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SEJUANI BUILD GUIDE: the winter's wrath by heartbeat

by heartbeat (last updated 6 months ago)

Featured528,967 Views 5 Comments
9
Greater Mark of Magic Penetration(+7.83 magic penetration)
9
Greater Seal of Armor(+12.69 armor)
6
Greater Glyph of Scaling Magic Resist(+0.9 magic resist per level (16.2 at champion level 18))
3
Greater Glyph of Magic Resist(+4.02 magic resist)
1
Greater Quintessence of Ability Power(+4.95 ability power)
2
Greater Quintessence of Movement Speed(+3% movement speed)
View Rune Details
Summoner Spells
View Summoner Details

Starting

5

Full Item Build

View Item Details
9
21
0
mastery 1 0/1
mastery 2 0/4
mastery 3 4/4
mastery 4 0/1
mastery 1 1/1
mastery 2 0/3
mastery 3 3/3
mastery 3 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 1/1
mastery 3 0/3
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 0/1
mastery 2 0/1
9 Offense
mastery 1 2/2
mastery 2 2/2
mastery 3 0/2
mastery 4 0/2
mastery 1 1/1
mastery 2 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 1/1
mastery 3 3/3
mastery 4 0/3
mastery 1 3/3
mastery 2 1/1
mastery 3 1/1
mastery 4 0/1
mastery 1 0/1
mastery 2 2/4
mastery 3 1/1
mastery 2 1/1
21 Defense
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
0 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Frost Armor
QArctic Assault
WFlail of the Northern Winds
EPermafrost
RGlacial Prison
View Skill Order Details

Introduction

Hi. I'm Heartbeat, from the formerly Team MRN. I'm also a high-ELO ranked player, who has three accounts in diamond 1 currently. I've played three roles competitively (mid/ad/support) and i consider myself to be a very versatile player with a good understanding of this game.

you can follows me on twitter : @HeartbeatLoL
or twitch stream: twitch.tv/heartbeatttlol

[http://i.imgur.com/TLS8uol.jpg]

Sejuani has been flavor of the month for quite a while now with her most recent changes to her skillset (but not by much). She brings a lot of utility to the teamfight, while still dealing massive amounts of damage. She will definitely be picked in competitive play in tournaments like LCS and we're already seeing a decent amount of play worldwide. So let's talk about her!


pros:
  • Has one of the hardest initiating abilities in the game
  • Brings % maximum health damage
  • scales well with HP, as it gives you more damage
  • Brings AOE perma slow + stun
  • can make creative gank paths using
  • gets free defensive stats


cons:
  • skill shot ultimate, meaning you can miss (although with the recent changes the enemies are still slowed by 90% if you miss as long as its close)
  • Has a relatively slow jungle clear early-mid game because she doesn't have many single target clearing ability for the big monster
  • AP ratios are low

Runes

[http://i.imgur.com/ukI72TE.jpg]

Marks
There are two options for marks, either attack speed runes for faster jungle clear, or magic penetration marks for a lot more damage in ganks/teamfights. I personally like magic pen marks because her ganks just deal so much CC and damage. But i believe it's personal preference here between attack speed and magic pen. I've personally had more success with magic pen.

Seals
Armor seals are key for junglers because of jungle creeps doing way too much damage early. Without these you'll be taking a LOT of damages from jungle creeps so these are 100% necessary.

Glyphs
your passive gives armor, but not mr (whyy o.o) so you will need these because after all, you are a tank and you will need to be able to withstand all kinds of damages. Take flat mr glyphs if the enemy team has strong early game AP champions, otherwise take either a mix or full scaling.

Quints
I only take 2x movespeed quints because your passive/skills slow your enemy already so you don't need that much movespeed. I still like the extra movespeed because you can roam from side to side much quickly. The last quint I like flat AP because it will give you a little bit of faster jungle clear as a little bit more damage.

Masteries

mastery 1 0/1
mastery 2 0/4
mastery 3 4/4
mastery 4 0/1
mastery 1 1/1
mastery 2 0/3
mastery 3 3/3
mastery 3 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 1/1
mastery 3 0/3
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 0/1
mastery 2 0/1
9 Offense
mastery 1 2/2
mastery 2 2/2
mastery 3 0/2
mastery 4 0/2
mastery 1 1/1
mastery 2 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 1/1
mastery 3 3/3
mastery 4 0/3
mastery 1 3/3
mastery 2 1/1
mastery 3 1/1
mastery 4 0/1
mastery 1 0/1
mastery 2 2/4
mastery 3 1/1
mastery 2 1/1
21 Defense
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
0 Utility
you'll be going 9/21/0 masteries with jungle sejuani, as the 9 points into the offense tree will give you some neat 5% cdr and a bit of more damage. you'll be surprised how much damage sejuani does early-mid game!

and ofcourse, your main role is to be that tanky front liner, so you'll be putting the rest of your 21 points into the defense tree. Masteries like Tenacious and Swiftness is pretty dandy to have going into the late game when you're getting slowed and cc'd really hard in teamfights.

Summoner Sets

Primary Set
Smite is a necessary summoner spell for a jungler because you as a jungler has a role to secure objectives using this spell. Blue/red/baron buffs + dragon are the four things you will be focusing your smite on. Without it, you will lose these crucial objectives, and then you will give your enemies an advantage. Smite is especially important early game in order for you to clear big buffs

smite is the core summoner spell to get on a jungler because you're in charge of securing objectives like blue/red/baron/dragon across the map, and smite lets you deal a huge amounts of true damage to it to last hit it. Without it, you will lose every one of these objectives against the enemy jungler and your team will just snowball backwards to a loss without any map objectives. Especially early game you might find yourself in a "smite wars" where both the junglers will try to out-smite each other on the first buff, so you will definitely to watch how much damage the smite does before using it.

Flash is also by far the best summoner spell to get on sejuani because of many reasons. First reason is that sejuani has one of the strongest catch/initiate ultimates in the game, and having flash will extend that range by a fair amount. Not only that, but sejuani has to use Q to dive into the enemy team, and you will for sure take a lot of damage because you will be amongst the front line of the battle. So with flash you can flash to safety after doing your job, and you can save yourself from dying!

Item Builds

Starting Build(s)
Default Starting Build
5
Starting items:
- This is the most standard start on a jungler. It will let you clear your first jungle camps the fastest possible, and will also turn into a spirit stone (which builds into your first core item). With 5 health potions, it should be more than enough to clear all the camps by yourself!

starting with the yellow trinket is also the best because you're able to give additional wards for lanes that need it, as well as jungle invades from level 1. use it wisely!
Final Build(s)
Standard Final Items
Although you won't be building the same items every time, this is an example build that's pretty strong

early game core items:
- this gives you basic hp/mana regeneration for self sustain, and also makes you deal more damage to jungle creeps. It's a cheap item that will build into the spirit of the ancient golem later, so try to at LEAST by this item on your first back!

- if you got couple successful early ganks off, you might want to invest in these early. These will let you roam a LOT faster, and also make multiple enemy lanes feel like you're always there. In addition to your Q to dash through walls, you should be incredibly mobile.

mid game core items:
- This item is like... SO good on sejuani. Not only will you be able to deal more damage to monsters with "butcher," but it gives you a LOT of health (which means W deals more damage) and cooldown reduction ( more dashes, more ultimates!). And as for the cherry on top, it gives tenacity - which means you won't need to get mercury treads for the cc-reduction.

- I only recommend this item if you're snowball really hard from early game leads. This item gives health (again, more damage while making you tankier) AP (all your skills scale off AP) and magic penetration (which means you will be dealing almost true damage to squishy carries mid game!) And.. no matter how much I think about it, every stat on this item is great on sejuani in order for you to snowball. Your skills will start to deal MASSIVE damage (at least before the enemy gets some mr) and you will be not just a tank.. but a SUPER TANK!!

- take sorc shoes if you went haunting guise build for the insane amount of magic pen you get, meaning you'll be dealing a lot of damage. Otherwise, if you didn't opt to go mobi boots I recommend getting ninja-tabi's because these will lower the AD damage you take by a LOT, especially the AD carries who auto attack a lot.

late game items that you might buy.

- Against double AP, or if the enemy team has multiple catch abilities like thresh/blitz/nautilus hooks or a lot of pokes like nidalee/jayce, you might want to invest in this around late game when teams start grouping and sieging. Getting this will not only make you slightly tankier, but it will let you soak up pokes for your team (although you shouldn't just blindly do it and waste your banshee bubble).

- I personally don't like this because I think a lot of the money you pay for mana on this item is wasted. However, if you're against multiple auto-attack dependent carries (this goes for some AP champions too, like kayle) you should get this because it gives a LOT of armor/cooldown reduction, as well as that handy aura that slows attack speed.

- If you feel like you're just dying way too much, or the enemy team seems to be a completely single target focused team, then you should get this so that you can dive in without the fear of dying.

- a great item to get early game before bulwark if you're against an AD heavy team. The AOE shield is also pretty strong early-mid game. Once again, cooldown reduction is nice to have on sejuani because it benefits literally all your spells.

- this is one of the best late game items against heavy AD teams. It'll pretty much make the enemy AD be scared to hit you because it will slow him. Remember to use the active on as many people as you can, on top of your already huge slows this will just make everyone a little turtle trying to climb out of the sejuani train.

- I like to get this against.. stuff like tryndamere who destroys me everytime. Yeah. Tryndamere wouldn't attack me anymore if i had it. I'd also get this against an AD carry who decided not to get lifesteal for some reason, as it'll do a lot of damage back to them and they wont be able to sustain themselves.

- I personally like this because it lets you waveclear/jungle clear faster. Especially if you took haunting guise / sorc shoes the magic pen applies to the sunfirecape fire, so it's pretty neat. This gives you both offensive/defensive stats, and is one of my most favorite items in the game if you feel like you want both.

- Not too practical, but if you have a double AP team and none of them gets an abyssal, this is pretty sweet in conjunction with the 3 of you in terms of the free magic pen aura. Otherwise, I don't recommend it. I know you can get this with haunting guise + sorc shoes for insane magic pen, but really you'll be too squishy and it's really not practical.

- I like getting this as a 4th or 5th item if I'm pretty set on just being that HUGE BOAR in front of my team that will just soak in ALL the damages. If you have a bulwark + warmogs you should be tanky enough to last in teamfights for an extremely long time.

- This items better than the yellow trinket on junglers, because you're going to be roaming all over the map all game. So buy this when you feel like laning phase for most lanes are over and you're able to freely clear out areas to start pressuring the enemy team.

Example build against double AP:


example build against heavy AD:


use your intuition and decide which item to get as the game goes. For example if the enemy AD top gets fed early you're gonna have to change your build up accordingly, favoring early armor.

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
There's only one strong way to level up sejuani's skills. Some people will argue with me that maxing Q before W is stronger. Yes, it is stronger for ganks because of the damage, but not only is your jungle clear going to be slower, but if you ever fall behind (and you WILL fall behind in some games) you won't be able to even clear the jungle at all.

so, skill up your ultimate, at levels 6, 11, 16. Leveling your ultimate lowers cooldown, does more damage, and increases stun duration. No reason not to level this whenever you can!

Prioritize >>>>

Before getting into specific skills, i recommend putting 1 point in each skill at level 3. This is because all 3 skills are crucial and they serve a different purpose without hurting too much of your jungle clear. Having E is mandatory by level 3 because without it your slow will only be 10% and people will have a chance to just run away since it's a small slow.

Alright. You want to max W first because this lets you clear the jungle fast. At earlier levels sejuani's jungle clear time might seem a little slow because you clear the small camps extremely fast, but you won't be able to kill the big monster fast. Leveling up this skill lowers the cooldown AND deals more damage. With blue buff at max rank you should almost be able to have this on PERMANENTLY. The bonuses that you get from leveling this is just too good, and at max rank you'll be able to breeze through the jungle creeps, as well as push lanes out for your teammates really fast!

Second, you want to max Q next. This also lowers your cooldown and gives you more damage. Having a lower cooldown means you'll be able to get multiple Q's out in a teamfight, creating more disruptions and dealing even more %maximum health damage.

Lastly, max your E. The only useful thing about leveling this is the increased slow (although not by much per level) and the slow duration. The benefits you get from leveling this skill isn't as much as the other two skills, so it's very logical to max this last.

Skills

Frost Armor
This passive was buffed a LOT with the recent changes. Your spells/auto attacks apply 'Frost', which reduces slowing effects by 25% at max rank - this is similar to the 'relengless' mastery in the defense tree. The other OP part of this passive is that autoattacks/spells also give you bonus ARMOR, for the same duration as the slow. This gives sejuani free armor, and as a tank that is extremely strong. I don't think I can think of a better passive to perfectly match sejuani's kit.
Arctic Assault
A medium range dash, that deals flat + % maximum health magic damage. Not only that, but it knocks enemies into the air, and it will stop when you hit a champion. Everything about this skill is extremely strong because not only does this give you mobility (used as a initiate/follow-up/escape), but it does massive damage and it's relevant all-game long because of the % maximum health damage.

Note: Remember that if you're using this as an escape enemy champions can stand in front of you and block it, so try your best to work around that! Also, this will jump through a lot of thin/medium length walls!
Flail of the Northern Winds
This is your main AOE jungle clear ability. It also happens to be an auto attack reset so make sure you always cast this right after you auto attack for a little bit of bonus damage with your autos. The damage scales with both AP and Health, but as a jungler you'll be getting mostly health and that's completely fine because she gets to scale into mid-late game just by building tankier with HP. Remember that once you active this, it becomes sort of like an aura that just damages everything around you, and not a splash auto attack.
Permafrost
When you autoattack or cast spells on enemies it will apply 'frost' debuff on everyone hit. And when you cast this spell they will take damage, and they will also be slowed by a LOT. The damage is not that great, and this skill is mainly used as a slow-CC, but at max level a 70% slow is extremely strong so this skill definitely scales decently with skill levels. You generally want to cast this as soon as you cast your W, so that they will be slowed even more on top of your passive slow and they will (ideally) never be able to get away from the help of your laners collapsing on the target.
Glacial Prison
One of the strongest initiate abilities in the game. It has a whopping 1175 range, and it will STUN everything around your target champion. It IS a skill shot so you will need some practice to land it successfully, but this ultimate is incredibly forgiving because even if you miss as long as they are close to the maximum range they will be slowed by 90%. This is what makes sejuani.. well sejuani. You can pick your fights whenever you want to, making it both a great initiate/ counter-initiate ability.

Early Game

Sejuani's early game is fairly weak. Against aggressive junglers like nunu or lee sin, they might invade on you often so be prepared to just endure the early game. In the video guide below I had to start with 0 buffs, so watch that as a reference on how to get back in the game if you got really behind early.

You'll want to hit level 3 before you decide to gank. Every single skill is necessary, your Q to start the gank, W to do constant damage, and E to slow him (a lot). Look for creative gank paths, using your Q to get into brushes past an enemy ward, or over the dragon/baron pit. If you feel like you can't really gank any lanes, it's completely fine for you to keep farming the jungle and getting a little bit of lane xp here and there to hit that fast level 6.

Mid/Late Game + teamfighting

mid game to late game, you should tell your team to start grouping. You have one of the best initiates in the game, and if you see an enemy carry misposition themselves, go ahead and be very aggressive with your ultimate and start the fight. Decide if you're looking to just go past the front line and zone out the carries, or if you're just trying to kill the front lines with your team. Don't be discouraged if you lose the teamfight! A general tip for after losing a teamfight is, try to fight them again/pressure objectives of towers if they have long cooldown ultimates (karthus/shen/nocturne) and just farm out otherwise.
I can't stress how good having a catch ability in solo queue is because of how much people split push and how much people are out of position. If you see someone split push, then you can just initiate the fight because your team should outnumber the enemy team minus the split pusher. Otherwise you can just throw your ult down on an AD carry going the wrong path to join up to his teammates. Experience and mechanics on throwing your skillshots are key!

teamfights should be fairly simple. You want to throw your ultimate, and while they're stunned you want to charge at that clump, knocking them up. They're essentially hard CC'd for 2~4 seconds, and your team should've reacted by now. You're going to be in the fray, always casting W+E and trying to catch up to escapers using your Q. Once you pick a target, with your perma slow you should be able to secure that kill, so pick your targets wisely. Sejuani is very strong at just straight up zerging and starting fights, but she needs some work if you're looking to peel for your carries. You're going to need to save your Q after you throw your ultimate to CC the assassins from getting to your carries. Again, experience in teamfights with sejuani will help a lot!

video guide



I started this game with probably one of the worst starts that a jungler can start out with. I got killed level 1 because the whole team just.. randomly decided to ditch me after we took their blue. so essentially i started with 0 buffs. Regardless, instead of being angry about it i just stayed calm and tried to make the best out of the situation. Soon enough, around level 6 I got continuous successful ganks off and i was able to keep up with the super far ahead nunu and carried the game with one game winning play. hope you guys enjoy it!

Final comments

Hope you guys learned a lot from my sejuani guide! She's pretty fun and she's even more fun when you're able to snowball the game. She's a great lane camper, and incredibly annoying for the enemy because of the insane amount of CC you bring to ganks. Please let me know if you're curious about anything below in comments, and i'll try my best to respond to you!

remember to follow me on twitter: @HeartbeatLoL
and subscribe to my stream at : twitch.tv/heartbeatttLoL
to learn how to play other champions too!

tune in to my stream, i often do commentary and teach how to get better at the game, as well as me trying to get better myself.
this is my stream schedule!
weekdays (mondays~fridays) 12PST ~ 6PST
and i stream on weekends on random times :p
but DO tune in on weekdays! ^~^

Comments

January 21, 2014 - 05:22 PM #1

http://sh.st/cM6P

July 10, 2013 - 07:25 PM #2

you should include liandries as a lategame item.



also, your skill order seems viable, but why not take 2-3 points in W and then max E for stronger ganks? Both an increased slow and slow duration is important, and I don't have any trouble clearing the jungle with a few points in W.

July 9, 2013 - 09:39 PM #3

Nice guide, but the writer totally misunderstood sejuani's new passive. her frost passive is now attached to her E, but it no longer even slows enemies by the old 10% like her former general passive. frost is merely a marker to enable the use of her E; otherwise it serves no purpose.



her new general passive is that slows on sejuani are reduced by 25%, not that her abilities and autos apply a 25% slow

July 9, 2013 - 04:24 AM #4

Great guide! I used to play Sejuani before the rework, but I think I'll pick her back up again and dominate with all this fantastic information to back me up.



I'm still not sold on getting an AP Quintessence though, seeing as you even say her AP ratios aren't that good. Maybe a Flat Health Quintessence would work instead?

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