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Seraphine Build Guide by RezoneVerified

Middle ❀ 🎢 [SEASON 16 NEW ] MASTER MID Seraphine! SEASON - THE SONG OF DEATH 🎢🎀

Middle ❀ 🎢 [SEASON 16 NEW ] MASTER MID Seraphine! SEASON - THE SONG OF DEATH 🎢🎀

Updated on August 23, 2026
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League of Legends Build Guide Author RezoneVerified Build Guide By RezoneVerified 879 52 2,430,911 Views 25 Comments
879 52 2,430,911 Views 25 Comments League of Legends Build Guide Author RezoneVerified Seraphine Build Guide By RezoneVerified Updated on August 23, 2026
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Runes: Aery

1 2 3
Sorcery
Summon Aery
Manaflow Band
Transcendence
Scorch

Inspiration
Cosmic Insight
Magical Footwear
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health

Spells:

1 2 3 4
Ignite for early aggression/squishy laners
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite


How is it going guys! My name is Rezone and I'm a Master Tier Midlane main. I peaked at 270 LP Master Tier this Season and have 9.5 Million Mastery Points on Heimerdinger! I upload gameplays, guides, tips and pretty much any other League of Legends related content you could ever ask for!

I was the BEST HEIMERDINGER EUW in Season 7 and I'm best known for inventing the Holy Trinity of Tilt build on Heimerdinger a couple of seasons ago (Banner of Command, ZZ'Rot Portal and Rylai's)! I've also recently competed in TWITCH RIVALS where I played Heimerdinger ADC and came joint first against other streamers such as TFBlade.


Seraphine has a low skill ceiling, and she's great for beginners. She has solid AoE and CC, especially when paired with teammates and her abilities are also good for being a secondary support to your team if she falls behind. She fires her strong poke abilities from a safe range, and scales well into the late game.

FLASH
Flash is the best summoner spell in the game, it is your escape tool and engage tool. Seraphine has no mobility outside of Surround Sound which has a 20 second CD at rank one, so Flash helps mitigate this weakness slightly.


IGNITE
Ignite is extremely powerful on Seraphine, giving her that extra bit of kill pressure that she needs, and helps snowball if you take Electrocute. It also offers Grievous Wounds, which is very useful against champions with high healing, such as Vladimir and Akali.


TELEPORT
Teleport is important for being able to teleport back to lane after recalling, and for being able to help out your team in difficult spots, turning a 3v2 into a 3v3 and potentially turning the fight. It's very good vs roaming champions such as Twisted Fate, Aurelion Sol, Zed etc.


EXHAUST
VS assassin's such as Zed, Exhaust really takes the edge off of his Death Mark combo, and has good synergy with your Beat Drop, which roots enemies which are already slowed.
Summon Aery β˜… Summon Aery is one of the best runes for Seraphine, providing extra poke, or offering a shield instead, synergising with her damaging abilities as well as her Surround Sound.
Manaflow Band β˜… Manaflow Band restores mana upon hitting an enemy, and increases our mana up to 250 and restores 1% of our missing mana thereafter - increasing Seraphine's ability to poke down her enemy

Transcendence β˜… Transcendence is a free +5 ability haste at levels 5&8, and at level 11, you reduce the remaining cooldown of basic abilities by 20% when you get a champion takedown. This is very useful for Seraphine to quickly ramp up her spells to get that sweet double cast proc.

Scorch β˜… Scorch does bonus damage on your next damaging ability, every 10 seconds. Very good for laning priority. Can be replaced with Gathering Storm if you're scaling for late. Scorch has recently become a lot popular in midlane picks due to the aggressive nature that comes with the lane, it may not be as safe as Gathering Storm but it is very rewarding if you can keep the harass up!

Magical Footwear β˜… Magical Footwear provides us with free boots at 12 minutes but you cannot buy boots before then. Each takedown you get makes your boots come 45 seconds sooner. This works tremendously well on Seraphine due to her extra movement speed during W cast.

Cosmic Insight β˜… Cosmic Insight provdes us free +15 summoner spell haste, and +10 item haste, decreasing the cooldowns, which is always helpful. Seraphine is a champion who thrives on lower cooldowns.
🎢 Seraphine’s Item Guide – Symphony of Starlight 🎢
✨ Core Build Path

β†’ β†’ β†’ β†’
Sorcerer's Shoes β˜… These are the default boots for Seraphine in most games. The bonus magic penetration helps her poke significantly harder with High Note (Q) and improves her mid-game damage against squishier champions.

If your build lacks cooldown reduction, Ionian Boots of Lucidity can be an alternative, but Sorcerer's Shoes will usually provide the strongest damage spike.
Liandry's Anguish β˜… Liandry’s remains one of Seraphine’s best damage items. Her long-range abilities allow her to constantly apply the burn effect, slowly shredding enemies over extended fights.

It is especially strong against [b>health stacking champions[/b] and frontlines, allowing Seraphine to contribute meaningful DPS while still playing safely from the backline.
Seraph's Embrace β˜… Upgrading from Tear of the Goddess, Seraph’s Embrace provides Seraphine with a massive mana pool and strong AP scaling. This allows her to cast abilities frequently without worrying about running out of mana.

The bonus shield also provides valuable survivability during chaotic teamfights where she may become a target.
Rylai's Crystal Scepter β˜… Rylai’s greatly improves Seraphine’s crowd control potential. Every damaging ability slows enemies, making it much easier to land follow-up spells.

This synergy allows Beat Drop (E) to root enemies more reliably and makes it easier for both Seraphine and her teammates to land skillshots during fights.
Morellonomicon β˜… A strong situational choice against champions with heavy healing such as Vladimir, Soraka, or Yuumi.

The Grievous Wounds effect helps your team control sustain-heavy compositions. If healing reduction isn’t needed, consider prioritising additional damage or utility items instead.
Zhonya's Hourglass β˜… An incredibly valuable defensive item for an immobile mage like Seraphine. The stasis effect allows you to completely avoid burst damage from assassins or dangerous abilities.

It is particularly useful against champions with powerful all-ins such as Zed or other dive threats.
Luden's Companion β˜… A more aggressive alternative if you want a burst-focused playstyle. Luden’s enhances Seraphine’s poke damage and improves waveclear significantly.

This option works best with a Q-max build and an aggressive rune setup.
Banshee's Veil β˜… Provides protection against dangerous engage tools and pick abilities. The spell shield can block hooks, stuns, or burst abilities that would otherwise threaten Seraphine’s positioning.

Especially useful versus champions like Blitzcrank, Syndra, or Zoe.
Horizon Focus β˜… A powerful poke amplifier for Seraphine. Because her abilities are long range and often apply crowd control, she can trigger Horizon Focus consistently during fights.

This increases the damage enemies take after being hit, making her poke and teamfight presence even more threatening during sieges and objective fights.
Cryptbloom β˜… Cryptbloom offers both magic penetration and teamfight utility. When enemies are eliminated, it creates a healing burst for nearby allies.

This makes it a great choice when facing heavy magic resistance while still providing supportive value to your team.


Stage Presence (Passive)

EFFECT RADIUS: 800
SPEED: 3000
Innate - Echo: Seraphine'S basic abilities generate a stack of Echo, stacking up to 2 times. At 2 stacks, Seraphine's next basic ability casts an additional time at no cost after a 0.033 seconds delay, consuming all Echo stacks after the cast time of the second cast completes. Seraphine gains full stacks of Echo when the game starts and upon respawning.

Innate - Harmony: Seraphine's abilities grant a Note to her and all nearby allied champions, lasting 6 seconds, up-to 4 Notes at a time can be present per unit. Seraphine's next basic attack gains 25 bonus attack range per active Note and fires all of them at the target, dealing 4 βˆ’ 24 (based on level) (+ 7% AP) magic damage for each Note discharged.

Subsequent Notes deal 75% of the previous Note's damage to non-minions. Notes dealγ€Œ 200% bonus damage 」to minions.

Echo's stacks are represented by a stack counter under Seraphine's health bar. The second cast must complete for Echo stacks to be consumed; if the cast time does not finish or does not begin at all, Seraphine will keep her stacks. The Notes will fire from allies regardless of how far they are away from Seraphine. Seraphine, while alive, will play music if there is at least one ally champion nearby. This is audible to Seraphine and all allied champions that are in range of Harmony, indicative of if they can receive a Note or not.


High Note (Q)

RANGE: 900
COST: 65 / 70 / 75 / 80 / 85 Mana
COOLDOWN: 10 / 8.75 / 7.5 / 6.25 / 5
Seraphine hurls a soundwave to the target location that quickly expands in a radius upon impact, dealing magic damage to enemies in the area, increased by 0% βˆ’ 50% (based on target's missing health).

  • High Note will fire from wherever Seraphine is at the end of the cast time.
  • The impact delay depends solely on the missile speed. It is 0 seconds to 0.75 seconds (after end of cast time) within the standard cast radius, but can be increased further by Seraphine being moved away from the cast location during the cast time.
  • High Note with your double cast can be devastating when combo'd correctly onto a CC'd target!
  • Remember the further you are away from your enemy the longer High Note takes to land. The closer you are the better!
  • Fantastic for wave clear once you have a solid foundation of AP.

Surround Sound (W)

EFFECT RADIUS: 800
COST: 50 / 60 / 70 / 80 / 90 Mana
COOLDOWN: 28 / 26 / 24 / 22 / 20
Seraphine spurs her nearby allied champions in song, granting herself 20% (+4% per 100 ability power) decaying movement speed and 50 / 70 / 90 / 110 / 130 (+25% of ability power) shield for 2.5 seconds (allies granted 8% (+1.6% per 100 ability power) movement speed and 60 - 140 (+40% of ability power) shield instead).


If Seraphine is already shielded, she calls out to her allies to join her, restoring 5 / 5.5 / 6 / 6.5 / 7% (+0.4% per 100 ability power) missing health to them per nearby ally champion after a 2.5 second delay.

Surround Sound's effects can stack up to 2 times.

  • Surround Sound will empower from any shield that Seraphine has. It does not have to be sourced from Surround Sound.
  • A large indicator similar to Redemption's signals the heal area of effect and delay.
  • Your Surround Sound will heal more depending on how many allies are in it!
  • When Surround Sound is used with your Echo then you can gain a double shield and movement speed!
  • Can be used efficiently for disengaging or engaging!

Beat Drop (E)

TARGET RANGE: 1300
COST: 60 / 70 / 80 / 90 / 100 Mana
COOLDOWN: 11 / 10.5 / 10 / 9.5 / 9
Seraphine fires a heavy soundwave in a line in the target direction, dealing magic damage to enemies struck, reduced against minions, and slowing them by 99% for 1 second.

Enemies that are already slowed are also rooted for the same duration. Enemies that are immobilized or grounded are also stunned for the same duration. The root and the stun cannot apply at the same time.

  • Echo Beat Drop combo can be unbelievable in early trades botlane especially with a level 2 advantage. You will find yourself using Beat Drop as your main echo combo once you realise the strength it offers in teamfights or ganks.
  • Beat Drop and Rylai's is a match made in HEAVEN! Once you have Rylai's you will be constantly Rooting enemies due to them being already slowed with the first cast when Echoed!
  • Beat Drop has quite a distinct range which allows you to trade with low risk, double cast Beat Drop with High Note right after to maximise a safe trade.
  • You don't have to be the one to slow the enemies beforehand in order to get the stun from Beat Drop. Focus on fights and cast it on enemies you see being pursued by already high CC team mates!





Encore (R)

TARGET RANGE: 1200
SPEED: 1600
COST: 100 Mana
COOLDOWN: 160 / 140 / 120
Seraphine projects a captivating force in the target direction that deals magic damage to all enemies struck and charms them for a few seconds, during which they are also revealed and slowed by 40%, increasing by 15% every 0.25 seconds over the duration, up to 99%.

Encore's projectile resets its remaining travel distance whenever it strikes an allied or enemy champion, excluding Seraphine. Additionally, all struck allied champions gain 4 Notes.

  • Encore will not extend on enemy champions that are untargetable, but will do so for allied champions.
  • Spell Shield will also prevent Encore from extending.
  • There is no limit as to how many times the wave can extend.

Early - Mid Game



During laning phase, Seraphine can play aggressively into melee match ups, or champions she out ranges. Seraphine's notes will increase the damage from her basic attacks, encouraging you to trade with your enemy laner. A simple Q into Auto Attack combo will chunk the enemy out, especially if you get the second cast from Stage Presence.

With Surround Sound's shield and MS boost, Seraphine has a relatively safe laning phase, especially if you have Flash available, but that doesn't mean she is immune to ganks and death. Outside of Surround Sound, which has a 26 second cooldown at rank one - and does not heal unless you are already shielded, Seraphine is a very immobile mage with no dashes or escapes, so you need to use your Stealth Ward and keep an eye on the mini map, as burning your Flash, and still dying will put you at a huge disadvantage.

Seraphine excels at fighting with her team, and doubly so if you have an enchanter support where you can take full advantage of Surround Sound. Or if you have a team with slows, immobilizes or grounding effects, her CC is at it's strongest. Taking advantage of Stage Presence's Echo mechanic can be the different between getting a kill, and an enemy escaping, and what will seperate the good, from the great Seraphine players.

Seraphine has decent push potential with High Note's Echo, moreso after completing Luden's Echo. Taking objectives such as Dragon's or Rift Herald, or even a tower is priority.


Mid - Late Game


During the mid - late game, you want to be pushing in lanes and looking for roams, objectives and kills. As stated above, Seraphine is very good at fighting with her team, so look to play with one or more of your team mates, especially if they have some kind of CC to proc Seraphine's stronger CC.

During team fights, you want to stay in the back, supporting your team with Surround Sound, hitting enemies with High Note and trying to extend your Encore through as many champions as possible. Keeping an eye on the Echo mechanic for you to take advantage of the different parts of Seraphine's kit will be very important to excute well in a teamfight, shielding and healing allies correctly, or firing off a huge High Note burst Echo.

Make sure to prioritize objectives once you have secured picks/kills, as they are what primarily win the game. Rift Herald spawns twice now, so you can prioritize taking one, if not both, to secure extra tower plates and net you some more gold, allowing you to quickly move forward in your chosen build path.
Thanks for reading my Seraphine guide and I really hope you can take some of this information and apply it to your ranked games! Please drop me a comment, and let me know if there's anything I can improve on. I hope you can pop by any of my social media's and say hi! Feel free to check out any of my other midlane champion guides, and I hope you enjoy them just as much.

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League of Legends Build Guide Author RezoneVerified
RezoneVerified Seraphine Guide
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❀ 🎢 [SEASON 16 NEW ] MASTER MID Seraphine! SEASON - THE SONG OF DEATH 🎢🎀

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