Blogs
Jungling with Winter's Claw: Sejuani
RavenPlays
Mon 10th Jun 2013 - 7:37pm

Sejuani is a tanky, ability-power-centric jungler. She can gank at level three because of her enormous slowing potential, and she excels at team-fighting due to her damage-tanking ability and crowd-control-heavy skills. For fans of Amumu, her abilities are somewhat similar, but be aware that her jungle is similarly vulnerable in the early game.
Masteries:
As a primary tank, Sejuani players place most of their mastery points into the Defense tree. She also scales well with ability power, however, so eight points are placed in the ability power section of the Offense tree. Players place their final point in Summoner's Insight to reduce the cooldown on Flash. Overall, the best mastery set-up for Sejuani is 8-21-1.
Runes:
Sejuani needs to soak the enemy team's damage to act as a tank for her team, and her runes reflect this. She works best with flat Armor Seals, scaling Magic Resist Glyphs, flat Magic Penetration Marks, and flat Movement Speed Quintessences. As previously mentioned, Sejuani enjoys building ability power, so Magic Penetration Marks allow her ability power to penetrate her enemy's magic resistance. Movement Speed Quintessences help Sejuani speed up to ganks and improve her ability to close the gap between she and her enemies.
Summoner Spells:
Like all junglers, Sejuani takes Smite for a finishing blow to jungle monsters. Smite is also an important skill when fighting over Baron and Dragon.
Sejuani takes Flash for extra escape power. If using Arctic Assault (her Q) will not save her, Flash allows Sejuani extra avenues of escape either over walls or simply farther away from her pursuing enemies.
Skill Order:
Sejuani begins with her W, Flail of the Northern Winds. She then levels Permafrost, her E, followed by one point in her Q, Arctic Assault. Sejuani focuses Permafrost first, followed by Flail of the Northern Winds. She finishes Arctic Assault last, leveling her ultimate, Glacial Prison, when it is available.
Build:
Sejuani starts with a Hunter's Machete because it deals extra damage to jungle monsters. She also buys five Health Potions for sustainability in the jungle.
You should back for the first time when you have about 750 gold. This allows you to upgrade your Hunter's Machete into a Spirit Stone and buy basic Boots of Speed.
Sejuani prefers a Spirit Stone instead of Madred's Razors because it increases her health and mana regeneration in addition to providing extra damage on jungle monsters. The health regeneration is important for her sustainability in the jungle. The mana regeneration allows her to use her spells more frequently, which is important as her damage comes mainly from her spells.
Boots of Speed are another important early pickup because they help Sejuani reach lanes more quickly and catch opponents during ganks.
Sejuani builds Boots of Mobility if the enemy team is bad at kiting. Boots of Mobility allow her to speed up to fights and then maintain decent speed while fighting.
When the enemy team is good at kiting, Sejuani buys Boots of Swiftness to keep up with them during fights. This is because the speed boost does not depend on whether she is in or out of combat.
Sejuani's first large item is a Spirit of the Ancient Golem. It builds out of her Spirit Stone. In addition to Spirit Stone's passives that deals additional damage to jungle camps, it gives Sejuani Tenacity, which reduces the effectiveness of Crowd Control on her. Spirit of the Ancient Golem also gives Sejuani 10% cooldown reduction, which is important for a spellcaster.
As a primary tank, Sejuani loves Runic Bulwark, an item which provides all three of a tank's favorite statistics: health, armor, and magic resistance. It also gives nearby allies additional health regeneration, armor, and magic resistance, which makes it essential for teamfighting with low-health allies.
Liandry's Torment is Sejuani's one damage allowance, as it provides both tons of health and ability power. It also has two passives that help Sejuani's overall damage. The first increases her magic penetration, which helps her ignore her opponent's magic resistance. The second makes her spells deal additional magic damage when an enemy is under crowd control effects. This synergizes especially well with Sejuani because most of her skills apply crowd control.
Sejuani's final items are a Sunfire Cape and a Randuin's Omen, which both provide health and armor. The build order depends on the composition of the enemy team and whether you need to stop the enemy auto-attackers or do more damage yourself. For the first, buy a Randuin's Omen, whose passive reduces enemy's Attack and movement speed in a certain range. If you want armor, health, and a bit of Area of Effect damage, start with the Sunfire Cape, which deals extra magic damage to enemies who stand too close to you. This encourages your enemies to not focus you, which allows you to CC them without punishment.
Happy jungling, and remember to buy wards!
