Talk:Sejuani/@comment-2248060-20130107144854/@comment-213.47.203.150-20130113235835

^ Well. I get the reasoning behind your Hp/5 quints. I solved the problem by running 2 Spellvamp quints and 1 Armor Quint. Yes. Spellvamp.

I am still saying every day, that sejuanis early dmg can not be increased efficiently through masteries or runes. Therefor the only way to make her jungleing easier, is to make her take less dmg aka sustain better. I get the reasoning behind your Hp/5 quints. I solved the problem by running 2 Spellvamp quints and 1 Armor Quint alongside armor reds. Yes. Spellvamp. Why? Because I tend to go 0/18/12, taking ms, mana/lvl, spellvamp/lifesteal, buff duration AND the explorers ward.

Honestly, 12 points into utility take care of both her low sustain (9%spellvamp and 3%lifesteal give you solid jungling), give you ms to applie your passive easier, and make you less vulnerable to invades, since you can ward out, even in non-premade matches. Apart from that, you got the biscuit, which is essentialy more effective health.

There you go, everything solved with smart masteries + runes!. Besides that, spellvamp scales way better than hp/5.

Tips from a fellow sejuani lover :). Guess everyone of us found some way to make her work!.