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Seraphine Build Guide by HalexUwU

Middle 11.13 - Seraphine mid - Midlane Burst

Middle 11.13 - Seraphine mid - Midlane Burst

Updated on June 29, 2021
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League of Legends Build Guide Author HalexUwU Build Guide By HalexUwU 2,869 Views 0 Comments
2,869 Views 0 Comments League of Legends Build Guide Author HalexUwU Seraphine Build Guide By HalexUwU Updated on June 29, 2021
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Runes: Standard

1 2 3 4
Domination
Electrocute
Cheap Shot
Eyeball Collection
Ingenious Hunter

Sorcery
Manaflow Band
Transcendence
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

1 2
Against Safe Matchups
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Teleport

Teleport

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

11.13 - Seraphine mid - Midlane Burst

By HalexUwU
Why Play Seraphine Mid?
Seraphine mid is extremely underrated when compared to her support counterpart. It provides a very safe laning phase while also providing excellent late game.
Seraphine gives a little of everything, damage, CC, healing, shielding, other utility... she's extremely versatile and fits into a lot of situations. When you think of Seraphine it's hard to think of her actual role... is she an enchanter, catcher, mage, artilery mage, or something else entirely? She tends to work with most teams that do well when teamfighting which is usually happening constantly on NA ladder. Her ability to safely poke while also buffing her allies gives your team a perfect mix between AP damage and Enchanter support.

Along with that, Seraphine has very few losing matchups, the big three that I can think of are Yasuo, Yone, and Fizz. Otherwise she can usually go even or win laning phase. Picking her early also gives the illusion of a support pick which could give your own support a chance to counterpick enemies.

Seraphine is a triple flex pick (I still haven't found a way to make her work top or jungle) which makes her a great early draft pick. Enemies have to guess which role you fit into which gives your own team the chance to get favorable matchups.
Weaknesses of Seraphine Mid.
Generally Seraphine mid only has two main issues...

Her first issue is with matchups. While she doesn't have a lot of losing matchups, the ones she does lose are basically unplayable, like she will almost never win. I'd honestly just suggest dodging these games, against a Yasuo you will literally never find a way to wind, his abilities all have ways of countering you and on top of that he burns though your healthbar due to your low armor.

Her second issue has to do with her early game. Seraphine before first back is very vulnerable, she has low health, armor, ETC. She can't use many abilities and because of that she often runs out of mana quiet fast. A lot of assassins will be smart enough to punish your weak early and get first blood or more on you. Another issue with her early game is her inability to deal with roams. Seraphine is slow, like 325 base MS slow. If someone roams you can't do anything but sit back and try to push to a tower. Her early damage is quiet low so even if you do TP or predict the roam there's really nothing you can do but help your team escape.


Otherwise, she's quiet strong.
Some other smaller issues have to do with slight mana problems, a reliance on teammates to proc your mandate mark, and her getting absolutely stomped on by anyone with a dash.
How to Play Earlygame.
I'm defining early game as anything before you get your first item component.

As Seraphine you mostly want to try and keep the minion wave near the center of your lane. You should poke with auto's against melee champs and do everything in your power to avoid ganks. You are very frail early so be cautious of assassins, especially AD assassins.

Try to conserve mana and help your jungler get crabs, Seraphine is strongest when teamfighting so try to fight with allies.
How to Play Midgame.
Once you have Bandless Glass Mirror your game plan is very simple.

Get your passive to 2 stacks. E minion wave once hitting all minion, use your double Q to finish off the wave, and then either back off with W or use another Q to finish the wave.

Yup, it's that simple. Seraphine doesn't have to stand ANYWHERE near the wave once she has a little mana regen. This strategy can be a bit boring but it keeps you safe from ganks and generally either finishes waves or gets them very low.

During Mid you mostly just want to farm and look to help your team to objectives. Again, Seraphine is strongest while Teamfighting, so try to do it often.
How to Play Lategame.
Seraphine is extremely powerful past 3 items, at this point you want to fight as much as possible.

Generally you want to stay further back, usually a bit behind your ADC, but stay in a place where you can hit all allies with your W. Your main damage source is your Q so try and use the Echo on it when possible. Look to combo your ultimate with an Echo E to root enemies when your ult is over.
Why Build/Take this Rune/Item?
I've found that this build is ideal for a few reasons.

Seraphine already likes Rylias because of the AOE nature of all her abilities, because she already builds this item most of the time it means that imperial mandate already has something to synergize with. Building these two items together has great synergy.

Ingenious Hunter is extremly underused, but it's actually quiet good with Seraphine. It allows her to proc mandate once every four seconds instead of six, while also lowering the cooldowns of her other items.
Relentless hunter is also fine, but honestly I find that usually my ult isn't on cooldown regardless, it's okay but I find it's not THAT helpful.
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