- Tier
- T2
- Rang
- #69
- Taux de victoire
- 50.85%
- Taux de sélection
- 0.48%
Annie est actuellement classé T2 dans les données ARAM Mayhem. Voir le guide du champion

Sejuani est actuellement classé T3 dans les données ARAM Mayhem.
Sejuani Fury of the North
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.
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.
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.
Use Snowball to create a reliable entry when the enemy is playing behind minions or staying outside your normal reach. If Snowball lands on a carry or immobile mage, check whether your team can follow before taking it. The risk is that Snowball can pull you past your own frontline, so do not take it into five enemies unless your ultimate or escape plan is ready.
Use it to start a fight on a high-value target, stop an enemy engage, or punish someone who has already used their movement spell. If the enemy has cleanse effects, spell shields, or a tank standing in front, be patient and look for a better angle. The tradeoff is that holding it too long can lose tempo, but throwing it into the first body you see often wastes Sejuani’s strongest fight starter.
Before going in, check three things: enemy spacing, your team’s range, and whether the wave blocks your path. If the enemy backline is too far and only their tank is reachable, you may be better off peeling or zoning instead of diving. Sejuani is strong when she starts a fight on her terms; she feels weak when she becomes a slow target in the middle of the lane.
She can do both, but the right choice depends on who is winning the threat battle. If your carries are stronger than theirs, peel first and make assassins or bruisers pay for diving. If the enemy backline is fragile and your team has instant damage, engage first and force them to react before they can poke your team down.
Sejuani likes teammates who can hit the target the moment she locks it down: burst mages, marksmen with safe range, and bruisers who can follow into the fight. She also works well with allies who want a stable front line to stand behind. The tradeoff is that if your team is all poke with no follow-up, you must play slower and use crowd control defensively instead of diving every time.
Long-range poke, heavy disengage, and multiple mobile carries can make Sejuani work for every engage. Against those comps, use bushes, Snowball pressure, and minion waves to hide your intent instead of walking straight at them. If they keep saving disengage for you, force smaller trades first so their key tools are down before you commit fully.
Build around the damage type and threat pattern you are actually facing. If magic poke is controlling the lane, prioritize durability against that; if physical carries are shredding your team, armor and anti-attack tools become more valuable. The tradeoff is that greedy damage or utility choices can feel great when ahead, but they punish you hard when you are the only champion able to stand in front.
Prioritize augments that improve durability, engage reliability, crowd-control uptime, or teamfight presence. If an augment helps you survive after committing or makes your initiation harder to ignore, it usually fits Sejuani’s job. Avoid choices that only add selfish damage when your team needs you to absorb cooldowns, because dying first often costs more damage than the augment adds.
Stop looking for hero engages into the full enemy team. Play near your strongest carry, clear space around them, and punish enemies who overstep while trying to siege. The tradeoff is that you give up flashy starts, but you buy time for your team to farm, reset, and wait for the enemy to make the first mistake.
Stand forward, control the middle of the lane, and make the enemy spend resources just to walk up. If someone steps outside their team’s protection, engage quickly and turn the pick into turret pressure or a forced fight. The risk is overchasing; once the enemy is split or low, do not dive past your damage dealers unless they can still hit the same target.
The biggest mistake is treating every crowd-control tool as an engage button. Sometimes the best play is to hold your threat and make the enemy carry play scared, because once your main tools are gone they can walk forward freely. Use your engage when it creates a kill, saves a teammate, or forces a major enemy cooldown, not just because it is available.
In late fights, one bad engage can decide the round, so start by marking the enemy’s biggest damage threat and their best disengage tool. If that target steps forward or uses mobility, commit fast and call the focus through your movement. If they refuse to give an angle, peel your own carries and let the enemy frontline waste time hitting the tank they cannot quickly kill.