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Seraphine Build Guide by RezoneVerified

Middle [11.21] MASTER MID Seraphine! SEASON 11 - THE SONG OF DEATH

Middle [11.21] MASTER MID Seraphine! SEASON 11 - THE SONG OF DEATH

Updated on October 21, 2021
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League of Legends Build Guide Author RezoneVerified Build Guide By RezoneVerified 494 27 1,280,122 Views 17 Comments
494 27 1,280,122 Views 17 Comments League of Legends Build Guide Author RezoneVerified Seraphine Build Guide By RezoneVerified Updated on October 21, 2021
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Runes: Aery

1 2 3
Sorcery
Summon Aery
Manaflow Band
Transcendence
Gathering Storm

Inspiration
Biscuit Delivery
Cosmic Insight
Bonus:

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

Spells:

1 2 3 4
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

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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 4.5 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 26 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 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 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 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 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.

Biscuit Delivery Biscuit Delivery provides us with a Total Biscuit of Everlasting Will every 2 minutes until minute 6. Each biscuit restores 10% of your missing health and mana, and increases mana cap by 50 - even if you sell the biscuit instead. Useful for providing sustain in laning phase, or a little extra gold if you end up not using them.

Cosmic Insight Cosmic Insight provdes us free +15 summoner spell haste, and +10 item haste, decreasing the cooldowns, which is always helpful.

SORCERER'S SHOES

Sorcerer's Shoes
Unless the enemy team has a lot of AD or AP, you want to take Sorcerer's Shoes every time for the increased magic penetration it provides, enabling you to deal more damage to squishies, and even those with some magic resist items. Ionian Boots of Lucidity is also an option for extra CDR if the build you choose to go lacks it.

EVERFROST

Everfrost
If you choose to go Glacial Augment, then Everfrost will be one of your core items, providing AP, CDR and mana, along with a unique active that fires slowing bolts at enemies. Glacial Augment makes this into a slowing trail behind champions hit, which then in turn slows other champions. Beat Drop will root champions who are already slowed, making this the perfect synergy. With the new Mythic items, this item now roots enemies in the center of the cone, meaning Beat Drop will stun them. You can only have one Mythic item though, so only take this if you choose GA.

ZHONYA'S HOURGLASS

Zhonya's Hourglass
With Zhonya's Hourglass, we gain the ability to negate all damage for 2.5s - including damage from Ignite and Death Mark. Invaluable on an immobile mage like Seraphine, and even better when you're vs assassins.

LUDEN'S TEMPEST

Luden's Tempest
A strong choice for our only Mythic item, providing us with extra burst, AP, Ability haste, mPen and extra mana, along with granting us 15% movement speed for 2 seconds, every 10 seconds. The mythic passive provides all our other legendary items with an extra 5 mPen, increasing the damage we do against enemies with magic resist.

MORELLONOMICON

Morellonomicon
This item is fantastic vs healers such as Vladimir, Soraka, Yuumi etc. It provides us with grievous wounds, negating healing by 40%, up to 60% if the target is below 50% HP - it no longer provides mpen, but instead increases our ability power significantly.

LIANDRY'S ANGUISH

Liandry's Anguish
Another great choice for our Mythic item, providing AP, mana and ability haste. This item burns enemies who are damaged with your spells causing them to take 60 (+6% of ability power) (+4% target's maximum health) total magic damage over 4 seconds - it is VERY good against health heavy champions. Along with this you deal 0−12% bonus magic damage against enemy champions (depending on target's bonus health).You also receive 5 ability haste on every Legendary item.

RYLAI'S CRYSTAL SCEPTER

Rylai's Crystal Scepter
Providing us with a hefty amount of AP, and a nice chunk of 350 HP, Rylai's Crystal Scepter also slows enemies hit by damaging abilities by 30% for 1 second, enabling Beat Drop to root them, or slowing them enough for our other skill shots, or allied skill shots, to hit them.

BANSHEE'S VEIL

Banshee's Veil
This item is like Zhonya's Hourglass, but it negates only one spell every 40s - after taking no damage from champions. It's great for long range engage champions such as Blitzcrank and Alistar, allowing you to not get caught out by hidden hooks or headbutts.

COSMIC DRIVE

Cosmic Drive
A hefty chunk of AP on top of 200 HP, a big 30 ability haste and movement speed when damaging enemies with spells provides us with some much needed mobility (especially as even ADCs have a dash now!) to escape, or even catch up with enemies.


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 5 − 20 (based on level) (+ 7.5% AP) magic damage for each Note discharged.

Subsequent Notes deal 95% of the previous Note's damage to non-minions. Notes deal「 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% − 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.

Surround Sound (W)

EFFECT RADIUS: 800
COST: 50 / 70 / 90 / 110 / 130 Mana
COOLDOWN: 26 / 25 / 24 / 23 / 22
Seraphine inspires nearby ally champions with her music, granting herself 20% (+ 4% per 100 AP) decaying bonus movement speed and her allies 8% (+ 1.6% per 100 AP) bonus movement speed. She and her allies are also shielded for 60 − 120 (based on level) (+ 30% AP) for 2.5 seconds.

Surround Sound will heal Seraphine and all nearby allied champions for 5% (+ 1.125% per 100 AP) of missing health per ally after a 2.5-second delay if Seraphine already had a shield at the time of cast.

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


Beat Drop (E)

TARGET RANGE: 1300
COST: 60 / 70 / 80 / 90 / 100 Mana
COOLDOWN: 13 / 12 / 11 / 10 / 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.


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 Tempest. 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.

League of Legends Build Guide Author RezoneVerified
RezoneVerified Seraphine Guide
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[11.21] MASTER MID Seraphine! SEASON 11 - THE SONG OF DEATH

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