
Sejuani
Hardest matchups for Sejuani in Jungle (Emerald, patch 16.20):
Lillia,
Wukong,
Rek'Sai. Easiest:
Jayce,
Rengar,
Locke.
Try it in a draftCountersPower curvesIn the tier listWho wins into SejuaniOn the pro tier list
Sejuani on patch 16.22
- Jungle52.0%#9 of 74A5,155 games
- Top50.7%#45 of 103B681 games
- steady since 16.21
Sejuani’s main role on patch 16.22 is Jungle: a 52.0% win rate across 5,155 Emerald games, #9 of 74 Jungle champions on the tier list (grade A), picked in 2.1% of games. Sejuani is also played Top: a 50.7% win rate across 681 games, #45 of 103. Since patch 16.21, Sejuani Jungle has not moved by more than chance explains: 0.3 points across 36,865 games in 8 ranks.
Emerald games from every region, as of Nov 9, 2026. The tables below load current numbers. Patch 16.22 tier list
Solo queue
Open in the tier listPatch 16.20, the current one
| Lane | Grade | Win rate | Games | Picked | Mains |
|---|---|---|---|---|---|
| Jungle84% of its games | A | 51.1%51.2% raw ±0.8 | 16,409 | 2.4%0.2% banned | 51.6%50.1% first time |
| Top11% of its games | C | 49.1%48.7% raw ±2.1 | 2,204 | 0.3%0.2% banned | 50.2%46.1% first time |
| Support3% of its games | too few games | 49.7%49.2% raw ±4.3 | 526 | 0.1%0.2% banned | 50.8%47.3% first time |
| Mid2% of its games | too few games | 50.3%51.3% raw ±5.7 | 298 | 0.0%0.2% banned | 51.4%47.7% first time |
| Bot0% of its games | too few games | 50.0%50.0% raw ±26.2 | 14 | 0.0%0.2% banned | 51.5%47.2% first time |
Matchups
Every matchupHow to read this
Sejuani’s win rate against each champion picked into it in the lane opposite: its hardest matchups, then its easiest. The small number is the matchup’s own effect on Sejuani, the part not explained by either champion’s strength.
Hardest for Sejuani
Lane leads and team bans
What Sejuani’s team bans
Champions a team bans more often when it has Sejuani than the other team does in the same games (129,745 games). The other team banned before Sejuani was picked, so the gap is the ban spent because Sejuani was coming — a sign players see these as counters. Riot does not say which player cast a ban, so this is the team’s choice.
Builds
Every buildHow to read this
How Sejuani is built in this lane, most common first, with the items those builds finish and how they win.
- Tank


52.0%15,660 games - AP sustained


53.3%521 games - AP burst


52.5%41 games - Enchanter


52.2%12 games - AD bruiser


52.1%7 games
Runes and summoner spells
How to read this
How Sejuani does with each summoner-spell pair, keystone and minor rune in this lane, at the rank and region above. These are the win rates of the players who made each choice, not the choice’s own effect: a page is recommended only when a real share of players runs it.
17,824 games · patches 16.20, 16.21 · Sep 10 – Oct 21
Every option, with its numbers
Summoner spells

Flash + Smite51.1%17,695 games · 99% pick rate · the usual choiceRecommended
Keystones

Aftershock + Inspiration50.0%442 games · 2.5% pick rate · same players: +0.1 pts vs the usualRare: not recommended
Aftershock + Precision51.5%13,003 games · 73% pick rate · the usual choiceRecommended
Stormraider's Surge + Precision49.1%511 games · 2.9% pick rate · same players: −0.8 pts vs the usualRare: not recommended
Aftershock + Domination50.6%3,033 games · 17% pick rate · same players: −0.9 pts vs the usual
Minor runes with Aftershock
Font of Life51.4%99% take it
Conditioning51.4%99% take it
Overgrowth51.3%98% take it
Triumph51.5%100% take it
Legend: Alacrity51.6%99% take it
- Attack Speed51.2%98% take it
- Health Scaling51.3%77% take it
- Adaptive Force50.5%20% take it
- Move Speed50.0%3.2% take it
- Health Scaling51.1%95% take it
- Health51.0%2.8% take it
These numbers describe, they do not prove. Each rate is Sejuani’s record when its player chose that option, pulled toward Sejuani’s own rate by 100 games of prior so a small sample cannot look like a discovery. An uncommon page often wins more because experts run it, and they would win on any page, so only a choice taken in at least 10% of games can be recommended, and spells and keystones are ranked by how the SAME players do with them against the usual choice, not by the raw rate; rarer ones are listed with their numbers and labeled. The build line (opening buy, the two key items in the order they are finished, boots or the support upgrade) is advice in the same sense: how Sejuani does when built that way.
The learning curve
Champion pool
On a first game Sejuani wins 50.1%; in the hands of players with the most mastery on it, 52.7%. That gap ranks it 153 of 173 for how much practice pays. It is at 50% or better from the first games, under 5,000 mastery points.
Pro play
On the pro tier list
Sejuani in the major leagues and international events this season, across 3,434 games: its record, how often it is picked or banned, whether it is taken blind or saved as a counter, its lane at 15 minutes, and the best pro on it.
| Lane | Win rate | Priority | Blind / counter | Lane @15 | Best pro |
|---|---|---|---|---|---|
| Jungle | 48.9%42W 51L | 4%4% in any lane | 73% counter | −183 gold | — |
| Top | 50.2%2W 1L | 0%4% in any lane | 67% counter | −1,280 gold | — |
How much knowing Sejuani pays
Players on their Mastery band win 2.6 points more on Sejuani than first-timers do: #153 of 173 champions for how much mastery pays.
At 300k+ mastery points, Sejuani players win 52.7%: #64 of 173 champions for where mastery ends up. The fitted curve levels off at about 52.9%, and is half-way up by ~32K points.
Dots are the six mastery bands, placed at their mastery points. The line is the best-fitting curve that rises and levels off.
This is not a promise about your next game. Players do not reach a mastery band in a random order, and a champion someone loses on tends to get dropped before it reaches the high bands — so the right-hand side of every curve is partly survivors, not only practice.