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Recommended Items
Runes: Standard Runes
+10% Attack Speed
+6 Armor
+10% Tenacity/Slow Resist
Spells:
Flash
Mosstomper Smite
Items
Ability Order Skills Order
Fury of the North (PASSIVE)
Sejuani Passive Ability
Threats & Synergies
Olaf
Olaf has more damages, hp and life steal. Start from the opposite and dodge every possible interaction with him unless he is outnumbered
Yasuo
Yasuo can use his ultimate when Sejuani use her Q and he will apply Permafrost stack with his auto attack.
Yasuo
Yasuo can use his ultimate when Sejuani use her Q and he will apply Permafrost stack with his auto attack.
I'm Gedrah, a Diamond OTP Sejuani player. I have been playing her since season 3 on both EUW and NA servers combined. I also have 1M+ mastery points across both accounts.
I love playing Sejuani. She has many CC, a lot of mobility and she is really tanky.
In this guide, I will tell you about my playstyle as a tank/support jungler. Which decision should you make in the early game? How do you win games in mid/late? What do you do when you or your teammates are behind?
I will answer those questions in the guide as best as I can.
+ Lots of Crowd Control
+ Really tanky
+ Damage/Tankiness scale with HP
+ High Mobility with her dash
+ Very good peel and engage abilities
She will be a great addition to a composition when you already have a hyper carry champion like Katarina or Yasuo.
The main issue is the enemy jungler. If your opponent is very aggressive on the map and hard to 1 vs 1 (like Olaf or Trundle) you will have a very hard time.
Sejuani has 2 PASSIVES : Frost Armor & Icebreaker.
Frost Armor : Sejuani becomes immune to slows (attack speed and movement speed) and gains 10 (+0.5 of bonus armor) in armor and 10 (+0.5 per bonus magic resistance) in magic resistance. Frost Armor lingers for 3 seconds before breaking.
Icebreaker: Enemies stunned by Sejuani are frozen. Sejuani's next basic attack or ability against them deals 10% of their maximum health as bonus magic damage (max 300 damage against epic monsters).
Range: 650
Cooldown: 19 / 17.5 / 16 / 14.5 / 13
Cost: 70 / 75 / 80 / 85 / 90
Sejuani charges forward, knocking enemies into the air for 0.5 seconds and dealing 90 / 140 / 190 / 240 / 290 (+60% of ability power) magic damage (max 300 damage to monsters). The charge stops after colliding with an enemy champion.
Cooldown: 9 / 8 / 7 / 6 / 5
Cost: 65
Sejuani swings her flail in a cone in the target direction, dealing 10 / 15 / 20 / 25 / 30 (+ 2% maximum health) (+20% of ability power) physical damage to all enemies hit and knocking back minions and monsters.
She then lashes out with her flail in a straight line in the same direction, dealing an additional 20 / 60 / 100 / 140 / 180 (+ 6% maximum health) (+60% of ability power) physical damage and applying Frost.
Your second swing deals additional damage and slows your enemies.
Range: 600
Cooldown: 1.5
Cost: 20
Passive: Sejuani and nearby melee allies apply Frost with their basic attacks, stacking up to four times. Sejuani can cast Permafrost on enemies with max Frost stacks.
Active: Sejuani can freeze an enemy champion, epic/large/medium monster, super minion or siege minion, dealing 55 / 105 / 155 / 205 / 255 (+60% of ability power) magic damage and stunning them for 1 second. Once consumed, enemy champions cannot gain Frost for 8 seconds. Permafrost resets Sejuani's basic attack timer.
IT'S NOT Permafrost that deals most of the damage but Icebreaker (Inner Sejuani's passive) from Fury of the North so you should max E last.
Range: 1300
Cooldown: 130 / 110 / 90
Cost: 100
Sejuani throws a True Ice bola in a line, dealing 125 / 150 / 175 (+40% of ability power) magic damage and stunning for 1 second the first enemy champion that collides with.
Bolas are empowered after traveling 400 distance, increasing their damage to 200 / 300 / 400 (+80% of ability power) and stun duration to 1.5 seconds. Stunning a target with Glacial Prison triggers Permafrost's per-target stun cooldown.
Empowered bolas also leave behind an ice storm that explodes after a brief delay. The storm lasts 2 seconds and slows enemies by 30% while inside the AoE. The explosion deals 200 / 300 / 400 (+80% of ability power) magic damage and slows enemies by 80% for 1 second.
You can also apply a freeze to an enemy twice by using Permafrost THEN Glacial Prison. You CANNOT freeze an enemy the other way around.
Max W first. Winter's Wrath's damage scales based on your Max HP.
Max Q Arctic Assault second because the spell has a high cooldown. By the time you max the spell (level 13), you will also have some ability haste so the cooldown won't be an issue.
Max E last. Permafrost has the same cooldown and the same cost at every level so it doesn't change that much when you level this spell up. When the enemy is frozen, it's Sejuani's second passive Icebreaker that deals most of the damage (which is 10% at every level).
Take Winter's Wrath second so you will be able to push monsters to the next camp, do some AOE damages and apply Frost stacks.
At level 3, take Arctic Assault. You will need it to gank a lane and traverse walls.
If you use your flash during your dash you can extend its range. You will be able to surprise your enemy.
You can pass almost every wall in the game. Some of them need you to be really close.
Build Iceborn Gauntlet against AD champions, assassins and AD carry. This item has multiple qualities that will help you fight your enemies. You will reduce 10% of the enemy's damages when you hit him and apply a slow to reduce his movement speed. You will able to catch and stack Permafrost more easily. The mythic passive also gives you Tenacity and slow resistance.
Build Heartsteel against Tank/Melee champions and when you are ahead. You will be able to stack this item early in the game which will give you a lot of Bonus HP and will scale well throughout the game. It's also way easier to apply its effect on melee champions. This mythic item also scales with Demolish.
Build Jak'Sho, The Protean when the enemy has a lot of AOE damages and AP with Liandry's Torment. You will be able to survive teamfights, thanks to the healing and the bonus resistance from the item in combat and with the Mythic passive.
Take Mercury's Treads if the enemy team has champions with many CC like Leona or Morgana. If you built Iceborn Gauntlet and/or Mosstomper Seedling you may not need any more tenacity.
Thornmail is a pretty good item which gives armor, anti-healing and HP. This item is a very good standard armor item that works in most situations.
Take Frozen Heart if the enemy team has a lot of auto attackers who don't necessarily have critical strikes. The item reduces incoming damage and cripples the enemy's attack speed by 20%. Really good against Vayne players. The item is also cheaper than Randuin so it will depend on your situation during the game.
Randuin's Omen is a great item when you fight against ADC and champions relying on critical strikes (like Tryndamere, Yone and Yasuo). The passive reduces incoming damage and the active slow every nearby enemy and reduce their critical strike damage by 20%.
Abyssal Mask is a great magic resistance item. You will reduce enemy magic resistance while increasing yours. It will be a great complement to Radiant Virtue to support your team.
Take Spirit Visage if you need a bit of magic resistance and if you have some healing ally support like Soraka or Nami, this item will definitely have some good use for you. It will increase every heal and shield by 25%.
Turbo Chemtank is an item that you will rarely use but in case you do, build it as a 5th or 6th item against an all-AP team. It will help you move toward your enemies and engage faster while having some magic resistance to help you tank. You will have Abyssal Mask and Force of Nature by then so it's just another layer to tank magic damages.
Gargoyle Stoneplate is a late-game item. This item grants you a shield (based on 90% of your bonus health) that decays over 2.5 seconds and gives you a bonus of armor and magic resistance if you take damage. It increases your survivability in teamfights.
Anathema's Chains is an interesting item on Sejuani. Build it only for one enemy enemy extremely fed. It will reduce 20% of the enemy's tenacity and up to 30% of damages. Combine it with Iceborn Gauntlet and you will be able to reduce up to 40% of the damages and apply CC more easily.
Warmog's Armor will give you the HP you need to tank in team fights and the ability to sustain better in mid/late games. It also increases the damage dealt with Demolish on towers. If you reach 1100 HP, this item will regenerate 5% of your HP every second if you are not in combat for 6 seconds. If you already have Heartsteel it may not be interesting to build it.
Demonic Embrace pairs well with Heartsteel. It gives you a boost of damages and the AP given increases alongside your Hearsteel stacks. It's a nice item when you want to snowball and do more damage to Tanks.
You can also do 3 camps to get your level 3 and then try to find a lane to gank. For example, you can clear your bot side jungle and then gank mid at your level to burn the enemy flash or even get a kill.
Your goal is to get at the very least level 3 so you can have your 3 primary spells.
A way to increase your chance of winning a teamfight is to catch an isolated enemy. Check on the map if there is one enemy who farms minions in a lane or if an enemy is coming to an objective without vision (it's very important to have a Oracle Lens to clear wards before you do this). Hide in a bush and get ready to use Glacial Prison or let a melee ally with CC stun so you can apply Permafrost without losing your ultimate. Killing an enemy without losing too much resource will make your teamfight easier since it will be 4 vs 5 instead of 5 vs 5. It might even abord the fight altogether.
Sejuani is very good to engage teamfights thanks to her Glacial Prison. Use your ultimate to catch a dangerous enemy. If you are able to land it fast enough and your team can follow you, you will be able to erase an enemy from the fight.
When your carries are really far ahead or play very well, you have to protect them in teamfight from assassins. Keep your Glacial Prison just for the enemy who attacks your carry. If necessary buy Knight's Vow when your support doesn't have it to increase the protection of your carry.
farm your jungle, gank lanes and get objectives (herald, drakes and towers).
Starting in champion select you already want to know which lanes you are going to gank. Check on your team which champions have more potential to carry the game. You should also check your enemies. He might be worth putting a strong opponent behind.
Then, in the game, while you are doing your camp, keep an eye on every lane. If you see one of them winning the matchup, snowball by coming to their lane to help putting the enemy even more behind.
If you find it difficult to gank and find opportunities, focus more on neutral objectives.
Getting Rift Herald early is also a great way to snowball on the game. If you combine Demolish and Rift Herald you will be able to hard to push a lane. You might be able to get 1, 2 or even 3 towers in one push! Remember that the more plates you destroy the harder it will be to destroy the next. That's why you should Hearld on the 2 last plates. It will destroy the turret instantly.
Getting drake as early as possible will help you in the long run to get the soul. You will also force teamfights at the drake so if your team is doing great you might be able to end the game pretty quickly.
You can solo every elemental drake starting level 4. You have to make sure that the enemy jungler is not close because you will be very easy to kill.
Starting in champion select, identify which lane you want to focus on first (Note: that it can change through the game). Look at the melee champions in your teams. Is your toplaner a strong melee champion who can snowball hard on his matchup like Camille or Fiora ? Is your midlaner able to follow up on your gank like a Yasuo or a Katarina ? Is, the enemy jungle, a huge threat like Xin Zhao? Ask yourself these questions to choose which side on the map you are going to be more present.
Start at your camp following the Jungle Pathing chapter. While doing your camps move your camera to laners to see the state of lane. Are they fighting constantly ? Is your laner or the enemy laner low ? Is your laner or the enemy laner pushing ? Check as often as possible these informations while keeping your original plan (which is to farm your camp until level 4 and gank). After getting level 4 from your camps, check if there is gank opportunity. Is the enemy laner close to your towers ? If yes, the gank has more chance to result to a kill. DO NOT USE Arctic Assault RIGHT AWAY WHEN YOU GANK. Keep it as much as possible to follow after the enemy flash.
If you have a successful gank with a kill, be ready to come back to snowball your laner even harder. If you can get 1 or 2 more kills it will make your laner far ahead and you will able to secure objectives. If a lane is very behind, ignore it and focus on making your other laners ahead.
Every time you get kills, watch where you can convert the kill into another objective ( Drake, Tower or Rift Herald). If you see the enemy jungler on the other side of the map ganking, focus on taking his jungle, ward it and then get a neutral objective.
At this point, you want to engage in teamfights around objectives. It's Sejuani's Strength. When preparing for the next objective ( Baron Nashor or Drake), I recommend backing exactly 1 minute before the drake spawn. You will have time to buy your items (and Control Ward or Oracle Lens). You will arrive before the drake spawn and will be able to put some wards to have visions. You might even be able to catch an enemy with Glacial Prison and get a free drake.
In late game, it's pretty much the same but you should be even more careful. One mistake can cost you the game. You have to ward around the 2 most important objectives at this point of the game : Baron Nashor and Elder Drake.
Your successful teamfights should always convert toward an objective on the map (Turrets, Drake or Nashor).
Special thanks to :
Katasandra: her guide and her thought on guide helped immensely to improve my own guide. Thank you very much.
jhoijhoi's Making a Guide has helped me to improve each section of the guide as well.
Mowen for the Mobile friendly guide
- Guide visual update with Sejuani Victorious
- Rebuild recommendations and items
- Added build group items
- Updated jungle pathing
- Updated abilities
- Updated summoner spells chapter
- Updated and improved items chapter
- Guide visual update with Sejuani Solar Eclipse
- Updated build recommendations and items
- Updated summoner spells chapter
- Updated introduction chapter
- Updated items chapter
- Highlighted important information on teamfights and objectives chapters
- Updated conclusion chapter
- Complete redesign of the guide
- Responsive/Mobile Friendly
- Add Teamfights chapter
- Add Objectives chapter
- Add Changelogs chapter
- Creation of the guide
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