ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T3 Rank #68

Sejuani ARAM Mayhem Build & Best Augments

Sejuani role and playstyle: baseline role is fighter tank, with a core identity built around teamfight utility and damage output. The kit should be evaluated around its main cooldowns and teamfight pattern. Hextech augment reliance: Medium: the base kit is playable, but AP/AD, ability haste, penetration, health, mana, attack speed, or crit augments can create a much stronger build path. Execution difficulty: Execution varies by matchup, but positioning and cooldown discipline remain important. For an English ARAM Hextech Mayhem audience, this positioning supports SEO-friendly champion pages focused on best augments, build direction, teamfight role, counters, and practical playstyle guidance.

Sejuani Sejuani Fury of the North Fighter / Tank / Mage
TierT3
Rank#68
Win Rate49.87%
Pick Rate0.33%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

#1
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.

Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

Winter's Approach Winter's Approach Winter's Approach
Total Price
2,400
Price
300

+550 Health +500 Mana +15 Ability Haste Awe Gain Health. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grant 3 max Mana (doubled vs. champions). Transforms into Fimbulwinter at 360 max Mana.

Win Rate51.99%
Pick Rate11.08%
#2
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.

Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

Unending Despair Unending Despair Unending Despair
Total Price
2,800
Price
800

+400 Health +50 Armor +15 Ability Haste Anguish Every 4 seconds while in combat with champions, deal magic damage to nearby enemy champions and heal for 250% of the damage dealt.

Win Rate52.74%
Pick Rate8.91%
#3
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.

Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

Warmog's Armor Warmog's Armor Warmog's Armor
Total Price
3,100
Price
500

+1000 Health 100% Base Health Regen Warmog's Heart If you have 2000 bonus Health and have not taken damage within 8 seconds, restore Health per second. Warmog's Vitality Gain bonus Health equal to 12% of your Item Health (0).

Win Rate53.20%
Pick Rate6.50%

Situational itemstop 12

Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.

53.39%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

52.38%
Thornmail Thornmail Thornmail
Total Price
2,450
Price
450

+150 Health +75 Armor Thorns When struck by an Attack, deal magic damage to the attacker and apply 40% Wounds for 3 seconds if they are a champion.

51.05%
Unending Despair Unending Despair Unending Despair
Total Price
2,800
Price
800

+400 Health +50 Armor +15 Ability Haste Anguish Every 4 seconds while in combat with champions, deal magic damage to nearby enemy champions and heal for 250% of the damage dealt.

52.44%
Winter's Approach Winter's Approach Winter's Approach
Total Price
2,400
Price
300

+550 Health +500 Mana +15 Ability Haste Awe Gain Health. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grant 3 max Mana (doubled vs. champions). Transforms into Fimbulwinter at 360 max Mana.

53.69%
Warmog's Armor Warmog's Armor Warmog's Armor
Total Price
3,100
Price
500

+1000 Health 100% Base Health Regen Warmog's Heart If you have 2000 bonus Health and have not taken damage within 8 seconds, restore Health per second. Warmog's Vitality Gain bonus Health equal to 12% of your Item Health (0).

54.96%
Kaenic Rookern Kaenic Rookern Kaenic Rookern
Total Price
2,900
Price
800

+400 Health +80 Magic Resist 100% Base Health Regen Magebane After not taking magic damage for 15 seconds, gain a magic shield.

53.78%
Plated Steelcaps Plated Steelcaps Plated Steelcaps
Total Price
1,200
Price
600

+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.

55.23%
Hollow Radiance Hollow Radiance Hollow Radiance
Total Price
2,800
Price
650

+400 Health +40 Magic Resist +10 Ability Haste 100% Base Health Regen Immolate After taking or dealing damage, deal magic damage per second to nearby enemies for 3 seconds. Desolate Killing an enemy deals magic damage around them.

55.63%
Jak'Sho, The Protean Jak'Sho, The Protean Jak'Sho, The Protean
Total Price
3,200
Price
650

+350 Health +45 Armor +45 Magic Resist Voidborn Resilience After 5 seconds of champion combat, increase your bonus Armor and Magic Resist by 30% until end of combat.

53.57%
Spirit Visage Spirit Visage Spirit Visage
Total Price
2,700
Price
650

+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.

55.11%
Randuin's Omen Randuin's Omen Randuin's Omen
Total Price
2,700
Price
800

+350 Health +75 Armor Resilience Receive 30% less damage from Critical Strikes. Humility Slow nearby enemies by 70% for 2 seconds.

51.46%

Starting items

Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

55.75%
Tear of the Goddess Tear of the Goddess Tear of the Goddess
Total Price
400
Price
400

+240 Mana Manaflow (8s, max 4 charges) Landing Abilities grants 3 max Mana (doubled vs. champions), up to 360. Helping Hand Attacks deal an additional 5 physical damage to minions.

55.75%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

53.02%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

53.02%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

53.09%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

53.09%
Tear of the Goddess Tear of the Goddess Tear of the Goddess
Total Price
400
Price
400

+240 Mana Manaflow (8s, max 4 charges) Landing Abilities grants 3 max Mana (doubled vs. champions), up to 360. Helping Hand Attacks deal an additional 5 physical damage to minions.

53.09%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Upgrade Thornmail Upgrade Thornmail Upgrade Thornmail Silver
Rarity
Silver
Tier
T3
Win Rate
57.08%
Pick Rate
6.55%
Games
643

Upgrades Bramble Vest and Thornmail , empowering Thorns to generate a protective shell around you. The shell is broken by the next enemy champion to use a basic attack on-hit against you, which causes them to take 50 – 250 (based on level) (+ 30% armor) (+ 30% magic resistance) (+ 12% maximum health) magic damage . Shell regenerates after 20 – 5 (based on level) seconds of being out-of-combat with enemy champions.

View augment details
SilverT157.08%6.55%643
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
54.77%
Pick Rate
27.94%
Games
2,744

Scoring a champion takedown generates a stack, stacking infinitely. For each stack, increase your maximum health and size by 5%. Lose 65% of stacks on death.

View augment details
GoldT154.77%27.94%2,744
Frost Wraith Frost Wraith Frost Wraith Silver
Rarity
Silver
Tier
T3
Win Rate
53.75%
Pick Rate
6.25%
Games
614

Automatically cast a modified version of Lissandra's Ring of Frost , creating a cold pulse around you in 450 radius that roots nearby enemies for 1. 25 seconds (6. 5 second cooldown). This modified ability does not deal damage.

View augment details
SilverT153.75%6.25%614
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
53.15%
Pick Rate
10.84%
Games
1,065

Your basic attacks and abilities execute enemy champions below 5% (+ 3. 5 % per 100 base AD) (+ 2% per 1000 bonus health) of their maximum health , which causes their corpse to be sent flying away in a line. Upon collision with an enemy champion or terrain, the target's corpse explodes to deal 150 – 500 (based on level) (+ 100% bonus armor) (+ 100% bonus magic resistance) magic damage to nearby enemies. Successful executions heal you for 100 – 300 (based on level) (+ 25% bonus health) . The execution may also be triggered by the explosion and goes through shields .

View augment details
PrismaticT153.15%10.84%1,065
Quest: Icathia's Fall Quest: Icathia's Fall Quest: Icathia's Fall Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
53.05%
Pick Rate
8.68%
Games
852

Gain Bami's Cinder . You can now purchase Hollow Radiance and Sunfire Aegis in spite of the item limit imposed by Immolate . Quest: Obtain Hollow Radiance and Sunfire Aegis . Reward: Upon completing your Quest , convert the items you obtained for the quest into Void Immolation . Void Immolation counts as 2 Burn effect sources.

View augment details
PrismaticT153.05%8.68%852
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
52.74%
Pick Rate
6.31%
Games
620

Gain one random Prismatic augment, excluding the other two offerings in your current assortment.

View augment details
GoldT152.74%6.31%620
Celestial Body Celestial Body Celestial Body Gold
Rarity
Gold
Tier
T1
Win Rate
52.65%
Pick Rate
20.15%
Games
1,979

Gain 1500 bonus health , but reduce your damage output by 10%.

View augment details
GoldT152.65%20.15%1,979
Slow Cooker Slow Cooker Slow Cooker Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
52.52%
Pick Rate
10.29%
Games
1,011

Surrounds you in flames, causing you to apply a Burn every second to enemy champions within 500 units for 3 seconds that deals magic damage equal to [ 0. 6 6 % of your maximum health per second.] This Burn stacks infinitely and refreshes with each application.

View augment details
PrismaticT152.52%10.29%1,011
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
52.29%
Pick Rate
4.44%
Games
436

Scoring a champion takedown generates a stack, stacking infinitely. For each stack, gain 8 ability haste and 1% bonus movement speed , and reduce your size by 4%. Lose 65% of stacks on death. Size reduction is capped at 80% (20 stacks).

View augment details
GoldT152.29%4.44%436
Heavy Hitter Heavy Hitter Heavy Hitter Silver
Rarity
Silver
Tier
T2
Win Rate
51.99%
Pick Rate
12.03%
Games
1,181

Basic attacks deal bonus physical damage equal to 3. 5 % of your maximum health .

View augment details
SilverT151.99%12.03%1,181
Grandma's Chili Oil Grandma's Chili Oil Grandma's Chili Oil Gold
Rarity
Gold
Tier
T1
Win Rate
51.37%
Pick Rate
7.43%
Games
730

Your next basic attack or ability hit, or Burn effect, against an enemy champion inflicts them with a Burn that deals [ 100 – 350 (based on level) magic damage over 3 seconds,] as well as releases a canister of chili from the target that lands to a location near them after 0. 75 seconds (3 second cooldown). Upon landing, the canister shatters to create a pool of Chili Oil at the impact area with a radius of 175 units, lasting for 5 seconds. The pool heals you and allied champions within for 60 – 150 (based on level) upon entering and each second of the pool's lifetime thereafter. While enemies are within the pool, they are dealt 100 magic damage every second. For each unique Burn effect source that you have, up to 10, increase the pool's size by 40 units and its damage per tick by 60 magic damage . The healing per tick is also increased by 50 for each unique Burn effect source that the unit being healed has, up to 10. Healing granted by pools counts as self-healing.

View augment details
GoldT151.37%7.43%730
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
51.22%
Pick Rate
12.90%
Games
1,267

Grants 35% bonus health , 15% adaptive force , and 50% increased size.

View augment details
PrismaticT151.22%12.90%1,267
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
50.97%
Pick Rate
16.82%
Games
1,652

Grants 1000% base health regeneration , increased to 2000% while below 25% maximum health .

View augment details
GoldT150.97%16.82%1,652
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
50.68%
Pick Rate
23.08%
Games
2,267

Quest: Obtain Heartsteel and accumulate over 300 bonus health from Colossal Consumption . Reward: Upon completing your Quest , increase the bonus health gained from Heartsteel's Colossal Consumption by 200%.

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GoldT150.68%23.08%2,267
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
50.08%
Pick Rate
6.16%
Games
605

Casting an ability heals you for 5 – 60 (based on level) (+ 1% maximum health) .

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GoldT150.08%6.16%605
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
49.55%
Pick Rate
4.56%
Games
448

Automatically attach a bomb to yourself that detonates after 5 seconds, creating an explosion that deals true damage equal to 20% of the target's maximum health to enemies within 350 units and knocks them up for 0. 75 seconds (25 second cooldown).

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SilverT149.55%4.56%448
Soul Eater Soul Eater Soul Eater Gold
Rarity
Gold
Tier
T1
Win Rate
49.08%
Pick Rate
22.61%
Games
2,221

Immobilizing or grounding an enemy champion grants you 20 bonus health , stacking infinitely (5 second cooldown per cast instance ).

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GoldT149.08%22.61%2,221
Courage of the Colossus Courage of the Colossus Courage of the Colossus Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
49.01%
Pick Rate
7.23%
Games
710

Immobilizing or grounding an enemy champion grants a shield for 3 seconds that absorbs 150 – 450 (based on level) (+ 4% maximum health) damage (5 second cooldown per cast instance ). Shields can stack between multiple triggers of this effect, though not refreshing the duration of previous shields.

View augment details
PrismaticT149.01%7.23%710
Upgrade Immolate Upgrade Immolate Upgrade Immolate Silver
Rarity
Silver
Tier
T4
Win Rate
48.61%
Pick Rate
6.24%
Games
613

Upgrades Bami's Cinder , Hollow Radiance , Sunfire Aegis , and Void Immolation , empowering Immolate to additionally grant you 12 per tick for each enemy champion afflicted by its effect. Additionally, gain 250 .

View augment details
SilverT148.61%6.24%613
Slap Around Slap Around Slap Around Silver
Rarity
Silver
Tier
T1
Win Rate
48.60%
Pick Rate
17.49%
Games
1,718

Immobilizing or grounding an enemy champion grants you 6 bonus Attack Damage or 10 Ability Power ( Adaptive ), stacking infinitely (5 second cooldown per cast instance ). Lose 50% of stacks on death.

View augment details
SilverT148.60%17.49%1,718
Tormentor Tormentor Tormentor Silver
Rarity
Silver
Tier
T4
Win Rate
48.60%
Pick Rate
4.36%
Games
428

Immobilizing or grounding an enemy champion inflicts them with a Burn for 5 seconds, dealing magic damage equal to [ 0. 8 % of the target's maximum health per second] (5 second cooldown per cast instance ). This Burn stacks infinitely and refreshes with each application.

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SilverT148.60%4.36%428
Impassable Impassable Impassable Gold
Rarity
Gold
Tier
T3
Win Rate
47.88%
Pick Rate
10.33%
Games
1,015

Gain the Aftershock and Glacial Augment keystone runes.

View augment details
GoldT147.88%10.33%1,015
Mountain Soul Mountain Soul Mountain Soul Silver
Rarity
Silver
Tier
T4
Win Rate
47.33%
Pick Rate
4.39%
Games
431

Grants the Mountain Dragon Soul , or a different Dragon Soul if you aleady have it.

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SilverT147.33%4.39%431
Adamant Adamant Adamant Silver
Rarity
Silver
Tier
T4
Win Rate
47.26%
Pick Rate
6.51%
Games
639

Immobilizing or grounding an enemy champion grants 10 bonus armor and bonus magic resistance for 10 seconds, stacking up to 10 times for a total of 100 bonus resistances, and refreshing on subsequent triggers (5 second cooldown per cast instance ).

View augment details
SilverT147.26%6.51%639
Guilty Pleasure Guilty Pleasure Guilty Pleasure Silver
Rarity
Silver
Tier
T3
Win Rate
46.29%
Pick Rate
8.36%
Games
821

Immobilizing or grounding an enemy champion heals you for 30 – 250 (based on level) (+ 1. 5 % maximum health) (5 second cooldown per cast instance ).

View augment details
SilverT146.29%8.36%821
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
58.62%
Pick Rate
1.48%
Games
145

Whenever you damage an enemy champion with an ability, gain 200 bonus movement speed decaying over 0. 75 seconds.

View augment details
SilverT258.62%1.48%145
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
56.42%
Pick Rate
1.82%
Games
179

Red envelopes will now randomly appear around you every 25 – 15 (based on level) seconds. You can pick up these envelopes by moving over them, granting you between 8 – 15 (based on level) and 22 – 46 (based on level) gold , and 100 bonus movement speed for 3 seconds. Additionally, whenever you pick an envelope, you gain one of the following stats by random: 5 bonus attack damage 5 ability power 5 ability haste 5 bonus armor 5 bonus magic resistance 50 bonus health 10% bonus attack speed 5 bonus movement speed 5 Lethality 5 magic penetration

View augment details
GoldT256.42%1.82%179
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
55.80%
Pick Rate
2.81%
Games
276

Gain 3 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils.

View augment details
GoldT255.80%2.81%276
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
54.37%
Pick Rate
1.63%
Games
160

Gain 1750 upon acquiring this augment.

View augment details
GoldT254.37%1.63%160
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
54.09%
Pick Rate
2.24%
Games
220

Replace a summoner spell with Growth Spurt . Growth Spurt: Enlarge yourself, causing you to knock up enemies within 400 units for 1 second. For the next 7 seconds, you gain 300 (+ 20% maximum health) bonus health and 50% increased size.

View augment details
GoldT254.09%2.24%220
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
53.95%
Pick Rate
1.55%
Games
152

Grants 60 ability haste .

View augment details
GoldT253.95%1.55%152
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Gold
Rarity
Gold
Tier
T4
Win Rate
53.65%
Pick Rate
2.37%
Games
233

Upon dropping below 50% maximum health , you are healed for 30% maximum health over 3 seconds (45 second cooldown, reset upon death).

View augment details
GoldT253.65%2.37%233
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
53.65%
Pick Rate
1.95%
Games
192

Gain two completely random augments, excluding the other two offerings in your current assortment.

View augment details
PrismaticT253.65%1.95%192
King Me King Me King Me Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
53.57%
Pick Rate
1.43%
Games
140

Upon entering the enemy team's gate or Catapult for the first time, either of which are located near their spawn , you become Kinged , causing you to gain one random Prismatic-tier augment and the first eligible Legendary item in your inventory to be upgraded with improved stats. The gold value of all upgradeable stats on the item is increased by exactly 1000 . King Me prioritize upgrading the first Legendary item eligible for a upgrade based on its position in the inventory, detecting each slot until an eligible item is found.

View augment details
PrismaticT253.57%1.43%140
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
53.57%
Pick Rate
1.14%
Games
112

Upon dropping below 35% of your maximum health , gain a shield for 65% of your maximum health , 150% bonus movement speed , and reduced size (75 second cooldown). These effects all decay over 5. 5 seconds.

View augment details
SilverT253.57%1.14%112
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
53.21%
Pick Rate
2.22%
Games
218

Basic attacks on-hit against enemy champions and minions grant 10 bonus movement speed , lasting for 5 seconds, refreshing on subsequent triggers, and stacking infinitely. Additionally, gain bonus attack speed equal to 10% total movement speed .

View augment details
PrismaticT253.21%2.22%218
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
51.44%
Pick Rate
3.19%
Games
313

Gain one random Gold augment, excluding the other two offerings in your current assortment.

View augment details
SilverT251.44%3.19%313
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
51.16%
Pick Rate
1.31%
Games
129

Automatically cast an improved version of Sivir's Boomerang Blade at the closest nearby enemy champion within 1250 units, dealing 40 – 200 (based on level) (+ 30% bonus AD) (+ 20% AP) adaptive damage to enemies hit (10 second cooldown).

View augment details
GoldT251.16%1.31%129
Prom Queen Prom Queen Prom Queen Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
51.09%
Pick Rate
2.33%
Games
229

Automatically cast a modified version of Rakan's The Quickness , empowering you to break into a captivating sprint for 6 seconds. While empowered, you gain ghosting and 50% bonus movement speed , and enemies you collide with are knocked down and become charmed for 1. 5 seconds (25 second cooldown). A sparkly tiara will descend upon you 2. 5 seconds before the effect activates.

View augment details
PrismaticT251.09%2.33%229
Ocean Soul Ocean Soul Ocean Soul Silver
Rarity
Silver
Tier
T3
Win Rate
50.62%
Pick Rate
1.65%
Games
162

Grants the Ocean Dragon Soul , which has a modified base heal value of 100, or a different Dragon Soul if you aleady have it.

View augment details
SilverT250.62%1.65%162
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
50.60%
Pick Rate
1.69%
Games
166

Heal for 0. 2 – 1. 2 (based on level) (+ 0. 01 % maximum health) per 10 units travelled.

View augment details
GoldT250.60%1.69%166
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
50.49%
Pick Rate
2.08%
Games
204

Gain 60 ability haste , increased by 3 each time you score a champion takedown .

View augment details
PrismaticT250.49%2.08%204
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
50.36%
Pick Rate
2.83%
Games
278

Automatically cast Taric's Cosmic Radiance , calling down a protective star upon you that descends over 2. 5 seconds. Afterwards, you and all allied champions within 400 units become invulnerable for 2. 5 seconds (35 second cooldown).

View augment details
GoldT250.36%2.83%278
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
49.46%
Pick Rate
1.87%
Games
184

Upon death, you explode to deal true damage equal to 20% of the target's maximum health to enemies within 500 units.

View augment details
SilverT249.46%1.87%184
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
49.40%
Pick Rate
1.71%
Games
168

Your champion's first basic ability (Q) gains 100 ability haste .

View augment details
GoldT249.40%1.71%168
Final Form Final Form Final Form Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
49.22%
Pick Rate
1.30%
Games
128

Casting your ultimate ability empowers you for 10 seconds, causing you to gain a shield for 50% of your maximum health , 20% omnivamp , and 30% bonus movement speed for the duration (20 second cooldown).

View augment details
PrismaticT249.22%1.30%128
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
48.91%
Pick Rate
2.33%
Games
229

Hitting an enemy champion with Mark casts a random harmful summoner spell on them, and also casts a random beneficial summoner spell on yourself. Using Dash casts the beneficial summoner spell on yourself again upon arrival. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. Harmful summoner spells include Exhaust and Ignite , while beneficial ones consist of Barrier , Clarity , Cleanse , Ghost , and Heal . If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark .

View augment details
GoldT248.91%2.33%229
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
48.84%
Pick Rate
1.75%
Games
172

Gain 2 Stat Anvils .

View augment details
SilverT248.84%1.75%172
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
48.11%
Pick Rate
1.88%
Games
185

Each instance of damage dealt to an enemy reduces their armor and magic resistance by 1. 5 % for 4 seconds, stacking up to 20 times for a total of 30% resistances reduction.

View augment details
SilverT248.11%1.88%185
Phenomenal Evil Phenomenal Evil Phenomenal Evil Gold
Rarity
Gold
Tier
T1
Win Rate
47.98%
Pick Rate
2.27%
Games
223

Gain Veigar's Phenomenal Evil Power . Phenomenal Evil Power: Generate a permanent stack of Phenomenal Evil each time you damage an enemy champion with ability damage . This effect cannot trigger more than once every second globally and once every 3 seconds from the same cast instance . For each stack, gain 1 ability power . If this is not your first augment, start with 40 Phenomenal Evil stacks, granting you 40 ability power .

View augment details
GoldT247.98%2.27%223
Swift and Safe Swift and Safe Swift and Safe Silver
Rarity
Silver
Tier
T3
Win Rate
47.75%
Pick Rate
1.13%
Games
111

After dashing or blinking , gain a shield that lasts for 2 seconds and absorbs 65 – 290 (based on level) (+ 65% AD) (+ 26% AP) damage (5 second cooldown).

View augment details
SilverT247.75%1.13%111
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
47.27%
Pick Rate
2.80%
Games
275

Your Mark is empowered to hail a snowstorm at the location where the target was hit for 2 seconds, granting sight of the area and dealing [ 200 (+ 200% bonus AD) (+ 120% AP) magic damage ] to enemies within over the duration, as well as slowing them by 50% (+ 6% per 100 AP) . Additionally, your Mark's cooldown is reduced equivalent to 50 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark .

View augment details
GoldT247.27%2.80%275
Protein Shake Protein Shake Protein Shake Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.86%
Pick Rate
1.78%
Games
175

Gain 25% (+ 35% per 100 bonus armor) (+ 35% per 100 bonus magic resistance) heal and shield power .

View augment details
PrismaticT246.86%1.78%175
Cruelty Cruelty Cruelty Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
46.85%
Pick Rate
3.39%
Games
333

Immobilizing or grounding an enemy champion summons a comet above them that lands at their current location after 1 second, dealing 50 – 150 (based on level) (+ 40% AP) (+ 4% of your maximum health) magic damage to enemies within the area (6 second cooldown per target per cast instance ).

View augment details
PrismaticT246.85%3.39%333
Gash Gash Gash Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
46.80%
Pick Rate
2.07%
Games
203

Basic attacks on-hit deal ( 20 – 40 / 10 – 20) (based on level) (+ ( 25% / 20%) bonus armor) bonus true damage . Additionally, gain 50% bonus attack speed .

View augment details
PrismaticT246.80%2.07%203
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
46.15%
Pick Rate
1.85%
Games
182

Scoring a takedown against an enemy champion within 3 seconds of damaging them renders you invisible for 1. 5 seconds. Attacking or casting abilites ends the stealth immediately.

View augment details
GoldT246.15%1.85%182
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
46.07%
Pick Rate
1.94%
Games
191

Upgrades your Mark into a massive snowball, empowering it with an increased size radius and the ability to pass through non-champions. The snowball additionally explodes upon impact of the target hit to deal 200 – 350 (based on level) (+ 100% bonus AD) (+ 60% AP) magic damage to all nearby enemies, knock them up for 0. 75 seconds, and slow them by 20% for 2 seconds. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . Non-champions hit by the snowball are stunned for 1. 25 seconds.

View augment details
PrismaticT246.07%1.94%191
Mind to Matter Mind to Matter Mind to Matter Silver
Rarity
Silver
Tier
T2
Win Rate
45.61%
Pick Rate
1.74%
Games
171

Grants bonus health equal to 50% maximum mana .

View augment details
SilverT245.61%1.74%171
Laser Heal Laser Heal Laser Heal Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
45.39%
Pick Rate
1.44%
Games
141

Replace a summoner spell with Laser Heal . Laser Heal: Channel for up to 2. 5 seconds to project an energy beam in the target direction, during which you can steer the beam in the direction of the cursor. The beam heals you and allies within for 200 – 550 (based on level) (+ 70% AP) (+ 50% bonus health) and deals 100 – 350 (based on level) (+ 50% AP) magic damage to enemies within, both over the duration. Enemies hit are also slowed by 20%. Laser Heal can be recast during the channel to end it early. Healing granted by the laser counts as self-healing.

View augment details
PrismaticT245.39%1.44%141
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
44.13%
Pick Rate
2.52%
Games
247

Your Mark is empowered to instead throw a pinball, which deals 100 – 500 (based on level) bonus true damage and ricochets off of terrain that it collides with. Each time the pinball ricochets, its remaining travel distance is reset, it increases in radius by 25%, deals 20% increased damage, and reduces Mark's remaining cooldown by 30% of its total. The pinball can ricochet up to 4 times, for a maximum radius increase of 100% and a damage increase of 80%. Additionally, your Mark's cooldown is reduced equivalent to 50 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark .

View augment details
GoldT244.13%2.52%247
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
43.17%
Pick Rate
3.28%
Games
322

Grants 100 item haste , which is equivalent to 50% cooldown reduction for items.

View augment details
GoldT243.17%3.28%322
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
42.35%
Pick Rate
1.73%
Games
170

Your heals and shields now have a chance equal to your critical strike chance to increase in effectiveness by 40% (5 second cooldown per cast instance ). Additionally, gain 25% critical strike chance .

View augment details
GoldT242.35%1.73%170
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
41.95%
Pick Rate
1.77%
Games
174

Your Recall is now functional and is upgraded to Empowered Recall . Completing an Empowered Recall channel enables the shop . Additionally, the spawn platform will now provide healing and resource restoration for you.

View augment details
GoldT241.95%1.77%174
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
65.08%
Pick Rate
0.64%
Games
63

Upon acquiring this augment and each time you respawn, gain either 30% adaptive force , 20% bonus health , and 40% increased size or 70 ability haste , 40% bonus movement speed , and 40% reduced size.

View augment details
PrismaticT365.08%0.64%63
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
63.33%
Pick Rate
0.92%
Games
90

Grants the Crest of Cinders and Crest of Insight buffs permanently. Crest of Cinders: Empowers your basic attacks to slow the target by ( 10% / 15% / 25% / 5% / 7. 5 % / 12. 5 %) (based on level) for 3 seconds and inflict them with a burn for 2 seconds, which deals 8 – 76 (based on level) total true damage over 3 instances over the duration. Each instance deals 2. 67 – 25. 33 (based on level) true damage , with the first instance being applied on-hit and the second and third instances dealt each second over the burn's duration. Subsequent attacks against a burning target will only refresh its duration. While out-of-combat with enemy champions and turrets , you regenerate [ 0. 5 % / 1% / 3% / 9% (based on level) maximum health every 5 seconds.] This effect counts as a Burn source. Crest of Insight: Grants 10 ability haste . If your champion uses mana , restores [ 5. 5 % of maximum mana every 5 seconds;] if your champion uses energy , instead restores [ 5. 5 % of maximum energy every 5 seconds.]

View augment details
SilverT363.33%0.92%90
Poro King Poro King Poro King Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
61.54%
Pick Rate
0.79%
Games
78

获得魄罗之王的弹跳!魄罗之王的弹跳:变形为【魄罗之王】3秒!你现在处于不可阻挡和幽灵状态。获得?伤害减免和?移动速度,但被沉默且无法攻击。此外,每1秒都会弹跳,在着陆时对附近的敌方英雄们造成?物理伤害和击退。【魄罗之王】的每次施放仅能对同一敌人造成一次击退。已防止的伤害:?已造成的伤害:?被弹跳的敌人数:?

View augment details
PrismaticT361.54%0.79%78
Firefox Firefox Firefox Silver
Rarity
Silver
Tier
T2
Win Rate
61.11%
Pick Rate
0.92%
Games
90

Automatically cast a modified version of Ahri's Fox-Fire , gaining 25% bonus movement speed that decays over 2 seconds and conjuring 3 flames that orbit you clockwise for up to 2. 5 seconds at a radius of 150 units. The flames will fly toward the nearest visible enemy champion within 550 units, dealing 35 – 160 (based on level) (+ 25% bonus AD (+ 25% AP) adaptive damage , reduced to [10. 5 – 48 (based on level) (+ 7. 5 % bonus AD (+ 7. 5 % AP) ] for enemies hit by subsequent flames from the same cast (7 second cooldown).

View augment details
SilverT361.11%0.92%90
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
55.96%
Pick Rate
1.11%
Games
109

Automatically cast an improved version of Camille's Tactical Sweep when an enemy champion is within 650 units of you, winding up over 0. 75 seconds to slash in a 650 radius around you. The slash deals 200 – 350 (based on level) (+ 75% bonus AD) (+ 45% AP) physical damage to enemies within the area (30 second cooldown). Enemies hit by the outer edge of the circle take bonus physical damage equal to 10% (+ 2. 5 % per 100 bonus AD) (+ 1. 6 % per 100 AP) (+ 0. 1 % per 100 bonus health) of their maximum health and are slowed by 80% decaying over 2 seconds. Additionally, you are healed for 80% of the bonus post-mitigation damage against enemy champions hit by the outer edge.

View augment details
PrismaticT355.96%1.11%109
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
53.54%
Pick Rate
1.01%
Games
99

Your current augments transform into an equal number of completely random Prismatic ones.

View augment details
PrismaticT353.54%1.01%99
Outlaw's Grit Outlaw's Grit Outlaw's Grit Gold
Rarity
Gold
Tier
T3
Win Rate
53.33%
Pick Rate
0.76%
Games
75

Dashing or blinking grants 12 bonus armor and bonus magic resistance , stacking up to 5 times for a total of 60 bonus resistances. Stacks are reset every 60 seconds since acquiring the augment.

View augment details
GoldT353.33%0.76%75
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
53.23%
Pick Rate
0.63%
Games
62

Gain Critical Defend Chance equal to 100% critical strike chance , up to 50%. Additionally, gain 25% critical strike chance . Critical Defend Chance: Grants you a chance to reduce an instance of damage taken by 20% (5 second cooldown per enemy spell cast instance ).

View augment details
SilverT353.23%0.63%62
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
51.85%
Pick Rate
1.10%
Games
108

Gain 4 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. Additionally, on the next round of augment selection, you gain an additional reroll per augment slot.

View augment details
PrismaticT351.85%1.10%108
Dashing Dashing Dashing Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
51.85%
Pick Rate
0.55%
Games
54

Abilities with dashes or blinks gain 175 ability haste .

View augment details
PrismaticT351.85%0.55%54
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
50.00%
Pick Rate
0.73%
Games
72

Your abilities apply on-hit effects (1 second cooldown per target).

View augment details
GoldT350.00%0.73%72
Droppybara Droppybara Droppybara Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
49.12%
Pick Rate
0.58%
Games
57

Replace a summoner spell with Droppybara . Droppybara: Call upon a massive capybara to land down at the target location after 2. 5 seconds, dealing true damage equal to the 30% of the target's maximum health to enemies within a 650 radius. Deals 70% damage to minions. This augment is only offered to up to 1 player on each team for a given game.

View augment details
PrismaticT349.12%0.58%57
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
45.26%
Pick Rate
0.97%
Games
95

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT345.26%0.97%95
Ultimate Revolution Ultimate Revolution Ultimate Revolution Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
44.00%
Pick Rate
0.76%
Games
75

Casting your ultimate ability resets its cooldown once its effect starts or has elapsed (75 second cooldown, reset upon death).

View augment details
PrismaticT344.00%0.76%75
Demon's Dance Demon's Dance Demon's Dance Gold
Rarity
Gold
Tier
T3
Win Rate
42.86%
Pick Rate
0.71%
Games
70

Gain the Fleet Footwork and Grasp of the Undying keystone runes.

View augment details
GoldT342.86%0.71%70
Hat on a Hat Hat on a Hat Hat on a Hat Silver
Rarity
Silver
Tier
T2
Win Rate
41.98%
Pick Rate
0.82%
Games
81

Gain 15 ability power and 8 bonus magic resistance for each headwear item or hat you have in your inventory, reduced to 8 ability power and 4 bonus magic resistance for hats obtained from Cappa Juice and Stat Bonus . Eligible Items: Abyssal Mask , Bloodletter's Curse , Cosmic Drive , Diadem of Songs , Edge of Night , Experimental Hexplate , Fimbulwinter , Haunting Guise , Hollow Radiance , Hubris , Jak'Sho, The Protean , Knight's Vow , Liandry's Torment , Rabadon's Deathcap , Riftmaker , Shurelya's Battlesong , Spectre's Cowl , Whispering Circlet , Wooglet's Witchcap

View augment details
SilverT341.98%0.82%81
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
41.82%
Pick Rate
1.12%
Games
110

After using the Dash spell from Mark , you become invulnerable for 1. 5 seconds upon arrival. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark .

View augment details
PrismaticT341.82%1.12%110
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
41.67%
Pick Rate
0.61%
Games
60

周期性地出现一个小蛋糕快速飞越整个大桥。接住小蛋糕会获得50 %i:goldCoins%金币。小蛋糕还会为你和附近的友军回复? + ?已损失生命值,但你们会被施加持续0.5秒的?减速。你的小蛋糕每治疗1000生命值,就会提供150 %i:goldCoins%金币。获得治疗的总和:?已赚取的金币:?

View augment details
PrismaticT341.67%0.61%60
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
41.41%
Pick Rate
1.01%
Games
99

Your champion's second basic ability (W) gains 100 ability haste .

View augment details
GoldT341.41%1.01%99

Sejuani Skill Combos

Extracted from the skill order guide

Skill Order
RWQE

Normal order: R > W > Q > E.

RWQE

Take W first, add Q early for engage and escape, then take E once fights start lasting long enough for Frost stacks to matter.

Sejuani Counters

Counters and threats extracted from the matchup guide

Counters

Counters

5

Sejuani counters these champions in ARAM: Mayhem.

Yasuo Yasuo Yasuo T2
Tier
T2
Rank
#35
Win Rate
52.16%
Pick Rate
0.70%

Yasuo the Unforgiven is a mobile melee carry who turns knock-ups, dashes, and fast skirmishes into lethal all-ins. His job is to weave through the frontline, stack pressure with repeated strikes, and punish any enemy who gets lifted or caught too close.In ARAM: Mayhem, Yasuo gets more chances to fight because teams are packed into one lane and engages happen constantly. That helps his signature pattern: wait for a knock-up, dash in, burst the target, then keep moving before the enemy team can lock him down. He is exciting but risky. If he dives without a setup or burns his mobility into crowd control, he can disappear fast.Pick Yasuo when your team has reliable knock-ups or enough frontline to start fights for him. Play patiently when they do not. Let enemies waste key control tools first, then enter from an angle and clean up the fight. View champion guide

Yone Yone Yone T3
Tier
T3
Rank
#65
Win Rate
50.53%
Pick Rate
0.57%

Yone is a melee carry-assassin who wins fights by setting up a clean engage, diving the backline, then snapping back before the enemy can fully punish him. He plays like a skirmisher with burst windows: stack pressure safely, look for a knock-up angle, commit with his spirit form, and use his ultimate to cut through grouped targets. In ARAM: Mayhem, Yone gets more chances to fight but also has less room to hide mistakes. Constant 5v5 pressure makes his engage pattern stronger when enemies clump, yet any bad dive can be punished instantly by layered crowd control. Play him patiently at first, use Snowball or allied setup to enter on your terms, and only force deep when you know your return path or cleanup damage is secure. View champion guide

Samira Samira Samira T5
Tier
T5
Rank
#150
Win Rate
46.68%
Pick Rate
0.63%

Samira the Desert Rose Samira is a high-octane hybrid marksman designed to style on enemies through close-range combat and ability weaving. She occupies a unique space between an AD carry and an assassin, relying on her Style meter to unlock her devastating ultimate. Her entire kit rewards aggressive play and rapid input execution, making her one of the most adrenaline-heavy picks in the game. In ARAM: Mayhem, Samira thrives because the constant fighting accelerates her entire game plan. The single-lane format removes her biggest weakness—getting kited or flanked in side lanes—and replaces it with non-stop targets for her dashes and ultimate. She builds Style faster here than in any other mode, letting her fire Inferno Trigger repeatedly throughout a single extended teamfight. Her signature pattern is simple but demanding: stack abilities and auto-attacks to reach Style grade S, then unleash her ultimate for massive area-of-effect damage and healing. Miss the timing or get interrupted, and she pops. Land it, and she turns a messy brawl into a pentakill highlight. View champion guide

Katarina Katarina Katarina T5
Tier
T5
Rank
#167
Win Rate
44.05%
Pick Rate
0.62%

Katarina the Sinister Blade Katarina is a reset-based assassin who turns teamfights into chain reactions. Her entire identity revolves around securing takedinds to refresh her cooldowns and reposition using her Daggers. In ARAM: Mayhem, she becomes a high-octane cleanup machine where the constant fighting gives her far more reset opportunities than Summoner's Rift. She functions as a melee AP carry who wants to dive the backline. Unlike burst mages who dump their kit and retreat, Katarina stays in the fight. One reset leads to another, and a low-health enemy team can vanish in seconds if she finds her rhythm. Her signature pattern is simple but demanding: throw a Dagger, Shunpo to a target or Dagger, trigger the Dagger's spin damage, and channel Death Lotus on clustered enemies. When someone dies, her basic abilities come back up instantly. In Mayhem's chaotic environment, you will often see her teleport three or four times in a single extended skirmish. The key adjustment for this mode is patience. Mayhem accelerates everything, so the temptation to engage immediately is strong. But Katarina still needs to wait for crowd control to be spent and for enemies to drop to kill range. Her damage is terrifying, but she dies fast if she goes in too early. View champion guide

Master Yi Master Yi Master Yi T1
Tier
T1
Rank
#18
Win Rate
52.96%
Pick Rate
0.73%

Master Yi is a melee reset carry who wants one clean opening, then turns a fight into a chase. He farms damage through repeated autos, uses Alpha Strike to dodge key hits or follow low-health targets, and looks strongest when enemies have already spent their crowd control. In ARAM: Mayhem, the constant fighting gives Yi more chances to snowball, but it also exposes his biggest weakness: he is easy to punish before he commits or right after Alpha Strike ends. Play him like a finisher, not a frontliner. Wait for cooldowns, enter from the side, clean up the first target, then use resets and movement speed to keep the fight rolling. View champion guide

Read counter details

Countered By

5

Sejuani is countered by these champions in ARAM: Mayhem.

Morgana Morgana Morgana T1
Tier
T1
Rank
#32
Win Rate
52.56%
Pick Rate
1.14%

Morgana is a control mage-support who wins ARAM: Mayhem by catching one target, protecting the right ally, and making tight spaces miserable for the enemy team. Her signature pattern is simple: land a binding, drop her damage zone under the trapped target, then use her spell shield to block the counter-engage or protect whoever is stepping forward. In Mayhem, fights break out faster and augments can make engages much harder to read, so Morgana is strongest when she plays patiently instead of fishing nonstop. Hold key choke points, punish enemies who walk too straight, and save your shield for the spell that actually starts the fight. If you miss your catch tool, back up and reset; if you land it, your team gets a clean window to burst, follow up, or force the enemy frontline to retreat. View champion guide

Vayne Vayne Vayne T1
Tier
T1
Rank
#7
Win Rate
54.56%
Pick Rate
0.94%

Vayne is a short-ranged marksman built for duels, tank killing, and late-fight cleanups. Her pattern is simple to understand but hard to play well: keep moving, land repeated attacks on the same target, use Tumble to dodge or chase, and punish enemies who stand near walls with Condemn. She is not a safe poke champion. She wants space, patience, and a good moment to turn the fight. In ARAM: Mayhem, Vayne is sharper but riskier. The constant brawling gives her plenty of targets to shred, and augments can help cover her usual weaknesses with more damage, mobility, or survival. The problem is that the map is crowded and engage comes fast, so one bad step can get her deleted before she deals damage. Play her like a hunter, not a turret: wait for key crowd control to miss, kite from the edge, then commit when the enemy front line is stuck chasing you. View champion guide

Trundle Trundle Trundle T3
Tier
T3
Rank
#125
Win Rate
49.03%
Pick Rate
0.31%

Trundle the Troll King Trundle is a tanky fighter who wins fights by stealing stats and controlling space. His entire identity revolves around Chomp for sustained damage and Pillar of Ice for disruption. He excels at shutting down immobile champions and dueling anyone foolish enough to fight him in his domain. In ARAM: Mayhem, Trundle shifts from a niche counter-pick to a consistent lane bully. The single-lane format guarantees he always has targets for Pillar, and the constant fighting lets him keep his attack speed buff stacked. He acts as a frontline anchor who creates openings with terrain abuse rather than raw engage range. His signature pattern is simple: isolate a target with Pillar, close the gap, and beat them down while their stats drain into him. Mayhem's pacing favors this playstyle because teams are constantly clumped, giving his ultimate high value on tanky comps. If you like winning 1v1s and making enemies rage at pathing, this is your pick. View champion guide

Janna Janna Janna T2
Tier
T2
Rank
#25
Win Rate
51.90%
Pick Rate
0.45%

Janna is a defensive enchanter who wins fights by denying the enemy’s engage, shielding the right carry, and turning messy brawls into clean retreats or re-engages. Her signature pattern is simple: stay just behind the frontline, interrupt dives with wind control, then use her healing and disengage to reset the fight when opponents overcommit.In ARAM: Mayhem, Janna is less about sitting back forever and more about reacting fast in constant skirmishes. The single-lane pressure gives her plenty of chances to punish predictable dashes, protect low-health allies, and save teammates from bad trades. She is entry-level friendly if you focus on one job first: keep your damage dealers alive, and only step forward when your team can immediately punish. View champion guide

Brand Brand Brand T1
Tier
T1
Rank
#5
Win Rate
54.19%
Pick Rate
1.21%

Brand is a ranged damage mage who wins fights by setting enemies up, lighting them on fire, and punishing anyone who stays grouped. He is easy to understand: land spells on clustered targets, follow up when they are already burning, and let the damage spread through the fight. In ARAM: Mayhem, Brand feels especially dangerous because teams collide often and the lane gives enemies fewer safe angles to dodge. His job is not to be the first one in. Stay behind your frontline, throw spells into choke points, and punish dives with quick burst when enemies commit too hard. Mayhem’s faster pace makes Brand less about slow poke and more about clean fight timing. If enemies stack together, he can take over a skirmish. If they spread out, dodge, or force him before he casts, he becomes much easier to kill. Play patient, aim at crowds, and turn every messy fight into a burn zone. View champion guide

Read counter details

Sejuani Team Comp Highlights

Partner patterns extracted from the team comp guide

Team Comp
Yasuo Yasuo Yasuo T2
Tier
T2
Rank
#35
Win Rate
52.16%
Pick Rate
0.70%

Yasuo the Unforgiven is a mobile melee carry who turns knock-ups, dashes, and fast skirmishes into lethal all-ins. His job is to weave through the frontline, stack pressure with repeated strikes, and punish any enemy who gets lifted or caught too close.In ARAM: Mayhem, Yasuo gets more chances to fight because teams are packed into one lane and engages happen constantly. That helps his signature pattern: wait for a knock-up, dash in, burst the target, then keep moving before the enemy team can lock him down. He is exciting but risky. If he dives without a setup or burns his mobility into crowd control, he can disappear fast.Pick Yasuo when your team has reliable knock-ups or enough frontline to start fights for him. Play patiently when they do not. Let enemies waste key control tools first, then enter from an angle and clean up the fight. View champion guide

Yone Yone Yone T3
Tier
T3
Rank
#65
Win Rate
50.53%
Pick Rate
0.57%

Yone is a melee carry-assassin who wins fights by setting up a clean engage, diving the backline, then snapping back before the enemy can fully punish him. He plays like a skirmisher with burst windows: stack pressure safely, look for a knock-up angle, commit with his spirit form, and use his ultimate to cut through grouped targets. In ARAM: Mayhem, Yone gets more chances to fight but also has less room to hide mistakes. Constant 5v5 pressure makes his engage pattern stronger when enemies clump, yet any bad dive can be punished instantly by layered crowd control. Play him patiently at first, use Snowball or allied setup to enter on your terms, and only force deep when you know your return path or cleanup damage is secure. View champion guide

Highest-value Melee Follow-up

Both brothers love a frontliner who forces enemies to stand still or burn movement tools early. Sejuani gives them a hard entry point, and because they are melee, they can help pressure the same target instead of waiting behind her.

Master Yi Master Yi Master Yi T1
Tier
T1
Rank
#18
Win Rate
52.96%
Pick Rate
0.73%

Master Yi is a melee reset carry who wants one clean opening, then turns a fight into a chase. He farms damage through repeated autos, uses Alpha Strike to dodge key hits or follow low-health targets, and looks strongest when enemies have already spent their crowd control. In ARAM: Mayhem, the constant fighting gives Yi more chances to snowball, but it also exposes his biggest weakness: he is easy to punish before he commits or right after Alpha Strike ends. Play him like a finisher, not a frontliner. Wait for cooldowns, enter from the side, clean up the first target, then use resets and movement speed to keep the fight rolling. View champion guide

Tryndamere Tryndamere Tryndamere T2
Tier
T2
Rank
#33
Win Rate
51.66%
Pick Rate
0.39%

Tryndamere is a melee carry who wins by forcing messy close-range fights, stacking up damage, then staying alive just long enough to finish the job. His signature pattern is simple: look for a weak target, spin into range, commit hard, and use his death-denial window to keep swinging when most champions would have to back off. In ARAM: Mayhem, Tryndamere has less room to split or farm quietly, so he plays more like a fearless cleanup brawler. Snowball, flank angles, and augment choices matter a lot because walking straight through five champions usually gets punished. Pick your engage when key crowd control is down, chase low-health carries, and save your big commitment for the moment the enemy team has already spent their best peel. He is entry-level in concept but still needs discipline. If you go in too early, you burn your survival tools and die after the fight ends. If you wait for the first enemy mistake, Tryndamere can turn a cramped bridge fight into a fast reset-style cleanup where every extra second of uptime matters. View champion guide

Irelia Irelia Irelia T5
Tier
T5
Rank
#170
Win Rate
45.18%
Pick Rate
0.26%

Irelia the Blade Dancer Irelia is a mobile diver who thrives on reset mechanics and sustained fighting. Her entire gameplay loop revolves around stacking her passive, landing her ultimate to mark targets, and dashing repeatedly to chase down kills. She is a high-execution champion where positioning and timing matter more than raw stat-checking. In ARAM: Mayhem, the accelerated pace and constant team fighting actually favor her reset style. You get to team fight non-stop, which is exactly where Irelia wants to be. The mode's chaos gives her more opportunities to find resets, though she still needs to respect burst damage and heavy crowd control. Her signature pattern is simple: stack your passive on minions or approaching enemies, hit your ultimate to create kill zones, then dash through marked targets to reset and continue the chase. Miss your ultimate or enter a fight without passive stacks, and you will likely die before getting anything done. View champion guide

Melee Dps That Converts Sejuani's Lockdown

These champions benefit from Sejuani creating a clean first target. They do not want a scattered fight where everyone kites in different directions. They want one enemy held in place long enough to start dealing damage and force panic cooldowns.

Nilah Nilah Nilah T2
Tier
T2
Rank
#56
Win Rate
51.19%
Pick Rate
0.23%

Nilah is a short-range melee carry who plays like a skirmisher more than a front-to-back marksman. She wants to sit just outside danger, dash in when a target is committed, then use her sweeping attacks and ultimate to turn a messy fight into a cleanup. In ARAM: Mayhem, Nilah gets more chances to do what she loves: fight often, chain resets in crowded lanes, and abuse any augment that helps her survive the first engage or extend her damage window. She is scary when her team can start fights for her, but punishable if she has to be the first body in. Wait for enemy crowd control to show, enter from a safe angle, and play for explosive all-in moments rather than slow poke trades. View champion guide

Samira Samira Samira T5
Tier
T5
Rank
#150
Win Rate
46.68%
Pick Rate
0.63%

Samira the Desert Rose Samira is a high-octane hybrid marksman designed to style on enemies through close-range combat and ability weaving. She occupies a unique space between an AD carry and an assassin, relying on her Style meter to unlock her devastating ultimate. Her entire kit rewards aggressive play and rapid input execution, making her one of the most adrenaline-heavy picks in the game. In ARAM: Mayhem, Samira thrives because the constant fighting accelerates her entire game plan. The single-lane format removes her biggest weakness—getting kited or flanked in side lanes—and replaces it with non-stop targets for her dashes and ultimate. She builds Style faster here than in any other mode, letting her fire Inferno Trigger repeatedly throughout a single extended teamfight. Her signature pattern is simple but demanding: stack abilities and auto-attacks to reach Style grade S, then unleash her ultimate for massive area-of-effect damage and healing. Miss the timing or get interrupted, and she pops. Land it, and she turns a messy brawl into a pentakill highlight. View champion guide

Short-range Carries Who Need A Brawl Started For Them

Samira and Nilah want enemies locked in a messy, close-range fight. Sejuani gives them the permission to step forward. She eats the first counter-engage, starts the crowd control chain, and forces enemy carries to choose between running from Sejuani or fighting the short-range carry at close distance.

Brand Brand Brand T1
Tier
T1
Rank
#5
Win Rate
54.19%
Pick Rate
1.21%

Brand is a ranged damage mage who wins fights by setting enemies up, lighting them on fire, and punishing anyone who stays grouped. He is easy to understand: land spells on clustered targets, follow up when they are already burning, and let the damage spread through the fight. In ARAM: Mayhem, Brand feels especially dangerous because teams collide often and the lane gives enemies fewer safe angles to dodge. His job is not to be the first one in. Stay behind your frontline, throw spells into choke points, and punish dives with quick burst when enemies commit too hard. Mayhem’s faster pace makes Brand less about slow poke and more about clean fight timing. If enemies stack together, he can take over a skirmish. If they spread out, dodge, or force him before he casts, he becomes much easier to kill. Play patient, aim at crowds, and turn every messy fight into a burn zone. View champion guide

Viktor Viktor Viktor T1
Tier
T1
Rank
#41
Win Rate
54.17%
Pick Rate
0.56%

Viktor is a scaling control mage who wins fights by shaping space before the enemy can fully commit. He pokes from range, punishes clumped targets, and turns narrow lanes into bad trades with his area control. Play him as a backline damage dealer: soften the frontline, hold key zones when divers step in, then follow with burst once someone is forced to stand in the wrong place. In ARAM: Mayhem, Viktor gets more chances to hit grouped enemies, but he also gets punished harder when he is caught without room to kite. Augments can push him toward heavier poke, faster fight tempo, or stronger teamfight control, so his best games come from picking the angle your comp needs. If your team has engage, save damage for the locked target. If your team lacks frontline, play slower, clear waves, and make enemies walk through your threat before they can reach you. View champion guide

Orianna Orianna Orianna T3
Tier
T3
Rank
#80
Win Rate
50.28%
Pick Rate
0.51%

Orianna is a control mage who fights through the Ball, shaping space instead of simply throwing spells forward. Her job is to shield or attach to an ally, punish enemies who walk into the Ball’s zone, and turn grouped fights with a well-timed combo. In ARAM: Mayhem, fights break out faster and teams collide more often, so Orianna gets more chances to find multi-target impact. She is strongest when she plays behind a durable engager or fast diver, moves the Ball onto them before the fight starts, and waits for enemies to stack too closely. If she throws the Ball too early or stands too far forward, mobile champions can punish her before her setup matters. Pick Orianna when your team wants steady poke, shielding, wave control, and a big teamfight follow-up. Play patiently, track where the Ball is, and make enemies choose between backing away from its threat or eating the fight-changing pull. View champion guide

Damage Mages Who Punish Sejuani's Clumps

Sejuani is excellent at making enemies bunch up. Mages with zone damage or reliable follow-up turn that forced movement into real health bars disappearing. They also give her the waveclear she badly needs when her team cannot walk forward safely.

Janna Janna Janna T2
Tier
T2
Rank
#25
Win Rate
51.90%
Pick Rate
0.45%

Janna is a defensive enchanter who wins fights by denying the enemy’s engage, shielding the right carry, and turning messy brawls into clean retreats or re-engages. Her signature pattern is simple: stay just behind the frontline, interrupt dives with wind control, then use her healing and disengage to reset the fight when opponents overcommit.In ARAM: Mayhem, Janna is less about sitting back forever and more about reacting fast in constant skirmishes. The single-lane pressure gives her plenty of chances to punish predictable dashes, protect low-health allies, and save teammates from bad trades. She is entry-level friendly if you focus on one job first: keep your damage dealers alive, and only step forward when your team can immediately punish. View champion guide

Karma Karma Karma T4
Tier
T4
Rank
#120
Win Rate
47.92%
Pick Rate
0.70%

Karma the Enlightened One Karma is an offensive support mage who defines games through poke, disengage, and burst shielding. She sits in the backline, charging her Mantra to decide when a fight turns. Her identity is simple: land Qs, empower the right ability, and keep her team healthy while chipping away at the enemy. In ARAM: Mayhem, she becomes a relentless spam engine. The mode's accelerated gold and experience let her hit her cooldown reduction cap quickly, turning her from a tempo mage into a constant pressure source. She does not one-shot tanks, but she makes sieging impossible for the enemy and surviving easy for her team. Core Identity and Role She functions primarily as a poke and disengage support. Unlike pure enchanters who heal, Karma prevents damage with shields and speed bursts. Unlike burst mages, she relies on sustained damage and crowd control over time rather than a single rotation. She fits best on compositions that want to kite backward or siege towers without diving. Her signature pattern is the Mantra Q. She activates her ultimate, fires an empowered Inner Flame, and creates a wide explosion that slows and deals heavy area damage. This creates a zone the enemy cannot walk through. If they force the issue, she uses Mantra E to shield her whole team and grant a massive movement speed burst, repositioning everyone instantly. What Changes in Mayhem Mayhem speeds up her entire game plan. In standard ARAM, Karma often struggles with mana early or feels weak if she falls behind on gold. Here, she reaches her power spikes faster and stays relevant longer. The increased ability haste available in the mode means her Mantra cooldown drops rapidly, letting her empower abilities in almost every skirmish. Constant Mantra access: She empowers abilities much more often, making her burst shielding or poke available for every engagement. Enhanced disengage: The mode favors aggressive engages, but her Mantra E shuts down dives harder when she has the haste to cast it repeatedly. Sustained poke pressure: She forces enemies off objectives or towers faster because she never runs out of resources to throw. She excels at keeping her team at full health while forcing the enemy to recall. Her weakness remains her lack of hard crowd control and low durability if caught. If the enemy has unstopabble engages or long-range burst, she has to play further back and rely on her empowered shields to recover. In Mayhem, her ability to dictate pacing makes her a consistent and reliable pick for players who prefer positioning over mechanical execution. View champion guide

Lulu Lulu Lulu T4
Tier
T4
Rank
#121
Win Rate
47.27%
Pick Rate
0.46%

Lulu the Fae Sorceress Lulu is a whimsical enchantress who controls fights through disruption, buffs, and crowd control rather than raw damage. She excels as a support or utility mage, turning enemy engages into chaos while amplifying her allies. Her signature pattern revolves around Polymorph—shutting down divers or assassins the moment they commit—and using Whimsy to speed up engages or peel threats. In ARAM: Mayhem, her constant poke and shielding become even more oppressive, and the faster pace means her ult and polymorph are available for nearly every skirmish. View champion guide

Support Backup That Lets Sejuani Choose Longer Fights

Sejuani often has to stand in dangerous space before the fight starts. Shielding, speed, and disengage help her take that space without losing half her health first. These supports also let her swap roles mid-fight: engage first, then peel when the enemy counter-dives.

Sejuani ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Fight IdentitySejuani is a durable peel-engage tank who stands near the front, absorbs poke, threatens abilities, and protects carries when assassins dive.She becomes a tempo tank who must create hard starts before the team gets chipped out by burst augments and repeated poke tools.Stop being a passive wall; proactively create fight openings before enemy augments overwhelm your team.
Arctic Assault UsageQ is often used as a threat to make enemies back up, saving it to interrupt divers or follow teammate crowd control.Use Q only after a real trigger like a connected Snowball or landed R, because blind engages get punished instantly.Never Q in blind; commit only when follow-up is guaranteed or an enemy has spent their escape.
Glacial Prison TimingYou can throw R to start a fight from range or hold it as a defensive stop against divers for extended periods.R is stronger when cutting off fast plays, firing at carries after mobility is forced, rather than fishing for perfect engages.Use R to punish spent mobility quickly; holding it forever often means the fight starts without you.
Winter's Wrath PriorityW provides reliable wave control and safe Frost setup, usable often to soften targets and help clear minions.Do not waste both swings on the wave if a fight is imminent; W is needed to stack and stick after crowd control lands.Save W for fight sequencing; having it down when a melee ally commits loses a key stacking tool.
Teamfight SpacingStand in front, hover near minions, threaten R, and peel backward when enemies dive while backline repositions.Stand close enough for immediate team follow-up but not so far forward that you eat every poke augment before engaging.Bridge the gap between front and backline; dying alone or being too passive both lose the wave.
Build and Augment LogicDefaults into heavy tank items and standard durability runes because long fights reward simple resistance stacking.Item logic must react to actual threats, prioritizing survival through opening burst or extended contact based on enemy composition.Build to survive the specific enemy damage profile; generic durability fails against extreme Mayhem threats.

Champion Analysis

Role / Current performance

Overview

Sejuani serves as a dominant tank-fighter in ARAM: Mayhem, establishing herself as a queen of engagement who thrives in the tight corridors of the Howling Abyss. Her primary role centers on delivering devastating crowd control chains that can lock down multiple enemies simultaneously, making her one of the most impactful engage champions in this game mode. The defining element of Sejuani's strategic value is her ultimate ability, Glacial Prison. This ability knocks up all enemies along its path and possesses excellent range, allowing her to initiate fights from a safe distance. In the narrow Howling Abyss environment, a well-placed ultimate can catch three to five enemies, creating game-changing opportunities for her team. Players should aim to charge through the enemy backline to knock up their carries, then coordinate with teammates for follow-up damage. Sejuani's crowd control extends beyond her ultimate. Her Q, Arctic Assault, charges forward and knocks up a target, serving as both an engage tool and a follow-up mechanism. The optimal sequence involves using R to initiate, then immediately following with Q to extend the crowd control chain. This Q-R combo can lock down multiple enemies long enough for coordinated teams to eliminate key targets. Her passive creates important damage synergy. Sejuani amplifies damage to frozen targets, creating a strategic flow where players apply frost through her W, Winter's Wrath, or auto-attacks, then trigger E, Permafrost, to stun enemies and deal bonus damage. Her W also provides sustained AoE damage, contributing to her effectiveness in prolonged team fights. Sejuani's strengths include massive AoE crowd control, excellent engage potential, strong base tankiness, and a passive that amplifies team damage. However, she faces notable weaknesses. Her mobility is average, making her susceptible to being kited. She deals low early damage, and her ultimate has a long cooldown, requiring patience and precise timing. Against highly mobile champions, her engage can be dodged, demanding careful target selection and timing rather than reckless initiation. Success with Sejuani requires understanding when to commit her powerful engage tools. Missing her ultimate often leaves her team vulnerable, so players must balance aggression with calculated decision-making. Her ability to catch multiple enemies in a single engagement makes her invaluable for initiating favorable team fights, but she relies on teammates to capitalize on the crowd control windows she creates.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Sejuani performs best when she plays the lane like a bouncer rather than a coin-flip diver. She should stand where her carries can follow, threaten with Snowball and Q, and force enemies to respect her stun chain before they are allowed to hit the wave. Engaging from too far away with no allied damage behind her leaves her as a slow target after her first burst of crowd control. Holding tools until enemies step past the middle of the lane creates a much cleaner punish window for her team. Snowball should be used to test the fight before spending Q. Throw it when the enemy backline stands behind minions or when a squishy champion walks up to clear. If it lands and allies are in range, take it, then use Q after arrival to extend lockdown or follow a dash. If Snowball misses, the main escape tool remains uncommitted. Sejuani should not open every fight with ultimate. Her ultimate is strongest when catching a carry who cannot be reached by Q or when stopping enemy counter-engage before it hits her backline. If enemy frontline is already in her face, she should save ultimate for the damage dealer behind them. Chain crowd control instead of overlapping it. If an ally has already applied control, wait a beat before using the next tool to keep the enemy unable to respond longer. When the enemy has better dive, Sejuani should peel first by standing slightly behind her minion wave next to her main carry. Let enemies spend their gap closer, then Q through them or ult the follow-up threat. She should hit the second champion, not always the first, since the first enemy to enter is often a tank baiting cooldowns while their carry or assassin follows closely. Keep Q available when the fight is uncertain. If the team is missing health, cooldowns, or position, do not spend Q for a low-value trade. Retreat diagonally rather than straight back to prevent enemies from stacking skill shots on her path. If chunked, she should stop pretending to be the engage and play as a peel tank until recovering enough health. Sejuani should not stack directly on her carries. Stand one step in front and slightly to the side to intercept divers without giving enemies a perfect line skill shot into both her and the backline. Use minion waves as a timing signal by engaging right after the wave reaches enemies and blocks return skill shots. Lock the champion her team can actually kill rather than stunning an enemy carry who is too far away for damage to reach. Throw Snowball from angles rather than from the center every time. Take Snowball only when the landing spot is playable, not when the target stands under turret or behind multiple tanks. Snowball is an engage option, not a contract. When behind, Sejuani should stop starting equal-looking fights and instead make enemies overextend by holding ultimate for the fed threat and saving Q for peel. Good Sejuani play in Mayhem is about choosing when the lane becomes a fight by threatening often, committing selectively, and keeping one tool for the moment after the enemy answers.

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Playstyle Guide

Playstyle / Team structure

Play guide

Sejuani Fury of the North approaches Mayhem fights as a frontline anchor who controls space and creates opportunities for her team rather than diving recklessly. In the early levels, she should position slightly in front of her carries, using the wave as a buffer while threatening with basic attacks and W. Short trades are preferable to full commits, and Snowball should function as a threat first rather than an automatic engage. Landing Snowball on a squishy target with team follow-up is worth taking, but hitting a tank under four enemies is a trap to avoid. Augments that provide durability or movement help her control space, while damage-oriented augments should pair with her crowd control to prevent escapes. During mid levels, Sejuani transitions from blocking and trading to creating real picks. Brush control becomes essential, allowing her to threaten engages that force enemy carries to respect her positioning. She should look for engages when enemies have used key abilities or split around the wave, rather than trying to win poke contests. Snowball serves as a way to bypass awkward spacing, but she must verify team damage is in range before committing. When ahead, she starts fights before enemies establish clean poke setups and targets the enemy damage carry rather than the closest champion. When behind, she looks for counter-engage opportunities, locking down enemy divers who overextend. In late game, one good engage often decides the outcome. Sejuani must balance between starting fights on enemy backlines and peeling for her own carries, adapting each fight based on team composition and threat assessment. Low-value chip trades become dangerous since late deaths are expensive, so she uses her presence to deny space rather than chasing minor damage. Snowball becomes a fight contract that requires team readiness or a clear escape path. Augment timing matters more than ownership, with defensive power used before enemy burst lands and damage power applied when targets are locked down. Pushing after won fights allows Sejuani to stand between respawning enemies and the wave while her team damages structures. When behind, she plays for one high-quality shutdown rather than forcing bad engages, hiding her intent by standing defensively before punishing enemy carries who step forward. Throughout all stages, her strength lies in making fights simple for her team: one target controlled, one wave protected, and one push finished.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Sejuani Fury of the North excels when she converts advantages into controlled space rather than random dives. When ahead, her primary job is making every enemy action feel dangerous by standing between their frontline and carries, threatening with her presence before committing hard engage. She should walk forward and force enemies to spend movement first, then punish their fixed paths with Q or ultimate. A common throwing pattern is engaging from maximum range for no reason when already winning the space battle. Sejuani should save hard engage for enemy dashes, cleanses, or panic flashes, and use her ultimate to lock fights rather than start them. The best ultimate often catches the champion who must step forward to clear, shield, or peel, ideally after they have used their defensive tools. Layering crowd control with allied damage windows is essential. Sejuani should Q or ult targets already in her damage dealers' range rather than dragging fights forward chasing low-health targets while her backline fights a bruiser. When protecting fed carries, she should stand near them against assassins or dive tanks, using Q and ult to punish enemies who look past her. She excels in narrow zones where enemies cannot sidestep while respecting her engage. Snowball should be used as follow-up on high-value targets when the team can immediately hit them, not accepted blindly into waiting enemies. Augment choices while ahead favor durability when enemies can still punish engages, ability haste when the team lacks engage options, and anti-burst options against assassins targeting fed teammates. Damage augments only help when surviving first contact but lacking finishing power. When behind, Sejuani must stop forcing heroic max-range engages. She wins by making enemies overstep into short, stacked fights where her team can hit the same target. Engaging too deep while behind means dying first, losing the team's only peel, and surrendering the next wave or relic. She should play from her carries' attack range, engaging only when enemies step into her team's damage zone. Counter-engaging is superior to full engaging when behind, punishing enemy dashes or Snowballs after they land. She should save ultimate for the champion ending fights, typically fed carries who step forward to finish someone. Using Q as an escape plan is critical behind. If Sejuani uses every tool forward with no way out, the team loses permanently. She should walk up first and hold Q against heavy disengage comps, escaping sideways if enemies commit. Fighting around relics requires a plan; face-checking while low loses more than conceding the relic. Accepting front-to-back kills on tanks is fine when behind, allowing resets and lane recovery. Behind-state augments prioritize durability and anti-burst to survive long enough for team response, tenacity against chain-cc comps, and team-protection options when one ally can still carry. Haste helps in long fights but fails if Sejuani gets one-shot. Avoiding unrecoverable fights means not engaging without wave support, not taking bad Snowballs, and not ulting out of frustration. Behind Sejuani needs one trapped target, one clean peel, or one stopped dive to build toward better ground.

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Champion Background

Lore / Identity / Text block

Background copy

Sejuani Fury of the North defines herself in ARAM: Mayhem as a tank whose entire identity revolves around controlled engagement and chain crowd control rather than passive durability. Her passive, Fury of the North, grants her a defensive opening when she has not recently taken damage, plus a burst of damage on her first hit against a controlled enemy. This mechanic serves as her permission to start fights, not as permanent tankiness. In Mayhem's fast-paced environment with constant poke, protecting this passive before a real engage becomes critical. Standing outside poke range and using terrain or allied bodies allows Sejuani to preserve her safe engage window. If random damage breaks her protection, waiting for a reset proves wiser than forcing a weak engage. The damage payoff matters most when hitting a target already locked down or when her own crowd control has just landed, making target selection crucial for maximizing value. Arctic Assault, her Q, functions as her primary dash and collision engage, deciding whether she starts fights on her terms or becomes stranded in the lane. This ability punishes enemies who overstep, follows allied crowd control, or bridges the gap after Snowball. A missed Q leaves Sejuani too far forward with no reliable escape, making careful targeting essential. Winter's Wrath, her W, provides her main repeatable damage and setup tool, keeping fights honest between big cooldowns. It punishes enemies walking into the wave, helps clear when the team needs space, and prevents melee targets from freely hitting carries. Leading the swing slightly and aiming where enemies will retreat after the first step forward maximizes connection rates. Permafrost, her E, delivers a targeted stun payoff against enemies marked by her and nearby melee allies. This ability rewards fighting with melee teammates and punishes opponents who let Sejuani stay in contact long enough to build setup. In Mayhem's tight clusters, standing near bruisers or engage supports creates frequent E opportunities. The correct target is often the diver hitting her carry or the overstepping frontliner, since a guaranteed stun can turn into a quick kill or stop enemy engage. Glacial Prison, her R, serves as her long-range engage and pick tool, throwing a freezing projectile that can lock down key enemies and create fight-starting moments. This ability commands the most respect from opponents, and holding it can prove as powerful as casting it. Sejuani's overall identity centers on creating kill windows through chained control rather than simply absorbing damage, making her a tank who must engage deliberately to unlock her full value.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Sejuani wins when she starts fights on her terms, stacks pressure with nearby allies, and turns one clean catch into a full brawl. She looks simple, but most bad Sejuani games come from forcing the first button you see, missing the follow-up, then standing in the enemy team with no second plan. Mechanical mistakes center on ability usage and positioning. Using Q as a default opener wastes her main gap-closer if blocked, making her easy to kite before allies can join. She should walk up behind minions, threaten with W and passive pressure, then Q only when the target is committed or already forced to dodge another spell. Throwing R at maximum range into a target with free sidestep space spends her strongest catch tool for no lockdown. She should cast R after terrain, minions, allied crowd control, Snowball pressure, or her own Q has narrowed the target's movement, aiming for champions her team can actually hit. Dashing through the enemy frontline to land alone on the backline leaves allies unable to follow, causing her to absorb every peel spell while enemy carries continue retreating. She should engage along angles her team can travel, hitting the closest target first when her damage dealers are short range. Casting W while facing the wrong direction or with enemies outside the swing path loses reliable area damage and slow pressure. She should start W when enemies move through predictable paths after Q contact, allied slows, or when retreating through the narrow lane. Spreading Frost stacks across multiple targets without finishing the stun lets several enemies escape slightly annoyed instead of one getting killed. She should pick the target her nearby melee allies can hit and stay on that target until the stun is forced or the kill secured. Using Snowball as a blind engage marker without checking the landing spot arrives before her team, often under enemy control zones. She should throw Snowball only when landing gives a clear follow-up and her team is in range to punish. Holding every defensive movement until already low allows slows, roots, knockups, or body blocks to stop escape and turn tankiness into a delayed death. She should decide before engaging which tool is for entry and which is for exit. Decision mistakes involve team coordination and fight selection. Engaging because she is tanky rather than because her team is ready wastes lockdown when carries are clearing, recalling, dead, zoned, or out of range. She should check ally position before every commit. Always diving the enemy carry when their frontline is exposed bypasses easy kills and gives peel champions the isolated fight they want. She should kill the closest punishable champion when her team can burst them. Starting fights into large enemy minion waves without a clear angle allows minions to block skillshots, hide enemy movement, and slow follow-up. She should help trim the wave first, then look for engages when enemies have fewer bodies to hide behind. Ignoring enemy disengage and cleanse-style answers before committing her ultimate can leave her team without a reliable way to continue the fight. She should track who has been saving escape tools and throw R at targets that cannot easily remove or dodge the threat. Building or choosing augments with no plan for the team's damage profile can leave carries unprotected or enemies ignoring her. She should match her setup to the lobby, taking durability when she is the only frontliner and leaning into pressure only when another champion can absorb the first wave of spells.

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FAQ

Sejuani

FAQ

Is Sejuani a good pick in ARAM: Mayhem? Yes, if your team needs a front line that can start fights and survive the first counter-hit. Pick her when you have damage behind you, because Sejuani creates windows more than she finishes kills alone. The tradeoff is that bad engages are very obvious; if you miss your entry or go in without follow-up, you can be kited down before your team catches up. What is Sejuani’s main job in Mayhem fights? Your job is to force clean contact on the enemy backline or peel divers off your carries, depending on which side has the stronger engage. If your team has poke and scaling, stand near them and punish anyone who walks too far forward. If your team has burst, look for the first locked-down target and make the fight happen before the enemy resets spacing. Should I always engage with Sejuani? No. Engage when your team is close enough to hit the target immediately, not just because you see an angle. If your damage dealers are clearing waves, low health, or stuck behind terrain, hold your engage and threaten instead. The tradeoff of waiting is giving up some pressure, but the tradeoff of forcing is usually worse: you spend your crowd control and become the enemy’s easiest focus target.

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