Seraphine Build Guide by DixonTheGuideMaker
💎 Complete Seraphine guide by Dixon [MID\SUPP] 🏆 10.23
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Runes: Summon Aery
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+8 Magic Resist
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
Ability Order Skill Path
Threats & Synergies
If he activates his E and you’re 100% sure you can kill him, don’t bother chasing him into the unknown. Wait for the timer to run out- which is 5 seconds after the initial cast, and kill him once he returns to his E. As Yone is a champion that builds AD items and deals predominantly AD damage, it’s important that you buy defensive items to reduce some of his damage output in fights. Use your range advantage to bully him. Ranged champions can bully him down to make it very difficult for him to play aggressive and secure CS and farm
Azir’s are forced to start with their W first. At level 1, their soldiers are very immobile, and so is Azir. At level 2, he'll probably take his Q. He shouldn't have escapes until level 3. Ask your jungler for an early gank to try to snowball lane. Azir's E has a generally long cooldown. If he has dashed recently, take advantage of his escape being down. Be careful if he turns around on you. His shield gives a lot more protection than you think. Azir has to get close for his ultimate to be effective. If he's dashing into a dangerous situation, you can assume he's about to ult
Akali is very dangerous like most assassins. You have only time to poke her when she has no ultimate. Because her ult gives her great mobility and killing potential, so you need to play safe after she will get level 6. Take Barrier and use it together with your W - Surround Sound if you see that she is going to all-in
Zed gains additional damage from the attack damage (AD) items he buys, so armor can be very effective against him. Zhonya's Hourglass is the must have purchase here. You need it to reduce Zed’s damage and become invulnerable for 2.5 seconds to dodge Zed’s ultimate so he could not one shot you
Kassadin is very dangerous like most assassins. You have only time to poke him when he has no ultimate. Because his ult gives him great mobility and killing potential, so you need to play safe after he will get level 6. Take Barrier and use it together with your W - Surround Sound if you see that he is going to all-in
Malzahar's passive is what makes the matchup quite hard, if he plays it well. He will clean waves fast and will try to find a way to all in you. Try to hit all his voidlings by Q - High Note. You will probably need to buy Mercury's Treads and Quicksilver Sash as soon as you hit level 6. After level 6 you want to stay safe until you have Quicksilver Sash.
Nunu & Willump
Champion Build Guide
In Kayle We Trust...
Here is one of many videos you can find on my channel!
1. Easy to learn, easy to play.
2. Can be played on both MID and SUPP roles, so you have to choose the priority only
3. A lot of CC and AOE damage.
4. Massive shielding, healing and MS acceleration, which makes her…
5. …extremely useful in team fights!
6. All her abilities have good range.
7. Nice poke at the beginning due to her additional magic damage from the passive.
8. She is a good looking babe ;)
1. Low HP and the champion is quite squishy.
2. The shield Surround Sound has long cooldown and its power doesn’t increase when you learn the ability to the next level. The shields scales only with leveling up of Seraphine herself and her AP. So there is no strong protection against assassins in early game.
3. You have to land your abilities, so it’s hard to play against mobile champions or if you have permanent high ping.
4. No escape abilities, but you can try to CC your enemies + use MS acceleration by Surround Sound.
It’s hard to play for Seraphine against mobile champions, especially assassins, who can easily dodge her abilities and counter attack like Fizz, Zed, LeBlanc, Kassadin, Katarina etc. Morgana and Malzahar are other two hard opponents because of their shields. Yasuo is another mobile champion who can block all your abilities by Wind Wall. You will find some tips below how to play against the most annoying enemies on the MID-lane.
Counters as SUPP:
Morgana is probably one of the best counter picks since she has anti-magic shield with control resistance. I recommend you to ban her in the first place if you play Seraphine at the bottom lane as a support. Your games against Alistar and Leona can also be hard because these champ are able to do hard engage and you cannot hide behind your minions to stay safe. I recommend you to keep a safe distance and make sure your Beat Drop and Encore to use them as disengage. Try to quickly charge your passive Stage Presence so your Beat Drop would have a rooting or stunning effect.
Synergies at MID:
The best synergies for Seraphine are the champions with control effects like slow, root or stun. Especially massive CC which have super synergy with Beat Drop (they empower it) and Encore. To my opinion Seraphine has the best synergy with such junglers as Amumu and his Curse of the Sad Mummy, Evelynn and her Allure, Elise and her Cocoon, Rammus and his Frenzying Taunt, Sejuani and her Permafrost + Glacial Prison, Jax and his Counter Strike, Udyr and his Bear Stance etc.
Synergies as SUPP:
As a support Seraphine has the best synergy those AD-carries who have nice control effects since they empower Seraphine’s Beat Drop and make it easy to land Encore. To my opinion the best partners for duo are:
Her auto attacks slowdown enemies and she has a perfect stunning arrow which can work in both ways. You can use your control abilities to make it easier for Ashe to land Enchanted Crystal Arrow or she can use it to help you to land yours 🙂
Same as Ashe, Varus has few controlling abilities that have nice synergy with Seraphine’s Beat Drop and Encore.
When you play together with Caitlyn, your goal is to root an enemy so Caitlyn would be able to easily put Yordle Snap Trap under their feet.
Senna is another great partner. It’s so easy to stay with her at lane because she can heal you both, she has her own root which empowers your Beat Drop and gives Seraphine opportunity to stun an enemy. And she has also quite a big range of her auto attacks and abilities same as Seraphine, so you can use this advantage and attack your opponent from a longer distance and it can be hard for them to fight you back.
is one of the best options in this rune tree since you spare 300 gold for boots and your overall movement speed will be at 10 points higher when you will buy Sorcerer's Shoes or Ionian Boots of Lucidity.
is a good option if you need to buy Boots as fast as possible to better dodge an enemy’s skill shots or you want to roam a lot, especially as a support with Mobility Boots.
will help you in early game by restoring your HP and MP. It also increases your maximum amount of mana points when your champ eats a cookie or sells it to the shop.
gives you 5% of everything 🙂 It’s a small, but nice boost to many parameters and I think this runes fits better than other two options.
can also be played if you buy Corrupting Potion as your starting items. But if you play with Doran’s Ring so you definitely should take Cosmic Insight.
this keystone can be used if you want to have some additional poke damage to out trade your opponent.
the best rune for most of mages since it restores mana and increases its maximum amount.
is a good option if there is a strong assassin with magical type of burst damage or they have a lot of mages.
is generally a good rune and in most cases it’s a better choice than other two options.
if you want to play aggressively and deal more damage early.
for better scaling into late game.
take this rune for additional sustain if you want to play with the Domination tree.
is a good rune if you plan to buy Everfrost, Twin Shadows and Zhonya's Hourglass.
This rune is used by supports in some situations and shows itself well when playing on the lane and in team fights. Unfortunately, the cooldown of the rune is big, which is why the rune is less popular than other key runes.
This is an excellent rune that is suitable for any support tank with control. By stopping the target, you give your allies the opportunity to restore a certain amount of health with each attack. The rune will be relevant throughout the match. It is most profitable to take the rune for some tanks with control.
This rune is mainly used by various champions with heals and shields. Increasing heal or shield strength is always a useful stat. In addition, the effect of the rune can be significantly increased with a low health reserve. The rune can be useful for various tanked characters who rely on some kind of powerful healing of their own.
We can use these Notes to poke an enemy champion by auto attacks. It’s especially easy to do if you play against a melee champion. It also allows Seraphine to last hit minions by auto attacks easier. But I would recommend you to use it to poke enemies whenever it’s possible if you want to play more aggressively. The most interesting part of the passive is that each 3rd cast will be used twice. So you can do double damage by High Note, you can heal by Surround Sound or you can root an enemy by Beat Drop. Choose it wisely. To my opinion it’s better to use High Note if you see a champion with low HP and you want to finish him off. If you want to catch someone or engage a fight, then Beat Drop would be better decision.
Seraphine projects a pure note, dealing magic damage that's increased by the target's missing health percentage. This is Seraphine’s primal damaging and wave cleaning ability.
Seraphine surrounds her nearby allies in a song, granting herself and her allies movement speed and a shield. If Seraphine is already shielded, she can heal her nearby allies, restoring health based on how many allies are near her. This ability is very nice to use as a tool for engage. Especially it is useful if you have not mobile champions in the team. You can help them to reach enemies faster.
Seraphine unleashes a heavy soundwave, dealing magic damage to enemies in a line and slowing them. Enemies that are already slowed are rooted, and already rooted enemies are stunned. You should watch how many notes you need to use this ability twice so you can root them or even stun if you slow them somehow before by using slowing items or Glacial Augment. Use this ability to catch your enemies or as disengage against some melee champions.
Seraphine takes the stage, projecting a captivating force that charms enemies and deals magic damage. Any champions struck (allies included) become part of the performance, extending the range of the ability and granting allies maximum notes. Try to use it after your enemies stepped into narrow areas or when your allies have slowed them somehow or used other forms of CC. After some practice, you will be able to successfully hit this ability even on enemies without movement disabling effects. Don’t forget that you can use this ability also in the situations when the enemy Jungler wants to smite Baron Nashor or a drake. If you use Encore in time, it’s going to be so easy for your allied Jungler to take an epic monster.
1. Get as close to the enemy as possible before using your R so you can land your E easily.
Encore -> Beat Drop -> High Note
2. Use your E first if the enemy is already under some kind of control.
Beat Drop -> Encore -> High Note
3. Fast empowering of Beat Drop for root \ stun effect.
Surround Sound -> High Note -> Beat Drop
High Note -> Surround Sound -> Beat Drop
4. “Like a boss” combination for long distance engage with old items.
Twin Shadows -> Surround Sound -> Everfrost -> High Note -> Beat Drop -> Encore
You should remember that Seraphine is a very squishy champion and she has no way to dodge the enemy's skill or quickly run away. Of course the has some MS acceleration from her Surround Sound but it will not be enough in most situations if the enemy jungler suddenly appears behind you. So don’t forget to put usual wards + buy control one in the shop. You have to watch mini map all the time. I also recommend you to stay closer to the side of the map where your allied jungler is present at the moment. If you are pushing the lane hard, then do not stand far from the allied tower. Especially if you haven't seen the enemy jungler for a long time. Don't aim for early kills. Keep calm and farm, harass the enemy and wait for him to make a mistake. You will kill a lot of enemies later (or help your allies to kill them by using Seraphine’s great CC abilities), but to do this you have to properly farm at the beginning of the match.
During the laning phase, avoid using your Surround Sound unless you have to. It has an incredibly long cooldown and you’ll be vulnerable when it’s on cooldown. The heal from your Surround Sound doesn’t come into effect for a long time. Do not rely on it to save your life.
Try to look for fights in narrow places like the jungle or around an objective. Getting your Encore off on as many champions as possible will help your team win the fight. Do not hurry to use your CC abilities as fast as possible. It’s better to wait a little bit and evaluate the situation. If you apply Seraphine’s CC abilities in right time and in right way it will bring you a victory in a fight or even in a whole game!
During the fight try to stay behind your allied tanks and bruisers, but close enough to carries to give them a shield from Surround Sound. Or you can use Surround Sound for MS acceleration and shield for those in your team who are supposed to engage a fight. You have to be aware of what your allies can do, especially about their CC abilities. Sometimes you can wait before your allies will catch someone and then you will use one of Seraphine’s combos that I’ve described above.
When the lane phase ends and you start to actively move around the map, I advise you to take care of the map control. It is very important for Seraphine to see current location of enemies. Good control can be achieved with wards and especially the Control Ward should be considered. New players ignore this item for some reason, but it can give an overview of a certain area of the map for a very long time.
Ahri is incredibly vulnerable when her Spirit Rush is down. Make sure you abuse the long cooldown early on.
As long as you build magic resistance and dodge her Charm, she has no way of one-shotting you. Ahri likes to roam after level 6 when she unlocks her Ultimate Spirit Rush. Ping her as soon as she leaves lane and try to follow if possible. If you can’t follow her, push the wave and try to draw her back to lane.
Ahri is incredibly vulnerable when her Spirit Rush is down. Try to bait it out first, and then call for assistance from your Jungler to kill her while it’s unavailable. Make sure the wave is closer to your side of the map to make it easier for them to gank you.
Ahri is rather weak in the early game. Look to poke and fight her during this time to get a good start from the get-go. Post-6, Ahri has a lot of chase potential thanks to her Spirit Rush. Do not overextend when you’re low as she can easily kill you and set you behind. Once Ahri has completed her first item, she will deal a lot of damage and be able to push the wave/ fight more frequently. Keep this in mind and respect her all-in damage.
Akali has a powerful early game with her Five Point Strike and Assassin's Mark. She will look to harass you whenever you go for CS. Avoid letting her get free harass on you by keeping your distance and staying at max range at all times. If she does use her Five Point Strike and it hits, do not walk forward for some time. Akali has no built-in sustain and she has poor base stats. She is also melee. Use this to your advantage to trade with her early on and harassing her whenever she goes for CS. A good time to trade with her is when she has used/missed her Five Point Strike.
Akali’s Twilight Shroud is important for trading and her survivability, but it has a long cooldown. Trade and harass her whenever it's down. In team fights, Akali will look to dive the backline and take out the squishiest champions first. As soon as she engages, try to lock her down with CC/ peel her away from yourself and your allies. CC is your biggest friend when it comes to beating her.
If Akali engages and is hidden inside her Twilight Shroud, back away from the Twilight Shroud until it’s disappeared. This will make it much harder for her to fight and survive if she cannot hide within it.
In the later stages of the game, try and stay as a team and try not to wonder the map alone. Akali has a ton of burst and can easily assassinate squishy targets that walk alone. Akali becomes a monster after finishing Hextech Gunblade as this gives her healing, AD and AP and a powerful active. Akali is capable of all-inning squishy champions at level 6 as she gets tons of mobility and damage thanks to her Perfect Execution. If she hasn't been playing aggressive before level 6, expect her to do so once she gets the level up. Try not to give Akali kills in the early game. She is a snowball heavy champion and once she has some gold under her belt, she can easily take over the map.
When playing as a melee champion, do not go for extended trades with Fizz as he will always come out ahead thanks to his Seastone Trident.
Unless you benefit from any other wave manipulation, try and keep the wave even or closer to your side. This prevents him from engaging on you or chasing you down.
Fizz has insane roaming potential. Do not blindly follow him as he can easily turn around and kill you. Instead, communicate with your team while following him from a distance if possible.
When walking around Summoners Rift, do not go alone if you’re squishy. Fizz can easily assassinate somebody who is walking through the river alone. Take appropriate paths through warded areas whenever possible. Do not use any executing abilities or key skill shots on Fizz unless he has used his Playful / Trickster / Playful / Trickster as he can easily dodge them by going untargetable.
If you’re hit by Fizz’s Chum the Waters, do not walk close to your allies as the AOE damage from his shark will deal lots of damage to them too. Walk towards them but don’t get close. Fizz has good kill pressure at level 3 and 4. Respect his all-in and try to poke him down before he gets the chance to play aggressive. Fizz's Playful / Trickster allows him to dodge damage and escape from trades. Do not go for all-ins unless he has already used this ability beforehand so you’re guaranteed to hit your abilities on him.
Keep an eye on your XP bar between levels 5 and 6. If you think Fizz is going to hit level 6 first, try to stay at max distance and play safer. When Fizz hits level 6, his kill pressure intensifies and he can easily kill you if you’re level 5 and are overextended.
Avoid trading with Irelia when she has her passive Ionian Fervor stacked as she will out trade you. Keep an eye on the little bar under her health. When trading with Irelia, keep an eye on low health minions in your lane. Irelia may use her Bladesurge on the minion to escape the trade or run you down after a skirmish.
Irelia benefits from extended trades. Try and avoid going for extended trades with her as she will always win them. Try and lock Irelia down at the start of the fight. This will make it much harder for her to jump around your team and get resets on her Bladesurge.
Avoid fighting too close together as it will allow Irelia to use her Vanguard's Edge on multiple people and allow her Bladesurge to reset. Stand together but not super close together.
Try and fight after Irelia uses her Flawless Duet as it is one of her best tools to start a fight. Ideally, try and also fight around her Vanguard's Edge as it will reduce her chances of getting resets.
Irelia is very strong whenever she has her passive Ionian Fervor fully stacked. Avoid fighting with her at this time. When Irelia hits level 6, her kill pressure intensifies as her Vanguard's Edge is a very good duelling tool. Irelia benefits from extended trades, so try and avoid going for them whenever you can. Keep them short and sweet.
Kassadin is at his weakest in the early game. Try to fight as much as possible so he falls behind. Post level 6, if you have any CC abilities, do not use them unless his Riftwalk is down as he will use their cooldowns to play aggressive and trade with you. Kassadin lacks wave clear in the early game. If you can keep the wave closer to your side of the map early on, it will be very difficult for him to farm or break your freeze. If he does walk up to last hit, you can look to trade with him.
Kassadin will be split pushing during the mid-game so he can get to his level 16 power spike and then try to flank in team fights with his Riftwalk. If you see that Kassadin is split pushing, you could try and start a team fight with the numbers advantage as he will be unable to join the fight quickly. Avoid stalling the game out for too long as Kassadin is a late-game monster. Try to end the game as quickly as you can.
Kassadin is very weak in the early game. Try to exploit this to gain a lead and prevent him from taking over the map. Giving him a rough start will reduce his scaling. Once Kassadin has his Riftwalk, he will be able to trade more frequently and also escape danger. At this stage, his kill pressure also increases.
Kassadin is a later game monster and once he’s level 16, he will be very slippery thanks to his Riftwalk and short cooldowns. Try and end before he gets a chance to reach level 16.
Make sure you reposition and move away from Katarina’s Blade drops. This will reduce her ability to trade and kill you with her Shunpo. Don’t blindly follow Katarina’s roams or you might get ambushed. Punish her by pushing the wave into her turret whenever she leaves the lane.
One of Katarina’s weaknesses is her lack of range. When playing as a ranged champion, whenever she moves forward to last hit, try to harass her with abilities and auto-attacks. Make sure you watch your positioning though so she doesn’t try to all-in you in return. Hold on to your CC abilities until Katarina has engaged. If you can interrupt her as soon as she channels her Death Lotus, her damage output will be low and you’ll have a higher chance of winning the team fight.
Avoid fighting in areas that are tight and enclosed. Katarina has insane AOE damage and if your team is grouped closely together, she will be able to melt you down. Try and fight in areas that leave your team split slightly apart. Forcing a team fight when Katarina’s Zhonya's Hourglass is down is a good way of taking her out of the team fight quickly. This will reduce her ability to take over the team fight with her resets. Katarina’s major power spike comes with finishing Hextech Gunblade giving her more sustain and more burst damage. Upon finishing Hextech Gunblade, Katarina will force more skirmishes and trades.
Once Katarina hits level 6, her kill pressure will intensify as her Death Lotus is a great tool and deals tons of damage. Respect her all-in once she hits level 6.
Katarina is really good in team fights. Make sure you lock her down with CC as soon as she engages so she cannot get a good Death Lotus off.
LeBlanc is an early game bully. Watch out for her Sigil of Malice + Distortion + AA combo. Whenever Leblanc’s Distortion is on cooldown, she is squisher and vulnerable. You could use this time frame to play aggressive and go for a trade as she will not be able to escape or trade as effectively back with you.
Standing outside of the minion wave and far back is a good way to reduce Leblanc’s ability to push and poke at the same time with her Distortion. If you stand as far back as you can, she will be unable to land her Distortion on you regardless.
LeBlanc is an assassin. That means if she gets ahead of the early game, she can snowball really hard and stomp the game. Do not overextend or trade aggressively when you know that she can kill you.
Make sure stay grouped with your team and avoid walking through unwarded areas of the map when you don’t know where Leblanc is. As she is is an assassin, she can easily burst you down if you’re caught out of position. To counter LeBlanc in team fights, you need to CC her as soon as she uses her Distortion. Once she is on your team, CC her immediately and focus all your efforts to take her down while she is CC’d.
LeBlanc can go for bursty trades in the early game as soon as she unlocks her Sigil of Malice and Distortion. She can also proc Electrocute very easily with her Sigil of Malice + Distortion + AA combo. Once LeBlanc hit’s level 6, her kill pressure intensifies as her Mimic is very versatile. It also has a very short cooldown, so play respectfully. LeBlanc is very strong in the mid-game once she has lots of AP and items. Make sure you group with your team so she cannot burst anyone down quickly.
Malzahar isn’t very strong in the early game and can be made weaker by destroying his Void Shift whenever it comes up. As soon as he gets it, pop the shield so he has to play even safer. Malzahar will be looking to push the wave constantly once he has an item. Avoid standing inside the minion wave at all times so he cannot poke you and push at the same time.
Once Malzahar hits level 6, you’ll have to play more respectful as he will tend to get ganks once his Nether Grasp is up. Whenever he has his Nether Grasp up, make sure you have wards in the river so you can spot the Jungler before they get to your lane. In team fights, make sure no one on your team is too far forward as Malzahar may try and catch someone out of position with his Nether Grasp.
When sieging objectives or backing off from a fight, watch your positioning as you may walk into Malzahar’s Call of the Void which can be devastating to your health bar.
As soon as Malzahar focuses a champion with his Nether Grasp, try to CC him so the channel is cancelled. Malzahar isn’t very strong in the early game. You can abuse this by poking him down and forcing him to recall early. Once Malzahar hits level 6, his kill pressure increases thanks to his Nether Grasp. Make sure you keep the river warded so you can spot his Jungler before they gank your lane as Malzahar isn’t really able to kill anyone alone. Once Malzahar gets an item, his ability to push the wave will become obnoxious. Try your hardest to push the wave back as much as possible so he is unable to roam for free, or take your tower early.
Be cautious around the minion wave as Yasuo will often use his Sweeping Blade to dash through the minion wave to get on to you. Stand outside and away from the minion wave at all times. If you’re playing as a ranged champion, try to use your range advantage to harass and poke him down. Do not over-commit to doing this though as he could look to turn the exchange around.
Playing around Yasuo’s Wind Wall will make killing him a lot easier. If you can, try to bait this ability out before committing to the all-in. Avoid grouping too closely if the enemy has multiple knock-ups as it will allow Yasuo to get a really good Last Breath off. Grouping but not standing on top of each other will reduce the effectiveness of his Last Breath.
Do not fight inside the jungle as it will make it easier for Yasuo to land his tornado Steel Tempest knock up and follow it up with his Last Breath. Fighting in the open will make team fighting more effective for your team. CC is your best friend in team fights. Locking him down with CC will make it very difficult for him to stack his Steel Tempest, dash with Sweeping Blade and inevitably use his Last Breath. Try to CC him as quickly as possible and take him down.
Yasuo is really strong once he has 100% crit chance. Thanks to his Way of the Wanderer, he can get to this stage quite quickly. Once Yasuo is level 6 and unlocks his Last Breath, his kill pressure increases. You should play respectfully whenever his Last Breath is up as he can quite easily kill you. Yasuo is really good in team fights if he is picked in a team with multiple knock-ups. Avoid grouping too closely otherwise, he could get a 5 person Last Breath off.
If you’re playing as a ranged champion, try to harass and poke Zed down. Avoid over-committing to harassing him though as minion damage does stack heavily.
Invest in early armor when playing as a mage to protect you from Zed’s damage. This will reduce his chances of killing you. Try to play to the opposite side of the lane at all times. This will make it hard for Zed to get on to you without using his Living Shadow. Once he does use his Living Shadow, move to the opposite side of his Living Shadow so he can’t get on top of you.
As Zed is an assassin, he will look to take down targets that are walking around the map alone. Avoid moving through the river if it’s not warded. Keep a constant eye on the map and do not put yourself in the same area as Zed if you don’t know his exact whereabouts. Expect Zed to flank and takedown squishy targets with his Death Mark. Ensure that your flanks are warded when sieging an objective so he cannot get the jump on you.
During the mid-game, Zed will often be in a side lane split pushing. With this in mind, you could use the fact that he cannot impact the fight to start a team fight 4v4 or 5v4 with the numbers advantage. As soon as Zed hits level 3, his kill pressure increases once he has access to his basic abilities. He can look for an all-in if he’s been able to poke you down beforehand. Whenever Zed hits level 6 his kill pressure increases once again and he will look to go for kills whenever he has his Death Mark available to him. Expect him to play aggressive once he gets the level up. Zed is rather good in the mid-game as he will have 2 items and be able to assassinate any squishy target he comes into contact with. Avoid walking in areas where you know Zed is or has recently been in.
As a child, Seraphine always loved music, especially her father’s lullabies. The songs were beautiful, but sad. He’d brought them up to Piltover as he and Seraphine’s mother—two lifelong Zaunites—sought a better life in the City of Progress.
Leaning out the window of their hexcoustics workshop, where broken sound tech was made to play again, Seraphine sang along with the streets. The shanties of the Sun Gates, the whistling of apprentices, even the melody of conversation—in a bustling city like Piltover, she was never alone.
Over time, Seraphine realized she could sense songs too private, too personal, for any ordinary person to hear. And as she grew, so did the intensity of her gifts. She heard every person’s soul, loving or cruel—turning the streets she’d once loved into an overwhelming cacophony of conflicting desires. How could she make sense of the voices if none of them harmonized? Some days, she hid shivering in a corner, hands over her ears, unable to hear herself above the chaos.
Seraphine’s parents had left everything behind so she could be born in Piltover; they couldn’t bear seeing her struggle. Scraping together their savings to purchase a shard of a rare hextech crystal, they crafted a device that dampened her magical hearing. For the first time in years, there was silence.
Within that quiet, though, Seraphine heard something—someone. The crystal had a consciousness, born of brackern blood. The voice was kind. In a hymn of distant deserts and ancient conflicts of ancestors, a thousand years of history sang in unison.
Seraphine, awed, asked for guidance. Overwhelmed by the yearnings around her, she worried she may have no song of her own. What if she was merely the voices of others?
“We are all forged through others’ voices,” the presence sang back.
And slowly, she learned to manage the noise. The voice helped Seraphine understand how to resonate with a crowd, to sing with them, using her dampener less each day. The first time she performed in front of an audience, testing her skills, she was nervous beyond words. But she kept singing, and the crowds swelled. Soon, the biggest venues in Piltover had Seraphine’s fans spilling into the streets. Still, something was missing—in the crowds, and in herself. She resolved to seek perspective in the city her parents had worked so hard to leave: Zaun.
The first time she rode the clanging lift down, Seraphine felt somehow at home but still a stranger. In Zaun, she heard refrains of resilience and ambition much like above, yet with a thrum of freedom that was all their own. But as she spent more time below, she also sensed pain. Fear of the chem-barons who controlled every opportunity. Hatred of the spoiled, arrogant Pilties above. There was so much discord. She began to perform, and listened to these new crowds, their hearts singing their struggles. The two cities were divided by more than simple misunderstanding. She wanted to mend, to unite. But she kept hearing the same refrain: “It’s not that simple in Zaun.”
Eventually, Piltover started to feel less like home.
The voice of her hextech crystal had spoken of what hatred left unchecked could accomplish. Seraphine couldn’t let that happen to the cities she loved. Persuading her parents to help, she dismantled her dampener, and together, they repurposed the crystal to power its opposite—a platform that would amplify her gifts, not repress them, allowing her to hear others in all their complexity. She rode this platform down as a stage of sorts, stepping out onto the Entresol between Piltover and Zaun. As the crowds gathered and the lights dazzled, she heard citizens from both worlds, mingled together to hear her.
This was a new song. Not just understanding—unity.
It wasn’t perfect. It might never be. But her voice mattered. And so, Seraphine realized, maybe she could help others find their voice, too.
Seraphine has become the premier star in both Piltover and Zaun. Empowered by her gifts and her hextech, she amplifies the voices of all with a fresh force of optimism, because to her, everyone matters—especially those who are struggling. They inspire her, and she will do her best to inspire them in return.