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Seraphine Build Guide by NikMelon05

Middle Low Elo Mid Bully - Seraphine

Middle Low Elo Mid Bully - Seraphine

Updated on April 25, 2024
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League of Legends Build Guide Author NikMelon05 Build Guide By NikMelon05 8,906 Views 0 Comments
8,906 Views 0 Comments League of Legends Build Guide Author NikMelon05 Seraphine Build Guide By NikMelon05 Updated on April 25, 2024
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Runes: Aery - Sustain

1 2 3 4 5
Sorcery
Summon Aery
Manaflow Band
Transcendence
Gathering Storm

Resolve
Font of Life
Revitalize
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+10-180 Bonus Health

Spells:

1 2 3 4
aggressiv lane
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

Ability Order Damage Skill order

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Champion Build Guide

Low Elo Mid Bully - Seraphine

By NikMelon05
Introduction
Hello fellow Summoners! I'm NikMelon05, a dedicated mid main with over 200,000 mastery points on Seraphine, the Starry-Eyed Songstress. Seraphine is a versatile mage who excels in the mid lane due to her strong wave clear, utility, and team fight presence. Ever since her release, I've been deeply enamored with Seraphine's enchanting champion design and her incredible versatility on the Rift. In this guide, I'll be sharing my insights, tips, and strategies to help you master this melodious mage and elevate your gameplay to new heights. Whether you're a seasoned Seraphine player or just starting to explore her potential, there's something valuable here for everyone. Let's dive in and discover the harmonious world of Seraphine, the starry-eyed songstress together!

Pros

+ Strong wave clear with High Note and Beat Drop
+ Excellent utility and team fight presence
+ Versatile build paths
+ Long-range poke
+ Scales well into the late game

Cons

- Squishy and vulnerable to Assassin
- Relis on hitting skill shots
- Mana hungry in the early game
- Limited mobility without Flash



Team Composition

Seraphine thrives in team compositions that emphasize synergy and coordination. Paired with engage-oriented champions like Malphite or Amumu, she can follow up with her abilities, amplifying their crowd control and creating opportunities for her team to secure kills. Her supportive nature complements hyper-carries such as Jinx or Vayne, providing them with shields, heals, and utility to thrive in teamfights. Additionally, Seraphine synergizes well with frontline tanks like Alistar or Nautilus, as she can keep them healthy and bolster their engages with her abilities.

In poke-oriented compositions, Seraphine shines alongside champions like Varus or Jayce, using her long-range abilities to whittle down enemies before decisive engages. Her ultimate, Encore, can set up wombo-combos with champions like Orianna or Yasuo, turning teamfights in an instant. Seraphine's flexible build path allows her to adapt to different team needs, whether it's providing grievous wounds against healing compositions or focusing on raw damage output with items like Rabadon's Deathcap.

When paired with high-mobility champions such as Ekko or Talon, Seraphine's speed boosts and crowd control can enable aggressive dives and tower dives. In protect-the-carry compositions, her ability to peel and provide sustained healing makes her invaluable alongside champions like Aphelios or Kog'Maw, allowing them to output damage safely.

Furthermore, Seraphine's synergy with champions that benefit from extended fights, like Swain or Mordekaiser, is undeniable. Her healing and crowd control can turn prolonged skirmishes in favor of her team, making her a versatile pick in various team compositions. In conclusion, Seraphine's adaptability and supportive kit make her an excellent addition to a wide range of team compositions, amplifying their strengths and covering their weaknesses to secure victory on the Rift.

Ideal Teammates
Runes

SORCERY
Summon Aery stands out as one of the top choices for Seraphine. It amplifies her poke and can shield allies, synergizing with her damaging abilities and Surround Sound. Arcane Comet is a more aggressive option compared to Summon Aery, Arcane Comet focuses on delivering significant poke damage. it meshes perfectly with High Note.
Manaflow Band is crucial for Seraphine’s mana managment. It restores mana upon damaging enemies and can boost her mana pool up to 250, subsequently restoring 1% of her missing mana. This rune enhances her ability to consistently poke down enemies.
Transcendence grants a free +5 ability haste at levels 5 and 8. By level 11, it reduces the cooldown of basic abilities by 20% on champion takedowns. This is invaluable for Seraphine to swiftly ramp up her spells and achieve those coveted double cast.
Gathering Storm is a potent rune for Seraphine, offering increasing bonus ability power or attack damage every 10 minutes. At 10 minutes, it provides 8 Ap or 5 Ad scaling up to 48 Ap or 29 Ad by 30 minutes.

DOMINATION
Opting for Domination as a secondary rune page introduces a more aggressive playstyle, providing bonus damage and ability haste.
Cheap Shot synergizes exceptionally well with High Note. It deals double damage to enemies stunned by Beat Drop, amplifying the burst potential of this combination.
Ultimate Hunter offers 6 ability haste for normal spells and an additional 5 ability haste per Bounty Hunter stack. Earn Bounty Hunter stacks for the first takedown on each enemy champion, making this rune invaluable for reducing Seraphine's ultimate cooldown.

RESOLVE
Choosing Resolve as a secondary rune page enhances Seraphine’s sustain against early-game champions. However, this comes at the cost of losing the burst damage from Cheap Shot.
Font of Life marks enemies impaired by your movement abilities like Beat Drop. Allied champions attacking marked enemies will heal for a percentage of your max health over time.
Revitalize amplifies incoming and outcoming heals and shields by 5%, increasing to an additional 10% on targets below 40% health. This rune synergizes perfectly with Surround Sound.

INSPIRATION
Inspiration enhances her sustain, scaling and utility throughout the game.
Biscuit Delivery grants a Total Biscuit of Everlasting Will every 2 minutes until 6 minute. Each biscuit restores missing health and mana, and increases the mana cap by 40, even if sold.
Cosmic Insight offers free summoner spell and item haste, reducing their cooldowns, further enhancing Seraphine's utility and flexibility in the game.
Summoner Spells
FLASH
Flash serves as a versatile tool in League of Legends, functioning both as an escape and engage mechanism. It allows champions to quickly reposition themselves during critical moments, making it invaluable for both defensive maneuvers and aggressive plays.
TELEPORT
Teleport is another essential summoner spell, offering the ability to swiftly return to lane after a recall, ensuring minimal loss of experience and gold. Additionally, Teleport can be used to assist teammates across the map, turning the tide of battles or securing objectives.
IGNITE
Ignite amplifies a champion's kill pressure by dealing true damage over time to enemy champions. Its added benefit of applying Grievous Wounds reduces the effectiveness of enemy healing, making it a potent choice against sustain-heavy compositions.
EXHAUST
Exhaust is particularly effective against assassins and high-damage champions. By reducing an enemy's damage output and movement speed, Exhaust can significantly mitigate the threat posed by burst-oriented adversaries, providing an extra layer of protection for you and your team.
BARRIER
Lastly, Barrier is an excellent defensive option, granting a temporary shield that can absorb a significant amount of damage. This can be crucial in surviving turret dives, countering high-burst champions, and turning the tables in close duels. Each of these summoner spells offers unique advantages and should be chosen based on the specific needs and strategies of your champion and team composition.
Starter Item
Doran's Ring is the best starter item on Seraphine. It restores 1.25 mana every second or heal 45% of this value, if you cannot gain mana, which is very strong in the early game. It also gives you 5 bonus physical damage on-hit against minions, which makes last hitting much more easy.

Core Items
When it comes to optimizing Seraphine's item build, there are several potent choices that synergize well with her kit and playstyle. Starting off with Malignance, this item offers 25 ability haste, 80 ability power, and 600 Mana. Additionally, it provides 20 ultimate haste and a unique passive that creates a burning ground for 3 seconds upon damaging an enemy champion with her ultimate. This burning ground deals magic damage per second and reduces the magic resistance of enemies standing on it.


-OR-

-OR-
For Boots, Seraphine has multiple options to choose from based on the situation. Sorcerer's Shoes are ideal when you can consistently land your abilities, maximizing your damage output through magic penetration. Ionian Boots of Lucidity offer bonus ability and summoner spell haste, making them a valuable choice when you rely heavily on summoner spells like Exhaust against assassins or Barrier to counter high burst or dives. Alternatively, Boots of Swiftness provide a 15 movement speed boost and reduce the effectiveness of slows by 25%, making them effective against champions with powerful slows such as Ashe, Cassiopeia, or Orianna.
Liandry's Torment is another strong item for Seraphine, offering 90 ability power and 300 health. Its passive causes enemies to burn for a percentage of their maximum health as magic damage over time and grants bonus damage for each second spent in combat with enemy champions, capping at 6% bonus damage.
Rabadon's Deathcap is a staple in any mage's build, providing a massive 140 ability power and increasing total Ability Power by an additional 35%. This amplifies the damage output of all other ability power items in her build.
For the final item slots, Shadowflame and Cryptbloom are solid choices. Shadowflame offers 120 ability power, 10 magic penetration, and a unique passive that increases damage against enemies below 35% health. On the other hand, Cryptbloom grants 15 ability haste, 70 ability power, 30 magic penetration, and a healing nova on takedowns, which can be invaluable in teamfights.

-AND-

Considering your preferred build, a recommended item sequence for Seraphine could be: Malignance, Sorcerer's Shoes, Liandry's Torment, Rabadon's Deathcap, Shadowflame, and Cryptbloom. This build offers a balanced mix of ability power, ability haste, magic penetration, and unique passives that synergize exceptionally well with Seraphine's kit, enhancing her damage, survivability, and utility on the Rift.

Abilities
PASSIVE ABILITY
Stage Presence
Seraphine's kit revolves around her unique innate abilities, Echo and Harmony, which synergize with her passive, Stage Presence, to create a versatile and melodic gameplay experience.

Innate - Echo: Seraphine's basic abilities generate a stack of echo, stacking up to 2 times. Upon reaching 2 stacks, her next basic ability casts an additional time at no cost, after a brief 0.033-seconds delay. This consumes all echo stacks after the second cast completes. Echo stacks are represented by a counter under Seraphine's health bar. If the second cast's animation is interrupted or fails to beginn, Seraphine retains her stacks. She gains full stacks of echo at the game's start and upon respawning.

Innate - Harmony: When Seraphine uses her abilities, she grants a note to herself and all nearby allied champions, lasting for 6 seconds. Up to 4 notes can be active per unit a time. Her next basic attack gains 25 bonus attack range per active note and fires all notes at the target, dealing 4-24(based on level)(+7%Ap) magic damage for each note discharged. Subsequent notes dea 75% of the previous note's damage to non-minions, while they deal 200% bonus damage to minions. Notes will fire from allies regardless of their distance from Seraphine. An audible music sue plays for Seraphine and nearby allies, indicating if they can receive a note.

In summary, Seraphine's kit is intricately designed to reward players who can effectively manage her echo stacks, utilize the bonus range and damage from harmony, and strategically time her double-casted abilities through Stage Presence. Mastering these mechanics allows players to unlock to full potential of this musical mage.

Q
High Note
Seraphine's ability, High Note, stands out as a versatile skill in her arsenal. When activated, she hurls a soundwave towards a targeted location. Upon impact, this soundwave rapidly expands, dealing magic damage to all enemies caught within its growing radius. The potency of this damage can be augmented by up to 50%, contingent on the target's missing health. With a range extending up to 900 units, High Note requires 65/70/75/80/85 Mana and boasts a cooldown that diminishes from 10 to 5 seconds as it levels up.

A distinctive feature of High Note is its firing mechanism: the soundwave emanates from Seraphine's position at the culmination of the cast time. The timing of its impact is influenced by the missile speed, resulting in an impact delay that can vary from 0 to 0.75 seconds post-cast within the standard radius. This delay can be further prolonged if Seraphine moves from her initial position during the casting phase.

When synergized with her passive, Stage Presence, a double-casted High Note can be devastating, particularly when unleashed on immobilized foes. It's crucial to note that the proximity between Seraphine and her target dictates the landing time of High Note. The closer she is, the swifter the impact, heightening its efficacy at shorter distances.

As Seraphine amasses more Ability Power, High Note evolves into an invaluable asset for wave clear, enhancing her wave management prowess in the mid lane. Mastering the timing and positioning of High Note is pivotal for optimizing its impact and fully unlocking Seraphine's potential as a musical mage on the Rift.

W
Surround Sound
Surround Sound is one of Seraphine's dynamic abilities that harmoniously combines supportive and defensive capabilities. When activated, Seraphine boosts her nearby allied champions with an inspiring song, providing herself with a decaying movement speed of 20% (+4% per 100 ability power) and a shield that ranges from 50 to 130 (+25% of ability power) for 2.5 seconds. Meanwhile, her allies receive an 8% (+1.6% per 100 ability power) movement speed increase and a shield ranging from 60 to 140 (+40% of ability power) for the same duration. This effect has an effective radius of 800 and costs between 50 to 90 Mana, with a cooldown that scales from 28 to 20 seconds.

One unique aspect of Surround Sound is its stacking capability, allowing its effects to be stacked up to two times. If Seraphine already possesses a shield when casting Surround Sound, she calls out to her allies to gather around, initiating a healing process. This healing restores 5% to 7% (+0.4% per 100 ability power) of missing health per nearby ally champion after a 2.5-second delay. Notably, the healing power of Surround Sound increases based on the number of allies within its radius.

Additionally, Surround Sound synergizes with any shield Seraphine possesses, not exclusively from its own cast. A prominent indicator, reminiscent of Redemption, highlights the area of effect and the healing delay. When combined with her Echo from the Stage Presence passive, Surround Sound amplifies, granting Seraphine a double shield and movement speed.

Given its versatility, Surround Sound can be strategically utilized for both disengaging and engaging in combat scenarios, making it a pivotal tool in Seraphine's supportive repertoire on the Rift.

E
Beat Drop
Beat Drop is a potent ability in Seraphine's kit, allowing her to unleash a heavy soundwave in a targeted direction. This soundwave deals magic damage to enemies it hits, with reduced damage against minions, and applies a 99% slow for 1 second. What makes Beat Drop even more impactful is its additional crowd control effects. If enemies are already slowed, they are rooted for the same duration. Moreover, if enemies are immobilized or grounded, they are stunned, but the root and stun cannot occur simultaneously. With a target range of 1300, Beat Drop costs between 60 to 100 Mana and has a cooldown that scales from 11 to 9 seconds.

The synergy between Beat Drop and Seraphine's passive, Stage Presence, is remarkable. The Echo- Beat Drop combo is particularly devastating in early trades, especially when you gain a level 2 advantage. As you progress in the game, you'll discover the immense strength this combo offers in teamfights and ganks, making Beat Drop a primary choice for echoing.

Furthermore, Beat Drop synergizes exceptionally well with Rylai's Crystal Scepter. Once you acquire Rylai's, the slow from the initial cast of Beat Drop ensures consistent rooting of enemies, enhancing your crowd control capabilities. The distinct range of Beat Drop enables you to trade with minimal risk. For an optimized trade, consider double casting Beat Drop followed by High Note to ensure a safe and impactful exchange.

It's important to note that you don't necessarily need to be the one to slow enemies before casting Beat Drop to secure the stun. In teamfights, focus on targeting enemies who are being pursued by your high crowd-control teammates to maximize the effectiveness of this ability.

R
Encore
Encore is a mesmerizing ability in Seraphine's repertoire, casting a captivating force in a designated direction. This force not only deals magic damage to all enemies it strikes but also charms them for a duration. While charmed, enemies are revealed and slowed by an initial 40%, which escalates by 15% every 0.25 seconds, capping at an impressive 99% slow. With a target range of 1200 and a speed of 1600, Encore costs 100 Mana and has a cooldown that scales from 160 to 120 seconds.

The versatility of Encore lies in its unique interaction with champions. The projectile resets its remaining travel distance upon hitting an allied or enemy champion, except for Seraphine herself. This interaction not only provides potential for extended crowd control but also grants all allied champions struck with 4 Notes, enhancing the effects of her Harmony passive.

However, there are certain limitations to Encore's extension. The ability won't extend onto enemy champions that are untargetable, although it will do so for allied champions. Additionally, Spell Shields can negate the extension of Encore. Despite these restrictions, there's no cap on how many times the wave can extend, making Encore a potentially game-changing ability in teamfights and skirmishes.
Early Game
During the laning phase, focus on farming and poke your opponent with High Note while maintaining a safe distance. Use Beat Drop to set up ganks or disengage from unfavorable trades. Coordinate with your jungler to secure kills, as Seraphine's crowd control can be a valuable asset.
Favorable Matchups

Unfavorable Matchups
Team Fights
In team fights, position yourself carefully to land Encore and High Note on priority targets. Use Surround Sound to shield and empower your team, turing the tide of battle in your favor. Seraphine excels in extended fights where she can make full use of her abilities and utility.
Late Game
During zhe late game, Seraphine shines as a powerful team fight mage and support. Stick with your team and focus on landing crucial Encores and High Note to secure objectives and win team fights. Utilize your shields and crowd control to protect your carries and turn the game in your favor.
Conclusion
Thank you for taking the time to read through this Seraphine guide. I hope you've found valuable insights and strategies to enhance your gameplay with this capttivating champion. Seraphine offers a unique blend of support and damage capabilities, making her a versatile pick of various team compositions. Remember, mastering her abilities and understanding her playstyle is key to unlocking her full potential on the Rift. Best of luck in your future games with Seraphine, and may your performances always hit the right notes!
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