Echo: Every third basic ability cast will echo, casting it again.
Harmony: Casting an ability grants a Note to nearby allies for 5 seconds. For each Note, Seraphine's next atack gains 30
Attack Range and deals an additional 4 (+40% AP) magic damage.
Deals 60 / 75 / 90 / 105 (+40% AP) magic damage in target area, increased by 0% - 50% based on the enemies' missing Health.
Reaches maximum damage when the target is below 25% Health.
Shields all nearby ally champions for 60 / 80 / 100 / 120 (+40% AP) damage for 2.5 seconds and grants them 20% Movement Speed for 2.5 seconds.
If Seraphine is already shielded, nearby allies are healed for 5% of their missing Health (+0.01% AP), increased by 50% for each ally.
Deals 60 / 90 / 120 / 150 (+40% AP) magic damage to enemies and slows them by 99% for 1 second.
If the enemy is already slowed, they are rooted instead. If they are rooted, they are stunned.
Deals 150 / 250 / 350 (+70% AP) magic damage to enemies and charms and slows them by 40% for 1 / 1.25 / 1.5 seconds.
Ability extends when it touches an ally or enemy champion.
Seraphine is an enchanter Support champion. She excels at shielding and healing your team to keep them alive and has a lot of poke and crowd control to carry team fights. She has a pretty strong laning phase with her poke and crowd control, you just need to be careful if the enemy bot lane engages onto you because you do not have a lot of health and can die quickly. The later the game goes, the better Seraphine gets. Her shields, crowd control, and damage become even stronger and you can do a lot more to keep your team alive.
Seraphine can also be played in the mid lane, make sure to check the alternative build at the top of the page! With Seraphine mid, you want to build towards more damage so you can be impactful in team fights and you don't need to worry about protecting your ad carry.
Seraphine does best with support items that give her shields more power. With that in mind, Luden's Echo is a great first item for Seraphine. It's not really a 'Support' item but the stats and passive benefit her a lot when playing to try and carry. Another strong item is Staff of Flowing Water. This item gives her a lot of ability power, mana and ability haste which are all good stats that will help Seraphine carry her team. Also when Seraphine heals or shields an ally, they both get ability haste and power for a few seconds.
With runes, we have the following:
This gives Seraphine more shield power and also allows you to deal that little bit extra damage with your poke during the laning phase.
Seraphine has plenty of abilities that immobilize the enemies so your team can follow up and deal 5% more damage.
Adaptive Carapace helps Seraphine in the early game when trading against the enemy duo lane and also helps her survive against assassins that might look to kill her.
Seraphine will always get involved in team fights and will get a lot of takedowns with her heals and shields. After every unique takedown, Seraphine gets Ability Haste so she can use her abilities more often.
Seraphine does ok in the early game, you can poke the enemy with High Note and Beat Drop and if you can time your Surround Sound shield, you can win trades vs the enemy bot lane. Keep track of your passive Stage Presence as every 3rd ability will Echo casting it again. This can work well especially with your Beat Drop to get an easy root on the enemy. You have to be very careful when stepping forward with Seraphine, as if you get caught out and engaged on, you can die very quickly. The best thing to do is let your AD Carry last hit minions and try to stay back so you don't get caught but walk up when necessary to help out.
The later the game goes, the stronger Seraphine gets as her shields and heals get stronger with more items. It is really important as a support champion that you stay with your team and help them during team fights. Prioritize staying back and keeping your carries alive, protecting them against the enemy team using everything possible to keep them alive. The AD Carry in your team is one of the main damage sources and keeping he/her alive is really important!
Seraphine is a very underrated and super fun champion to play! She is one of of the only enchanter supports that have a game-changing ultimate that can carry the game whilst also giving your whole team an area of effect shield and movement speed.
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