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3 Minute Sejuani Guide - A Guide for League of Legends

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3 Minute Sejuani Jungle Guide

Why pick Sejuani

  • Strengths
    • Very tanky.
    • Excellent lockdown and engage.
    • Strong ganks and teamfight initiation.
  • Weaknesses
    • Vulnerable to kiting when Q is on cooldown.
    • Less effective if your team lacks melee champions.
    • Struggles versus champions/items that are specialized at killing tanks.

Abilities (key points)

  • Passive — Frozen
    • Enemies stunned by Sejuani are marked; her next hit or ability against them deals bonus max‑health damage.
  • Passive — Frost Armor
    • Periodically gains frost armor that lingers for 3s after taking damage, granting bonus armor, magic resist and slow immunity (plus other defensive benefits).
  • Q
    • Straight-line dash that stops on hitting a champion, dealing damage and knocking them up.
  • W
    • Two-part attack:
      • First: cone skillshot (damages and knocks back minions/monsters).
      • Second: straight-line skillshot that damages and slows.
  • E
    • Passive: on‑hit melee attacks apply frost stacks (up to 4).
    • Active: at 4 stacks, an AA reset that deals damage, knocks down and stuns.
  • R (Ultimate)
    • Short-range cast: damages and stuns.
    • Longer-range cast: deals more damage and a longer stun, spawns a large slow circle that after 2s explodes for extra damage and a greater slow.

Core combos / execution

  • Basic short engage

    1. Q -> auto attack -> W -> auto -> E -> auto (Use E before finishing the combo when you have 4 stacks.)
  • Full engage

    1. R -> Q -> W -> auto / follow-up
  • Long-range engage
    1. Q -> R from range -> walk up into W -> follow-up attacks

Pro tip: use your E stacking interactions with melee allies—their autos help you reach 4 stacks faster for a devastating AA reset.

Runes, summoner spells, skill order

  • Primary rune: Aftershock (recommended for engages).
  • Summoner spells: Flash + Smite.
  • Skill order
    • Start: E, then W, then Q.
    • Max: W first, then Q, then E.
    • Take R whenever available.

Suggested build / item progression

  • Early
    • Start at the green buff (ramp up) + potion.
  • First items
    • Heartsteel and Tier 2 boots (early core).
  • Mid
    • Items like Unending Despair and Thornmail as core defensive / anti‑carry options.
  • Finish
    • Adapt remaining items to the game—build more tankiness or specific anti‑AP / anti‑AD choices as needed.

Jungle pathing & early game

  • Standard path: full clear to exit the jungle at level 4 and contest Scuttle.
  • Alternative: half clear to reach level 3 quickly and gank lanes where opponents are still level 2.
  • Sejuani loves ganking with melee allies because their autos help stack your E faster.
  • Her ganks become significantly stronger at level 6 with R.

Gank checklist:

  • What CC does your team bring?
  • What escapes does the enemy have?
  • Where is the lane pushed?

Mid / late game priorities and teamfighting

  • Mid game
    • Prioritize objectives: look for picks using your CC and engages, then convert them into dragons, Rift Herald, and towers.
  • Late game teamfights
    • Act as primary engage — land R on as many enemies (or on backline carries) as possible.
    • Use the large slow circle to enable dives or to peel for your backline.
    • Tank cooldowns and soak damage for your team.

Other matchup notes

  • Strong versus carry junglers — you can lock them down repeatedly.
  • Weak versus champions specialized at killing tanks.

Gamers / sources featured

  • None mentioned.

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