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Recommended Items
Spells:
Flash
Smite
Items
Ability Order
Fury of the North (PASSIVE)
Sejuani Passive Ability
Threats & Synergies
Udyr
Sejuani is very vulnerable to counter junglers like Udyr, he can easily duel you, you're only chance is to use your CC to escape and call on allies to collapse on him (however this doesn't always happen). Unlike Lee Sin, he doesn't fall off much late game and continues to deal a lot of damage whilst still being a tanky pain in the ***.
Introduction
Different Builds and Pros / Cons
Through out the game she can play the role of a formidable tank who can dish out constant, multi-champion CC and damage. There are two ways to build Sejuani;
One is as a full tank, whose job it is to take damage and apply CC. In this role, it's your job to to get right in to the middle of the enemy team, causing as much disruption and damage to as many champions as possible. This involves building all the big tank items you can and maxing CDR.
The second is as an off tank, magic-damage dealer. You will still be takier than most, but you'll be dealing well above average damge for someone so tanky and you can burst squishy targets who don't respect your damage. For this build, you will still build mostly tank items, with a smattering of AP/Magic pen. Oh yeah, and as her base damage is so good, still max CDR.
Pros+ Damage scales with health, so more tank = more damage! + Decent AOE magic damage for such a strong tanky build + Strong crowd control (AOE ranged stun) + Dash ability, good for engaging and escapes + Two interrupts for your pesky ![]() |
Cons- No natural sustain - Pretty slow clear time - Mana hungry at low levels - Susceptible to counter junglers - Fighters dominate the current jungle SPACESPACE SPACESPACE |
N.B: Several abbreviations and shorthand are used in this guide which, although known to most LoL (League of Legends) players, may be unfamiliar to newer ones. For your convenience, these are explained in a glossary at the end of this guide. For any others I have neglected to include myself, you can always use this link to try and figure out what other players are talking about.
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This is a mandatory summoner spell on all junglers. It doesn't matter if you're ![]() ![]() ![]() The second reason, but most important, is it helps secure objectives such as ![]() ![]() Reason three, with how difficult season 5 jungle is, most champions can't even survive in the jungle any more with out the benefits smite brings. Also the buffs you get from monsters such as the raptors (ward clearing) is so strong, you can't afford not to use them. |
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Viable in lane, not on junglers. All junglers need smite and a movement spell. The only possible exceptions being if you plan on playing ![]() ![]() |
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ETC, same as ![]() |
9 - 21 - 0
Sejuani is primarily a tank, however she can dish out a fair amount of damage. The only problem is you need to be able to stay alive as you deal it over an extended period of time (~4 sec 'burst'). This is why we go heavy into the defensive tree. Feel free to change around a few of the points, but some points you'll really want to keep.
Recommended Defensive Points
-
Tough Skin >
Block As you'll be taking a lost more damage from monsters than champions.
-
Enchanted Armor >
Recovery As we build a LOT of armour and MR, this will make a significant difference in mid-late game. Also
Ranger's Trailblazer heals for a significant amount, which combined with a few
Health Potions should keep you sustained through most of the game.
-
Veteran Scars +
Juggernaut Because tanks need health and your damage even scales well from it. I don't think there are many champions I wouldn't take these masteries on.
-
Hardiness To help mitigate as much damage from jungle monsters as possible.
-
Reinforced Armor You may as well take it and it will make a significant difference against ADCs late game.
-
Swiftness Well you don't want to be slowed down on your way to a gank do you? Combine this with your
Frost Armor, and that's 20-35% less slows, not even counting
Tenacity .
-
Legendary Guardian Possibly not always the best option for 4 whole points, but I think it works well with Sejuani. She works best right in the middle of the enemy team, swinging her frozen flail, slowing, knocking up and generally disrupting the enemy team.
-
Resistance +
Evasive It's down to personal preference whether you put the full 4 points into these, or just 2 and the other 2 in to
Legendary Guardian . Personally I think the +2AR +1MR per enemy champion is better than just +1.5MR and the 4% AOE damage reduction. But as I said, both are good for points, down to personal preference and enemy team comp'.
-
Tenacious Tenacity is something you really can't neglect. If you take
Mercury's Treads as well, they will stack making this an excellent final point.
Less Good Options
-
Perseverance Sejuani does struggle in the early jungle as the camps are now more powerful than ever. However, this mastery only really comes into play mid/late game when sustain is no longer a problem. The passive regen; and smite bonus from
Ranger's Trailblazer will be enough to keep you healthy, as your high armour build will mean you take much less damage any way. I personally take the resistances over this, as
Second Wind is really not useful. That said, perseverance does give a fair amount of sustain mid/late game, and is viable if you're against a heavy poke team, of you think you'll buy
Warmog's Armor.
e.g. If your total hp is 3K and you're at half health, that's 15hp/5 which isn't bad going.
So worth considering against a heavy poke team. Second Wind Even if you do take 3 points in
Perseverance , this is a waste for such a high tier mastery point as Sejuani has no innate healing, other than passive regeneration. Second wind is only good on people like
Warwick who have huge sustain. In his case this mastery can help one
Hungering Strike heal for a big portion of his health. However, on Sejuani, having 10% greater hp/5 just before you die isn't going to help at all.
-
Runic Blessing Completely useless point if you ask me. Sure in lane, 50 HP might help you win an initial trade, and get the upper hand/first blood, but even in lane it' a waste if you ask me. But as a jungler, you're going to lose this from the first hit you take from a monster.
-
Oppression Not a bad mastery to be honest, but the bonus armour and MR are better in my opinion, and chances are, enemy champions won't be damaging you whilst they're slowed, they'll be running away. Remember that the slow only lasts for 1.5 seconds at a time, which is a fairly short window, where as resistances are at all times.
Recommended Offensive Points
Sorcery >
Fury As the vast majority of your damage, both farming and ganking, comes from abilities, you're going to want to activate them as often as you can to maximise both your damage, and your CC. However this 5% CDR can be easily wasted if you're not careful. Having 35% CDR rather than 30% is defiantly better than a bit of attack speed, but you don't want to have the full 40% from items, and this to count for nothing. So if you will max out CDR from items, the attack speed is still very useful for clear the jungle. (see the bottom of the 'Items' section for more details on maxing CDR)
Arcane Mastery >
Martial Mastery As a primary magic dealer, this is the best rout to go down, if you want to consider the AD option, read below.
-
Expose Weakness Sejuani is best in the middle of a fight, swinging her flail at any one she can reach, slowing, damaging and generally causing a ruckus. As you have a lot of area effect potential, you are going to be marking enemies with this frequently. 1% damage might not seem like much, but as you shouldn't be fighting alone any way, it's very good for a single point.
AD vs AP in the offensive tree.
In the jungle, the number of auto attacks you need to destroy camps can make AD masteries useful for clear speed, as it can be the difference between having to hit a creep 4 extra times before it dies rather than 5 (and so taking less damage). Also, due to your very strong slow, you can get a good number of auto attack in during ganks as well. Consider the AD tree if you have taken attack speed runes for clear speed and are planning on going full tank.
All of Sejuani's abilities scale with AP, a full combo of all your abilities will give a good 230% scaling, +3% per 100AP on W. Although it's only a small amount of AP, it does make a noticeable distance to your damage in early ganks. If you're taking magic pen' and/or AP runes, this extra AP will compliment it nicely.
0 - 21 - 9
I'm not as much of a fan of this masteries rout on Sejuani as the only thing you're really aiming for is

Recommended Points
-
Fleet of Foot Very useful for a jungler, faster movement from camp to camp, into lanes and chasing. Equivalent to an extra
Greater Quintessence of Movement Speed.
-
Phasewalker If you find yourself having to recall in the middle of the enemy's jungle, you may be thankful of the 1 second saved as you teleport away just as someone is about to check the bush you were literally just in.
-
Summoner's Insight Probably the best place to put your 3 points. As a slow jungler, having
Smite up much more often is very nice and this will save you 30 seconds on
Flash.
-
Runic Affinity Still a decent 4th point as having your red buff still up for a lv4 gank can be very useful.
-
Alchemist Sejuani has a tough time particularly in early jungle. The extra potent
Health Potions could let you clear a couple more camps that usual, or survive an encounter you might otherwise not have.
Less Recommended
-
Scout Small increase in trinket range is not particularly useful. The only time I can see it as good is reducing risk when ward checking a bush by not having to get too close. But as the jungler, you are the danger people are warding against. Good for supports, but less so for you.
-
Meditation Sustaining your health in the jungle is generally more of a problem than mana, especially as
Flail of the Northern Winds actually gets cheaper with level.
Ranger's Trailblazer passive regen' an smite buff should give you enough mana, so you don't really need the extra 2 mp5.
Marks
Seals
Glyphs
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The only other one I'd really recommend. Perfectly fine if you already have these and don't want to buy a whole new set of scaling MR. |
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Whilst I can't say I recommend these, if you want to try a full AP build, go ahead; but save the ham builds for normal games. |
Quintessences
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Although we don't really build much AP, +15 AP can really help you in early game ganks to secure kills. Take this if the enemy team is either: a) Poor mobility; you can sacrifice the movement speed for some damage if they're unlikely to be able to get away from you. b) A 'Late game team'; Enemy team full of late game hyper carries? You want to shut them down early game and end the match quickly. c) Enemy team has limited CC; If ![]() ![]() ![]() |
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I prefer these because they're cheap, so you can build them early, and the early armour is good for mitigating monster damage. Don't forget the passive which is especially good against a heavy AA reliant team. Unless the whole of the enemy team is a magic damage dealer, get these. As the ADC (and other sustain damage dealers) are the biggest threat to your existence, the amount of damage they can mitigate from them really is worth it. Unfortunately it doesn't mitigate on-hit effects like BoTRK, but it will help against empower AAs like ![]() ![]() |
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These are s a higher risk option; if you think you're tanky enough without ninja tabi boots, this can be used as an offensive option. Just be careful not to burn too much mana fighting jungle monsters. Also don't over do the CDR, remember there's a 40% cap. If you took the ![]() |
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Tenacity is vital to negate some of the many CCs you will be tanking for your team. Although you have a sort of tenacity build into your passive, it only affects slows. So again, look at the enemy team. If they have mostly soft CC (slows), e.g. ![]() ![]() ![]() ![]() ![]() ![]() ![]() N.B: Tenacity will effect slow, stuns and snares but will have no effect on knock ups. Tenacity will not stack with other items with the same passive. |
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Classic jungle choice for roaming. These tend to be vital on junglers with limited CC, allowing them to simple walk (very quickly) into a gank to start dealing damage, saving their abilities for when the enemy flashes. However, Sejuani is not short of CC by any means and on top of that, she also has a dash to get in position. If you're facing a particularly mobile champion with lots dash and disengage abilities, you will want to save your Q and perhaps compensate with these. Overall, not a bada good choice against the right opponents, they are however less useful than ![]() |
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These sort of go in the same basket as ![]() TLDR: ![]() ![]() |
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It felt a little unfair to cover all boots but one, so here it goes. Just no. You want attack speed? take it in the marks. All the other boots offer you much more than these do. |
Balancing your Defenses
For Sejuani, health is king. Dealing good base damage and with lots of CC, you want to be surviving for as long as possible in fights to caust maximum disruption. Even if you're looking to improve your offensive capabilities, try to aim for the ones that give some HP too. As a tank, you need to have the highest 'effective health' you can. This means taking resistances into acount.
With your defenses, you need to strike the right balance between health and armour (or MR). Too much on the side of HP, and anyone who deals %health damage will eat you alive, literally if they have


E.g. 50 armour will reduce damage taken by 33%, but doubling your armour to 100, does not double the reduction, it's only 50% (not 66%). Check out the graph below.

There are a lot of items that work well with Sejuani's play style, the particular benefits of each are detailed here. If you want to know which items work best together against a particular team, check out the next chapter on 'Adaptive items build'.
Suggested Items
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This is your bread and butter item and unlike previous jungle items, still viable late game. It's passive provides an extra 25% bonus HP, which by late game, is likely to be around another 380 HP. This means more tankyness, and more damage. The passive of this item also synergised well with ![]() ![]() |
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This is more of a late game item that lets you do significant damage to other tanks. Constant damage from W will continuously refresh the debuff and E's slow will double its damage every few seconds. Whilst ![]() This item is great for dealing with top lane brusers late game. If however the majority if the team are squishy assassins, mages e.t.c, the passive becomes less effective, and the magic pen will count for less. In this case you may wish to get something that just gives you more raw AP which you can use to help burst them down quickly. |
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Around the mid lane, once you've maxed W with a few points in E, Sejuani has incredible pushing power. If there's no one else in the lane, you can very quickly shunt it to the tower, and maybe even take it down if you have appropriate ward coverage. The problem is, Sejuani has very little sustain outside the jungle, as ![]() To make up for this I take ![]() |
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It's always a tough decision as to weather to go for ![]() ![]() ![]() When choosing weather to take this or not, consider if any major threats on the enemy team are heavily reliant on a single spell to pull of much of their damage. E.g. blocking one of ![]() ![]() ![]() ![]() Even if you take Spirit Visage for most of the game, swap if for Banshee's Vale in the very late game where you have a full build and nothing else to spend money on. At this stage, games are often won/lost on a single team fight, and the spell shield and slight increase in health will be more useful than the sustain Visage provides. |
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If the enemy APC gets fed early, this can be a useful replacement to ![]() |
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This wasn't originally in my build but it has recently received a buff. It does, after all, have all the sort of stats you want; health and AP. But of course it's the passive for which you buy this item. With the amount of CC Sejuani has, I think this item is not the best option, you're probably better of maxing CDR to prock your abilities more often. All of your abilities are also AOE, so will only apply the a 15% slow rather than the full 35%. If the enemy are building little/no MR or health, this functions as a good replacement for ![]() |
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You might ask why this item isn't in the core items, or atleast the 'viable' ones. Whilst this item isn't technically un-viable, all it gives you is health, a big chunk of it. "But I thought we were building tanky!" We are, however, with all the life steal, spell vamp and % health damage around (BotRK is very popular atm), hp is nothing if you don't have the resistances to back it up. As all our items (except boots) give us health anyway, you will be tanky enough without this item, and with enough resistances to not just be a free walking health pot for any adc with life steal and some decent damage. One situation in which I could recommend it is against a heavy poke team, and I mean heavy, like ![]() ![]() ![]() ![]() ![]() |
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A very situational item. This is great to build against very AD, auto attack reliant champions who deal a lot of damage, e.g. ![]() ![]() ![]() ![]() As a big armour item that gives no health, I would suggest going for either this or ![]()
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This is an item I tend to pick up on off-tank fighters as it can provide a consistent slow as well as some added burst damage. The 10% CDR could go well with Spirit Visage, with out taking you over the 40% limit. There are however a few reason I tend not to take this on Sejuani. Firstly it deals physical damage, and so is not benefited by ![]() |
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I haven't had a chance to test this item much, but the stats seem reasonably good on paper. This item effectively gives you another form of initiate, like a cross between the actives of ![]() Whilst I can see this being very useful on a lot of tanky champions, initiation is not something Sejuani is lacking in. You can Q -> W -> E into a priority target to slow them, or R from a distance, or even Q -> R point blank to make sure it hits. Either way, the active is the main point of this item, and Sejuani doesn't need it. Consider if your team has very little initiation abilities. |
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That stats on the face of it are not as good as other magic resist items, giving the bearer only 40 MR rather than 55. This makes it unsuitable as your only MR item, requiring you to switch out another item. I would recommend this against a heavy AP team, i.e. magic dealing top, mid and jungle, or if someone like ![]() |
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![]() Good; It's a counter ADCs, or indeed any attack speed reliant champion like ![]() Not so good; This only gives you armour. A lot of it, yes, but not health. So although it doesn't give you any bonus health for ![]() ![]() |
Trinkets
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This pretty much always THE trinket to get at the start of the game. Even (or perhaps especially) for the jungler, free warding is very influential. If you're against a counter jungler, you can use it to check the bush by red (assuming you started at blue) to make sure they're not camping there to try and ambush you. Often, I tend to use them the give other laners a bit of extra protection early on, especially top, as they often have the fewest wards. What you do with your free ward at the start of the game can have big consequences into the rest of it. Just remember, don't let that ward sit there unused unless your saving it for a ![]() Of course if you decide to keep the warding trinket, upgrade it as soon as you hit lv9 and it is practical to do so. For just 250g, it lets you store two wards, halves the cool down and increases their duration by 50%. It's sort of like a regenerating ![]() |
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At least one or more people in your team should have one of these. Your support should get one as soon as they have a ![]() As a roaming champion, you are in the best position to clear out wards you or your team see placed. Of course, you can always just blind check the obvious warding locations (see below), just make sure you have time to clear out anything you do find. Pro tip; before you recall to sell your warding totem, make sure you place a ward with it. As trinkets go on cooldown as soon as you buy them, you might as well have one more ward out there whilst the new item counts down. |
Balancing Cooldown Reduction
As I've alluded to so far, to maintain consistent and high damage, you need to get as close to 40% CDR (the maximum allowed) without over shooting and thereby reducing the efficiency of your build (equivalent of wasting gold). What items you buy may well depend on your mastery tree. Lets just remind ourselves of all the (viable) sources of CDR for Sejuani;
- 5%
Sorcery
- 10%
Spirit Visage
- 10%
Iceborn Gauntlet
- 10%
Locket of the Iron Solari
- 15%
Ionian Boots of Lucidity
- 20%
Frozen Heart
So, in order not to waste any, you're looking at either 35% or 40% CDR in total by late game. As

As the newest jungle enchantment Cinderhulk no longer provides CDR as a stat, this makes if much less likely you'll go over the 40% maximum on items alone. Whilst the 5% from


With sorcery, a standard build will generally give you 35% total,
e.g.



Whilst you're not exactly on the cap, it's close enough and you don't waste any, or go for suboptimal items to get it. This is probably what you'll have most games.
If you want to go for more situational items like


Let's say you're against a lot of AP enemies and you take;
e.g.




This get's you to the cap, but wastes the extra you get from masteries. So unless you're expecting to go for this build from the offset and can change masteries, you should instead take


If you really want the absolute maximum CDR, and stick with



e.g.



All of these builds pose a situation, and a suggested build to deal with it. All builds will still be along the damage dealing off-tank line. As a jungler, they do all rely on you building

Since carry junglers and AP mage supports (e.g.

1) How many AP and AD champs do they have?
--> Prioritise armour/MR accordingly.
2) Who is their greatest source of damage?
--> Same as above.
3) Are they build around 1 hyper carry with lots of tanks, or are there multiple threats?
--> Lots of tanks, use


4) Are the threats mages or assassins? Auto attack champs, or casters?
--> Casters, probably


Situation One
Fed enemy ADC; e.g.


Explanation
The one good thing about a fed ADC, if the rest of the game is going ok, is that all of the kills (hence items and damage) are resting on one person. You kill the ADC, you take away their damage. Easier said than done as any team worth their salt will be doing everything they can to protect their ADC. There are however some things that you can do to counteract the threat.
Obviously you want a heavy armour build, but still with some MR so that you don't just get melted by their their APC instead.



If the ADC is your main threat,


If they're building




Negatives
The main problem with this build is that you lose your ability to take on tanky champions. Also with no MR items, you are very susceptible yourself to


With no MR (other than your runes), this is not a build to use against a team with ANY strong magic damage presence. If their only source of magic damage is their support and a tanky jungler (e.g.


You will however still have to be warey, as evern base values on most champions inflict a decent amount of damage. If they have any one who does percentage health magic damage, like





Situation Two
The enemy team has a lot for AP (top and bot) or a fed mage; e.g.





Explanation
No surprises, this build goes heavy on the magic resist this time.
Many mages rely on a combination of all their abilities to bring down their opponents,


If more than one enemy can deal significant magic damage, this is when you want to get

Mages often have poor manoeuvrability, so


Finish of with


Negatives
This build sacrifices a lot of armour for magic resist, so you will be more vulnerable to ADCs late game, and however badly they do, if the game goes on long enough, ADCs will always still hurt. These items also doesn't give as much health as the standard build, but as you're more interested in surviving a quick burst of damage, rather than the sustained damage of an ADC, this is less of a problem. Also, as with Situation 1, with out

Situation Three
Enemy team has strong AP assassins who are doing very well; e.g.



Explanation
Similar to the last one, except assassins generally have strong manoeuvrability and very little CC. So to keep up with them jumping about in a fight, I'd use



Here

This reason I round off with





Negatives
A fairly expensive build, again lacking in much sustain. You way wish to replace





Whilst this build gives you a respectable amount of health and should be enough to not get burs down too quickly by a single assassin, it's not as much as other builds. AS well not being able to survive for quite as long, your W will do less damage. Whilst the damage is made up for by the AP this build gives you, always be sure your team is in position to engage as well.
Situation Four
This time the enemy team has some very good AD assassin (or heavy AD fighters) who are racking up the kills; e.g.




Explanation
Same as with ADCs, you want to build heavy armour. However, we can't counter them with attack speed slows such as




You can normally tell if someone like


Depending on how out of control they are, you may wish to get




Negatives
If you buy


Without





Situation Five
Highly tanky enemy team, lots of health knocking around. Sometimes you'll be fighting a tanky top, jungle and support; e.g.





Explanation
This is a bit of an unusual build, and I generally wouldn't recommend you go full tank slayer, but let's assume you have either an assassin or your top laner to take care of their hypercarry, and your job is to protect your adc whilst the whittle down the tanks.
As the initial hit of



Having maximum CDR will also allow you to use your E more often, keeping unfriendly forces away from your carries and allowing them to kite them. All whilst you continue to chip away at their health with your steady, consistent damage.
Generally speaking, most tanks tend to do magic damage (major exceptions being tanky fighters like





Negatives
When building against tanks, you can afford to be a little less tanky your self. This does however mean that you will be much more vulnerable to their carries, who are always the biggest threat, and the key to winning most fights. Whilst this kit does allow you to burn away a tank health very well, it's no good if one of the enemy carries can easily kill you before you're done much damage.
If they do have a strong carry, they I would prioritise keeping Liandry's, but ditch Abysaal Scepter for a stronger defensive item (itemise against the biggest threat).
Frost Armor
Arctic Assault
Flail of the northern winds
Permafrost
Glacial Prison
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In my opinion, one of the best ulties in the game. A ranged AOE stun, with good damage too boot. This can have the same sport of impact as Malphite's ![]() |
Mazing W or E first?
Although

1) It is AOE, so will provide more damage overall than Q against all but a single target.
2) It provides more burst than W. Where as


3) The slow increases in strength and duration considerably with each level.
The third point in particular is a strong one, if you think that at level 7, you can slow a champion (with no tenacity) by 70% for 2.5 seconds! Considering it's also AOE, it's one of the strongest slows in the game.
Max this second if your laners have a fair amount of CC themselves. e.g.

Max this first to help any carry lanes with high damage but very little of their own (reliable) CC. e.g.

N.B: If your max E first, your will defiantly want to max W second, as it provides superior damage to Q, and the only thing you get from that is a slightly lower cooldown.
Maxing Q or E second?
For the maximum damage possible you'll want to take Q. Although the base damage doesn't go up as much, the extra 2% of total health will easily be more than 10. By level 8, when you're looking for your second ability to max, even ADCs will have 1k+ health, meaning you will get at least 10 more damage per point from Q than E.
In some situations where you're against very high HP champions (e.g.

By lv 8 you may be starting to team fight, meaning that you need to consider the enemy team and your role in fighting them.
Q; Who is the biggest enemy threat, are any of them fed?
A; No one, they're all about the same --> Max E second. The strong multi target slow will help your team engage much more easily as well as let you deal more damage to their team overall than if you'd taken Q.
A; Their AD/APC/Assasin is a big threat --> Max Q second. If you need to take out one priority target, you want the highest single target damage possible. Also the lower cooldown on the dash will help in getting to the target/stop them getting to your squishies.
This section will explain the finer points of each ability such as: how to engage; the ideal time to use them in team fights and the most efficient way to farm. I would also encourage you to think of what you would do playing against Sejuani. An experienced player should know the kits of most champions well, and will anticipate your Q and R especially. You must think as the do, how would you try to avoid Sejuani's engage, and so how can you stop them from doing this?
Arctic Assault
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This is your primary gap closer. It might be tempting to lead with this and charge them down as soon as you get into range, but don't fall into this trap. One of the major mistakes junglers make when they first start is blowing their gap closers too early.
Let's take an example; you're ganking




So, what you should do, as far as you can, is walk into melee range so you can prock

Another great thing about



Flail of the northern winds
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Since the rework, this is where the majority of your damage comes from. It's important to remember that the initial strike scales with their maximum health, and the channel scales with your maximum health. The latter functions in much the same way as

To get the most out of this ability, you need to land the initial hit and then stay fairly close to them (slightly less than Sun Fire cape range), which your E's slow will help with. It also resents your attack timer, so when clearing jungle camps, auto attack before immediately activating W.
In order to keep up, you can normally can get the first auto attack in and then run along side them to stay in range. You can cancel the auto attack part of the damage by reactivating the ability, however the only time you will want to do that is if you're just out of auto attack range, and Q is in cool down. Catching them with the edge of the flail lets you activate permafrost to catch up with them. Bare in mind though, that the initial hit is significant amount of its damage, especially before you have lots of health items.
During team fights you might think that, because of how the health scaling of each part works, it is most efficient to hit the tank with the initial damage (% of their max health), before trying the channel the flail near their carries. Whilst this may result in the largest total damage being done (in terms of actual HP), damage done to a priority target such as the ADC or APC is much more valuable to your team. If you can kill, or force out of the fight, their main damage dealer, your team is free to deal with the rest of them, with out having to worry about a large portion of the enemy team's damage. Also, as tanks will always have considerably more magic resist than a carry, you will get much closer to wiping off 1/5 of a carries health bar than a tank's health bar, even if the actual damage dealt to the tank is greater.
Permafrost
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The high base damage and huge slow of this ability make Sejuani a ferocious ganker. When ganking, use this as part of your initial burst as soon as you've applied the frost debuff to the enemy champion. It does have a relatively long cool down but if you use it quickly, you might have time to use it twice in one gank.
In team fights, it's a different story. You want to wait until you've applied frost to as many enemies as possible, without waiting so long that it's worn off the first champions you hit, which lasts 4 seconds which is a long time in a team fight. This maximise your damage (to squishies) and disruption to anyone trying to get to your back line.
When engaging with


In the late game however, you should use Permafrost as soon as you ult hits, assuming you have 35/40% CDR. At this stage of the game, E will be on a much shorter cool down (3.6s with max CDR) and you ult will have a longer stun (1.75s), so you are best of using it as often as you can.
Bare in mind that whilst

Glacial Prison
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Now this ability is a real game changer, played right you can lock up several enemies at once. It's only major flaw is that it's very dodgeable over long range. It's very tempting to use this to engage in a team fight ala

I tend to engage using


In other situations, you may be chasing an enemy on very low hp, you've both burnt all dashes and flash, you can't wait for Q to come back up. In this case, you can use the fact that Glacial prison explodes at the end of its range, whether it hits something or not. Whilst this won't stun them, it will apply a very heavy slow allowing you to catch up. Use this strategy to catch people, even when they're just out of range of your ult.
As a very strong AOE CC ultimate, it can be devastating when used in the tight corridors of the jungle, where people more easily bunch up together making those multi champion stuns easier.
Sejuani changes in patch 4.21
Patch 4.21 introduced pretty significant changes to Sejuani's kit, shifting around her damage and reducing her murderously strong slow into just a strong one. But how has this effected her as a whole?
Starting with her bread and butter,

On hit damage is changed from 120 --> 12%, meaning more damage against anyone with more than 1k health, which will be everyone by the time you reach level 9. Dealing damage based on %max health is also a very good buff to her clear speeds, as monsters all have high HP but little/no MR.
The channel part, at maximum rank, has changed as;
240 + 10% bonus health --> 160 + 12% total health
The reduction in base damage is made up for by your base health by lv 7 (before you've actually maxed it), and by lv 18 your base health scaling alone will give you 185 more base damage than it did before (total of 426 before bonus health is considered). So aswell as a decent increase in base damage, you're also getting 12% (rather than 10%) scaling on your bonus health too, which is by my calculations about 45 more damage at full build. So overall, a good buff to W's damage.
The patch also nerfed the duration and damage of Permafrost at later ranks but have at least compensated with reduced cooldown by level. As you only had 1 point in this for much of the early game anyway (assuming W maxed first), this shouldn't effect your early ganking too much, as the 1 point stats remain the same (actually with 1 sec lower cooldown).
Around the mid game when you're starting to put points into this, you're also starting to get CDR too. If by lv 13 you've managed to get close to max CDR, you will be able to use this ability frequently enough to get the slow in twice in the same time frame. Basically, you have to stay close engaged long enough to use E twice for a similar slow, rather than getting it all from one cast. Although this will cost more mana, they also compensated by buffing her base mana as well as reduced W costs. So generally speaking, this is a minor(ish) nerf to her utility and burst as well as a minor buff to her damage output.
Finally,

Patch summary
- Buff the clear times, especially mid game
- Minor buff to sustain in terms of mana
- Minor nerf to burst damage
- Nerf to E's slow without high CDR
- Total damage, is roughly the same/slight buff for extended fight
So all in all, this patch provided Sejuani the tools to stay viable (or atleast closer than most) for jungle clear speed, with out really effecting her total damage to champions too much.
Since I began playing League of Legends, around season 2, I've always found myself most at home in the jungle. There are several things I disslike about laning, mainly the part where it feels like a 1 on 1 for the first 15 minutes, and is too often either a farm or feed fest. Also I really suck at last hitting, it's a bit like when you're trying to out smite someone but against your own minons. In the jungle however, you don't have to worry about any of that. Also I enjoy the freedom it gives you to choose what effects you have on the game and where, with out beeing limited to a single lane for much of the game.
Although mechanical skills second to second are needed much less in the jungle (no last hitting/ trading) it does require a very different set of skills, mainly those of awareness and judgement.
Awareness
As the jungler, you must be aware of what is happening in all lanes around the map as much as possible. This means checking the mini map frequently to check if any enemies are missing, or perhaps a ward has spotted danger aproaching and the laner is too busy last hitting to notice. Things to look out for are:
-
Which lanes are pushed in your favour
[list=3] Are any of your team dead/ recalled
[list=4] Are any of the enemy team missing
[;ist=5] What opjectives are avaliable (towers, dragon etc)
[list=6] Where is the enemy jungler
[list=7] Where do you have vision and where are blind spots
This is a long list of things to think about, so I'll try to briefly summarise them in order.
1. If lanes are pushed to your owen tower, then obviously the enemy laner is quite a distance from hist own tower. This makes them a prime target for gaking as they will have much more ground to cover to reach the safety of their tower, and you will have a lot more time in which to kill them. For a better explination of space than I can give, check out this video.
Judgement
This section will provide novice players with details about basic jungling whilst hopefully giving more experienced players the information to maximize the efficiency of their jungle routs.
The Basics
How good a jungler a champion is depends (broadly) on two things. How well you can gank, and how quickly you can clear. Currently the jungle scene is dominated by fighters such as






Sejuani is still vulnerable to counter jungling, especially earl levels before you've got lots of items under your (giant's) belt. This means buying wards AND using them. Especially the Warding Totem, there's no point having it just sitting there not warding anything.
The faster you can clear, the safer you'll be. Hence why we max W first and sometimes attack speed runes. Maxing E first may give you stronger slows for your early ganks, but this will severely affect your clear time. Remember, the longer you tank to clear a camp, the more damage you'll take, and so the less health you'll have when you do come to gank. You'll also be more susceptible to enemy invaders.
Smite and Jungle Buffs
The season 5 jungle has become considerably more challenging for most junglers, especially those with slower clear speeds. Monsters now have greater health and deal more damage than in season 4, making the jungle less of a 'resource to just farm' and more of an obstacle to your already limited experience and gold.
On the brighter side, changes to smite and buffs and all large jungle monsters can help you though this, as well as making the jungle feel much more interesting and diverse (even if the champions aren't).
So what are the benefits of each smiteable buff, and considering you can smite all of them, which should you go for, and when?
N.B: By smiteable buff, I mean the buff attained only from smiting the monster, not the


Raptors
Razor Sharp is easily the best monster buff you can get. For 90 seconds, this buff will let you know if you've been spotted by a ward, as well as giving you true vision to find and destroy it if you are caught out. Vision control is a huge part of jungling, one ward can easily be the difference to a successful gank and a failure.
Whilst the true vision is very useful, and if you did find a ward it's essentially 30 bonus gold, it is the knowledge of if you have been spotted that is the true strength of this buff. If you use this buff for the full 90 seconds with out finding a ward, then it is by no means wasted (assuming your ganking and don't just keep farming). Because the ability to see a ward is not nearly as useful as being certain that you have not been seen!
This is the part I can't emphasise enough. The element of surprise is one of the greatest assets a jungler can have, and with it, any one can gank a lane successfully. But with out it, it doesn't matter how top tear you are, unless you're going for a very risky tower dive, if they spot you early enough the gank has failed.
I will go into more detail on this in the chapters on 'Warding and Vision' and 'Ganking', but generally speaking (this is for all junglers here), this is the best smiteable buff you can if you're not just going to keep farming your own jungle.
Krugs
Smiting the Ancient Krug will grant you Gift of the Heavy Hands and is one of two possible places to start. Although this start is generally best on attack speed based champions, this is actually the safest start for Sejuani too. Remember to use the attack reset on

Murk Wolves
Smiting the Murk Wolf provides you with a 'Nature Spirit' for 75 seconds, revealing anyone who comes into that quarter of the jungle. It's pretty situational as to whether it's useful or not. Generally it's a good idea to smite it in the enemy jungle if you can, as it provides information on the enemy jungler's position. As for your Murk Wolves, it's useful to smite them if you're being frequently invaded (e.g.

Gromp
The second possible start, but you do end with a little less health. It acts a little like


Red Brambleback
Smiting the red buff will heal you for a flat amount of health (20% of your max health) and does not increase with missing health like Ranger's smite. Having Ranger's Trailblazer means the heal from smiting him isn't as important as it is for other champions. Whilst you'll need this a lot early, you're normally healthy enough that you don't need to. Late game, if you survive a team fight and want to keep pushing, smiting the enemy's red buff can, with Ranger's help, heal you enough with out you needing to back off. Generally though, you should know if this smite buff is worth taking; low on health? go for it, otherwise don't bother.
Blue Sentinel
Smiting the blue buff quickly regenerates 25% of you maximum mana. If you ask me, this is probably the worst smite buff, especially for Sejuani. It only gives you mana, which is what blue buff does anyway, and you mana costs are low enough that you need to really spam them to get mana problems. Don't waste your smite on it, with the following exceptions;
1. Securing blue buff, preventing it from being stolen.
2. You are low on mana, but are giving the Blue buff its self to your mid laner.
3. You happen to be fighting near it and smiting something with Ranger'a Trailblazer will heal you.
Scuttle Crab
This is more a note for jungling in general, whether the Scuttle Crab is worth killing depends on; how long it takes you to do it, and what else you could be doing instead. Depending on your champion you might be much quicker or slower and doing this. Fighters with lots of sustained damage (



Around about the mid game, when you've just finished maxing W, you should have enough damage to take it relatively quickly. However, after that, it's health will start to increase faster than your damage again (as you'll probably be building tank items at this stage), and will again be hard to take quickly. Ping other players near buy to help take it down if they're around. Remember, as it's a jungle monster, you still get +30 gold for being the one to kill it (if machete is upgraded).


**pictres are being replaced and coming soon, as well asmore info on late game warding and an update to the vision wards section**
Where To Ward
These are standard places that you'd ward if you were laning plus a few others.
Early Game Wards
In the early game, you should focus on keeping the river warded so you can see:
a) The enemy jungler (+ roamers) moving in to gank,
b) Be aware of any invasion to your jungle.

Now, there are a lot of possible positions, and you can't ward them all, so you will have to priorities. However, if you can get to the river crab first, that will save you a ward in a key position.
Generally speaking, you will be able to tell which of your lanes have a good match up and which don't.
e.g. your



Obviously you're going to want to ward in bushes where possible to give your team the maximum possible line of sight. The river ward near mid lane is a great example of this.
So why have I chosen to place the ward near the wall (position 1) rather than in the bush directly adjoining mid lane (position 2)? Well, first of all pos' 2 is only good for seeing a jungler who is imminently going to gank mid lane, placing it in pos' 1 gives them an extra few seconds of warning. Second, it maximises visibility, as you can also see anyone entering your jungle to invade. You can also catch enemy junglers heading to bot lane through this exit as well, when you would have missed them if you only had vision of the bush in pos' 2.
The last ward I'd like to mention is the one just up the ramp from mid river. This has many benefits of the previous ward position we just talked about, but is more of an offensive placement. The good thing about this one is it will show you their jungler moving in to gank but also, if they're clearing Wraiths. This can be very valuable information, to know if you're safe from counter ganks or not.
Vision Wards
I really like the new

When placing vision wards you'll want to get them as close to the edge of the bush as you can to maximise their vision. A useful hint for this is that your cursor will change colour from blue to green depending on if it's in a bush or not. Use this to make sure that when you place it, it'll be hidden.
The image below shows several possible positions you might want to consider. As the positions will vary depending on which side you start, I will describe the positioning for the purple team (the circled ones), so if you start on blue team, just use the mirror point on the map.

Light blue: This ward is best on 'bully' laners who can really dominate their lane. These champions also tend to be pushed rather closer to their tower, making them easier targets, and more in need of a few wards. If you think your top laner could easily win in a dule (

Whilst this is a good place for keeping control of the river but is much less favourable if you're on blue team, as their junglers will almost always walk straight through this bush to gank and see the ward. So unless you're in the immediate vicinity and your top laner can help respond, you've lost the ward. That said, if you started on purple team this is a great position as many junglers will just walk right past this.
Red: Vision around mid lane is very important, especially if dragon/barn have become reasonably possible to take. Obviously don't put two in this position, choose one. The single bush in the middle of the river is quite a good one as most people tend to just walk around it, or even straight through it with out noticing.
Orange: This is a very defensive ward. I only really use these when I'm very concerned about loosing my red buff, such as against


Yellow: This is a good one to have early on. As a tanky jungler you are susceptible to invasions, and this will give you vision over this entrance for well over the 3 minutes of a normal ward. I've had wards in this position last for over a third of the game. Often they're only found when a support wards that bush mid/late game an then sees it. Sometimes however, people will just ward the top of the ramp (not in the bush) giving you to chance to destroy it without their noticing.
Blue: Very useful position for controlling vision on bot lane. Normally I'd say it's the support's responsibility to place this one, as you can only place one each and you've got a whole jungle to cover. However, don't be afraid to place one here to capitalise on a good win.
This is also one of the best places to bait an enemy in to destroying your pink ward. All you need is a vision ward, a gullible enemy support/adc and a little help from your team. If they know it's there, they will try and clear it at some point. If you can see they've just left their lane to go and do this, and you're near by, just wait around the corner. Far away from their tower, they will be much easier to ambush whilst they concentrate on auto attacking the ward.
Late Game Wards
By this point in the game, both teams have normally lost most of their outer towers.

Dragon and Baron Wards
Dragon and Baron fights can often be make or brake points in a game. Baron especially can give you the raw power to force a team fight for a final win. If you can win it. In an ideal situation, you want to have vision of as much of the enemy team as possible whilst you take it. If you don't you always have the possibility of them ambushing you before you've finished. If this happens you will be at a major disadvantage because a) all the health your team has lost tanking it, b) the damage reduction debuffs applied to anyone fighting them.
So, if you can't see enemy champions pushing a lane, you'll want to know if they're approaching you're possition

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These two images of gold and Christmas Baron represent good warding positions for the blue team. |
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These two images of Baron nasher and ![]() |
Dragon;

Gold;

Baron;

Christmas Baron;

Vision Wards
With the new

First of all it must be in a bush, because otherwise the second you spot an enemy champion with it, they'll also see it and help themselves to the free gold. Second, it must be a push that has little traffic through it. If it's in a push the enemy jungler will regularly pass through, (e.g. between

As most roamers don't click step by step from one lane to another, the path finding normally does it for them. This often involves them going very close up against walls and around certain bushes.
The pink crosses on the map are ward positions in bushes that are infrequently used but provided vision of key points of the map. Although you can't directly see the


The two round bushes in the river on either side of mid lane are probably the best spots as they give vision of a large area, and the only reason people go it to it os if they're actively looking for wards or there's a fight in the river. People have started to learn to check these bushes, but you can still put a ward here early game and have it last a good 15 minutes.
Vision Wards as Tanks
With 5 health bars, vision wards are the tanks of the ward world. If you know that the enemy knows where one of yours is, bait them into destroying it, and the surround and kill them. Five auto attacks is a very long time and, with a decent team, should be enough time for people to collapse in. There's nothing more tempting than a small pile of 30g just sitting there waiting to be taken.
Possibly the hardest,but also most important of the jungler's jobs. When do I gank, who do I gank, and what do I do when I get there. Let's answer these lane by lane.
When
The ideal end result of a gank is to get a kill on the enemy laner, preferably to your team mate so they can snowball the lane by themselves. At the very least you want to inflict enough damage to force them out of the lane for a bit, or burn some long cool downs in escaping (e.g.


- When they are pushed close to your tower, and far from the safety of theirs.
- If they are close to their tower but on low health. In this case you want to be able to
Where
What routes you can take to gank from partially depend on which side you start on. If you begin on the purple side, bot lane is much easier to gank, where as from the blue side, you have the advantage on top lane. This doesn't mean successful ganks are impossible on the other lane, just much more difficult. For example, if you start on blue team, to gank bot lane, you are forced to walk through the river to attack which is very likely to be warded.
However if you start on purple side, you have to option to go in to the enemy jungle near mid lane, and gank from the tri bush, so the enemy need at least 2 wards to stay safe.
The difficulty of ganking mid lane varies largely depending on the enemy. If they're pushed far forward, you can often go in straight from the river, saving time. If they're playing it reasonably safe, you can try looping around the back.
How
Top
As a solo lane, top is often one of the easier ones to gank. The problem with this is, most meta top laners tend to be tanky bruisers such as



Mid
Mid lane is slightly more difficult logistically to gank as champions are never too far from their tower. They are however much squishier, so if you can catch them in a bad position and hold them just long enough for your mid laner to get in to range, you can normally get them.
This lane is also the must susceptible to counter ganks, as an enemy junger doing wraiths, wolves, or blue/red buff can respond to a threat in mid lane within about 10 seconds
Bot
This is probably the trickiest lane to gank as you have two enemies to worry about. And once the support has purchased a sight stone they're going to keep pumping out wards.
This means that if you want to get your team ahead, the best time to gank bot is around the 5 min mark. By this point you should have already gone back once and have

So if the enemy bot lane is being very aggressive, pushing your ADC and support to their tower, punish them for it. However, the last think you want to do is try to gank and get the enemy a tripple. You are responsible for holding them in position whilst your teammates do the damage, so...
a) Don't attempt it if your bot lane is too low on HP/mana.
If they need to back first and the tower takes some damage, so be it. Just be wary of them tower diving a lone bot laner. If this is likely to happen (e.g. they have 'kill lane' champions such as

Around the middle of the game, when a few towers are down, most champions are probably lv 10 the laning phase is over. There are two things this means for you:
Roamers
You can no longer be so sure as to where every one is, the ADC and support may not necessarily be in bot lane, mid will most likely be roaming and their jungler can of course be any where. It's a this point in the game that warding becomes even more important. Try to buy at least one every time you go back and keep your

Engaging 5v5



Also, even if you do hit it, unless you're coming in from behind, you're only going to hit their tanks. 1.75 seconds of stun (lower with tenacity) on a tank is going to count for nothing unless your adc is already engaged with them.
What you want to do is save

During the chaos of a team fight however, people often focus on the carries, and so will be less prepared to doge your ulti once you're already engaged.
During the fight 5v5
Your role during a team fight will vary from one fight to another. You can either be disruptive or aggressive.
Disruption involves marking as many p

**although there are only a few examples on here, more will be added very soon. until then, try to consider other champs that are similar to the ones that are mentioned**
Synergy
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Ah, what champion with area of effect abilities doesn't work well with ![]() ![]() |
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Counters
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![]() The best solution against champions like Lee is to just ward the hell out of your jungle, and be especially careful early game in case he's waiting at red buff for you. As soon as you see him in your side of the map, call for help from your team, assuming you have suitably manoeuvrable allies, and try to collapse in on him. |
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This guy makes the list for many of the same reasons as ![]() ![]() ![]() |
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Whilst he's not a direct counter to you exactly, there are reasons you should be warey of the troll. The main reason is ![]() Fight along side someone like your ADC, preferably with BotRK or other %health damage, and use your CC to help them kite him. |
Red List
Do not tower dive unless you:
a) Know if the appropriate cooldowns are up
b) Know all the rest of their team (including jungler) are either dead or safely in another lane far away
c) You or whoever is tanking the tower can survive at least 3 or 4 tower shots.
If you answer no to more than one of those, it's probably not a smart idea and you should be thankful you managed to at least get them to back off for a bit.
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Lulu has become an unusually common top lane choice recently. Similar reason to the two above, big sudden health boost. The added problem is that it's also a knock up and slow. She does however tend to be squishier than other top laners, but remember that ![]() ![]() |
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Orange List
Should be safe to tower dive as long as you're up on health and can tank a good few turret hits, also that you can be sure the numbers aren't suddenly going to turn in their favour.
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Almost any ADC support pair; If you've killed one and it's still the early laning phase, you can probably safely go for the other one. However unless you can guaranteed kill one in a single burst or have a serious numbers advantage, the average support will probably have good enough CC to keep at least one of you under the tower long enough to be killed. ![]() Consider what else is at stake, if dragon is up, that is a good objective. Try to put them in the position where they must either let you take the dragon uncontested or they will have to come out from under the safety of their tower to try and stop you, in which case you can now fight them in the open. |
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Similar to ![]() ![]() You can also directly find out if the passive is up or not. Simply left click on the champion and their info in the top left will tell you all of their current buffs/de-buffs as well as if their passive is recharging or not. With ![]() ![]() |
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The invulnerability of ![]() ![]() ![]() As these all have reasonably lengthy cooldowns, you either want your opponent to use them whilst they escape, or wait for them to be used offensively. E.g. If your lane partner is baiting ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Without her ult however, she is very vulnerable and requires enemy units to target with ![]() |
http://leagueoflegends.wikia.com/wiki/League_of_Legends_terminology
Or if you have any questions about what something means, feel free to ask in the comments.
AD = physical

ADC = attack damage carry, a physical damage dealing ranged marksman, often play on bot lane. e.g.



AP = magical Ability Power
APC = magic damage carry, often a mid lane mage, e.g.



Blue =


Blink = an ability which instantly teleports you to a close location. Most common by far is the summoner spell



BotRK =

Carry = main/major source of damage of a team, specialising in dealing damage not taking it.
Burst = how much damage a champion can deal in a short space of time as opposed to continuously, i.e. APCs have high burst whereas ADCs have much more sustained damage over time.
Buff = An ability which enhances a champions stats, more attack damage, speed, armour e.t.c. Can either be self buffs e.g.



CC = crowd control, spells used to inhibit the movement of another champion.
Soft CC = hinders enemy movement, generally refers to 'slows' (i.e. slows enemy movement) but also include snares, which stop movement completely but doesn't stop the enemy from attacking or using abilities (unless that ability would move the snared champion).
Hard CC = interrupts/cancels channelled abilities such as




N.B: whilst


CD = cool down, how long an ability takes after being used before it's ready to be used again.
CDR = cool down reduction, reduces the cool down of your abilities up to a limit of 40%. e.g. an ability with a base cool down of 100 seconds which 40% CDR would only need 1 minute (60 seconds) before you could use it again.
Dash = an ability which quickly moves a champion in a certain direction, e.g. Sejuanie's

N.B: this is different to a 'blink' ability as the champion is still moving along the floor, so whilst you can move through walls/towers you can still be hit by spells mid dash, and will still be stopped if you try to dash over a


Dive = attacking an enemy champion(s) under their own turret and so receiving damage from it.
Gank/ganking = attempting to ambush another player, normally in a lane.
HP = health or health points.
Jungler = a player that receives their gold and experience from killing jungle monsters rather than lane minions. It is the junglers job to help out laners by ganking.
Mage = ranged champion who deals the vast majority of their damage as magic using abilities
Meta = a 'standard' strategy, position or role given to a particular champion, e.g. in the meta,

N.B = short hand for 'take note' or 'note this', generally important clarification or clearing up a misconception
Red =


Roam/roamers = laning champion attempting to gank a different lane, e.g. mid lane

Tank = a champion with a huge amount of defence, relied on to take the brunt of the enemy team's damage. Can also be used to mean the act of any champion receiving damage intended for a different target.
Quints = quintessences, e.g.

Any comments, questions or requests, put them in the comments and I'll try to address them.
And if you got through all that, thanks for reading, I hope it was helpful.
If you'd like to learn more about Jungling, maybe watch some games from much better players than me, please check out some of these channels. They're not exclusivly for jungle players, but all offer very sound advice on how to be a better League player. I really enjoy watching these guys videos, and I hope you will too, and again, thanks for reading x
FoxdropLoL
Jeremy GamingCurios - In Depth LoL Guides
Stonewall008
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