// Recommended builds

The best trait and item combination at every level, 2 stars, by effective health.

Level 6Warmog's ArmorSpirit VisageDragon's Claw17,509effective health
CalculatorFind the comp
Level 7Gargoyle StoneplateWarmog's ArmorDragon's Claw19,253effective health
CalculatorFind the comp
Level 8Gargoyle StoneplateWarmog's ArmorDragon's Claw19,818effective health
CalculatorFind the comp
Level 9Gargoyle StoneplateWarmog's ArmorDragon's Claw19,818effective health
CalculatorFind the comp
Level 10Gargoyle StoneplateWarmog's ArmorDragon's Claw19,818effective health
CalculatorFind the comp

Every level and star level below

// Top items

What each item adds on its own, in effective health, with no other item.

Gargoyle Stoneplate+2,149
Sterak's Gage+2,095
Warmog's Armor+2,004
Spirit Visage+1,727
Protector's Vow+1,656
Adaptive Helm+1,392
Bloodthirster+986
Crownguard+978
Steadfast Heart+879
Evenshroud+817
Dragon's Claw+685
Bramble Vest+682

Builds by level

Every combination of Sejuani's own traits that a comp of the chosen level can reach, ranked by the effective health of its best defensive build under the chosen incoming damage stream (half physical, half magic). Numbers open the Tank Calculator with the same inputs. Levels 4 to 7 only use champions you can find at that level: up to 2-costs at level 4, 3-costs at levels 5 and 6, 4-costs at level 7.

Level
Stars
Damage per second
Debuffs on the tank
/ 20
#TraitsBest buildEffective health · no itemsEffective health · with buildDeathOpen
Juggernaut 6Solar 3Gargoyle StoneplateWarmog's ArmorDragon's Claw4,25319,818survives the roundCalculatorFind the comp
Juggernaut 6Gargoyle StoneplateWarmog's ArmorDragon's Claw4,05019,253survives the roundCalculatorFind the comp
Juggernaut 4Solar 3Warmog's ArmorSpirit VisageDragon's Claw3,52417,509survives the roundCalculatorFind the comp
Juggernaut 4Warmog's ArmorSpirit VisageDragon's Claw3,35617,263survives the roundCalculatorFind the comp
Solar 3Juggernaut 2Warmog's ArmorSpirit VisageDragon's Claw3,08315,691survives the roundCalculatorFind the comp
Juggernaut 2Warmog's ArmorSpirit VisageDragon's Claw2,93615,476survives the roundCalculatorFind the comp
Solar 3Gargoyle StoneplateWarmog's ArmorSpirit Visage2,46611,160dies at 19 sCalculatorFind the comp
No traitsGargoyle StoneplateWarmog's ArmorSpirit Visage2,34910,919dies at 18 sCalculatorFind the comp

// Cast timeline

up to 4.00 smana lock per cast
1.05 scast window2.95 slocked while the effect runseffect 0.60 s

From the mana bar filling until mana can come in again. No mana comes in during this time. The mana lock lasts as long as the shield holds, at most 4.00 s. Attacks continue.

0 / 100mana at start / to cast
+5mana per attack
0.60attacks per second
0.36 sattack delay: from the start of an attack until it hits
0.30 safter the hit until it can cast or attack again
0.0 s0.60 attacks/s0/100
  • attack animation
  • attack lands
  • attack recovery
  • cast window (mana locked)
  • mana locked (no mana while the effect runs)
  • effect

First cast at 32.33 s with 0.60 attacks per second. Items, traits and damage taken change the mana pace; the cast, effect and channel windows do not.

Step by step, in words
  1. Mana reaches 100/100: the cast starts and the mana lock goes on (no mana from attacks, ticks or damage taken).
  2. 0.00 to 1.05 s: cast window. The unit plays its cast animation and its return to idle; it cannot auto attack.
  3. 0.60 s: the ability's effect fires (projectile launch, damage, shield...).
  4. 1.05 to up to 4.00 s: the shield keeps the mana lock on until it breaks or expires. Attacks land, no mana comes in.
  5. 1.05 s: unlock. Mana starts again (overflow kept) and a fresh attack starts from zero; it lands at 1.41 s at base attack speed (the attack delay is 22% of the attack animation).
  6. Attack loop: the attack lands at 22% of the attack animation (mana granted) and unlocks at 40%; a cast that becomes possible at the landing starts at that unlock point, cutting the rest of the attack.
  7. Mana gain: 5 per attack; combat starts at 0/100.
  8. Overflow is banked: mana past 100 from attacks or regen is kept through the cast (98/100 plus 5 casts and comes back with 3). Same rule for every champion; only the amounts differ by role.

// Itemized Roles

Main TankSituationalWarmog's ArmorGargoyle StoneplateSpirit Visage

2-cost AP Tank (game role tag). Tanks take the frontline item set. Mana lock 4.00 s per cast; tanks fill mainly from damage taken (1% of pre-mitigation and 3% of pre-shield damage per hit, capped at 50), so the lock length matters more than item mana. The classic main tank trio: a huge Health pool, resists that grow as more enemies focus the tank, and healing amplification to stay standing longest.

Main Tank picks can also serve as a Support Tank, holding debuff auras on the carry's side of the board.