Gizladlo's sejuani guide review

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LEAGUE OF LEGENDS CHAMPION GUIDES Builds & Guides LEAGUE OF LEGENDS Database & LOL WIKI Tournaments LEAGUE OF LEGENDS Community LOL FORUMS & NEWS Watch League STREAMS & VIDEO Champion Builder CRAFT A NEW GUIDE S+ S FAV REPORT 26K VIEWS 10 COMMENTS 8 VOTES BUILD GUIDE DISCUSSION (10) MORE SEJUANI GUIDES CHEAT SHEET Hunter's Machete Total Biscuit of Rejuvenation Warding Totem STARTING ITEMS Ranger's Trailblazer Stalker's Blade Skirmisher's Sabre Chain Vest Fiendish Codex Negatron Cloak Kindlegem Glacial Shroud Raptor Cloak Bami's Cinder Giant's Belt Warden's Mail Enchantment: Cinderhulk Spectre's Cowl Enchantment: Magus Aegis of the Legion LANING PHASE Greater Stealth Totem Greater Vision Totem Oracle's Lens Haunting Guise Abyssal Scepter Warmog's Armor Frozen Heart Ohmwrecker TEAMFIGHT PHASE Optimal SEJUANI BUILD COMMUNITY CUPS VIEW ALL TOURNAMENTS ON MOBAFIRE Sign up and play in MOBAFire Community Cups: April EUW & April NA. Your team will compete for $300 + RP + MOBAFire gear. Register now! SEJUANI BUILD GUIDE BY GIZLADLO Jungle Sejuani: The Big Freeze (for Patch 5.6) Gizladlo Last updated on March 31, 2015 Mark of Magic Penetration 9x Seal of Percent Health 9x Glyph of Magic Resist 3x Glyph of Scaling M.Resist 6x Quint of Armor 3x Hide item names x3 S TOP Sejuani; Compre (patch 5 BY BADGER Sejuani Compre BY CHICKE Sejuani Top BY EL MAZ Jungle S (for Patc BY GIZLAD WEEKLY M 19 APRIL NA REGISTER 05 APRIL EUW REGISTER MOBAFIRE NETWORK +0 0 MOBAFIRE NETWORK MORE SITES

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Transcript of Gizladlo's sejuani guide review

4/2/2015 Sejuani Build Guide : Jungle Sejuani: The Big Freeze (for Patch 5.6) :: League of Legends Strategy Builds

http://www.mobafire.com/league­of­legends/build/jungle­sejuani­the­big­freeze­for­patch­5­6­195555 1/17

LEAGUE OF LEGENDS CHAMPION GUIDES

Builds & GuidesLEAGUE OF LEGENDS

Database& LOL WIKI

TournamentsLEAGUE OF LEGENDS

CommunityLOL FORUMS & NEWS

Watch LeagueSTREAMS & VIDEO

Champion BuilderCRAFT A NEW GUIDE

S+ S­ FAV REPORT

26KVIEWS

10COMMENTS

8VOTES

BUILD GUIDE DISCUSSION (10) MORE SEJUANI GUIDES

CHEAT SHEET

Hunter'sMachete

Total Biscuitof

Rejuvenation

WardingTotem

STARTING ITEMS

Ranger'sTrailblazer

Stalker'sBlade

Skirmisher'sSabre

Chain Vest FiendishCodex

NegatronCloak

Kindlegem Glacial Shroud

Raptor Cloak Bami's Cinder Giant's Belt Warden's Mail Enchantment:Cinderhulk

Spectre's Cowl Enchantment:Magus

Aegis of theLegion

LANING PHASE

GreaterStealth Totem

Greater VisionTotem

Oracle's Lens HauntingGuise

AbyssalScepter

Warmog'sArmor

Frozen Heart Ohmwrecker

TEAMFIGHT PHASE

OptimalSEJUANI BUILD

COMMUNITY CUPS

VIEW ALL TOURNAMENTS ON MOBAFIRE

Sign up and play in MOBAFire Community Cups: April EUW & April NA. Your team will compete for $300 + RP + MOBAFire gear. Register now!

SEJUANI BUILD GUIDE BY GIZLADLO

Jungle Sejuani: The Big Freeze (for Patch 5.6)Gizladlo Last updated on March 31, 2015

Mark of MagicPenetration

9x

Seal of PercentHealth

9x

Glyph of MagicResist

3x

Glyph of ScalingM.Resist

6x

Quint of Armor

3x

Hide item names

x3

Sejuani

TOP SEJUANI GUIDES

Sejuani; Brazen Boar ­Comprehensive Jungle Guide(patch 5.5BY BADGER01

Sejuani | Trample them! Comprehensive Sejuani GuideBY CHICKENDASH

Sejuani I AP Tank Top I Full APTopBY EL MAZINE

Jungle Sejuani: The Big Freeze(for Patch 5.6)BY GIZLADLO

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Michael
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These runes seem a little abnormal
Michael
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This is just confusing. Your notes aren't helpful imo. This is supposed to be a cheat sheet, so that if people don't read your full guide, they'll still be able to know the items they can build. I'd recommend stratifying this a little, or adding something to your notes. Same here. If i were a reader, i'd feel totally lost. -3
Michael
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15/50; You definitely have some abnormal rune/item/mastery choices in your guide - which isn't a bad thing, since most of these things you defend fairly well. There are some things that i'd like to see changed though (like 0/21/9 instead of 0/16/14 masteries). You danced around a couple important ideas, like the art of ganking, and i'd like you to elaborate on some of those sections. I'd also like to see a little bit more content added on "When CAN I catch a carry?", or "how to initiate team fights", among other things. Overall a pretty nice guide to read

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Spirit Visage Banshee's Veil Locket of theIron Solari

Zz'Rot Portal GuardianAngel

Randuin'sOmen

Liandry'sTorment

Banner ofCommand

Ranger'sTrailblazer ­Cinderhulk

Boots ofMobility ­Homeguard

AbyssalScepter

Warmog'sArmor

Randuin'sOmen

Liandry'sTorment

Greater VisionTotem

Elixir of Iron

EXAMPLE FINAL BUILD

Boots ofMobility

Ninja Tabi Sorcerer'sShoes

Mercury'sTreads

Enchantment:Homeguard

Enchantment:Distortion

Enchantment:Alacrity

Enchantment:Captain

BOOT OPTIONS

3 14 15 17 18

1 4 5 7 9

2 8 10 12 13

6 11 16

Offense: 0

Defense: 16

Utility: 14

ABILITY SEQUENCE

MASTERIES

TABLE OF CONTENTS

Acknowledgements

Author's Note

Introduction

Sejuani's Kit

Champion Select

Levels 1 ­ 9: The Laning Phase

Levels 10 ­ 18: The Teamfight Phase

2/2 2/2

3/3 1/1

1/1 1/1 3/3 3/3

3/3 1/1

3/3 1/1

1/1 3/3 1/1

1/1

Michael
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This seems weird. I'd much rather just have the raw defensive stats from honor guard, and other things in the deep defensive mastery tree than a little gold income and spellvamp. With that in mind, you need to ask yourself, "How much sustain am i REALLY getting from this 3% spellvamp?" -2

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Conclusion

Update Log

Wish List

Further Reading

Acknowledgements

Here I will list the contributions of MOBAFire users who helped push my guide to perfection. If you make it on thislist, consider it my way of thanking you for your insight!

CONTRIBUTORS

Author's Note

Greetings fellow Summoner!

Today I want to touch on Sejuani, the Winter’s Wrath, and what she can bring to a team as a jungler, but first,I have a bit of a Public Service Announcement:

The perfect way to play a champion comes from analysis and experience: react to the game in progress. Build itemsaccording to who's fed and farmed. Visit a losing lane to even the score, jump on an enemy with escapes oncooldown, protect yourself from counterjungling and invades with wards. Whether you win or lose, do so with apositive attitude, know you will improve after you make a mistake, and focus on what you can do to carry.

Learn. Adapt. Improve. Grow.

This is how you climb!

Introduction

Sejuani, the Winter’s Wrath

Sejuani is a melee tank jungler. Her role on a team is much like that of Nautilus or Amumu: provide astrong presence early game with pressure through ganks, wreck teamfights with her CC initiate and follow­up peel,and secure objective monsters with Smite. As of Patch 5.5, she has become one of the hotly contestedpicked/banned champions in the competitive scene, and while I am happy to see her played, it's mildly annoyingthat, in my ranked games, people ban her with alarming frequency!

Playing Sejuani well means figuring out your own path to victory in every game you play. This guide acts as atemplate, where you can add your own touches to make it more personal, more aligned to your playstyle. I'msharing my own experience with you, and you may disagree with some of the points I make. Perfectly fitting andnatural. I want you to think about your actions and decisions, adapting to the game at hand, maximizing yourchances of victory, and playing in a way that fits your own style.

In my experience, Sejuani has difficulty dueling the enemy jungler, especially in the early game. This makesfacing champions like Vi, Lee Sin, Udyr, and Shaco incredibly frustrating if you can't rely on your teamto help you when the enemy invades.

Sejuani really shines in teamfights. For a better understanding of how she does this, let's go over her kit now.

Sejuani's Kit

Here's an in­depth look at what each ability does.

Passive: Frost ArmorFROST ARMOR EXPLAINED

Frost Armor scales at level 7, level 12, and level 17. The extra armor helps her mitigate damage while sheclears the jungle or initiates a gank, and the slow reduction helps her stick to her targets in a skirmish or full­onteamfight.

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So long as Sejuani deals damage, Frost Armor will persist. For this reason, it remains important to stick totargets, which, I prefer using the attack­move command (default bindings for it come from pressing A then right­clicking, or you can hold Shift and right­click) when I'm fighting a mobile target, and, I urge you to considertraining yourself to use it if you don't already.

Click here for a link to several videos that can teach you how to Attack­Move and Orb Walk. These words basicallymean that you're moving between auto­attacks, and, when done correctly, will cancel your auto­attack animation,but not its damage. Practicing this mechanical skill will increase your chances of winning games, as it maximizesyour damage output as you chase down or flee from enemies.

Q: Arctic AssaultARCTIC ASSAULT EXPLAINED

Arctic Assault provides Sejuani with a catch, engage, escape, and farming tool.

When Sejuani collides with an enemy champion, the dash ends, and she knocks them airborne. This will cancelany dash they make, so saving it during a gank to negate an enemy champion's escape tool can make thedifference, as they will either die or burn a Summoner Spell to escape. Be sure to exploit this weakness!

As an engage tool, Arctic Assault pales in comparison to Glacial Prison, mostly because it has medium range:650 units, which is the auto­attack range of Caitlyn. For this reason, mobility becomes crucial on Sejuani,as she needs to be in the enemy's face to deal her damage and keep them slowed.

Arctic Assault remains a vital gap­closer, and, once you've picked up your ultimate, you can engage (or counter­engage) from off­screen and outside the Fog of War. Keep in mind that, through the combined power of Flash + Arctic Assault + Glacial Prison, you have the potential to engage from an astonishing 2225 units away!

With this ability, she can dash through most jungle walls. This benefit helps your clear times and chances to escapean enemy, but if you use it for the first part, then it likely won't be up for you to use for the second, so use itwisely! To conserve mana, I don't always use this ability to help me farm my jungle, relying on Flail of theNorthern Winds and Permafrost to clear the jungle effectively. Consider doing the same as you gain levels, sincethis ability should be maxed last.

W: Flail of the Northern WindsFLAIL OF THE NORTHERN WINDS EXPLAINED

Please consider leveling this ability to max rank first every time you jungle, despite its small nerf inPatch 5.6. The benefits you get from maxing this ability first outclass the other two abilities you could max by awide margin. For one, it deals magic damage based on the target's maximum health (this used to mean structuresas well, until Patch 5.2). Secondly, the mana cost goes down, helping your jungle sustain.

Lastly, this ability scales well with both ability power and maximum health. For this reason, you should considergrabbing Enchantment: Cinderhulk or Enchantment: Magus, depending on the current status of your game.Personally, I prefer the Cinderhulk enchantment for its superior health and damage in teamfights, but I have beenknown to get Magus when I'm very far ahead and don't plan on stacking a lot of health.

As a final note: this ability resets your auto­attack, so, try auto­attacking your target right before you activatethis ability for maximum damage output. Also, the extra magic damage based on the target's maximum healthcomes from the auto­attack portion, not the damage­over­time portion, so, for maximum damage output, try toavoid reactivating this ability. If you don't have time to auto­attack (let's say you're fleeing a superior foe), thenreactivate this ability for the Frost debuff, so you can activate Permafrost.

E: PermafrostPERMAFROST EXPLAINED

Prior to her rework in Patch 4.21, Permafrost was the one­point wonder most players would max last, but now,thanks to a number of factors, this is now the ability I almost always max second, after Flail of the NorthernWinds.

Let us go over those factors now: first, the percent of target's maximum health magic damage portion of the old Arctic Assault moved to Flail of the Northern Winds; second, the mana cost of Arctic Assault goes up with

level, where Permafrost stays the same as you level it; third, Permafrost's cooldown goes from 10 seconds to6 seconds, all while increasing its damage and percent slow effect! Surely, Arctic Assault is the new one­pointwonder, while Permafrost scales so well with leveling.

You can't activate this ability if no nearby enemies are under the effect of the Frost debuff, so it should rarely goon cooldown accidentally. When activated it affects all targets affected by the Frost debuff, which makes ita potent follow­up to a well­aimed Glacial Prison. Again, this ability makes Liandry's Torment an enticing

Michael
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Spoil us a little bit. What does 2225 units look like? Exactly how far away is a champion that's 2225 units away? -2
Michael
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Michael
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Be more forward... say something like, "you should level this first in every single game"

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damage item, since it deals double damage to movement­impaired targets.

R: Glacial PrisonGLACIAL PRISON EXPLAINED

The Winter's Wrath receives a huge power spike after she gets a point into her ultimate, Glacial Prison. For one,the range on her threat of engagement becomes much longer, out to 2225 units when she has Flash, Arctic Assault and Glacial Prison off cooldown!

Her ultimate explodes on contact with an enemy champion, or at maximum range. When it strikes an enemychampion, it freezes that champion and all enemies around it, stunning them for 1.25 seconds at first rank, 1.5seconds at second rank, and 1.75 seconds at maximum rank. If the bola reaches 1175 units, it explodes and slowsenemies in the area by 30% instead, changed in Patch 5.6. This, again, makes Liandry's Torment a very lovelydamage item for Sejuani, but you likely won't build it every game.

For the most effective use of the Permafrost slow, it is best to activate Permafrost just as the stun wears offfrom Glacial Prison, as the slow has no effect while the enemy can't do anything due to the stun. This shouldallow you time to get into position to either harrier their carries or peel for your own, depending on where you arein the game. As a general rule, I like to peel for fed carries when my team is ahead, and I will try to catch theenemy team with Glacial Prison when we're behind. It also makes a great way to reset a fight!

With the right team composition, it is entirely possible to burst the enemy team down before they have a chanceto fight back, in what players call a "Wombo Combo." Notable mentions in this technique include Annie, Brand, Fiddlesticks, Graves, Jinx, Katarina, Leona, Malphite, Miss Fortune, Orianna, Rumble, Ryze, Swain, Twitch, Vladimir, Vel'Koz, Yasuo, Ziggs and Zyra.

OPTIMAL LEVELING SEQUENCEABILITY SEQUENCE

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

I prefer this leveling sequence in a majority of my games:

R>

W>

E>

Q

You might want to deviate from this, so long as you have reason to. For example, if you have Yasuo as yourally, you might consider leveling Arctic Assault second, since it knocks enemies Airborne, which then translatesto having it up sooner, which could turn the tide of a teamfight, winning you the game.

Now that we covered her kit, let's move on to how to optimize her start at champion select.

Champion Select

This chapter will cover what you should have ready by champion select: runes, masteries and summoner spells.Finally, I provide a brief summary of what Sejuani can bring to a team, as well as what she struggles against.

Runes

These runes are for three things: gank pressure, damage mitigation to prevent death, and a mid­game powerspike. It's about using the best runes in slot.

Michael
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Reading this, This paragraph right here seems a little out of place

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Greater Quintessence of Armor

(better early survivability)

Greater Quintessence of Movement Speed

(better mobility)

Greater Quintessences of Armor are the best of all runes for flat armor, granting +12.88 armor. Remember, inPatch 4.5, when they nerfed Flat Armor Seals, all champions gained +4 base armor. However, having 3 Flat ArmorQuints means you won't have Movement Speed Quints, which then means you'll need to buy and upgrade yourboots early for strong gank pressure.

Greater Mark of Magic Penetration

(better ganking damage)

Greater Mark of Armor(better early survivability)

I use Marks of Magic Penetration to increase damage dealt against enemy champions, as nine of these Markspenetrate 7.93 magic resist. As monsters do not have Magic Resist to penetrate, these runes do not helpyour clear times. I also suggest trying Flat Armor Marks, as they will increase your Armor by +8.19 armor.

Greater Seal of Health(strongest early game)

Greater Seal of Percent Health

(strongest mid game)

Greater Seal of Scaling Health

(strongest late game)

My personal favorite to run on Sejuani right now are the Percent Max Health Seals. When combined with Enchantment: Cinderhulk, these runes provide the biggest mid­game spike in power. That said, they are weakerthan Flat Health Seals in the early game (you'll have a starting health of 730 to 684 health in the early game, adifference of 46), and they're weaker than Scaling Health Seals in the late game, but this depends on the build.With the example final build above, I had 5050 health with the Percent Health Seals, compared to 5117 healthwith the Scaling Health Seals, a difference of 67 health. I've done the mathematics to see if Percent HealthSeals are stronger than Scaling Health Seals with certain item builds, and have found you would needmore than 3172 health from your final build! Note that this includes the Enchantment: Cinderhulk bonusHealth and Health Multiplier. Here's the proof:

4 * Warmog's Armor + 1 Enchantment: Cinderhulk would do the trick, but no resistances!

Since their buff in Patch 4.5, Flat Health Seals are the superior option if you think you will have the most trouble inthe early game. Having +72 Health will help push you past your weaker early game phase, as well as survive in thejungle and prevent your death during ganks. You could also try Scaling Health Seals, which will grant you +1.33Health per level, or +11.97 Health at level 1, matching the Flat Health Seals around level 6 at +71.82Health, and scaling to +216 Health at level 18.

Greater Glyph of Magic Resist

(better early game)

Greater Glyph of Scaling Magic Resist

(better late game)

I now prefer to mix my Flat and Scaling Magic Resist Glyphs, . I've seen people mix Flat and Scaling Magic ResistGlyphs, and I think this might be the best option mathematically: 3 Flat and 6 Scaling, for 4.96 magic resistat level 1, 12.64 magic resist at level 9, and a total of 21.28 magic resist at level 18. Remember,Scaling Magic Resist Glyphs beat their Flat counterparts at level 9: 1.44 to 1.34, comparatively.

Masteries

First, I will show you what I reset my mastery page to after every game. Then, I will discuss other viable masteries,and what makes them viable. A Mastery page, unlike a Rune page, can change during this phase of thegame (champion select), so, it's important to use the best masteries for the game at hand!

MASTERIES

2/2 2/2 3/3 1/1 1/1 1/1 3/3 3/3 3/3 1/1 3/3 1/1 1/1 3/3 1/1 1/1

Michael
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% Health seals matchematically backed - I can't challenge it, although I'd like you to reiterate to your readers EXACTLY how much %health seals will help your mid game power spike, and why it's worth it to sacrifice early game power from greater seal of healths for your % health seals. -1

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Defense Tree: 16 PointsI take Recovery , Tough Skin , Veteran's Scars , Bladed Armor , Oppression , Juggernaut , Hardiness ,and Resistance in my default page. Thesemasteries help make her weaker laningphase more bearable.

The noteworthy masteries here are ToughSkin , which reduces damage taken by junglemonsters; Oppression , which reducesdamage from enemies who are movement­impaired, which they should be, if you'redoing your job correctly; and finally, Juggernaut , with some percent maximumhealth for all­game scaling!

Utility Tree: 14 PointsI take Fleet of Foot, Scout , Summoner'sInsight , Alchemist , Runic Affinity , Vampirism , Culinary Master , and Wealth for amajority of reasons, all leading up to the extra potionfrom Wealth .

Noteworthy masteries here are Scout , as it meansyou can use your trinkets safely, with little risk ofgetting caught by the enemy; Summoner's Insight, which reduces the cooldown of your Summoner Spellsby 10%, which might not seem like a lot, but it takes30 seconds off the cooldown for Flash; CulinaryMaster , which grants superior jungle sustain byupgrading every Health Potion into a TotalBiscuit of Rejuvenation; and finally, Wealth whichgrants you an extra potion that means you can fullclear and gank on your first try.

Notable Masteries for Sejuani

Offense Masteries Double­Edged Sword : Deal 2% more

damage, take 1% more damage. Good asAP­Offtank. Expose Weakness : Great for your AoE

teamfight presence. Helps you dealdamage through your allies. Arcane Mastery: Grants +6 AP, plus

0.89 AP per Level from the MentalForce requirement. Spell Weaving : Increases spell

damage as you auto­attack, stacking from1% up to 3%. Since Flail of theNorthern Winds resets your auto­attack,this could be good on her.

Defense & Utility Masteries Swiftness : Reduces a slow's effectiveness by 10%.

Good against peel­heavy teams. Reinforced Armor : Reduces Critical Strike damage by

10%. Good against crit­heavy builds, like Gangplank, Jax, Master Yi, Tryndamere, Yasuo, and any

marksman who builds Infinity Edge or PhantomDancer. Evasive : Reduces AoE magic damage taken by 4%.

Good against heavy AP champions, like Amumu, Brand, Cassiopeia, Fiddlesticks, Galio, Katarina, Karthus, Kennen, Orianna, Rumble, Vladimir, and Zyra. Legendary Guardian : For 4 points, you get 4 Armor

and 2 Magic Resist for every nearby enemy champion. Ifyou'd prefer more tankiness during the Teamfight Phaseover ganking immediately after Red buff, consider takingthis over Wealth and Vampirism . Tenacious : Extra 15% Tenacity, which is reduction to

crowd control effects. Great against CC­heavy teams, butyou'll have to take a point out of Runic Affinity or Culinary Master to get it. Strength of Spirit : Early game mana regeneration.

Extra health regeneration, but only if you plan on buildingitems that lengthen your mana bar.

Summoner Spells

Flash

Ghost

I urge you to take one of these. While I do acknowledge how Sejuani has a couple of abilities that will allowher to escape a bad fight, not having either Flash or Ghost against an enemy who has one of theseSummoner Spells can mean a free kill for them as they exploit your weakness. I, for one, would rather have it andnot need it, than need it and not have it!

Michael
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I think you should move 5 points into defense from the utility tree. I'm not quite sold on your utility tree backing -2
Michael
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I'd take this part out.
Michael
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Michael
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Do you REALLY use ghost? I wouldn't include it if you don't use ghost in <5% of your games

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Smite

Since the changes to the Season 5 jungle, a jungler who doesn't run Smite will not have access to the jungleritems ( Hunter's Machete, Poacher's Knife, Ranger's Trailblazer, Skirmisher's Sabre, and Stalker'sBlade), which also means you won't get the extra 15 ­ 30 gold for killing large monsters in the jungle. You willstarve yourself of gold! Plus, Smite means you can contest monster objectives, like Dragon and BaronNashor , with ease.

Picking SejuaniBe wary of picking Sejuani against strong early game duelists, as they will often invade your jungle andgenerally push you around. Shaco, Lee Sin, Udyr and Xin Zhao come to mind.

She does amazing Area­of­Effect magic damage, and has the ability to lock down targets with lots of crowd control.She loves Liandry's Torment, either on herself or her teammates, because the enemy team should bemovement­impaired when she's doing her job. Consider picking her if your team requires an AP­Offtank oran AP­tank/peeler!

Now that we've loaded into Summoner's Rift, let's go over the first stage of the game: the laning phase.

Levels 1 - 9: The Laning Phase

This section will cover what you'll do during the laning phase, which can last until a champion in the game reacheslevel 10, at which point people roam or group for the teamfight phase. I will discuss the new jungle, how to applypressure, itemization, and troubleshooting during this phase now.

Farming the Season 5 JungleSeason 5 brings about a new Smite, and with it, new jungle camps, items, and mechanics. This section servesto explain in some detail what's new in the jungle in Season 5.

Smite

As you can read from the mouseover text, Smite is a Summoner Spell that deals true damage to minionsand monsters based on your champion's level, and using it on a jungle camp grants you a buff basedon the camp. It also holds up to 2 charges, gaining a charge every 75 seconds (68 seconds with 3 points in Summoner's Insight ), with a 15 second cooldown between them. You begin to gain a new charge at 1:40, whichmeans, at the very latest, you'll have Smite up at 2:55, 4:10, 5:25, 7:40, 8:55, 10:10, 11:25, 13:40, 14:55,and so on. You can plan your route accordingly.

Taking Smite as a Summoner Spell allows you to purchase Hunter's Machete and all the items that buildfrom it. Let's go over those now:

Hunter's Machete

Poacher's Knife

Ranger's Trailblazer

Skirmisher's Sabre

Stalker's Blade

There are several factors that should go into picking which upgrade to Hunter's Machete you get. Considerupgrading it early, because it provides an extra 15 gold per large monster kill. I'm not going to sit here andproclaim you should buy the same upgrade every game: rather, build according to what you need todo to carry. Factor in your play­style, if you're behind or ahead, what your other team members contribute tofights, and what you need from your Smite spell to win the game. Remember, each item upgrade to Hunter's Machete also changes how Smite works:

Scavenging Smite

Great item if you prefer to live in the enemy's jungle, as using Smite in theenemy jungle grants additional bonuses. I prefer to avoid the enemy jungle,because counter­jungling doesn't fit my style. For this reason, I never purchasethis item.

Blasting Smite

I strongly prefer this item, as it covers up your weakness in early game clears.That said, unlike the next two items, Smite can't be used against champions.As such, this item focuses more on farming than ganking.

Challenging Smite

Definitely helps cover up your weakness in dueling enemy champions, especiallyones who rely on stealth mechanics to survive. Consider purchasing this item ifyou want to camp the enemy Twitch, or fight back against an invading Shaco!

Chilling Smite

Since the change to this item in Patch 5.1, it now steals 20% movement speedfrom the targeted enemy champion. Great item to reduce the enemy's ability tokite you, so, consider getting it against extremely mobile threats. Vayne and Ahri come to mind here.

Given that we accept our role on the team as an AP­(off)tank, this gives us two optimal enchantments for our Hunter's Machete upgrade. That said, I would consider building some other mid­tier items before you addyour enchantment. For example, I prefer to pick up a Bami's Cinder before I enchant my jungler item, as itbuilds into one of the enchantments, provides extra health, and grants us extra AoE magic damage around us

Michael
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You better have a section on how to deal with early game pressure from these junglers then. Your readers will probably get counterpicked at some point, and they'll need to know how to change their playstyle accordingly
Michael
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~~~~~~~~~~~~~ I'd personally remove the section that i've enclosed in the tildes (~) I don't think it adds a whole lot to your guide, and i think it'll ultimately distract your readers more than help them.

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through the Immolate passive. Special Note: the passives of Bami's Cinder, Enchantment:Cinderhulk, and Sunfire Cape are UNIQUE and do not stack!

Cinderhulk Enchantment

All around great item, since you stack health as Sejuani. I strongly urge youto purchase this item, as it provides more damage in teamfights than SunfireCape, but has to ramp up first. I almost always get this item.

Magus Enchantment

I adore this item for many reasons, yet prefer to pick it up when I'm ahead ofthe enemy jungler and don't plan on stacking a lot of health. The added damage­­ especially to the percent maximum health portion on Flail of the NorthernWinds ­­ helps, but the icing on the cake comes in the form of 20% cooldownreduction. Remember, this is half of the maximum CDR a champion canhave!

Monster­Specific Buffs for Farming

Before moving on to the more exciting parts of being a jungler, I would like to talk about the monster­specific Smite buffs that will help you clear your jungle happily and healthily, especially on your first clear. Let's first matcheach buff to its jungle monster:

Gromp

Using Smite on Gromp gives you Gift of the Toadstool for 90 seconds, whichdeals magic damage to enemies who attack you equal to 10 + 10% ofyour bonus health over 3 seconds. In a majority of my games, I will beginat this camp, casting Smite on it, then take my Blue buff.

Greater Murk Wolf

Casting Smite on the Greater Murk Wolf creates a spirit that will rest at thecrossroads near Blue buff brush for 90 seconds, until an enemy championwanders nearby, whereupon the spirit will chase them until they leaveor it expires. Great camp to Smite if you're worried about invades, as youcan keep a Vision Ward in the banana bush behind Red buff to keep vision ofmost of your jungle!

Ancient Krug

Using Smite on the Ancient Krug gives you Gift of Heavy Hands for 90seconds, which counts your auto­attacks against minions and monsters,causing you to stun one on your 6th attack against it (you get one freestun immediately after casting Smite on the Ancient Krug). Remember that Flail of the Northern Winds resets your auto­attack animation! In

addition to this effect, you can expend this gift early by auto­attacking aturret, which does a large amount of true damage to the structure.

Red Brambleback

Using Smite on the Red Brambleback returns 20% of your maximumhealth instantly. During my first clear, I use this to my advantage, as it makesme immediately ready to gank a lane at nearly full health. That said, there aremuch better options for Smite later in the game.

Blue Sentinel

Casting Smite on the Blue Sentinel returns 25% of your maximummana over 2 seconds. I find this especially useful when I give my Blue buffover to my mid­laner, as it gives me the power to continue jungling with theneed for the buff. However, there are better uses for Smite later in thegame.

First Clear Route

During my average first clear of the jungle, I start with Gromp, casting Smite to get the Gift of the Toadstool.Help from teammates is appreciated but not necessary. After Gromp, I tackle the Blue Sentinel, then go straight forthe Red Brambleback, casting Smite on it for the instant health return. At this point, I try to gank a lane I'mnear, as I've just hit level 3, have both buffs, nearly full health, and am ready for trouble. Depending on theoutcome of the gank, I either return to base or gank another lane, as early game pressure, mixed withsmart decisions, should keep your team's morale high. Just to have it in an easy­to­read list, here's my ideal clearroute:

1. Gromp ( Smite for Gift of the Toadstool)

2. Blue Sentinel

3. Red Brambleback ( Smite for maximum health return)

4. Gank nearby lane (Middle or Bottom lane for Blue side, Top or Middle lane for Purple side)

5. Krugs ( Smite Ancient Krug for Gift of Heavy Hands)

6. Raptors

7. Wolves ( Smite the Greater Murk Wolf for the River Spirit buff)

8. Gromp (You might go back to base before doing this camp, waiting for Smite to come back up)

9. Base for items and healing

Now that we've figured out how to farm our jungle optimally, let's move on to the most strategic part of the game:applying pressure!

Applying PressureA vast majority of League players agree that the primary objective of a Jungler comes in applying pressure on themap. Junglers remain the most mobile players in the game, as they act free from the tethers of lane farm. Theycan help their teammates win lane with their ganks, or they can make a bad play and give an opposing laner anadvantage that will prove hard to overcome. For this reason, it remains important that we avoid high­risk,low­reward plays, and look to exploit low­risk, high­reward situations. Before taking a big risk, I assess

Michael
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~~~~~~~~~~~~~
Michael
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Michael
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Depending on the outcome of the gank? You missed the most important part, silly! Teach your readers how to gank as sejuani! Teach them EXACTLY when to go in to gank -1 Teach them EXACTLY when to use their Q -2 Teach them how to time their ganks with the expiration of trinket wards, and also how to avoid trinket wards -1 Teach them to know when a lane is even gankable! -1

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the outcomes of it, favorable and unfavorable, before I make my decision to take the risk or ignore it and retreat tosafety.

For example, you ganked the enemy LeBlanc at level 3, but she managed to escape: she burned Flash in theprocess, all her cooldowns are down, she has little health left, and she looks so inviting as she recalls under herturret. Should you dive her for the kill? Short answer: probably not. This is an example of a high­risk,low­reward play! You have double buffs, and, if you die without killing her, she gets them, gaining a hugeadvantage over your mid­laner. Her Flash is down, and she must either recall ­­ missing experience and farmgold, a disadvantage your mid­laner can exploit­­ or stay and risk dying when your minions push to her turret. Itsure would be cool to get that kill under turret, but, it's not a good move. Take what the enemy team givesyou.

An example of a low­risk, high­reward play comes when your laner gets the enemy laner to blow a Flash or Ghost in a duel. Ganking this lane looks like a great idea, as the chances of securing a kill are better, now that theescape is on cooldown. Come in after the minions have engaged each other to avoid taking unnecessary damage,land your skills, and use your superior numbers to your advantage to secure a kill. The worst outcome of thisscenario is a double kill for the enemy laner, but would take you or your ally to make a high­risk, low­reward playto get there. Simply put: try to avoid diving too far under turret, and take what the enemy team givesyou!

Monster­Specific Buffs for Ganking

Now that we've talked about how to assess risk versus reward, let's talk about the monster­specific buffs forganking that the jungle has to offer:

Crimson Raptor

Using Smite on the Crimson Raptor gives you the Razor Sharp buff for 90seconds, which grants you True Sight for 10 seconds the next time you're in thevision range of an enemy Stealth Ward. Killing the ward grants you gold,obviously, but also means you can come back to the lane later for a gank thathas a higher chance of securing a kill.

Rift Scuttler

Killing the Rift Scuttler ­­ which counts as a large monster, by the way ­­creates a shrine just outside of the pit of Baron Nashor or Dragon ,depending on which side of the map you're on. This shrine lasts for 75 seconds,granting vision of and a movement speed boost inside the area to the team thatsecured the killing blow. This makes contesting these objectives easier.REMEMBER: This creature grants no bonuses when smitten!

Now that we know about monster­specific Smite buffs for ganking, let's go over how to actually gank a lane!

The Art of Ganking

Ideally, your first gank in a game should come when you have all of your pre­6 abilities, double buffs, and enoughhealth to survive if the enemy turns on you. Dying on your first gank can weaken the morale of yourteammates, so play smart and take what the enemy gives you. I prefer to gank the lane that is mostpushed to my allied turret, as the enemy will have a long way to retreat to safety. If I can't do that, then I try togank the lane that will have the most early game impact. This usually means ganking mid, as they can roam toeither lane with me for a two­person gank on the unsuspecting lane. Barring that, I will gank a lane that needs myhelp the most, such as a Jax lane, since he can carry if he snowballs out of control.

One thing you can do to help communicate your desire to gank a lane comes from pinging. Using an "on my way"ping to signify your presence in an ally's lane will help coordinate your efforts, hopefully securing a kill. Try to pingwhen you're in range to aid your ally, though, as some people think a ping means that they shouldimmediately dive the enemy champion! The default key binding for pings is the G key, then you press andhold the left mouse button down. This will bring up a menu of four pings you can use: up for Danger, left forEnemy Missing, right for On My Way, and down for Assist Me.

Another thing to consider is minion and turret aggro. Be mindful of both of these during the early phases of thegame, as they do a lot of damage in fights, yet can go unnoticed. You should try to avoid diving turrets at thisstage in the game, yet, balance that with the notion that you don't know your limits with Sejuani yet. You may

Michael
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I'd go into further details about this. Really reiterate to your readers that you want to avoid plays where you have everything to lose and very little to gain. I'd go one step further and kind of teach them your thought process behind evaluating risk -2
Michael
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Okay I don't see how this is different from the first example.
Michael
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Most importantly, this buff tells you where your opponents DON'T have vision... In higher ELO games people use this to their advantage to deduce where your opponent DOES have vision.
Michael
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I'd reorganize this. I kinda bashed you earlier for not going into the specifics for ganking; I'd at least say in that earlier part with your first clear that you'll explain the science of ganking further down. +2 (To undo the point deduction from earlier)
Michael
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Not necessarily, although you're right that diving does largely depend on the size of your minion wave, and the cooldowns on your/your opponents summoner spells.

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believe you can't do something in theory, but it's better to know in practice. Mapping your limits will help you gainconfidence in your play with a champion, which increases your level of comfort with him or her. This means you'llmaintain a positive attitude, which will help you win and carry games.

As you can see, there are a lot of factors to consider when ganking. The easier you can make your job for yourself ­­ through ganking a lane with escapes down, low health, aggressively pushed to your turret, and so on ­­ thebetter quality of life you'll have. Also, it isn't the end of the world if you gank a lane and the enemy blows anescape that has a long cooldown, especially a Summoner Spell. You can fake them out by moving into the Fog ofWar, waiting a second or two, then trying another gank. Honestly, the Art of Ganking won't come from text,but experience. Practice makes perfect!

ItemizationYou win close games with the slightest edge over an opponent. Knowing what you're up against means you canbuild items to exploit the enemy team's weakness, or to counter the enemy team's strengths. If you areunfamiliar with items and item build paths in League of Legends, I strongly urge you to fill out CustomItem Sets in the client. They can be found in the farthest­right tab of your profile, and show everyitem in the game.

A lot of people suggest rushing a complete item first, while others claim getting a bunch of mid­tier items is better.So long as you continue to plan ahead and react to the game at hand, you should win. For example, Iwouldn't want to build Abyssal Scepter on Sejuani if I'm behind and against a team that's 80% physicaldamage, because building health and armor makes more sense in this game.

Furthermore, on deciding between Frozen Heart or Randuin's Omen, for example, we should consider thefollowing: does the enemy team rely heavily on auto­attacks or spells for their physical damage? Do they haveassassins that'll dive the carries? If the enemy team relies heavily on auto­attacks, consider getting FrozenHeart for its unique passive aura that slows the attack speed of nearby enemies by 15%. If they have assassinsthat'll dive your carries, or if they rely more on spells to do damage, consider picking up a Randuin's Omen. Themost crippling thing you can do every game comes from building blindly: that is, building the sameitems every game. Just don't do it!

Now that we've covered how to react to a game at hand, I'd like to go over the list of items I posted above as itemsyou'll want to build during this phase. I will weigh the pros and cons of each, including what stats they give, whatstats they lack, and what compositions they shine against. The list of items will be in order according to cost,from least to most expensive!

ITEM SEQUENCE

Ranger'sTrailblazer850

Skirmisher'sSabre850

Stalker'sBlade850

Chain Vest

750

FiendishCodex820

NegatronCloak850

Kindlegem850

GlacialShroud950

Raptor Cloak

1000

Bami'sCinder1000

Giant's Belt1000

Warden'sMail1050

Enchantment:Cinderhulk1150

Spectre'sCowl1200

Enchantment:

Magus1500

Aegis of theLegion1900

I covered Ranger's Trailblazer, Skirmisher's Sabre, and Stalker's Blade earlier in this section.

Chain Vest

450 gold to upgrade750 total gold

A simple upgrade from Cloth Armor that grants 40 armor.Great against AD­heavy teams. Plan to build this item into Guardian Angel, Sunfire Cape, or Thornmail.

Fiendish Codex

385 gold to upgrade820 total gold

A great item for extra ability power and cooldown reduction.Builds into either Banner of Command or Enchantment:Magus.

Negatron Cloak

350 gold to upgrade850 total gold

A simple upgrade from Null­Magic Mantle that grants 45magic resist. Great against AP­heavy teams. Plan to build thisitem into Abyssal Scepter, Guardian Angel, or Zz'RotPortal. None of these items give you bonus health.

Kindlegem

450 gold to upgrade850 total gold

A simple upgrade from Ruby Crystal that grants bonushealth and cooldown reduction. Great against burst­heavyteams. Plan to build this item into Ohmwrecker, SpiritVisage, or Locket of the Iron Solari.

Glacial Shroud

250 gold to upgrade950 total gold

A great item for extra armor, cooldown reduction, and mana.Builds into Frozen Heart, which is great for teamfightsagainst champions reliant on attack speed. Does not grantbonus health, however.

Raptor Cloak

520 gold to upgrade1000 total gold

Grants extra armor and health regeneration. Great forbesieging turrets, thanks to the Point Runner passive,. Plan tobuild this item into Ohmwrecker or Zz'Rot Portal, whichare great besieging items.

600 gold to upgrade1000 total gold

A simple upgrade from Ruby Crystal that grants bonushealth and the Immolate passive, which does magic damageover time in an area around you. Great item to rush

Michael
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Michael
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I don't like this paragraph here. It sounds like you're telling your readers that they aren't good enough to tower dive yet - I'd rather you just explain to them the mechanics behind a tower dive. -2 I'd say you should show a video of yourself successfully tower diving a champion, and then explaining EXACTLY why the tower dive worked.
Michael
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Michael
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This looks good, but I think you should organize these items categorically instead of by price, else your reader will be looking all over this section for the best possible item for him. -2

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Bami's Cinder immediately, as it helps clears and builds into SunfireCape and Enchantment: Cinderhulk.

Giant's Belt

600 gold to upgrade1000 total gold

A simple upgrade from Ruby Crystal that gives extra health.Great against burst­heavy teams, and builds into a great late­game peel item, Randuin's Omen.

Warden's Mail

450 gold to upgrade1050 total gold

Builds out of Cloth Armor, granting bonus armor and theunique Cold Steel passive, slowing the attack speeds ofenemies who attack you. Great against AD/AS­heavy teams.Plan to build this item into Frozen Heart or Randuin'sOmen.

Enchantment:Cinderhulk

150 gold to upgrade1150 total gold

A superb upgrade to your jungle item that uses Bami'sCinder in its build path. When given time to ramp up, it dealsmore AoE magic damage than Sunfire Cape, a point I hadneglected to take into account. I get this item almost always!

Spectre's Cowl

300 gold to upgrade1200 total gold

Perfect mid­tier item for fighting off poke­heavy teams, as itgrants bonus health, magic resist, and a passive that increasesyour health regeneration when you take damage from anenemy champion.

Enchantment: Magus

680 gold to upgrade1500 total gold

Decent upgrade to your jungle item that uses FiendishCodex in its build path, granting 80 additional ability power, and20% cooldown reduction, the most you can get from one item,and half of the maximum a champion can have. I get this itemwhen I'm really far ahead.

Aegis of the Legion

820 gold to upgrade1900 total gold

Great item against teams that either try to poke you down, orhave a lot of AoE magic damage, as it grants extra magic resistand health regeneration to nearby allies in an aura. Also grantsyou additional health and magic resist. Builds into Banner ofCommand and Locket of the Iron Solari.

Now that we've gone over how to itemize in the laning phase, let's talk about common pitfalls, and how to avoidthem.

TroubleshootingThis section looks to preserve your status as the best player in each game. Many people want to win, yes, but theydon't want to put in the work, the effort to carry. Some don't know how. The most important thing I can tellyou about how to climb in elo ­­ or, if ranked isn't your thing, to improve at this game ­­ is simple:every game you play should teach you something about the game.

First and foremost, as you clear camps, keep an eye on the mini­map. Mind roamers, and help your allies bypinging, as they might focus too much on last­hitting minions to notice. Do not spam pings! If you see ateammate in trouble on the mini­map, begin to go to his or her aid if you think you can turn the tide.

The moment you run into the enemy jungler, ping him or her, and assume the enemy jungler has already pingedyou. This will alert your allies to your current struggle, and they will most likely come to your aid. The incentive forthem to come is a free kill AND the buffs the enemy jungler has, and who doesn't want double buffs?

Your first set of double buffs is important. If you die in a gank and give them over to your opponent, then yousingle­handedly lost that lane for your ally. You'll need to make up for that mistake elsewhere, but the best way isto avoid making this mistake altogether.

A lane will tell you when they're struggling. Try to aid them immediately. Do not encourage toxic behavior byarguing with them, as typing can get one of you killed, and then it becomes more about winning the argument andless about winning the game.

I will add more as I discover them. For now, let's move onto the final phase of the game: the teamfight phase.

Levels 10 - 18: The Teamfight Phase

This section will cover what you can do to close the game after the outer towers crumble and teams group up totake objectives. Topics include contesting objectives, itemization, vision control, and your role in teamfights.

Objective and Vision ControlAs turrets go down, ward placement should shift. Turrets represent a safe haven from enemy champions, asanctuary as well as permanent vision of a location, like a lighthouse that shoots lasers. When your turrets godown, the distance you can travel outside of your base safely shortens. When only your inhibitor turretsremain, going into your own jungle can be a high­risk, low­reward play, so keeping vision control of itbecomes a top priority!

Michael
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More importantly, be proactive about where you think their jungler is. If I see that my opponents top side of the jungle is gone, i'll do a MIA ping in my opponents top side jungle.
Michael
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How do you regain vision control of your own jungle? There's a dumb way to do this, and a correct way to do this. -1

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Case in point: this game back in Season 3.

Ward placement can be tricky to anyone who doesn't think about it, but it remains a useful skill that, when donewell, can and will lead to more victories. Placing an optimal ward means getting the most vision you can, oftenputting them just inside Brush to keep line of sight on enemies who attempt to hide or juke into them. As I plan tocreate a guide simply around vision control, I won't go into much more detail than that.

Controlling an objective usually means controlling the vision around it. Taking the Rift Scuttler before you attempt Dragon or Baron Nashor is smart, but not the only thing you can do. For instance, I prefer the Greater

Vision Totem for jungling, as it gives me a free Vision Ward to throw down once every two minutes, perfect tokeep the pit clear of enemy wards as we take Baron Nashor or Dragon .

However, a lot of players prefer the Oracle's Lens, which I find works well in a game where my team is behind,as it clears out the vision the enemy team has in my own jungle, sweeping its Brush and keeping my jungle safefor myself and my allies.

Sometimes, when nobody has purchased Sightstone on my team, I will pick up the Greater Stealth Totem tohelp with vision control. While not nearly as effective as a Sightstone, it'll work in a pinch, as it generates acharge and comes off cooldown every 60 seconds, and its wards last for 180 seconds.

Lacking vision of an objective means the enemy team can sneak it or, worse, bait it. This includes using their owntrinkets to clear your wards of the area, then taking the objective, or lying in wait inside one of the nearby Brush,waiting for your team to come contest or re­ward the area. Having a Farsight Orb on your team can helpprevent an ace that comes from an objective bait, as can taking the Rift Scuttler, but only so far. You'll need to getvision of the area soon, but, proceed with caution.

Now that we've learned about vision control, let's look at what items we'll need to complete to close the game.

ItemizationThis section will look to help you close out the game with smart item purchases. Remember, the later the gamegoes, the more likely champions who rely on abilities to do damage will fall off, and those that rely on auto­attackswill start to shine. Knowing champion power curves will help you build the right items, as well as knowing whichchampion to go for in fights.

It remains important that you keep an eye on what the enemy team builds, too. This will influence your itembuilding choices. If the enemy marksman has yet to build any lifesteal, then consider picking up a Thornmail,for example. Keep an eye on not just the Kill:Death:Assist ratio of enemy champions, but also howmuch their creep score is! It is entirely possible to have a low K:D:A, but still do one's job through buildingoptimally after farming well.

Without further ado, the items I listed in the Teamfight Phase above, again from least to most expensive:

ITEM SEQUENCE

GreaterStealthTotem250

Greater

Vision Totem250

Oracle's Lens

250

HauntingGuise1485

AbyssalScepter2440

Warmog'sArmor2500

Frozen Heart

2600

Ohmwrecker

2600

Spirit Visage

2750

Banshee'sVeil2750

Locket of theIron Solari2800

Zz'Rot Portal

2800

GuardianAngel2800

Randuin'sOmen2850

Liandry'sTorment2900

Banner ofCommand3000

Greater Stealth Totem

250 gold to upgrade250 total gold

Consider picking this trinket if no­one on your team built Sightstone. Allows you to place a free Stealth Ward every60 seconds. The Ward lasts 180 seconds.

Greater Vision Totem

250 gold to upgrade250 total gold

I prefer this trinket when I'm ahead, because it allows me tosecure Baron Nashor and Dragon easily with the free Vision Ward.

Oracle's Lens

250 gold to upgrade250 total gold

I get this trinket upgrade when I'm behind, as it allows me toeasily sweep the wards that the enemy team might have in myjungle, which they mean to get picks on my team with.

A great damage item to pick up as a last item, it builds into

Michael
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It also doesn't take up an item slot.
Michael
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I'd like you elaborate on the benefits of having vision control over an area. Sejuani in particular benefits from controlling vision over an area because she is exceptionally good at catching opponents. -2
Michael
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Michael
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Same thing as I wrote in the previous section - I'd organize these categorically

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Haunting Guise

575 gold to upgrade1485 total gold

Liandry's Torment, hands­down the best damage item for Sejuani to pick up in the late game. Makes the Wombo Comboof Glacial Prison and Permafrost much stronger! I getthis item when I'm ahead, or when I can't trust my allies to dodamage in a fight.

Abyssal Scepter

730 gold to upgrade2440 total gold

This item works well in tandem with Sunfire Cape, Enchantment: Cinderhulk, and other AoE magic damagedealers on your team. Works well against magic damagedealers as well, since it grants a good amount of magic resist.

Warmog's Armor

300 gold to upgrade2500 total gold

A great item on Sejuani, as it provides a lot of bonus health,and what is essentially a Perseverance passive. Builds from Giant's Belt and Crystalline Bracer.

Frozen Heart

600 gold to upgrade2600 total gold

Great item for extra armor, cooldown reduction, and mana. Theunique aura slows attack speed in around you, so great againstAS­heavy teams. Does not provide extra health, though.

Ohmwrecker

750 gold to upgrade2600 total gold

Perfect item for diving turrets, as the unique active shuts downan enemy turret for 3 seconds (on a 120 second cooldown)!Provides armor, cooldown reduction, health, and extramovement speed around turrets as well.

Spirit Visage

700 gold to upgrade2750 total gold

Extra cooldown reduction, health, magic resist, healthregeneration, and a unique passive that increases self­healingand regeneration by 20%. Great in tandem with Warmog'sArmor.

Banshee's Veil

1150 gold to upgrade2750 total gold

A better build for your Spectre's Cowl if you don't needcooldown reduction. Provides more health than SpiritVisage, and its unique passive is a spell shield that blocks thenext enemy ability, recharging after taking no damage fromenemy champions for 40 seconds.

Locket of the Iron

Solari

50 gold to upgrade2800 total gold

Perfect teamfight item against a team that deals a lot of burstmagic damage, as its unique active grants a shield based oncharacter level to yourself and your nearby teammates. Buildsfrom Aegis of the Legion.

Zz'Rot Portal

950 gold to upgrade2800 total gold

Great item for besieging turrets, especially against a team thatdeals equal amounts of magic and physical damage. Its uniqueactive creates a destroyable portal that spits out uncontrollableVoidspawn every 4 seconds to attack nearby enemy structures.The first and every fourth Voidspawn gain extra damage scalingfrom your resistances.

Guardian Angel

1200 gold to upgrade2800 total gold

Great against teams with assassins who mix their damage, orhave a Wombo Combo of their own, as this item will reviveyour champion on death with 30% of your maximum healthand mana once every 5 minutes. Also provides armor andmagic resist, since it builds from Chain Vest and Negatron Cloak.

Randuin's Omen

800 gold to upgrade2850 total gold

Superb late­game teamfight item, as its unique active slowsenemies around you by an amount that scales from yourresistances. The extra armor, attack speed slow when struck,and health are great too.

Liandry's Torment

980 gold to upgrade2900 total gold

Here it is: the one damage item I won't shut up about. It's gotability power, health, magic penetration, and a unique passivethat causes the enemy to burn damage equal to their currenthealth when they take spell damage from you, doubling thisburn damage if their movement is impaired! I don't see whyyou wouldn't want this item on Sejuani!

Banner of Command

280 gold to upgrade3000 total gold

If the enemy team has weak physical damage but great magicdamage wave­clear, consider building this item from Aegisof the Legion. It's got everything from Aegis of the Legion,plus ability power and cooldown reduction, and the ability topromote a minion, increasing its power and making it immuneto magic damage.

Now that you're aware of your itemization options, let's go over your role in teamfights.

The Art of TeamfightingYour role in a teamfight depends on a lot of factors: which team is ahead, the enemy team's composition andpositioning, what items you have in your inventory, if you can rely on your teammates, and so on. For the mostpart, though, you'll either dive the enemy carries, or you'll peel for your back­line. It's important to use pings toyour advantage, and trust your allies when they ping. The default key­binding for the Be Careful ping is theV key, and, if you click on an enemy champion or structure, it becomes a Retreat ping. Let's look at anexample.

Say you're behind and a high­priority target, like a fed marksman, steps too far forward to harass, and the enemyteam collapses to protect them. Since they're grouped up, and there's a high­priority target out of position, and ifyour team is in position to follow­up, you should hit them with your Glacial Prison, charge in with ArcticAssault, hit as many of them as you can with Flail of the Northern Winds and Permafrost, and hope yourteam follows up. You should easily win this fight and push down objectives.

Michael
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Michael
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Michael
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This section does not teach your readers how to catch your opponents. I'd like you to add pictures of your own gameplay where you've caught your opponents. Your readers deserve to see how far away your opponents must be in order to catch them w. a glacial prison. -6

4/2/2015 Sejuani Build Guide : Jungle Sejuani: The Big Freeze (for Patch 5.6) :: League of Legends Strategy Builds

http://www.mobafire.com/league­of­legends/build/jungle­sejuani­the­big­freeze­for­patch­5­6­195555 15/17

GUIDE DISCUSSION (10)

If you're ahead, you'll want to siege objectives and wait for the enemy to make a mistake. When the enemy teamdives you in desperation, jump on them, peeling for your fed carries. Your gold and item advantage should carrythe fight. Try to have faith in your carries to carry: whether you can or cannot, build accordingly!

I'll try to add more as I think of them. For now, I believe this is the end!

Conclusion

I hope my guide gave you the necessary tools to confidently jungle as Sejuani, The Winter's Wrath. The bestteacher is experience, though, so, get out there and make me proud! If you have anything you feel I mustknow, please leave a comment. I'll get back to you when I can. If you found this guide satisfactory, pleaseupvote it.

Thanks again for reading this, and I wish you the best on the Fields of Justice!

∞ Gizladlo on Monday, March 30th, 2015 CE

Update Log

2015 CE

2013 CE

2012 CE

Wish List

This section simply serves to remind me what I want to add to this guide. Look at this as a "coming soon" for myguide.

1. Nothing currently. Help me fill this up with your suggestions?

Further Reading

Sejuani Wikia page

Sejuani Champion Spotlight (note: released on April 28th, 2013)

Sejuani Most Recent Bugfix (Patch 5.2, Indirect Nerf)

Most Recent Patch Notes on Sejuani, The Winter's Wrath (Patch 5.6)

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Michael
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How exactly do you punish your opponents that try to walk past you and towards your ADC? How do you position to facilitate your carries job of sieging towers? -4
Michael
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Michael
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I'd also like you to add content on how you deal with early game pressure from aggressive junglers like lee sin and shaco -3

4/2/2015 Sejuani Build Guide : Jungle Sejuani: The Big Freeze (for Patch 5.6) :: League of Legends Strategy Builds

http://www.mobafire.com/league­of­legends/build/jungle­sejuani­the­big­freeze­for­patch­5­6­195555 16/17

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4/2/2015 Sejuani Build Guide : Jungle Sejuani: The Big Freeze (for Patch 5.6) :: League of Legends Strategy Builds

http://www.mobafire.com/league­of­legends/build/jungle­sejuani­the­big­freeze­for­patch­5­6­195555 17/17

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