He is a support with a lot of initiation, if he catches you with his combo at least he will burn your flash.Very tanky and passively heals in lane and in group fights. Try to wear down with empowered Q, ward the center bush which is where they normally channel hexflash most of the time. Just take your distance.
Blitzcrank
Take guardian and stay behind minions is crucial, you will probably play weak side. If you get caught in a lot of trouble you will most likely end up on gray screen base. Positioning and dodging his Q is the most important thing in this match
Lux
Difficult line in my experience
You can play with aery to try to trade with her or you can play with guardian and runes to hold lane and be useful later
His poke is quite annoying online he has more range than you But he is immobile and you can try to answer his poke, ask your jungler for help here and at low level he has a 10 second cooldown and your w has more than 20 seconds. Max Q to poke or E to wait for jungle help
Nautilus
Similar to blitz , if he catch you maybe you are death
Pyke
In general pyke has more pressure in lane than you, if he catches you he can burn your flash easily, very difficult lane he can snowball fast, you must avoid at all costs that he hits you with his Q or possibly see your screen go gray very often
Malphite
Some players like malphite supp, usually it doesn't add much until it's level 6, you can try to abuse your range to take advantage online, remember a good R from malphite can define a lot as well as an R from you
Taric
In my experience I don't consider it a big problem, usually taric suffers against ranged champions, if he can't give you his E you should be safe you can stop him with your E, if taric is capable of giving many auto attacks he can heal a lot and do a lot of damage, but with your range you should be comfortable, he has one of the strongest ultimates in the game although he has a very high cooldown much higher than that of sera's R.
Sett
Pantheon
Take Guardian because his early game is very strong and if he catches you he can do a lot of damage, I take W as my first ability since with echo it helps a lot to not die so easily to you or your carry
Morgana
Rakan
Leona
He plays defensively, it is difficult to win trades since his passive helps him a lot, he also has many resistances, a difficult line, positioning is fundamental in this line.
Brand
Skill matchup , It has a lot of damage but no sustain, you can play try to go aggressive although you are somewhat conditioned your playstyle to the selection of carries from both sides.
Bard
Can be very annoying lane, shouldn't be able to stomp that easily though, watch out for the constant roams bard players do, mark when not in lane.
Ekko
You could be surprised at the damage in the first levels that an Ekko supp can do to you, be careful with the bushes where he can charge his W and then stun you.
Janna
It can be a boring line, many janna players only play to protect and be behind, if you get a more active janna player it can be an interesting duel of wear and tear and be careful with janna's Q that the projectile is faster, try that Don't give up as it improves your shield.
Galio
It has initiation although if you play it well it should not be able to reach you, be careful with its taunt at maximum load, you are able to answer the trades, the best thing is to try to wear it down with High note and when it uses its E, you can use your E to slow it down and don't go any further
Lulu
It has a very low cooldown of its maxed shield, it can play both aggressively and defensively, it is very annoying it has a strong lane since it can block part of your poke, the ideal would be to try to poke both of them so that it chooses who it throws shield to if her or the carry.
Karma
He has a very strong early game but if you can beat him it depends on your skill , dodge his Mantra Q which can deal a lot of damage in the early levels , ideally play attrition and if you find the angle use your E to stun if possible to rival laners.
Maokai
He has autosustain that can help him in lane, both you and him can play at wear, just be careful not to get too close to him so he can't start you and try to get away from the bushes because if he wears you down your W has a very high cooldown at early levels.
Amumu
Just watch out for his Q and you should be fine wearing him down so he can't start you in lane, and watch out for his potential at level 6.
Neeko
She has decent range damage but shouldn't be too much of a problem if you dodge her e, you can wear her down with your empowered Q, watch out for her level 6 and watch out for her in group fights.
Seraphine
Blind pick? Skill matchup
Sona
Early on if the sona player isn't good you should be able to win trades in the early game, although consider that sona shines in the late game.
Soraka
Avoid him hitting you with Q and try to wear down to prevent him from constantly healing his carrier, serious wounds are necessary in this matchup you should carry ignite.
Zyra
If it's zyra ap be careful as it can burst you easily, if it's zyra tank you have more chances to do something online during trades, you will usually look for short and fast trades.
Yuumi
In the line yuumi is not too dangerous, you should be comfortable online, but be careful afterwards with the cat that can make it difficult to win the game if you go up to the correct champion, serious injuries necessary in this confrontation
Rakan
You have more range than be careful with his W, you can wear him down to make it harder for him to start, be careful in team fights with his flash + R.
Draven
Lots of early game damage beware of him, he's not that easy to trade against.
Gragas
It does not have excessive damage if you start it depends on a little carrier that accompanies it, be careful with its R that can disposition you.
LeBlanc
High damage is a killer after all, it takes exhaust to avoid his explosive damage
Braum
He is a champion who normally plays him in a more defensive way, you can wear him down and prevent him from hitting you in case you have a rival carrier with a lot of potential to launch himself forward, his shield you can beat him as it is a source of damage reduction
Rell
A forgotten champion with a lot of play potential has a lot of cc, watch out for her W in both mounted and unmounted forms and also watch out for possible hexflash usage, if you keep your distance you should be fine poking her
Sylas
Beware of the great potential of this champion with the definitive abilities, try not to be in range so that he can steal your R since in some cases it can be disastrous for your team, other times you can counter it with your own R and buying serious wounds
Renata Glasc
She doesn't have as much range, but she has an interesting kit, a good renata ultimate with certain allied compositions can be very bad, but in lane phase, dodge her Q and you should play aggressive since many of her abilities have a big cooldown at early levels. of the game.
Fizz
Assassin, a lot of damage, mobility can oneshot you, be careful with him, it is advisable to wear exhaust and buy an hourglass
Poppy
It is not the most conventional support but it has a good damage despite being a tank, do not get too close to the walls so that it cannot stun you, you have more range than her therefore you can poke her
Nami
Has lane sustain can both play aggressive and defensive, if you avoid her Q you can avoid a lot of damage, has early game mana issues if you play attrition and she tries to heal your damage, she should run out of mana before you, lane many times it depends on who accompanies her on the line.
Tahm Kench
It's an easy line if you can't hit his W on you or your adc keeping your distance, he's kiteable although he has a fairly high base damage to be a tank, he plays attrition, with his R he can save an ally but many of your skills they are in area thing that is beneficial for you.
Swain
Skill matchup, if you avoid his E you can avoid a lot of the damage from his combo, beyond that you have more range than him, serious wounds are useful against this matchup if you don't want to be able to kill him in a fight because he heals a lot with his R
Vel'Koz
It can be a complicated line but playable, it has more range than you, it can also spam skills, if you don't hit a full combo you can be safe, play aggressive trying to wear it down, remember you have sustain with your W, with certain runes you can carry the better line.
Vex
Its passive can get you into trouble, it also has a lot of damage, online if it has electrocute and a carrier with damage in the early game, just if you get scared it's easy to get killed, you have more range if you play it well you should be able to wearing her down a lot in lane best echo skills is your Q for max poke
Veigar
His most dangerous ability online is his E which has a cooldown of about 11 seconds at first level, don't stick to the walls of his E, you have much more range than him, it would be best if you wear him out with your Q when he has an echo to have more range and not be an easy target for his E, watch out for his scaling which can be a nightmare in the late game.
Shen
You have more range than him, he is a tank with enough base damage if you don't misposition yourself you should have a lot of control of the lane to deny him a possible initiation with his E, just be careful with his Flash + E that can take you by surprise and you shouldn't be in a straight line with your carrier because it can also give you the provocation. Wear him down with your Q and E , use your W carefully it has a lot of cooldown you can use it to gain speed and get away from him.
Ahri
She's not the most common but if she doesn't give you her charm you should be fine since you have more range than her and you're more useful in group fights.
Tristana
It has a great ability to go all in at early levels if it is accompanied by aggressive support, be careful it scales in a very good way.
Ashe
The carrier with possibly the highest CC that exists, she can wear you down with her w although she has a lot of cooldown, she seeks to climb, the ideal would be to wear her down without risking too much because if you misposition yourself and she gives you basic attacks you probably won't be able to escape and pay attention to his R that can stun you for up to 2 seconds.
Twitch
Playing against him is often annoying and difficult if he takes advantage in the early game because he can appear suddenly and catch you off guard, his first levels are not that strong you must take advantage of your range and your kit to delay as much as possible his scaling that will later become a problem, it is difficult to ward against him since he has many options to reach.
Ashe
This champion offers you a lot of slowdowns, slows that can convert your E from a root to a stun, online she can wear down the rival, this way you can play together with her to wear down the rivals, at level 6 she has a lot of assassination potential with its R plus if you add seraphine's abilities.
Ezreal
He is a dependent skillshot champion, he asks that your Ezreal at least hit some of his abilities, online together with him you can try to play pressure and poke or play a weak side since Ezreal is often considered weak side and expect team battles .
Sona
This synergy is quite fun, if you have a duo and you trust your team it's not bad, heals and shields for everyone
Kai'Sa
Kaisa is a carrier who usually benefits from aggressive supports like Alistar and Nautius . Seraphine is not that stands out for that, Kaisa is a go for everything and Seraphine sometimes can not cover that role
Ziggs
Poke poke and more poke , if you max your Q It can be a bully line, it is not so bad synergy against some rival lines
Draven
High damage in the early game that can mean an advantage in certain matchups although it is not the most aggressive lane you have a lot of killing potential if you wear down the opponent or if you manage to stun him since the damage of this carrier is high.
Neeko
Damage , CC chain with sera , wombo combo at level 6 is fun and this synergy is good .
Samira
She needs more aggressive supports, she is usually in the middle of team fights, for sera it is not a good place to be in the middle of everyone since you can't stand it and you don't have mobility.
Senna
Since they made the changes to her Q and now she puts a slow, you have a better synergy although in general it is quite good she can heal you, you can heal her scales very well her laning phase is good in general quite bully lane .
Xerath
A lot of range and a lot of damage, the magicians in the bot lane are usually good in many cases, play aggressive to take advantage of the xerath pick
Twitch
He doesn't have the best early game, he can surprise opponents with his invisibility, it's acceptable to play with twich although there are better supports for him since you can't provide as big a peel as he needs.
Miss Fortune
Great laning phase with her, both can be very abusive laning, at level 6 they have a very powerful combo.
Vayne
You must play around him a lot so that he can do damage and not die trying.
He has no range, he suffers a lot in several encounters
, He has a great late game but the truth is that he is not the carrier that best goes with seraphine.
Kog'Maw
You must play around him a lot so that he can do damage and not die trying.
He has no range, he suffers a lot in several encounters
, He has a great late game but the truth is that he is not the carrier that best goes with seraphine.
Kalista
It is not at its best, kalista shines more with tanks, her R can save you but many kalista players use it to start then it would practically throw you to the rival team, avoid it if you have kalista.
Varus
He is not at his best. there are better options, his dps builds don't feel as strong and his lethality pokes don't work at all in many games, that is if with his R and your R there is a lot of map control, if you play with him you usually play attrition more than to the extreme peel.
Caitlyn
Very strong in the laning phase, a lot of range you can dominate the lane perfectly with it, just be careful with pushing too much without vision
Swain
It feels strong in lane, you have a CC chain, many times it is not that easy to kill and less if you have a seraphine giving you protection.
Zeri
Zeri is OP unless they continue to nerf her , although his laning phase is somewhat weak, but if you manage to keep him from falling behind, it is a very problematic pick for rivals.
Sivir
She will not have much range in attacks but with her abilities she can wear you down a lot and more if you also play pokeo, she has the anti-spell shield that can give her some security in certain confrontations, she is a very good online partner.
Kayle
If it's on your good team wait until level 16 for it to be relevant or maybe 11
Heimerdinger
Heimer generates a lot of pressure online and sometimes makes it difficult to trade with him, take advantage of that to wear down rivals without compromising your position too much
Yuumi
Only if you are gonna play seraphine APC and you want be a headcache in late game
Jhin
With your range you can provide him with tools so that jhin is well online, he can also use his W since you have a lot of range, you can create a good CC chain, he is a very strong Adc in the current meta
Aphelios
The sad boy lunari is a great champion with a very powerful kit in the right hands, they have a lot of synergy that is not the best support at his side but they have potential together, in part it depends on the weapons that aphelios has at certain moments of the game .
Xayah
Xayah lethality usually seeks to wear down rivals, sera can also play in the same way, xayah has an R that can help him save himself in many moments but you can still give him protection with your kit
Jinx
Powder is OP , maybe he has problems in his early game but if you give him an advantage later he is a machine of destruction.
Lucian
Lucian has perhaps one of the best early games in carries, which allows you to be more sure of those trades and that you can take advantage early, a lot of cases depend on the matchup.
Corki
Corki adc ? Are you sure?
Pyke
Great CC chain with both kits.
Karthus
Brand
A lot of damage, he can control the line more if he has it by his side, only positioning is important if they connect the R in a correct way it can be disastrous for the rival team
Tristana
In general tristana can be an aggressive laner, she is not the best option with seraphine, although she has mobility to make aggressive plays you will have to hit your E to try to propose something with her.
Lux
A lot of range, a lot of damage, it can also give you shields that benefit the instant healing application by your W, lux can be a good APC option
Gnar
Quinn
Akshan
He has quite a bit of harass in lane and you can amplify it with your range, though he's rarely picked in bot lane.
Yone
This champion is somewhat unbalanced even if they say otherwise, in team fights you can help him start or he can also enable you to be relevant in group fights
Kennen
You can help him get more opportunities to make more plays during team fights
Taliyah
Apc taliyah is not a common pick, although he really has an acceptable laning phase, if you hit an enemy, taliyah should be able to perform his combo.
Diana
Your synergy with her in team fights is very good you can give her tools like your E or your R so she can get into the fight or she can enable you so you can hit your skills in a fight.
Veigar
Veigar's E allows you to have most champions in an awkward situation, this yordle has a somewhat weak laning phase, but his mid game and especially the late game is very good, his E can make it easier to hit your skills in a team fight.
Cassiopeia
He is not the most common carrier, he has great potential in the mid-late game, his W slows down and may allow you to hit your skills more easily, he suffers in the early game, and the crowd control that cassio along with sera can offer is quite good on the face. to team fights
Synergies
IdealStrongOkLowNone
Ashe
This champion offers you a lot of slowdowns, slows that can convert your E from a root to a stun, online she can wear down the rival, this way you can play together with her to wear down the rivals, at level 6 she has a lot of assassination potential with its R plus if you add seraphine's abilities.
Ezreal
He is a dependent skillshot champion, he asks that your Ezreal at least hit some of his abilities, online together with him you can try to play pressure and poke or play a weak side since Ezreal is often considered weak side and expect team battles .
Sona
This synergy is quite fun, if you have a duo and you trust your team it's not bad, heals and shields for everyone
Kai'Sa
Kaisa is a carrier who usually benefits from aggressive supports like Alistar and Nautius . Seraphine is not that stands out for that, Kaisa is a go for everything and Seraphine sometimes can not cover that role
Ziggs
Poke poke and more poke , if you max your Q It can be a bully line, it is not so bad synergy against some rival lines
Draven
High damage in the early game that can mean an advantage in certain matchups although it is not the most aggressive lane you have a lot of killing potential if you wear down the opponent or if you manage to stun him since the damage of this carrier is high.
Neeko
Damage , CC chain with sera , wombo combo at level 6 is fun and this synergy is good .
Samira
She needs more aggressive supports, she is usually in the middle of team fights, for sera it is not a good place to be in the middle of everyone since you can't stand it and you don't have mobility.
Senna
Since they made the changes to her Q and now she puts a slow, you have a better synergy although in general it is quite good she can heal you, you can heal her scales very well her laning phase is good in general quite bully lane .
Xerath
A lot of range and a lot of damage, the magicians in the bot lane are usually good in many cases, play aggressive to take advantage of the xerath pick
Twitch
He doesn't have the best early game, he can surprise opponents with his invisibility, it's acceptable to play with twich although there are better supports for him since you can't provide as big a peel as he needs.
Miss Fortune
Great laning phase with her, both can be very abusive laning, at level 6 they have a very powerful combo.
Vayne
You must play around him a lot so that he can do damage and not die trying.
He has no range, he suffers a lot in several encounters
, He has a great late game but the truth is that he is not the carrier that best goes with seraphine.
Kog'Maw
You must play around him a lot so that he can do damage and not die trying.
He has no range, he suffers a lot in several encounters
, He has a great late game but the truth is that he is not the carrier that best goes with seraphine.
Kalista
It is not at its best, kalista shines more with tanks, her R can save you but many kalista players use it to start then it would practically throw you to the rival team, avoid it if you have kalista.
Varus
He is not at his best. there are better options, his dps builds don't feel as strong and his lethality pokes don't work at all in many games, that is if with his R and your R there is a lot of map control, if you play with him you usually play attrition more than to the extreme peel.
Caitlyn
Very strong in the laning phase, a lot of range you can dominate the lane perfectly with it, just be careful with pushing too much without vision
Swain
It feels strong in lane, you have a CC chain, many times it is not that easy to kill and less if you have a seraphine giving you protection.
Zeri
Zeri is OP unless they continue to nerf her , although his laning phase is somewhat weak, but if you manage to keep him from falling behind, it is a very problematic pick for rivals.
Sivir
She will not have much range in attacks but with her abilities she can wear you down a lot and more if you also play pokeo, she has the anti-spell shield that can give her some security in certain confrontations, she is a very good online partner.
Kayle
If it's on your good team wait until level 16 for it to be relevant or maybe 11
Heimerdinger
Heimer generates a lot of pressure online and sometimes makes it difficult to trade with him, take advantage of that to wear down rivals without compromising your position too much
Yuumi
Only if you are gonna play seraphine APC and you want be a headcache in late game
Jhin
With your range you can provide him with tools so that jhin is well online, he can also use his W since you have a lot of range, you can create a good CC chain, he is a very strong Adc in the current meta
Aphelios
The sad boy lunari is a great champion with a very powerful kit in the right hands, they have a lot of synergy that is not the best support at his side but they have potential together, in part it depends on the weapons that aphelios has at certain moments of the game .
Xayah
Xayah lethality usually seeks to wear down rivals, sera can also play in the same way, xayah has an R that can help him save himself in many moments but you can still give him protection with your kit
Jinx
Powder is OP , maybe he has problems in his early game but if you give him an advantage later he is a machine of destruction.
Lucian
Lucian has perhaps one of the best early games in carries, which allows you to be more sure of those trades and that you can take advantage early, a lot of cases depend on the matchup.
Corki
Corki adc ? Are you sure?
Pyke
Great CC chain with both kits.
Karthus
Brand
A lot of damage, he can control the line more if he has it by his side, only positioning is important if they connect the R in a correct way it can be disastrous for the rival team
Tristana
In general tristana can be an aggressive laner, she is not the best option with seraphine, although she has mobility to make aggressive plays you will have to hit your E to try to propose something with her.
Lux
A lot of range, a lot of damage, it can also give you shields that benefit the instant healing application by your W, lux can be a good APC option
Gnar
Quinn
Akshan
He has quite a bit of harass in lane and you can amplify it with your range, though he's rarely picked in bot lane.
Yone
This champion is somewhat unbalanced even if they say otherwise, in team fights you can help him start or he can also enable you to be relevant in group fights
Kennen
You can help him get more opportunities to make more plays during team fights
Taliyah
Apc taliyah is not a common pick, although he really has an acceptable laning phase, if you hit an enemy, taliyah should be able to perform his combo.
Diana
Your synergy with her in team fights is very good you can give her tools like your E or your R so she can get into the fight or she can enable you so you can hit your skills in a fight.
Veigar
Veigar's E allows you to have most champions in an awkward situation, this yordle has a somewhat weak laning phase, but his mid game and especially the late game is very good, his E can make it easier to hit your skills in a team fight.
Cassiopeia
He is not the most common carrier, he has great potential in the mid-late game, his W slows down and may allow you to hit your skills more easily, he suffers in the early game, and the crowd control that cassio along with sera can offer is quite good on the face. to team fights
Hello, I'm Brizz Valentine, I'm from the LAN server, I've played on several servers like LAS, BR and NA, I've been playing for about 4 years and I've learned a lot from this game, I've played many games with Seraphine because it's a champion that I love at first I played it mid but now I have focused on playing it as a support, maybe it is not the strongest charmer currently but I still enjoy playing it the maximum rank I reached in one of my accounts was Gold 2, but from In the same way, I think that what I have learned with the many games played with Seraphine, I think it can be useful for many players interested in knowing how to play with her and I am a player who likes to experiment with her itemizations. Normally I do not play in one single form.
Pros and cons
PROS *Fun to play *She has flexible builds and ways to play her *You can synergize in many compositions *Good scaling *AoE buffs for your team with Surround Sound * Encore is a great ultimate *She can be a bully laner with her rank *She has great skins *Good crowd control in group fights CONS *No mobility *Need items to be relevant *Dependent skillshot *He is one of the most hated champions by the community *Squishy *Problems placing vision sometimes *Sometimes she feels weaker in her role as enchantress compared to others of the same type *Can't predict the strongest peel like a Lulu or Janna could. *Unfortunately riot hasn't buffed Seraphine with as much damage as many of us would like.
Summoner Spells
In this section you will see the different functional summoner spells with seraphine
Mandatory spell with Seraphine, as she doesn't have mobility as this would be the only way to escape from some situations, it can also help you reposition your Encore if you use it during channeling.
This spell is very good against assassins such as Zed Diana, it is also quite good against aggressive early game carries like Draven, a more defensive and very functional spell from heading into the late game.
You only use it if your carrier doesn't have it because they opt for another spell.
Most aggressive item with which you have more kill pressure in the laning phase, very effective against champions that heal a lot like Soraka, Aatrox, Sylasamong many more.
A situational spell, when you're looking for even more survivability for yourself if you find yourself up against champions like Talonand have any carriers that have survivability tools like a Xayah or a Ezreal.
Spell that you can use when you have a lot of CC against you and you know that if they land an ability on you you are in a bad situation such as Enchanted Crystal Arrow, Dark Binding I normally select it if at least 4 of the rivals have a lot of crowd control, very situational.
It gives you a considerable speed increase, although for sera supp this spell is not that relevant.
With Seraphine support you shouldn't usually use it there are better options that can help you in general like Ignite , Exhaust , Heal if you play sera mid it can be a very good spell Useful to get back to lane quickly and lose the least amount of cs or to help a teammate later with your Teleport .
Aggressive option for getting early game kills, very useful against characters that heal a lot like Soraka , Yuumi , Nami Sylas among many.
It is generally a defensive option when looking for the most protection or facing assassins, useful in the late game.
Very useful when your carrier decides to go for another summoner spell, many can save you or an ally not only your ADC, please don't take it if your ADC already selected it.
It is useful when for example your adc has Exhaust , has escape tools and the enemy composition can be dangerous for you, situational and defensive option.
Very rare set of summoner spells something similar to using Barrier only focused on rival teams with a lot of CC and skills like Enchanted Crystal Arrow
Seraphine abilities
Stage Presence (Passive)
Seraphine 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 maximum stacks of Echo when the game starts and upon respawning.
HARMONY: Seraphine's abilities grant a Note to her and all nearby allied champions. Notes last 6 seconds and up to 4 of them can be active on each unit at a time. The duration of Notes refreshes on Seraphine's subsequent ability casts when the holder is within Harmony's aura or is hit by Encore. Seraphine's basic attacks while any amount of Notes are active for either her or allies become unstoppable and gain 25 bonus attack range per Note and fire all of them at the target, each one dealing 4 / 8 / 14 / 24 (+6 / 7 / 8 / 9% (levels 1 / 6 / 11 / 16) AP) magic damage upon arrival (depending on level), reduced by 75% for Notes from allies and increased by 200% against minions.
High Note (Q)
Range: 900
Cooldown: 10 / 8.75 / 7.5 / 6.25 / 5 Cost: 65 / 70 / 75 / 80 / 85
Seraphine hurls a soundwave to the target location that quickly expands in a radius upon impact, dealing 55 / 70 / 85 / 100 / 115 (+45 / 50 / 55 / 60 / 65% of ability power) magic damage to enemies in the area (depending on level), increased by 0−50% (depending on target's missing health).
High Note will cast at max range if cast beyond that.
Surround Sound(W)
Range: 800
Cooldown: 28 / 26 / 24 / 22 / 20 Cost: 50 / 60 / 70 / 80 / 90
Seraphine inspires herself and nearby allied champions with her music. She grants herself 20% (+4% per 100 ability power) decaying bonus movement speed and a 60-140 (+40% of ability power) shield for 2.5 seconds (depending on level). Allies are granted 8% (+1.6% per 100 ability power) bonus movement speed and the same shield as Seraphine for 2.5 seconds (depending on level).
Surround Sound will also heal Seraphine and all nearby allied champions for 5 / 5.5 / 6 / 6.5 / 7% (+0.75% per 100 ability power) of missing health per ally after its effect ends if Seraphine already had a shield at the time of cast.
Surround Sound's effects can stack up to 2 times.
Beat Drop(E)
Range: 1300
Cooldown: 11 / 10.5 / 10 / 9.5 / 9 Cost: 60 / 70 / 80 / 90 / 100
Seraphine fires a heavy soundwave in a line in the target direction, dealing 60 / 80 / 100 / 120 / 140 (+35% of ability power) magic damage to enemies struck 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.
Encore(R)
Range: 1200
Cooldown: 160 / 130 / 100 Cost: 100
Seraphine projects a captivating force in the target direction that deals 150 / 200 / 250 (+60% of ability power) magic damage to all enemies struck and charms them for 1.25 / 1.5 / 1.75 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.
Ability Order
Ability Sequence
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Standar
Max Q , is a style more focused on spam High Note to achieve the greatest wear on rivals, with the low CDs that High Note has, a more aggressive style that abuses range of abilities is usually played like this on lanes that don't pose too much danger to Seraphine, usually played with Summon Aery and Spellthief's Edge.
Ability Sequence
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Very defensive
This choice of skills can be useful against some enemy lines looking for aggression from level 1, it usually works very well with Guardian and using Relic Shield to reduce the possible risk of collapse at very early levels of the game
This set of skills are very useful when you are interested in a very aggressive trade
level 1 or when your team has the initiative to start some invade the enemy jungle since you can try a root of even 5 enemies if they are in a straight line, it is useful against characters that can seek aggression from level 1 but without the risk so high of getting killed, I personally like these abilities with Glacial Augment.
Items
Mythical items
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This is the list of viable mythics with seraphine support and what they can offer.
This is a very good mythic with seraphine, generally the most used since it improves the healing you can give your team, in addition to the fact that with Seraphine's range it is easier to stack the charges for improvement of cures this item works best in long fights.
This is an item focused on empowering allies that are somewhat more dependent on auto-attacks, since by slowing down or immobilizing enemies they obtain a mark that if your allies attack it they inflict more damage, with Seraphine Beat Drop you can activate this mark just like Encore. This item has a very interesting synergy with Rylai's Crystal Scepter that also makes High Note apply that mark
This item provides movement speed every time your allies receive a buff from you, it serves both aggressively and defensively. With the active you give speed so that your allies can get closer and start a team fight or use the active to keep your distance with your enemies. If you have the Font of Life rune and apply the mark with your Beat Drop thanks to Shurelya's Battlesong your allies gain movement speed if they hit the mark
This item gives you more defensive stats than other mythics that work in a supportive way, item idea for AoE skills like Command: Shockwave , Slicing Maelstrom Chaos Storm among many others works well with the style gameplay of Guardian very focused on protecting the team sacrificing capabilities of a charming classic ,the shield's active can be used during team fights, enemy ganks or during objective taking, don't be afraid to use it on a single person if you know it's saveable or very important to your team.
This item has both more aggressive and defensive uses thanks to its active that provides a slowdown or a root, this object is very useful against compositions that have little range and that are melee since it is difficult to miss the active and it is simpler provide peel, a good choice if you want magic damage, mana life and that useful active plus it's a cheap item.
This is an item that if what you need is magic damage, useful against tanks and most compositions because it offers a very good percentage constant damage of the target's life with the Dark Harvest runes as well as First Strike, with this item a support role is not sought in its entirety, it is more focused on being another source of damage in team fights
Extremely effective item against compositions that lack tanks or characters with a lot of maximum life, with this item you get a lot of damage with your High Note and your other abilities, this is for more sudden damage and not sustained damage as it could be with Liandry's Anguish , good choice when looking to be a carry on your team and Dark Harvest it is very useful with this item
This item is a great option if what you are looking for is to survive the rival composition since they pose a real danger to be able to play in a common way, it gives you a passive that can mitigate a lot of damage and even deny a possible oneshot, it is also an item which is not so expensive which is an option for certain games, the rune set that accompanies this item is the player's decision, it can be from Summon Aery, Guardian or even First Strike they can even work without major problem.
Es similar a Imperial Mandate solo que no te da ap o regeneracion de mana ,para que tus rivales reciban un 9% mas de daño gracias a la pasiva del item es necesario inmobilizar a los rivales con alguna habilidad , Seraphine puede inmovilizar con su Beat Drop o con Encore es un item que se puede considerar y quizas en un alguna partida usarlo (no lo uses en ranked), quizas en una normal?
Supportives Items
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In this section you will find the items that can provide utility to your team depending on what is required
Item that is very good to prevent your rivals from healing a lot either with their objects, runes and abilities since it causes 60% serious wounds to enemies when you give an ally a buff either shield or healing. Recommended against Yuumi, Soraka , Irelia, Sylas among many others.
This item is usually a good buy when you have hypercarries in your team such as Vayne, Twitch, Jinx this item is very useful for them as it gives them a speed buff attack every time you heal or shield them, if you want to boost that hypercarry it's a must buy, this item is a terrible idea if you have a Ezreal .
This item is a good option when you want to remove some crowd control from both your allies and yourself thanks to the item's active, you can purify some skills like Dark Binding, Death Sentence, Sleepy Trouble Bubble among many more and you can only purify 1 ally at a time every 120 seconds, works like a Cleanse with which you heal the targeted ally, Without a doubt a good item since many dominant meta characters have CC,
This item, apart from giving life, mana regeneration, as well as shielding and healing power, has an active with a long range that allows you to heal allies and damage rivals who are in the established area of redemption, very useful during fights group or before starting one in case your allies are low on life. In general, a highly recommended item, useful in many games.
Item that is more focused on buffing mages, if your possible win condition is a mage this item can be very useful, it also has some utility with hybrid scaling characters like Ezreal , Kog'Maw , Katarina .Generally an item for champions that can benefit from having more AP and ability haste for a short period of time each time they receive a shield or heal from you.
Standard item used mainly by ranged supports to get gold thanks to damaging structures and enemies with basic attacks and skills with Seraphine usually when you use this item you play with Summon Aery for those trades a bit more constant in the lane.
This item, unlike Spellthief's Edge, is more focused on a more defensive game and will normally avoid trades with rivals, the way to earn gold is through farming and spending tributes of the Relic Shield , usually Guardian is used when choosing this item at the start of the game.
This item gives you AD which benefits your auto attacks although it's not much either, this item is bad with Seraphine as its abilities don't scale with AD so don't buy it.
This purchase can save you from spending a lot of money on health potions useful early in the game.
It can be bought anywhere in the game and allows you to have up to 3 control wards in your inventory, this item when improved gives additional statistics, a good item to have more vision on the map
It is the upgrade of Watchful Wardstone that is unlocked at level 13 and after completing the support item quest, it gives stats such as life as well as Increases bonus attack damage, bonus health, ability power and ability haste by 12 %. besides that you can have more wards in your inventory, good item in medium late game.
It is a trinket that serves to eliminate enemy vision and deny it, it can also deactivate traps such as Jhin or Nidalee, it can even be used from early minutes to have vision control for example in the bot lane. The Ingenious Hunter rune can reduce the time that Oracle Lens is available.
This is a trinket that allows you to get vision from a farther place than what Control Ward offer, usually mid laners and carries use it, with sera you need the Oracle Lens to deny and remove vision, but you can take Farsight Alteration as an option when you don't have a front line that can support you when placing vision in certain places.
The old reliable of every player to have vision on a recurring basis since you can buy it in your base, remember that vision plays an important role in this game. Don't leave your base without at least buying one and using them.
Well you usually want this item with tanky characters for more protection from a designated ally, with Seraphine it can work. The stats will give you more life and you will redirect an amount of damage that a designated ally takes towards you. You lose a standard game amount of an enchanter with ap items or buffs to your allies in exchange for more protection for a designated ally , can work in sera tank style play
Damage items
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In this section there are useful items with Seraphine and more focused on items that provide useful ap damage on certain occasions, they do not have a specific order of priority since everything will depend on what your game needs or what you find useful.
It is an item that provides a lot of mana, life and ability power useful statistics in Seraphine focused on escado and if you want to buy it it is necessary to buy Tear of the Goddess in the early game
Provides valuable health, AP, ability haste and movement speed statistics with Seraphine, to gain additional movement speed from the item's passive it is necessary to hit 3 skills against an enemy champion, usually the easiest would be with , Beat Drop + High Note and an auto attack.
Usually this item with Seraphine is bought in early game, it can be useful since when you get takedowns or assists from enemy champions you get more ap, it is a good item when you have possibilities either by composition or direct confrontation in the line take advantage in early game minutes.
This item is very good against comps with tanks or characters that have a lot of max health, it is usually played together with Liandry's Anguish for more percentage damage, this is an item for aggressive play you should not buy if you are opting for a build of the utility type.
This item is used to make that when hitting either Beat Drop or Encore, they will receive 10% more damage from any source, very useful when you go to an itemization more focused on damage as it could be Luden's Tempest.
It is an undervalued item with Seraphine as it gives you a lot of flash damage very good against compositions that lack frontlane, this item together with Luden's Tempest can do a lot of damage in a very short time, item only focused on building damage you can make the item's passive work thanks to the lows that High Note has once that ability is maxed.
To buy this item it is necessary to buy Dark Seal first, usually when you get 10 charges in the Dark Seal, some choose to buy Mejai's Soulstealer, which if its statistics are not something striking, it What makes this item interesting is that by assisting and killing rivals you get charges that increase your AP for each charge obtained up to a total of 125 AP for a not so expensive item, of course when you die you lose many charges. Only recommended in games where you have a very large control of the game and you don't have too much risk of losing charges or, what is the same, dying. It is not a viable item for all games.
It is another anti-heal item, the non-supportive version of Chemtech Putrifier that gives you life and more AP, in very few anger for this item, in general Chemtech Putrifier can be more useful for the team at least with seraphine.
A fairly expensive item that can increase your AP by a fairly large amount, usually when you go for damage builds with Seraphine this can be an item to consider to be a major damage source within your team works well with both Luden's Tempest and Liandry's Anguish. Due to the cost and playing support it can often be difficult to have the resources to get this item.
One of my favorite items with seraphine since it synergizes well with her skill kit, it gives you life, AP and the ability to slow down your rivals with your skills that do damage, very useful in many builds because of its not so high cost so I usually buy it together with Imperial Mandate or sometimes with Shurelya's Battlesong together with the Font of Life rune which have a useful synergy. Item that is very adaptable to builds and playstyles.
Item focused on magic damage very useful against constant shield champions such as Lulu, Janna, Diana to mention a few, this item you buy when your itemization is focused on damage, usually with items like Luden's Tempest, if you're opting for utility items like Moonstone Renewer buying Shadowflame would not be the best thing to do.
This item is very useful against tanks or against characters that have a lot of magic resistance so you can do more damage to them, an item totally focused on damage builds like Liandry's Anguish, Luden's Tempest or even Everfrost,item for mid to late game.
This item has a lot of value when you are looking to either survive a rival burst, also make time for your team to help you, this item can counter some skills such as Requiem, Death Mark, Chum the Waters among other items that usually gives you ap but is a more defensive option against certain compositions.
Defensive Items
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In this section you will find defensive options that can be used in certain circumstances or against certain champions, totally focused on defense, it usually does not give you damage.
This item has a lot of value when you are looking to either survive a rival burst, also make time for your team to help you, this item can counter some skills such as Requiem, Death Mark, Chum the Waters among other items that usually gives you ap but is a more defensive option against certain compositions.
This item provides a veil that can block the first ability that hits you and then this veil goes on cooldown, very useful when you have skills that are fast cast such as Unstoppable Force , Glacial Prison can also block skills such as Shadow Surge or Rocket Grab , it blocks many other skills that could make you have no reaction ability and die because of this , very useful in mid and late game is usable in many situations.
It gives you life, AP and the possibility of slowing down enemies so you can keep your distance against them, very useful with the Seraphine kit, this item guarantees you an immobilization if you hit your Beat Drop.
I know you will think that it is a bad item with Seraphine , the truth is not the worst item with her more specifically if you have against a composition of almost total magic damage, this item gives you a lot of life magic resistance in addition to increasing 25% the heals and shields you can receive.
This is a rare item to buy, it gives you a lot of armor as well as a lot of mana, it can be useful against compositions that are totally AD and dependent on Auto attacks, with the defensive statistics that the item can give you, it will prevent you from being killed more quickly, but recover is not only armor is also useful to get some life.
Generally more defensive item that helps mitigate area damage from the rival team, useful in many situations, usually if you choose it with Seraphine, the ideal is to play with the style of play of Guardian .
Randuin's Omen is a good item against teams that have a lot of champions with critical hits it can be an interesting item against champions like Yasuo
o Tryndamere , the active one is an area slowdown that makes you take less damage from attacks for a short period of time, an item that can be considered in very few situations unless you are playing it will be tank.
It can be an item to consider if they have a lot of magic damage and you want to be a little more tanky to be able to contribute more to your team. It would be like an item almost to finish your build and only against a lot of magic damage.
Item gives the impression that nobody uses it even though it can be a viable option and that in some cases it can give a lot of survival being Seraphine that other items cannot give you that zone a little more comfort, this item is useful when you want to take less damage from a single target who is making you the focus of his skills, interesting item it would be good if you give it a chance and try it, you may find it useful it gives you a lot of life and ability haste
Super rare purchase that you don't take full advantage of since you are not a melee champion although you can get life according to your extra mana
Situational Items
More info
In this section of the guide you can find some situational items that you can take into account for itemization in certain circumstances, some items may have been mentioned before.
It can be an item to consider if they have a lot of magic damage and you want to be a little more tanky to be able to contribute more to your team. It would be like an item almost to finish your build and only against a lot of magic damage.
It serves to be safe from certain ultimates such as Realm of Death, Infinite Duress, Nether Grasp, Impale or if you become the focus of these ultimates, you can still take away other crowd control abilities like Mikael's Blessing , I know that also with Mikael's Blessing you can remove crowd control except for the first 4 ultimates I mentioned before.
Item that works against compositions that have a lot of magic damage with this item you get more tank statistics.
This is an item that can be viable with Seraphine it is in general terms an enhancer of an ally exclusively, it gives you life , armor , ability until it can be some good stats with Seraphine , with this item you can make an ally deal more damage with their auto attacks every time you hit your Beat Drop and Encore on an opponent. We could say that it is similar to Evenshroud.
This item is an item that you must buy in the early game if possible in your first back in order to get loads of the item and be able to buy later Archangel's Staff , it offers you a lot of mana, life and AP works very well with various builds Usually when you plan to spam abilities during team fights. It is a good item although it is not essential for all games.
If you need more magic resistances against a Full ap composition it can be useful for the statistics it provides although you will not be able to use its passive in a proper way.
DVery rare item you will practically never buy it unless you play with friends or in a normal one and combine it with sudden magic damage items it can be fun the damage you can do with just one skill.
Tank Seraphine? Do not try it in your rankeds if you want to have fun and you do not have a front line in your team, well you have to be the tank of your team.
Boots
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In this section you will find the benefits and the different types of boots that can be an option to buy with Seraphine.
Typical boots that are very useful in the first minutes of the game, with Seraphine boots in early levels they are very useful to avoid rival abilities, they are a mandatory purchase unless you have the Slightly Magical Boots rune
These are the boots that are most recommended for most of the game, whether you are planning a standard game such as Summon Aery or a more defensive style with Guardian, with these boots you will have your spells sooner of summoner as the Flash could be, also these boots are very cheap.
Ideal boots if you are looking to move quickly around the map and propose plays or provide support during the early stages of the game, usually in late game it is advisable to sell these boots.
Ideal boots when the opposing team has a lot of slows and you don't want to go for Mercury's Treads since Boots of Swiftness are cheaper boots, they are very useful when you can take advantage of those 60 additional movement speed to escape or to chase down some rivals.
Boots that are recommended only when the itemization you have is skill damage, in order to take advantage of the magic penetration that these boots offer, some items that go well with these boots are: Luden's Tempest Liandry's Anguish .
Recommended boots against compositions with a lot of crowd control and where you want to reduce the time of control over you, since with these you reduce the time that the CC can affect you.
These boots in conjunction with Unflinching and Legend: Tenacity can greatly reduce CC time against you, useful against champions like: Leona , Morgana, Ashe among other champions.
They could be an option when you are facing a fully AD composition and you want to opt for a different build a bit away from the typical charmer at least speaking of boots, very valuable boots against compositions that rely heavily on auto attacks like Tryndamere , Yasuo o Master Yi
Attack speed with seraphine? , not worth it
Runes in depth
More info
In general, this rune is very consistent in the trades and lane phase, if you do not have to play defensively, it is undoubtedly one of the best runes in most cases to be able to play a little more aggressive or in a more aggressive way. more standard.
It is a very good rune that can help you get more maximum mana during trades from time to time, very useful in laning phase to not suffer so much from the early game mana costs that Seraphine has, it gives you a margin.
Rune totally focused on the early game to be able to deal a little damage when hitting an ability against a champion every so often. It is used when looking to play more aggressively in the early stages of the game.
It is a very useful rune and it begins to work at level 5, providing an ability until this rune scales with the player's levels, obtaining its greatest benefit from the player's level 11, comparing it with another rune of the same line, for example Celerity, Transcendence can offer a lot to Seraphine.
This is chosen if you are looking to play the late game since this rune gives better statistics to the player the longer the game spends, a good option with certain compositions, both allies and enemies.
Might only be viable if you're facing an all or mostly ap comp, though there are better rune options that you're almost never going to use.
It's usually a rune when your game plan would be around moving around the map and taking advantage of the extra movement speed you get from being in the river, I usually don't select it as I prefer to use Transcendence , if You think you are going to have to play a lot along the rivers and moving around the map is a good option.
Rune that can be chosen if you are looking for a little more damage in the trades as long as you have more than 70% of life, when lowering this percentage this rune loses its effectiveness, if you start with the damage towards your rivals this rune can help you .
This rune can be used if you want to have more movement speed after using a summoner spell, generally you use it to follow your rivals although it also serves on occasions that movement speed helps you escape, I have used it although with Unsealed Spellbook , is an interesting option but I feel it is not essential.
It can be an option as a main rune to play the constant poke that you can execute with High Note ,Comet is a good option that provides more pressure online and greater poke capacity, for this it is necessary to connect skills to the rivals, it is a strong rune although personally I use Summon Aery in most cases, a recommended rune although it is often dependent of tastes and styles of play.
Provides extra movement speed that is very useful with Seraphine , if you don't want to go with Transcendence and the movement speed can be useful in your confrontation it is worth using it, this rune increases the speed obtained with Surround Sound
You can activate it with a combo of Beat Drop + High Note + auto attack, maybe with Seraphine mid it can be useful, in support I haven't really played it enough to give a more specific verdict .
More info
Inspiration provides many runes that can be useful with Seraphine , there are quite a few options.
This rune is one of my favorites with Seraphine as it gives damage reduction for your team and a very annoying slow for the opposing team many times if I play this rune I also choose to play with Imperial Mandate since it synergizes well on the one hand damage reduction and on the other grants more damage that your allies can do.
This rune should normally be used when the range offered by Seraphine can be abused in order to take advantage of the rune and get gold to try to accelerate the arrival of those items to deal damage such as Luden's Tempest also Liandry's Anguish , even Everfrost .
This rune is interesting and has great potential because it allows you to use many summoner spells during the same game, at first it can be difficult to use this rune but once you know how to use it you can take advantage of it on certain occasions, the great inconvenience with this rune is that until minute 6 you do not have a key rune as such, which can be difficult to face the lane without a rune that helps lane such as Summon Aery or Guardian, although this rune later allows many combinations and adaptations.
Useful rune that provides you with an item with an active identical to that of Zhonya's Hourglass , it can help in many situations to kill time or wait for the cds of some abilities during a trade or a team fight .
Very useful although I prefer to buy Boots early in the game and not have to wait later in some lines this rune can be very useful as when you play very defensively it can be useful.
It works well on many occasions although it is not the most popular, a rune that starts working at minute 2 so that every 5 minutes you can have an additional 150 gold to speed up the purchase of your build although as you get gold it is deducted from the gold that the rune has lent you.
An uncommon rune option and that in the support role can only be used in certain cases, it can only be played with Relic Shield and ensuring you have charges to share with the carrier, with this rune you can push the wave using The dematerializer on the mininon cannon can also be good to secure some minions without exposing yourself too much.
One of the most popular runes for the laning phase to sustain and stay without many complications, very good option with Seraphine .
It is a very good rune with Seraphine since
With this rune you will have your summoner spells sooner and it also speeds up the time you can have your active on items.
Your Beat Drop and Encore are the only way to activate it without resorting to other strategies,
this rune works very well with Glacial Augment due to the slowdown it offers you in this way you can move with greater speed to enemies with altered movement, it also works well with Rylai's Crystal Scepter so you can hit them slow down and move faster towards them.
Highly recommended rune since it is very useful in the laning phase because when using a potion it offers instant healing, this rune shines in the early phases of the game, it does not work too well in the late game since it is difficult at that time to game have potions.
More info
Esta es un arbol que es muy util en seraphine ya que con muchas de estas runas puedes obtener algunas resistencias extras
For Seraphine support it's not a rune to consider, if you play it top maybe, avoid this rune unless you're looking for something weird.
The most recommended rune if you are looking to go more defensive and not give an advantage or simply wait for the scaling, this rune makes a safer laning phase for you and your adc, essential in many situations this rune is usually played with Relic Shield.
It's not worth it, with Beat Drop and Encore it activates but usually you'd have to keep your distance so the resistances it can give you wouldn't really help you much, you'd have to test it in certain matchups.
With this rune you could get plates from the towers, it could be useful if you have a lot of line pressure and you are practically in the rival tower, although in the same line there are better runes like Shield Bash or Font of Life .
With this rune, every time you immobilize or slow your allies that break the green mark, they will be healed, Glacial Augment and Rylai's Crystal Scepter can help the activation of this rune in a simpler way.
Very good rune, this rune allows every time you get a shield for example from Guardian or Locket of the Iron Solari as well Surround Sound increases your resistances and your next basic attack deals damage for a short period of time, highly recommended rune with seraphine.
Useful rune that increases your defensive stats after certain minutes of the game although I personally prefer Bone Plating is a better rune that serves you from the first moments of the game that can be difficult against some champions.
Rune highly recommended in difficult confrontations, it avoids being eliminated quickly, it is usually used in a defensive way, without a doubt a very useful rune.
If your team does not have tanks it can be useful since you will get extra life for minions that die nearby, although the point is that it will not be a born tank, therefore it is not the best option, nor is it that you can be ahead of a fight of equipment.
Rune too good with seraphine works well in multiple rune styles, since it improves your Surround Sound , in case you have Moonstone Renewer it is also benefited by this rune since you can heal allies more with low life.
Generally good rune against a team that has a lot of crowd control, this rune in conjunction with Mercury's Treads can be very useful in situations where stun time reduction is a priority.
More info
In this section there are some useful runes focused on getting stacks to complete a collection and improve some characteristics, maybe they are not the best runes with Seraphine.
I think it's not the best rune for support seraphine's laning phase as it can be a bit more difficult to get the full benefit of it, Summon Aery and Arcane Comet are a bit easier to use laning and where it is not necessary to give a seraphine combo.
It is a very good aggressive rune, although sometimes you cannot take full advantage of it, so normally the itemization with this rune is damage like Luden's Tempest or Liandry's Anguish so that in later phases of the game you can achieve deal a lot of damage.
Fun but not that you get too much use out of it
Provides extra damage when performing a crowd control, in lane it can be useful if you hit your Beat Drop.
Rune that can be used to have a little more sustain online when you get to connect your skills against the opponent.
It's not that you need that magic penetration that the rune offers you, maybe the only way is to go in and out of a bush without vision to be able to activate that magic penetration increase.
Rune that can help to get more vision in multiple places on the map, it can be a useful rune, I don't play it too much but it has potential.
One of my favorite runes to gain vision, as those zombie wards can help a lot and it's an extra vision on top of the normal control wards.
Rune dedicated to getting more damage every time a knockdown is achieved on the ally, very useful when you want to go to damage, this rune can give you damage practically for free.
This rune is very good and sometimes where you want or need many active items is where this rune helps a lot to reduce the time in which you can have the active ones available, many times having for example a Locket of the Iron Solari before the rival can assume an advantage, this rune also affects items that have cooldowns that do not necessarily have to be active like Luden's Tempest, in the same way it reduces the cooldown time of Oracle Lens .
It is not useful, you do not need that omnivampirism
If you play to move around the map and you have the branch of domination, this can be a good rune, since it increases your speed out of combat, although of course you have to get loads of the rune first and these are achieved with enemy casualties.
Very good rune to get Encore sooner than you normally would, I usually pick this rune when the ally comp is focused on teamfights.
More info
Precision has some interesting runes with Seraphine , though it also has the most runes that don't benefit you being Seraphine
Difficult to take advantage of because you normally don't have attack speed
This rune is not as bad as you might think since it could give you a little sustain in certain lines it could be viable, I feel that it is similar to Second Wind, although you decide when you heal, it is not very optimal but it can be workable.
Just no, you can't use it in the most effective way.
Just no, you can't use it in the most effective way.
You have no lifestealing tools
It's a rune that could help you get health back after a knockdown, though I prefer Presence of Mind for what it gives you.
Very useful rune with seraphine that helps both in the early game in lane trades, as well as helps in team fights to be able to recover resources as a part of the lost mana after achieving a rival kill, it must be a pretty rune taken into account.
You do not take advantage of the extra attack speed
This could be an optional rune against compositions with a lot of crowd control, it can be accompanied with Mercury's Treads and with Unflinching to reduce the enemy's CC as little as possible.
You don't need lifesteal.
It's a good option when you're facing low health champions online and when you can play very aggressively making the rune damage help you get a possible kill.
If in the lane and in general the rival team has champions that have more life than you, this is a good option since you can do more damage to them regardless of the life you have, a good option against tank supports.
Sometimes it is not that you can do much damage when you have little life because you are a character that is very soft and does not have many resistances, you just do not take advantage of the rune.
More info
This is apart of the adaptive or bonus runes that are useful with Seraphine .
These runes can give you a bit more health which can sometimes help you.
Ability haste is definitely a very useful rune with Seraphine to be able to get your abilities as soon as possible.
These damage runes are useful when you are looking for aggression from early levels or when you want to be able to answer possible lane trades without them being too bad for you, you can even use double damage runes to be able to have more AP or AD in the first levels if you do This usually sacrifices defensive stats from other runes.
Magic defense runes usually take 1, you can take 2 if you're good against a double AP lane
These runes are rarely used
Standard runes that practically every game you will take unless you are hit against a line of double magic damage, against confrontations that have a very good early game like Draven it is not a bad option to opt for 2 runes Circle .
Guardian or aery?
When you're in a matchup where the enemy has a lot of death pressure on you, taking Guardian will offer you more protection and increase your defensive stats. As soon as the enemy engages you or your ADC, the shield will protect you from some of the damage. This makes him a good resource to increase his survivability in lane.
Getting a shield at level 1 and 2 will probably save your life when playing against a champion like Leona, who has a lot of early game pressure. In particular, in a snowball-heavy meta, taking Guardian will reduce its ability to kill you as long as you play aggressive when Guardian is active and not before.
For the most part, you'll always want to run Summon Aery over Guardian unless you're in a matchup where the enemy has a lot of total or death pressure. I like to look at it this way: is there a chance I'll die often in lane? If the answer is yes, I'll take Guardian.If I'm in a matchup where the enemy lacks lane kill threat, but their allies have a lot of tough matchups or are assassins, I also like to take Guardian, as it offers me and my ADC more protection when engaged. For example, taking Guardian against Camille, Malphite, Zed, or Evelynn will help protect me and my ADC in a team fight.
By taking Guardian, you lose quite a few valuable stats that buff and buff your champion, but taking Guardian gives you more protection. You need to weigh the pros and cons of each and choose the one that best suits the matchup you find yourself in. When taking Guardian, you may often need to adjust your starting item choice as well. Summon Aery and Spellthief's Edge go hand in hand, but sometimes it's not necessarily worth going Guardian with Spellthief's Edge, as you'll still be in danger of dying when trying to push the enemy.
That's why it can be beneficial for you to use Relic Shield when playing Guardian, since you don't have to put yourself in a position where the enemy can bet on you. Taking Summon Aery should, on many occasions, be taken with Spellthief's Edge, Guardian can be taken with Relic Shield.
In general Summon Aery is more focused towards a standard game where you can both buff your allies a little more as well as do a little more damage usually, in some games it will be Summon Aery , in some games it will be Guardian, or sometimes it will be a completely different rune.
Stop auto-piloting and try it out when you're in a tough matchup.
Vision
Seeing or not seeing a champion can be a game-changing event. Therefore, it is important that you know when the enemy is watching you a quick tip here, when placing your Vision Guardian keep in mind that if you place it on the extreme you will have much more vision than if you placed it inside. To know if you're doing it right or wrong, look at your marker. If it's green it's inside, if not you're placing it outside.
Bot lane
Both roles will come in here, both ADC and Support have responsibility for their lane vision and this is the difference between good bot laners and bad ones.
Let's go to see some numbers, if both laners invest in vision they are 2 Sentinel Totems and 1 Control Ward more than in the other lanes for a total of 4 Sentinel Totems and 2 Control Wards active on the map providing vital information for the team.
This corresponds to 20% of the team's vision in a 1:1 ratio (10% for each lane), so the responsibility for the vision does not fall only on the Support.
There isn't much difference in placing Sentinels in the Bot Lane and the Top Lane, thanks to the symmetry of Summoner's Rift.
Mid lane
Many times you can help your mid laner and your team in general in the early game by placing either defensive or aggressive vision around this lane, with this you can get information for your team that can be useful when proposing or not a play. Bushes are considered “objects” so they prevent you from seeing what is beyond them. Both for your opponent and for you. Because of this, it is recommended that you proceed with caution.
More wards
In the image you can see some strategic points where you can ward the green ones are situational although very useful in certain circumstances, the red ones aggressive vision denying vision to the rival to be able to hunt or to avoid that the team can enter an area with the greatest confidence, defensive wards are still seen to control some places and avoid some flanking that certain champions can perform as a Kennen
Deny vision
Knowing how important vision is to our macro game, and knowing likely positions for enemy wards, let's now move on to an even more important part of vision itself.
To take control of a specific area of the map it is necessary to have vision and make sure that the enemy does not have vision over us, so we can carry out a good Ambush or take an objective minimizing the risks.
Revealing a Sentinel opens the option to eliminate it from the map and earn some gold for doing this, each of the Sentinels has a specific amount of life, let's see what they are:
• Distant Vision Alteration - 1 HP
• Sentinel Totem - 3 HP
• Control Ward - 4 HP
General tips
Some useful tips with Seraphine
-You can use your Flash during Encore channeling to change the final direction
-Use your Surround Sound at the right time don't waste it because it has a lot of cooling
-You can use your High Note to push waves or to clean them in case you need for example for a possible dive in your tower
-Remember that when your skill icons are in a gold tone it means that they have echo and now have additional characteristics
- Seraphinestart all matches with 3 echo stack, if you plan on doing an invade these stacks make your Beat Drop a good starting ability
-Every time you use an ability if you are in range use the notes that your passive gives you to trade is an additional damage you get
-You Need at leats 9 notes to damage the tower out of its range
-You can leash your jungler with your echo High Note due to the range that is longer without wasting so much time
-If your Beat Drop hits an enemy out of your vision range it will make a noise, this is very useful to avoid the need to directly check the area to know that someone is there.
Your Surround Sound instantly heals if seraphine already has a shield like Locket of the Iron Solari or some other shield.
-You can use your Flashduring the 0.25 cast time to change the direction of your Beat Dropyou need to be very fast
-Remember that Encore widens its range for each enemy and allied champion hit
- Encore cant be cancelled by enemy CC
-Think quickly about which echo ability can be most useful to you in each situation and in each composition.
Laning phase/early game
Remember that each game is different, so adapt to it.
Aggressive line
This line will usually be played with Ignite, probably Summon Aery or Arcane Cometto be able to get the most advantage possible and then take that advantage to other lines, when you play very aggressive you should not be afraid to spend your Flash as long as you are sure that you will get something or you may end up in a complicated situation later and that you can not get more advantage ,
Defensive line
It's usually the line where you use Guardian and Relic Shield ,in this type of lines you will usually play the weak side of the map and wait for the escalation and what you can offer in group fights since sometimes due to confrontation you cannot win, in this case if you cannot win the best thing is to avoid losing resoundingly and complicate your plan to get calmer to group fights, in this line you seek to survive. One notable problem when playing weak side is that you sometimes have to give up objectives due to the inability to fight them.
Team fights
Regardless of the type of style you play, positioning is essential and remember to adapt to each situation and game since you cannot play the same every game.
Peel style
In general, in this way of playing, your priority skills will be both Surround Sound as well as Beat Drop , since these are the best tools for Seraphine to defend one of her carries. If you opt for this style, the ideal series is to have Moonstone Renewer or Locket of the Iron Solari to provide more protection and you should be back with your carries you shouldn't get too far ahead. Encore you will use it in a defensive way it would be perhaps as a counterinitiation or monitoring of your team
Poke or aggresive style
In this style of play it is more focused on wear during team fights as well as the use of both High Note and Beat Drop to do more damage to them, in general, the itemizations can vary, you can go from item damage like Luden's Tempest to maybe others a bit more utilitarian like Imperial Mandate or Shurelya's Battlesong , Surround Sound is still important even though our other two skills have more frequency of use .An important fact to know is that you can use your Encore to start team fights and not wait for others, of course as long as it is beneficial to your team .
Peel
Normally League of Legends games have a turning point that decides its outcome. Sometimes it is usually that moment when the carry dies and the teamfight changes completely. The phrase that says “can you focus the carry?” will sound familiar to you. and while you're trying, the entire enemy team gets in front of you. In that attempt, it is your carry that dies and you lose another battle. At the end of the day, everyone has abandoned this champion and he has no ability to defend himself. Peeling is all about doing everything you can to protect those carries that are capable of dealing high amounts of damage but are ultimately weaker. Thus, instead of focusing on dealing damage to enemies, you make sure that someone else does it, always protecting them from certain death. You are that great shield that will be able to give the game to your whole team. Details to consider for a good peel
1. Keep a cool head
It may sound cliché, but a good mentality usually wins many more games. Making the right decisions at specific times can give you that extra that you lack. Avoiding failing abilities or not entering tunnel-vision will be a priority. This is why many people recommend taking a break and relaxing once you lose a match, as getting angry will make you make worse decisions.
2. Analyze your composition and see which champion is the most important
When the champ select phase is over, it's time to review the composition and analyze which champion has a chance to pull the bandwagon. Usually they are shooters or midlaners, but we can always find a toplaner or jungler who meets these requirements. Now that we have this information, we have to wait for the game to progress a bit. At the end of the day, we are not going to peel a Lux that is going 0/10. Failing that, we will look for the second champion who would meet such a requirement and give everything for him.
3. Think about what plan the enemies may have and anticipate them
Once we have all these steps clear, it is time to see the composition of the rivals and discover what their most effective starting plan would be. Attending to this, we will be able to look for its weak points and attack there. Make sure to save your CDs for the champion that can cause the most problems or to protect your carry from all those attacks that it can receive.
Types of peel according to the circumstances
– Good positioning is essential
Whenever our carry is alone, the enemies will try to kill him. Among them we find those champions whose power lies in the AoE (Area of Effect). The main thing when playing against these types of champions is to avoid falling into the same CC as your teammates. Normally, those champions who base their kit on AoE have pretty big CDs.
We also find those assassins that in most cases will volatilize the ally carry. As a peel champion you will have to constantly be by his side, helping him immediately as soon as enemies appear out of nowhere.
Finally we find those poke champions that constantly weaken the health of their rivals. As a peel champion, your goal will be to always stay ahead of the carry and avoid constantly dropping his health, as he will have to return to base more often and this will leave him far behind in the game.
– Mass control (CC), the most effective way to peel
Sometimes it's better to stop enemies than trying to take all the damage yourself. CC is the most effective way to peel allies, as it's immediate and has a lot of impact on the rest of the team. Stunning, slowing or displacing your opponents will allow you to keep them away from the carry, who will be able to inflict as much damage as possible without any problem.
As a seraphine you have both shields for allies with Surround Sound as well as an amount of CC such as Beat Drop and Encore.
Conclusion
Thank you for seeing my guide and I hope it will be useful to you. I made it with effort and I would be happy to receive tips since I would like to improve, I know that some chapters are not completely complete but I hope to update them soon in a better way as well as add other chapters such as confrontations and combos , see you later and enjoy life and music like Seraphine
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