After being out of combat, Sejuani gains Frost Armor which grants Armor and Magic Resist and immunity to slows. Frost Armor persists for a short time after Sejuani takes damage. Sejuani can damage a stunned enemy to shatter it, dealing massive magic damage.
Passive · no active cost or cooldown
Base statistics
Mana
Health
630
Resource
400
Armor
34
Move speed
340
Attack damage
66
Attack speed
0.688
About this data
Viewing the current patch. If no sample is available yet, you can open an available historical patch.
Editorial plan reviewed for 26.15. This does not establish a review for statistics patch 16.19.
Game plan · Jungle
Farm toward a real engage, then make every timer a team decision
Plan overview
Start with a conditioned clear: farm toward a lane with real setup, and deviate only for an overextended target, a crashing wave, or a safe invade backed by priority. Protect Frost Armor before Q by avoiding pointless damage; it persists briefly after damage, so use that remaining approach window rather than treating the hit as an immediate cancellation. In fights, Q creates the entry, W builds Frost, and Permafrost converts maximum stacks into a stun; reserve R for a catch or objective-space engage allies can reach. When ahead, use Q and R to control entrances, invade with priority, and convert picks into towers or objectives. When behind, farm levels, mirror the enemy jungler, peel for your strongest damage dealer, and trade contested objectives rather than donating a blind death.
Plan by phase
Build levels, then spend Q on a visible trap
From spawn through the first Scuttle and objective windows; change course when a lane becomes overextended, loses its escape spell, or creates a safe river entry.
Use a conditioned full clear when lanes lack setup or your early duel is uncertain; path toward the lane that can rotate to your first river play. Choose a three-camp gank only when the target is overextended, missing an escape, or collecting a crashing wave. Protect Frost Armor before the approach, and do not spend Q on a speculative angle. After the first play, return to camps unless the result clearly opens a camp, wave, or objective. The early camp schedule is 0:55 for Red, Blue, Wolves, and Raptors; 1:07 for Krugs and Gromp; and 2:55 for Scuttle.
Game situations
Path
Choose the clear that gives Q a real landing window
If your lanes lack reliable setup or you do not win the first river 1v1, choose a conditioned full clear toward the lane that can arrive first at your intended play. If a lane is overextended, has lost its escape spell, or is receiving a crashing wave, a three-camp path is justified; otherwise preserve camps and reach the first river window with levels and resources. The opening camp schedule is Red, Blue, Wolves, and Raptors at 0:55; Krugs and Gromp spawn at 1:07, and Scuttle at 2:55, so change the route when a real lane opportunity appears rather than forcing a fixed order.
With Sejuani
If Sejuani is approaching with Frost Armor active, let her be the first visible body at the edge of the fight rather than walking ahead of her. When her Q knocks up a champion, focus that target immediately and keep it in range while she uses Winter’s Wrath to apply Frost and works toward Permafrost; allied damage does not need to be treated as advancing her Frost stacks.
If you are a laner with crowd control or a strong early wave, push before Sejuani reaches the river. Priority lets her contest Scuttle or an objective without turning Q into a solo gamble. If your lane is losing, signal the concession early so she can keep camps and trade across the map.
If Sejuani has Glacial Prison ready and the objective is roughly 60–90 seconds away, help sweep the approach and stand near an entrance she can control. Do not force her to throw R at the first tank you see; create a formation where a hit on a carry or choke target can be followed.
If Sejuani is behind, play around her peel instead of demanding an initiation. When an enemy diver enters your backline, she can use Q, W slows, and Permafrost to create time for the strongest allied damage dealer; this is safer than asking her to cross the whole enemy team.
If the team wins a fight, help convert immediately. When two or more enemies are dead or displaced and the waves are not punishing you, escort Sejuani to the nearest tower, objective, or enemy camp rather than chasing a low-value target.
Identity, strengths and limits
Turn one clean charge into a fight your team can finish
Sejuani is a Vanguard jungler who wins by entering first, locking one target, and giving nearby allies time to deal damage. Her defining economy is Frost: Winter’s Wrath applies stacks, Permafrost stuns at maximum stacks, and damaging a stunned enemy can shatter it for massive magic damage. Frost Armor rewards arriving out of combat with resistances and slow immunity, and it persists briefly after Sejuani takes damage. She is not an assassin, a farming-only tank, or a reason to start fights when allies cannot follow.
Strengths
Frost Armor gives the first approach resistance and slow immunity while Sejuani is out of combat, and it persists briefly after damage.
Q supplies a direct knock-up and can create access through a threatened lane angle.
W applies Frost while slowing, giving Permafrost a clear follow-up condition.
R can start a catch or control objective space before the full fight.
Her reliable crowd control gives nearby allies a concrete target to hit.
Limits and risks
Starting Q when your nearest damage dealer cannot follow.
Using W or Permafrost before you know which target your team can reach.
Contesting river or invades without nearby lane priority.
Entering fog alone before a Dragon, Voidgrubs, Herald, Baron, or Elder setup.
Chasing after a won fight instead of banking a tower, wave, camp, or objective.
One idea for your next game
For the next game, make every first play answer one question: can my team follow the Arctic Assault landing? Before you Q, check whether an ally is close enough to damage the knocked-up target and whether the enemy’s escape route is cut off. If either answer is no, keep farming toward the next timer or hold Q as your exit. Your goal is not to press engage more often; it is to turn one confirmed Q landing into Frost stacks, Permafrost, and a fight your team can actually finish.
Observed matchups
We cannot load this source
The data is unavailable right now. You can keep browsing the catalogue and try loading it again.
Sejuani is the brutal, unforgiving Iceborn warmother of the Winter's Claw, one of the most feared tribes of the Freljord. Her people's survival is a constant, desperate battle against the elements, forcing them to raid Noxians, Demacians, and Avarosans alike to survive the harsh winters. Sejuani herself spearheads the most dangerous of these attacks from the saddle of her drüvask boar Bristle, using her True Ice flail to freeze and shatter her enemies.