% from 15%

Not terribly important since FH got buffed. Its more or less to nerf
Negatron Cloak
Cost reduced to 720 gold from 810
Magic resist reduced to 40 from 45

Hp stacking is still general better than buy Mr. Not sure what to say about this change. If it really helps or changes anything

Frozen Heart
Combine cost increased to 550 gold from 400 (total cost unchanged)
Armor increased to 95 from 90

Hmm buffs for an already good item for Sej. Grab it vs AD heavy teams.

Iceborn Gauntlet
While we’re generally happy with the kiting potential Iceborne Gauntlet offers ranged champions, it provided a little too much area control in certain cases. This change increases the item’s effect for melee champions but reduces it for ranged.
Total cost reduced to 3250 gold from 3400
Cooldown reduction reduced to 10% from 15%
Fixed a bug where the slow field was lasting longer than intended
Fixed a bug where the slow was not being applied immediately
Slow field radius for ranged champions reduced to 210 from 275
Slow field radius for melee champions increased to 285 from 275

Ez broke this item. O well it went from an ok item to a bad item for Sej. Less armor, cdr, and no AS debuff than a FH. No reason to ever get over

Liandry's Torment
The original set of restrictions on Liandry’s Torment made it a lot more niche and complex than we originally intended. These changes help clarify the item’s role as well as make its unique playstyle more accessible for additional casters.
Ability power reduced to 50 from 60
Damage per second increased to 2% from 1.66%
Damage-over-time and multi-target spells no longer have reduced effect
Fixed damage effect not being properly reapplied on targets that already have it

Overall a stronger item for Sej because less wasted ap stat and more dps. I think Riot wants this to be the ap tank item for

Patch 3.01 Notes Posted by Morello on Fri, 02/01/2013 -

•Warmog's Armor
â—¦Recipe changed: Giant's Belt + Ruby Crystal + Rejuvenation Bead + Rejuvenation Bead = 2830 gold (from 2650)

- Quite minor change about a 6% nerf, don't let it affect your decisions.

•Sunfire Cape
â—¦Combine cost increased to 930 gold from 780 (total cost increased to 2650 gold from 2500)

- Sunfire Cape is still just as awesome not as bad as the nerf to stacking sunfires.

V1.0.0.154: January 16, 2013
Health increased to 300 from 200.
Ability power reduced to 60 from 70.

Basically changed from a mage item to more tanky ap item. Over all helps Sejuani out alot by removing a bit of the less useful ap and giving her some nice Hps which goes so well on her.

Final Comments

Thanks for reading my first guide on Sejuani. I know she is an underplayed champ this guide is for anyone who loves playing the secret OP champs. She fits in any comp Amumu fits in. If you have any questions or comments please leave a comment, I promise to reply to every question. I will try my best to constantly update the guide in the future. Also forgive my mspaint skills. I didn't spec any points into cs6

change notes

Sej rework incoming. http://na.leagueoflegends.com/news/champion-rework-sejuani-winters-wrath
3/1/13 updated for 3.03- switching images to http://imgur.com/ so
2/27/13 cleaned up some sections
2/19/13 explained Def tree masteries
2/14/13 patch 3.02 updated again
2/13/13 cleaned up masteries chapters
2/12/13 released guide


February 14, 2013 - 01:29 AM #1

thanks but what could be improved on it?

February 13, 2013 - 11:02 PM #2

Really good build for jungle. Like (Y)

February 13, 2013 - 01:40 AM #3

Exactly why i dont' bring flash. Who needs to escape

February 12, 2013 - 11:50 PM #4

commit to the fight