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Seraphine Build Guide by gato salada

Middle 25.20 Mid/Sup Off-meta Build!

Middle 25.20 Mid/Sup Off-meta Build!

Updated on October 19, 2025
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League of Legends Build Guide Author gato salada Build Guide By gato salada 2,566 Views 0 Comments
2,566 Views 0 Comments League of Legends Build Guide Author gato salada Seraphine Build Guide By gato salada Updated on October 19, 2025
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Runes: Tank + Movespeed = Win

Resolve
Grasp of the Undying
Shield Bash
Bone Plating
Overgrowth

Sorcery
Gathering Storm
Celerity
Bonus:

+8 Ability Haste
+2.5% Movement Speed
+10-180 Bonus Health

Spells:

Ideally take
LoL Summoner Spell: Barrier

Barrier

LoL Summoner Spell: Flash

Flash

Threats & Synergies

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

Champion Build Guide

25.20 Mid/Sup Off-meta Build!

By gato salada
Introduction

Welcome!


Hi hi! It's nice to see you here! I am gato salada and I'm a Seraphine player in between Emerald tier and Diamond tier. I don't have peak LP or huge Mastery points on Seraphine, but I've played through all her phases ( nerfs let's say XD).

Seraphine has a low skill ceiling as they say, but I see great potential to make great plays even if MANY champions (in my opinion) can do everything she does - but easier. And that's okay, this is what makes it fun to play with her for me. But since Riot keeps on adding nerfs to her list, they basically made her one of the lowest Movement Speed champions in the game (and without a proper way to escape if you don't land Beat Drop or Encore, which both don't apply enough CC to let you escape in most scenarios), while also her early survivability is almost ZERO - being a low Health, low Health Regen, low Armor and low Magic Resistance, as a Enchanter should. Yet, I can't find much more fun playing like I used to - agressively.

As I seen in each one of my games till today, her Poke is weak as a Mage nowadays, her peel is even worse, regardless if you buy a full Support Build - and I can't stand being Meta struck, being forced to follow the same Build path every game.
I wanna have fun! - and also bring her glory back.

So, I've been thinking in a way to innovate her gameplay with a Off-meta twist, but still making some sense, like a mathematically correct Build feeling.
The main idea of this Build is to have some recollection of how I played Seraphine on her golden Ap ratio times - like a proper Burst Mage.
In this guide we will be summarizing my explanation for the runes and each Item as well! Also I'll be talking about some Pros and Cons about this Build and playstyle.

Hope y'all enjoy and thanks for reading!
Explanation of Runes

First things first, lets talk about:

Runes

Resolve
Grasp of the Undying
Shield Bash
Bone Plating
Overgrowth
Sorcery
Celerity
Gathering Storm
8 Ability Haste
2% Movement Speed
10-180 Bonus Health




Grasp of the Undying


Why Grasp of the Undying you may ask? Particularly I think Seraphine lacks a ton of Health, forcing her to play passively until you get your 1st Item and boots. That's when Grasp of the Undying comes in handy (XD) - sadly, ranged champions only get less than half of the Health stacks.. but hey, it's still something!

To the point, the prior reason for going Grasp of the Undying is the magic damage on-hit of the rune!
It pairs really well with her passive Stage Presence, adding a little bit more magic damage on her "empowered auto".



Shield Bash


Thinking on the same direction of Grasp of the Undying, Shield Bash works really well on adding more magic damage for her auto!
The real problem is: Surround Sound has a LONG cooldown ( exactly 22 seconds if you're not getting any Ability Haste).
Thankfully with this Build and the help of Spear of Shojin, we can spam shields and harass with Shield Bash through the game!

And so, Shield Bash scales with 15% of the shield and 2.5% of our max health. Our shield scales with Ap, and with the help of Riftmaker we can reach a fair amount of extra magic damage with this rune!



Bone Plating


Going Bone Plating is almost a rule for most of the enchanter champions in the game. Giving survivability to play "bad" without being too much punished, or just to play in a more agressive way - in most cases.

Bone Plating enables us to risk ourselves a little more to get a Grasp of the Undying proc, loosing a little less Health on the process!
The key is to survive the early game, since this Build is about scaling!



Overgrowth


Finishing the Resolve tree, Overgrowth complements the Health stacking goal!
The main choice of this rune is to reach the 120 stacks to gain the additional +3.5% max Health, making the Grasp of the Undying and the Shield Bash magic damage more strong as the game goes! (And also more Health for Riftmaker passive).




Celerity


As secondary runes, Sorcery can't be a better pair!
Celerity excels in fixing Seraphine problems with Movement Speed, since all Movement Speed bonuses are 7% more effective on you and you gain 1% Movement Speed.
Pairing with Forever Forward, Lich Bane and Cosmic Drive, we get a fair good amount of Movement Speed to freely roam around the map and move like a normal champion.



Gathering Storm


Gathering Storm is just the perfect rune, free Ap through the game! And with Riftmaker conversion passive we become a unstoppable stacking machine!



Manaflow Band


Going Manaflow Band it's a safe replacement for Gathering Storm, some extra Mana before you obtain Rod of Ages. A little help to spam skills to stack Grasp of the Undying without loosing too much resourses! (And upon finishing Manaflow Band stacks, the rune restores 1% of your missing Mana every 5 seconds, pairing well with Rod of Ages to fulfill your Mana thirst).
(And upon finishing Manaflow Band stacks, the rune restores 1% of your missing Mana every 5 seconds, pairing well with Rod of Ages to fulfill your Mana thirst).

The rune setup leans all-in on Seraphine’s “speedy tank” fantasy. Grasp of the Undying keeps her healthy during trades and helps stack that juicy max Health that this Build loves. Shield Bash adds a surprising little pop of damage whenever she uses her shields, and Bone Plating makes early skirmishes less painful. Overgrowth quietly boosts her {{Health]] throughout the match, feeding right back into her scaling and item synergy. Celerity makes every bit of bonus Movement Speed feel snappier, while Gathering Storm ensures her Ap keeps ramping up for those late-game concerts. Top it off with Ability Haste, Movement Speed, and Bonus Health shards, and you’ve got runes that make Seraphine feel tanky, floaty, and ready to dance her way through fights!!
Itemization

Rod of Ages


Rod of Ages does a great job on solving lack of mana on this build, and still, provides some scaling to go along with the rest, thanks to its UNIQUE Passive: Restore mana equal to 10% of pre-mitigation damage taken from champions, and heal for an amount equal to 25% of mana spent!
Rod of Ages is my choice of first item since the focus of this build mainly is gathering lots of Health, Movement Speed, and still have a little sustain and mana for our manaless champion.


Spear of Shojin


Spear of Shojin has a UNIQUE Passive: Dealing ability damage with a champion ability grants a stack for 6 seconds, stacking up to 4 times! For each stack, all damage dealt by you receives 3% increased damage, for a total increase of 12% at maximum stacks.
With the other UNIQUE Passive, having 25 Ability Haste for your basic abilities enables you to spam High Note, Surround Sound and Beat Drop easily (focus on Surround Sound, HUGE AH).


Lich Bane


Lich Bane sums up to add more damage to the basic hit and give a extra mini burst along with our passive, Grasp of the Undying and Shield Bash and also adds more Movement Speed to multiply with Forever Forward and Cosmic Drive numbers.


Riftmaker


With Riftmaker passive of converting % of Health to Ap (usually about 40+ extra Ap per game, making the Item not fall far behind others in stats).
With the 8% extra damage from the passive of Riftmaker we can reach 20% extra damage in total by having Spear of Shojin and Riftmaker both on full stacks, which is quite easy in to do in fights due to decent Ability Haste obtained in this Build. Also the little Omnivamp from the Item gives us a little more sustain in fights!


Cosmic Drive


Cosmic Drive can´t be a better choice to finish our Build with. Extra Health, extra Ability Haste and extra Movement Speed passively and from hitting magic damage on enemies makes a perfect Item to play in a more safe way!


The itemization of this Build turns Seraphine into a smooth blend of durability, scaling power, and groove. Instead of the usual glass-cannon or pure enchanter setup, it focuses on stacking Health, Mana, and [M[ovement Speed]] to make her feel more fluid and self-sufficient. Every Item plays into a rhythm of sustain, mobility, and consistent ability uptime, letting her weave in and out of fights while steadily ramping up in strength. The result is a version of Seraphine that can take a few hits, keep the music playing, and still dish out solid damage as the game goes on. It’s a Buildthat rewards patience, positioning, and a good sense of tempo—perfect for players who like to scale up, stay alive, and carry the late-game with style!!
Pros of the playstyle
Pros mostly consists in:
Cons and Takeaway
Cons mostly consists in:
  • Weak early game - less dmg in Poke and less Peel, so you can easily be punished before your core items;
  • False sensation of survivability (because of having a big Health but not necessarily more resistances or reliable escape tools - being caught out of position can still mean death;
  • Mobility is improved but still not on par with naturally mobile champions - so positioning matters;
  • As a Off-meta Build, it deviates from meta “pure support/ enchanter” or “pure AP Burst mage” paths, meaning you may need good game sense and awareness of how your items synergize to make it pay off;
  • Being a scaling Build really depends on a little snowball to work properly! If your team falls behind or the match ends quickly, it may not reach full potential.


    To sum up:
    • Use this Build if you’re already comfortable with Seraphine and want a more experimental, fun way to play her in mid or support roles!
    • Play safe early until your core items start kicking in;
    • Take advantage of your extra Movement Speed and extra Health to rotate, join fights, and pressure objectives - but pick your moments carefully;
    • Always check the enemy comp: against heavy Burst or crowd control, this setup can struggle;
    • Best suited for longer games where you can reach full Build and make use of your scaling and utility power.


      Thanks so much for taking the time to check out this little off-meta adventure! I really hope you enjoyed the read and that the Build brings you as much fun as it did for me while testing it out. Whether you’re vibing mid or harmonizing in bot lane, I hope it helps you find a new rhythm with Seraphine and maybe inspires you to experiment a bit, too!

      If you end up trying it, I’d love to hear how it went—feel free to drop a comment, share your thoughts, or even suggest some tweaks! Every bit of feedback helps fine-tune the performance!!!

      Have fun out there, keep the music playing, and if this build hits the right note for you, don’t forget to give it a rating—it really means a lot and keeps the good vibes going. See you back here for the next remix!
      (And just a quick disclaimer before you queue up: no Seraphine's were actually harmed in the making of this Build, but I can’t promise the same if you decide to take it for a spin in ranked (definitely not recommended, but hey—follow your heart, not your LP).
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gato salada Seraphine Guide
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25.20 Mid/Sup Off-meta Build!

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