This guide is for the Winter's Wrath, Sejuani, from League of Legends! I'll be going over how to play Sejuani as her only role, Jungler. We'll be covering her best runes to take, best masteries, her build order, as well as a short tutorial on her best abilities and how I feel she should be played. She's not a hard champion to pick up because of her linear skillset, so anyone can pick her up and start wrecking face with the pig woman.

I'm a Diamond V S3, and a Plat S2. I've played quite a few games across several accounts now with Sejuani, and I have a winrate average of 70% or so with her. She's definitely not hard to pick up, but her initiation and ganks are absolutely top tier in the current Jungle and meta. I'll also discuss some of the other junglers and how I feel they stack up to Sejuani, as well as when you should pick Sej and when you should be picking a different jungler. Like most champions, she doesn't fit into EVERY team composition, but I think she comes close! Never turn down a good pig.

Battle Boar

Sejuani is a “frost” champion who hails from the frozen wastelands of the Freljord. She is the leader of her tribe, the “Winter's Claw”, and was raised on hardship and cold bitterness. She's quite the hardy champion as well, and she has a grudge against Ashe for trying to unite their clans together. She rides on her battle boar, Bristle, and uses an ice-studded rock mace as her primary weapon. She was originally released in 2012, but received a rework in 2013 along with new art and graphics - mostly to help her fit with her lore better, since riding a battle pig in bikini chainmail hardly made sense for a champion who came from a frozen wasteland.


  • Her initiation is among the best in the game with her ultimate - a ranged AoE stun/slow.
  • She's one of the few champions who can scale off of health, which is extremely ideal for a tank.
  • Her kit has a LOT of strong CC, from her Q having a knockup to her E adding a huge slow to all targets affected by her abilities.
  • Her ganking potential is very strong, with the ability to gank starting at 3.
  • She rides a pig. That's like Nunu, but it's a giant battle pig instead of a yeti.


  • She builds low resists and mostly HP which means a few items will absolutely shred her.
  • Her damage is high for a tank, but very average for a Bruiser.
  • Does need CDR to be extremely effective.

Sejuani is best played as a Jungler, since her top lane potential is weak, as well as her mid lane potential. Her early game damage is fairly weak but her AoE is strong enough to clear jungle minions quickly and efficiently. When you jungle, your main mission is to keep an eye on your lanes – don’t gank lanes that are losing, make sure they’re pushed or you know it’s not a warded lane. Sejuani is one of the few champions who can gank a lane from an awkward angle, resulting in catching the enemy laner completely offguard.

You’ll want to pick Sejuani when the enemy team has either mostly AD based champions, more than 2 melee champions, or a slower jungler who isn’t good at counterjungling. She can also be picked when your team lacks a strong initiate and could use a champion who can lead the charge, or when you lack a strong tank. She plays well with a lot of AoE burst AP carries because of their synergy with her ultimate.


Normal Jungle Runes

  • 9x Greater Mark of Magic Penetration
  • 9x Greater Seal of Armor
  • 9x Greater Glyph of Scaling Magic Resist
  • 3x Greater Quintessence of Ability Power

In terms of runes, I prefer this rune page for most scenarios – you do trade off a bit of jungle speed, because attackspeed does clear faster, but with magic pen instead, you deal extra damage during lane ganks which I feel is a little more important. Sejuani is already a fairly slow jungler and she won’t be impressing anyone anytime soon by counterjungling them either. The MR/lvl runes are better than flat because they scale better, and that MR isn’t necessary earlier on when most champions are using their base damage still. Armor seals are necessary to jungle. I take AP Quints to clear the jungle a little faster.

Fast Clear Jungle

  • 9x Greater Mark of Attack Speed
  • 9x Greater Seal of Armor
  • 9x Greater Seal of Scaling Magic Resist
  • 3x Greater Quintessence of Attack Damage

Use this runepage if you’re intent on clearing the jungle fast and farm. If you’re not used to doing a level 3 gank, or if you prefer farming the jungle as opposed to ganking super often, this runepage will help you against counterjungling as well. Attack speed reds will up your clear speed, and the AD quints will also help your clearspeed in the jungle, although your ganks will be a little bit weaker than the other page. If you know you might get counterjungled often by a Lee Sin or a Nocturne, this is the more ideal page.



When jungling, you’ll want to use these masteries – Sejuani will need to be in front of the fight often, and tank all the damage for her team. The extra magic pen is especially useful in helping Sejuani clear the jungle faster, and will help her deal just a bit more damage in ganks. The high defensive masteries, especially juggernaut, will help her damage as well as her survival. People sometimes ask why I don't take either the tenacity improvement mastery or the slow reduction, and Sejuani simply doesn't need these because she's mostly and upfront burst jungler. I would use these masteries in every situation.



Passive: Frost Armor: Damaging an enemy with an ability or basic attack grants 10 / 15 / 20 / 25 bonus armor and reduces movement-slowing effects on Sejuani by 10 / 15 / 20 / 25% for 2 seconds. Subsequent damage will increase the duration by 2 seconds up to a cap of ~8 seconds, where after damage will refresh the duration.

This passive is great in the jungle and during ganks – slow reduction combined with increased armor for survivability? You’ll take less damage in the jungle by keeping this passive up. The slow reduction is not incredibly noticeable but it’s definitely helpful during ganks and in a teamfight, so that you can peel better for your teammates and slam those enemies away from them. You can also increase the duration by stacking it up before a gank, up to 8 seconds.


Q: Arctic Assault: Charges forward, knocking enemies into the air and dealing damage equal to 40/80/120/160/200 ( +0.4 AP ) plus 4/5/6/7/8% of target’s Maximum health. The charge stops after knocking an enemy champion into the air. Cooldown: 15/14/13/12/11. Cost: 80/85/90/95/100 mana.

This is one of the lowest cooldown movement displacement skills in the game – at level 1, a 15 second cooldown for a gap closer is considered very low. You’ll want to hold onto this skill during the jungle though, if you get counterjungled, Arctic Assault will go through most thicker walls, allowing no pursuit from flash. It deals % of health as magic damage, which allows Sej to do a surprising amount of burst with QWE. Lastly, Arctic Assault will do a very short knock up, which results in maybe 0.5 seconds of crowd control in a small AoE (She can knock up more than one champ but this can be difficult to achieve).


W: Flail of the Northern Winds: Sejuani’s next basic attack deals 40/60/80/100/120 ( +.3 AP ) bonus magic damage to the target and enemies near it. She then swings her flail, dealing 80/120/160/200/240 ( +16% bonus HP) (+.6 AP ) magic damage to nearby enemies over 4 seconds. Cooldown: 10. Cost: 40 mana.

This is your bread and butter skill – at max level, you’ll be able to keep this skill up nearly constantly. It’s also one of the rare moves that scale off of maximum health, resulting in an easy multipurpose scaling. If you had 2000 extra HP, you’ll get an extra 320 damage to a single target just from your HP alone – and tanks build HP! This is the main skill you’ll use in the jungle as well, it has a low cooldown, on-hit effect for the big monster of the group, and AoE to hit everything around you.


E: Permafrost: Passive: Abilities and basic attacks apply Frost to enemies for 4 seconds. Active: All nearby enemies with Frost take 60 / 110 / 160 / 210 / 260 (+ .5 AP) magic damage and are slowed by 50/55/60/65/70% for 2/2.3/2.5/2.8/3 seconds. Cooldown: 11. Cost: 55 mana.

Permafrost is what makes your ganks so frightening – imagine a woman on a pig dashing out of nowhere, colliding with you, then slowing you by 50% for 2 seconds… at level 3! This skill is also AoE – any unit hit by Sej’s skills will gain a stack of “Frost”, and when Permafrost is used, they’ll all take damage and be afflicted with slow. I use this and W mostly in the jungle to clear creep camps, but I would suggest against Q (Q has a high mana cost and you won’t be building any sort of mana as Sej).


R: Glacial Prison: Throws a frost-forged bola in a line. If the bola hits an enemy champion, it shatters, stunning the target and nearby enemies for 1.5/1.8/2 seconds. If the bola reaches its maximum range it shatters and slows enemies by 90% for 1 second instead. All enemies in the shatter area take 150 / 250 / 350(+ .8 AP) magic damage. Cooldown: 130 / 115 / 100. Cost: 100 mana.

Ahhh, Glacial Prison, or what I like to call, the Amumu Cannon. The Bola stuns everything around a target if it hits, or slows in a large AoE for 90%. Glacial Prison makes Sej invaluable in teamfights – able to both initiate onto any target with a long duration stun, and by peeling for your team by ulting into an assassin who dashed into your team. Right after Glacial Prison, you can also use Permafrost so that enemies cannot get away easily, a stun stacked with a slow. Sej can stun from a deceptively far range, by closing a gap quickly using Q, Flash, and R.

Skill Order


I would use this skill order almost every time, due to sheer damage output and utility. WQEW will allow you to gank at level 3, but this is only advised If you know a lane has not bought a ward. Alternatively, you can use WQWE if you’re focused on jungle clear only, to farm to a quick 6 to get your ult ganks in. I would also use WEWQ for the absolute fastest clear speed, but this is highly NOT advised because you’ll be unable to escape from a countergank level 2 without burning your flash. Skilling W first deals the most AoE damage, followed by increased slow % and duration on her E, lastly Q for cooldown and % health dealt.



As with any jungler, you’ll want to start Hunter’s Machete with 5 health pots for clearing out the jungle. Sejuani actually manages to retain her health fairly well through the jungle, mostly due to her passive giving her an armor bonus.

+ +

On your first recall, you should at least get a spirit stone and health pots. You’ll need health pots in order to sustain yourself in the jungle because she has no passive heal ability – the spirit stone will up your clearspeed and help keep your mana regen in check. If you’re able to afford the boots, take them, otherwise we’re going to try to rush the Spirit of the Ancient Golem for CDR/Health. Sejuani really likes CDR, and you should be looking to build defensive CDR options most often. I have a few suggestions, but her only core items are Ionian Boots of Lucidity and Spirit of the Ancient Golem in my opinion.


Oh, and despite all her skills scaling with AP, please don’t buy any! You’ll scale off health also, and that’s where most of your damage will come from, combined with your high base damages. I’ve seen a few AP Sejuanis top lane, and it really varies how well they do, but you can imagine AP Sej the same way as AP Chogath. High burst, but very low survivability for a champion who needs to get into the faces of the enemy.

  • The usage of Iron Solari provides your team a shield, and it provides you CDR/Health. I buy this item only sometimes though, because Sej finds herself admist the entire enemy team often and your shield is likely only to shield yourself. Leave this to your support, but if no one is planning on getting it, it’s all yours.
  • I like Runic Bulwark on most junglers, but Sej is an exception because you do want the 40% CDR or as close as possible to it. I would get it anyways if your top lane/support are not getting it, because the bonuses are too much for your team to not have. Also, it does give a nice solid 400 health, scaling well with your Flail of the Northern Winds.
  • Sunfire Cape is a great item that synergizes wonderfully with your W – everything in your vicinity will be taking an additional 35 magic damage in addition to your W’s damage. It also provides a lot of health and armor.
  • I don’t like it personally, but I hear a lot of people building Liandry’s Torment. I don’t like Liandry’s personally because it doesn’t up your damage significantly – I feel Sunfire is a much better buy for a consistency in damage combined with better tank stats.
  • Frozen Fist is hilarious on Sejuani if you absolutely want to keep someone slowed forever. Her cooldowns allow her to apply plenty of slows to an enemy champ, and with Frozen Fist you can also up your damage. However, I would avoid this item because you receive mana and can only scale off of health – building mana on Sejuani feels like a waste.
  • I felt like BotRK deserved a special mention here, not because it’s a good item on her, but because it can ABSOLUTELY RUIN HER DAY. Blade of the Ruined King shreds through an HP tank, and Sejuani is firstmost, an HP tank, who doesn’t pick up a lot of early armor so you can’t even stop them from healing off of you. If you do see a BotRK, grab some quick armor immediately to help yourself survive T_T.


I like to start off at wolves, clear them with some team help, and definitely try to get a smiteless at blue so you can go immediately to red. With my playstyle, I take WQE, and then try to gank top or mid and force out a flash if I can – your jungling can wait because your ganks are so terrifying. Try to keep your jungle clear often, but ignore the golems at top because they’re not the most worthwhile in terms of time spent to kill them to experience gained. I gank often, but a lot of Sej players prefer to farm to a fast 6 so they can utilize Glacial Prison in their ganks. Once I do have Glacial Prison, ask your bot lane about where things are warded – Sej can lane gank very well, and I’ve caught many AD Carries surprised that I managed to sneak a boar into their bush. In short, you’ll want to clear your buffs whenever possible, then your wolves/wraiths, and ignore the golems for the most part (unless you went and ganked the lane close to them). You can either farm up or gank often, both are valid playstyles with Sej because of her strong ganks and her powerful ultimate.

A few things you want to keep in mind while ganking:

  • If you can force a flash from the enemy laner, great! You did your job perfectly, now come back in a little while or immediately after to gank them again and get a kill.
  • Sejuani can go through walls unexpectedly, don’t be afraid to use your Q to go through the extra thick walls on blue side bottom or purple side top. She can also appear from the wraith camp of either side into mid lane. Flashes can’t go through these walls, so this is a pig-only advantage.
  • If you know the enemy laner’s flash is down, don’t be afraid to burn yours to get a successful gank off! You want to actually use it earlier rather than later, because her damage is all upfront and not great during a chase. Flash, Q into them (make sure you hit them!), E them for the slow, and start swinging your mace.
  • Sneaking through the bot bushes is a great way to gank the enemy AD Carry and Support. Make sure your support is buying wards or vision wards so they can’t tell when you sneak in.
  • Be careful if a countergank occurs. Sejuani’s cooldowns are long and her damage relies on burst, so if you do get counterganked, you probably won’t fare too well. However, if you happen upon a gank and you’re nearby, immediately rush in there and help your teammate! Your counter-initiation is really strong so don’t be surprised if you pick up a kill and save your teammate.

Mid-game, teamfights will start breaking out near dragon and champions will start split pushing. You don’t splitpush extremely well because she doesn’t do much tower damage, so stick with the bulk of your team. If a teamfight does break out, aim for the biggest cluster of enemies and let that Glacial Prison rip! You’ll end up stunning or slowing a few of the enemy team, and you’ll be able to follow up with an Arctic Assault into Flail of the Northern Winds and Permafrost. As you can tell, Sejuani works extremely well with AoE type casters, like Orianna or Xerath, who can immediately follow up on her ult with theirs. If your team is behind however, you’ll want to counter-initiate with your ultimate. When the enemy team engages yours, tossing a giant frozen bola in their faces can ruin their tempo immediately, along with a pig hurtling into them and tossing them up and around. Keep Dragon warded, buy wards yourself If you need to. Keep in mind that you are NOT incredibly tanky at this point, and you can get shredded down because Sej doesn’t build Armor/MR until later on.

In the late-game, you truly shine. You have tons of damage from your W scaling off the HP you’ve been building, and a powerful initiation ultimate that stuns for 2 seconds. Try to aim for the biggest cluster of enemies again, and disrupt them. You are not an assassin at all, and their AD Carry will be hard for you to engage onto. Instead, keep their bruisers/tanks away and off of your AD and AP Carries, and make sure they survive as long as possible! Now you’ll be super tanky as well, so you’ll be a constant hassle to the bruisers you are up in the face of. Remember, at this state in the game, it’s okay to sacrifice your life to keep your AD or AP from being blown up – you’re not good at pushing towers that much and your damage is high for a tank, but not high for a bruiser-type champion. Don’t go mindlessly killing yourself though! Keep Baron well warded, because if they attempt to do Baron, that little pit is a great spot to catch all 5 of them in your icy, cold prison.



You’ll want to watch out for strong counter junglers such as Nunu, Lee Sin, Nocturne, Udyr, and Shyvana. These champions can really ruin your day by stealing your valuable experience because you’re not incredibly speedy at clearing. When you face these junglers, after your first clear, pick up a single ward and keep an eye on it so you’ll know when their jungler has come to invade. Ask your laners to help you! They may not always be able to come though, and if that’s the case, you might just have to bite the bullet on that one. Slower junglers pose less of a threat to you, and if you countergank some of these junglers, you can easily pick up kills. These junglers include Fiddlesticks (you can Arctic Assault him and Glacial Prison him to disrupt his drain/ultimate), Warwick (same thing as fiddles), Maokai (his cc is similar to yours with less damage), and Amumu (Your ult is better, trust me!). Sejuani is not a good counterjungler however, and I would not try to counterjungle these champions regardless because you’re better off farming your own jungle and getting strong ganks off.

I was forged by Winter!

The pig woman is a strong teamfighter, and a strong initiator. Her early jungle is relatively slow but safe with her Arctic Assault to get away from any possible ganks in her jungle. She excels at ganking, but will not fit into every team comp, dependent on the enemy team (although I feel that even so, she has strong skills that can turn around any team fight). I hope this guide really helps you out with playing Sejuani! She’s a fun champion who takes a very active role on her team and holds onto a gamechanging ultimate. This guide was written in Patch 3.7 and Sejuani may be nerfed in the future due to her strong Permafrost skill. I’ll try to keep this guide updated if there’s major changes to skills or items.


Pictures and skill descriptions from

League of Legends

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