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Seraphine Build Guide by DixonTheGuideMaker

Support 💎 Complete Seraphine guide by Dixon [MID\SUPP] 📜 12.14 ✅

Support 💎 Complete Seraphine guide by Dixon [MID\SUPP] 📜 12.14 ✅

Updated on August 4, 2022
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League of Legends Build Guide Author DixonTheGuideMaker Build Guide By DixonTheGuideMaker 41 2 198,508 Views 14 Comments
41 2 198,508 Views 14 Comments League of Legends Build Guide Author DixonTheGuideMaker Seraphine Build Guide By DixonTheGuideMaker Updated on August 4, 2022
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Runes: Summon Aery (MID\SUPP)

1 2 3
Sorcery
Summon Aery
Manaflow Band
Transcendence
Scorch

Inspiration
Biscuit Delivery
Cosmic Insight
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+10% Tenacity/Slow Resist

Spells:

1 2 3 4 5
Flash + Exhaust (MID\SUPP)
LoL Summoner Spell: Exhaust

Exhaust

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

💎 Complete Seraphine guide by Dixon [MID\SUPP] 📜 12.14 ✅

By DixonTheGuideMaker
INTRODUCTION
Hello everyone and welcome to one of my guides! This guide contains useful information and general knowledge based on my own game experience + open source info from Internet about the champ 💡📚📈🔍

My name is Max, but you can call me Dixon as well. I'm from Ukraine so English is not my native language and I can do some mistakes (I'm sorry for that). However, you can also write me comments and I'm able to answer you in English, German, Russian and Ukrainian languages since I understand all of them, but in different levels of knowledge. 😄

I started to play League of Legends in 2016. My highest ELO at the moment is Platinum 2 (soloQ) and 💎Diamond 4 (flexQ) on EU-West server (top 5% best players at the server).

I would like to invite you to subscribe to my YouTube channel where I'm going to make a lot of League of Legends content in English: https://www.youtube.com/c/DixonGames/videos
You will also find my streams on Twitch by following this link:
https://www.twitch.tv/dixon_leagueoflegends

I'm not a hardcore high elo player, but I enjoy this game and share this passion with all the people who find my content as interesting or useful.

I hope this guide will help you to improve your champion's understanding so it would be more fun to play!

Let me know in the comments section if you find any mistakes or outdated information so I could fix it! Thanks in advance!

Have a nice reading! 📖🤓
PROS & CONS
PROS:
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 ;)

CONS:
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.
ABILITIES
Every third basic ability Seraphine casts will echo, automatically casting a second time. Additionally, whenever she casts an ability nearby an ally, she will create a Note. Each Note gives her basic attacks more attack range and deal additional magic damage, consuming the Note.

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.
ITEMS
provides guaranteed healing to allies while you are in-combat. It is important to make the most of the passive by continuously attacking and casting abilities. You can gain even more benefit due to the synergy with other items, such as Chemtech Putrifier and Staff of Flowing Water.

buy this item if you want to cut enemy's healings, life steal and vampirism.

is a good support for most of healing and shielding supports. It gives so many nice stats for such a low price!

synergizes well with other healing and shielding sources, especially with those with either wide area of effect or with low cooldown. Also being able to deliver lot of on-hit effects increases the item's effect drastically when you play with a team that has at least 1 auto-attacker.

is generally good item for all supports with shields or healing. It has also a good sinergy with Locket of the Iron Solari.

is a good item to protect your ally or yourself against strong CC abilities.

Its active and passive provide great utility through the bonus movement speed, which can either help escape or chase. This comes in handy for champions seeking to accelerate their allies.

is one of core items for ability power based champions. The item is good against tanks, heavy bruisers and all champions who buy or stack a lot of Health Points during a game.

is one of the best items in the game for mages who need to stack as much mana as possible.

buy this item to get nice amount of additional HP that will help you survive enemy's ability combo + you will be able to apply slow effects by your damaging abilities.

is most effectively used against abilities that have a downtime before they can affect full damage to the target like Chum the Waters, Unleashed Power, Death Mark, Life Form Disintegration Ray, Death Lotus etc.

is a powerful item for pure ability power casters, and is also very effective on burst assassins and hybrid champions that take advantage of Lich Bane for additional burst. This item provides tons of pure ability power, but it shouldn't be bought early on since its passive gives you more profit when you already have some ability power.

is a good choice for those mages who have low mobility, but desperately need it.

buy this item if you want to cut enemy's healings, life steal and vampirism. Together wiith Liandry's Torment the Grievous Wounds time can be extended for an additional 4 seconds.

is a great item for most AP champions with burst type of damage, especially if the enemy team has a lot of champions with shields.

is made to help magical champions to destroy their targets really quickly by ignoring almost half of enemy's magic resistance. This item works well against both tanks and squishy targets.
RUNES

This rune allows both to deal some damage to enemy champions and to give shields to your allies. And it also gives access to other runes in Sorcery rune tree which are very useful for this champion.


The rune allows your champion to not run out of mana very fast. You have to remember that this rune needs to be stacked 10 times firstly to give you +250 mana and mana regeneration. And there is a small cooldown between the moment when the rune can be stacked once, so in most cases it's better to not spam abilities when the rune is on the cooldown or you will run out of mana quite fast. The rune is helpful for those players who love to spam their abilities and feel strong lack of mana.


The rune gives some amount of ability haste which is overall better for this champion than alternatives Celerity and Absolute Focus.


The rune is a good option if you want to poke your enemy out of the lane and deal extra damage early on.


This rune offers both you and your allies some additional protection and gives you access to the Resolve rune tree.


This rune is able to heal your allied champion a little bit, so he\she can stay longer in lane and get more gold and experience before doing Recall .


This rune can be a good choice against teams or champions with lots of burst damage like Renekton, Riven or Rengar. However, it doesn't scale as good into the late game as Conditioning or Second Wind. This rune is better option for squishy champions so they would be better protected from a threat to be one shot by some enemy combo.


The shields and healing by your or to your champion are 5% to 10% stronger due-to this rune.


This is a great utility rune which is able to slow down several enemies at once and reduce their damage to your allies, excluding your champion. It's very useful during team fights.


This rune will spare you 300 gold and gives +10 movement speed later on when you buy Tier-2 boots.


The rune helps you to live through the early game and permanently increases a little bit your mana pool which is also helpful since you will not be in need so fast to do Recall just to restore mana.


Cosmic Insight is one of the most popular runes to take when taking the Inspiration Tree. Cosmic Insight grants the user 18 Summoner Spell haste and 10 Item Haste. If the Champion relies on items a lot, it may also be a good idea to take this mastery because it will lower the Cooldown of those items.
SUMMONER SPELLS

Flash is the most frequent choice of all players in League of Legends. Such popularity of the spell is caused by the fact that Flash is able to instantly teleport you on a short distance. This distance is enough to dodge some hostile abilities or to jump back and avoid an unexpected gank. With the help of Flash, you can overcome various obstacles like walls, pillars and other different obstacles. Flash is equally good to use for both attack and defense. This gives the spell some versatility. The summoner spell cannot be used if you have been silenced (you cannot use skills for some time). Also, Flash cannot be used under the effect of hard control abilities such as stun or fear.


Barrier is great for absorbing the burst of enemy champions or turret enhanced shots. Whether used on a squishy mid-laner or a tanky top-laner, a well-timed Barrier will help escape from tough situations. Heal and Barrier are both damage mitigating summoner spells, but each has its own benefits. Heal affects two champions, offers movement speed boost, and the mitigation is permanently. Barrier is not affected Grievous Wounds, has a shorter cooldown, blocks more damage (against a single target), and can be used while you're still at full health (good against 100-to-0 burst).


Cleanse is a good option against enemies with dangerous and disgusting CC abilities like Charm, Petrifying Gaze, Enchanted Crystal Arrow, Hostile Takeover, Solar Flare or Curse of the Sad Mummy. The spell could help against Nether Grasp in the past too, but it was changed.


Teleport is mainly used to minimize laning downtime after Recall or respawning, to prevent enemy laners from gaining an advantage. Teleport is also used to quickly switch lanes to defend an unguarded turret. Unleashed Teleport is great for ganking if the enemy commits to a fight and is around friendly minions, turrets, or wards. Another use for Unleashed Teleport is a backdoor maneuver where a high damage per second champion places a ward inside or near the enemy base and teleports himself to that ward. From there that champion will attempt to bring down as many turrets and inhibitors as possible. Unleashed Teleport can be used to prolong or save the life of an allied Zac by making one of Zac's Passive's drops ( Cell Division) invulnerable for the Teleport duration.


Exhaust is an extremely powerful tool for disabling champions who mainly autoattack, as well as any champion that can deal a high amount of damage. When your team is chasing an enemy and he is getting away, using Exhaust on him will help your team gain the upper hand. Using it against enemies when escaping can help you as their movement speed will be greatly decreased.


Ignite provides players an offensive utility and damage spell that scales with level. A well-placed healing reduction debuff from Ignite can severely limit the effectiveness of enemy healing items, as well as healing abilities from champions like Soraka, Aatrox, Vladimir, Volibear and Warwick. It is considered a direct counter to Dr. Mundo, Soraka, Aatrox and Swain because they are reliant on their healing-based abilities. The healing reduction debuff also applies to life steal, omnivamp, etc.
GENERAL GAME TIPS (MID)
You should immediately take an aggressive position and constantly attack the enemy if you play at the middle line. You can constantly look for opportunities to attack the enemy from the first level by using empowered auto attacks with additional magic damage from Stage Presence. For example, you can use the moment when the enemy comes closer to finish off a minion. In this case, the enemy will be forced to either skip the minion (not finish him off) or receive damage. You can use a simple combo of High Note + Auto Attack. If the enemy has a big range or keeps safe distance, so you can use High Note + Auto Attack for faster wave cleaning.

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.
GENERAL GAME TIPS (SUPP)
EARLY GAME
Level 3 is a massive spike as she has all her abilities at her disposal during this game phase. She can use them quite effectively if she uses the lane brushes. Level 6 is a decent powerspike as Seraphine will get her Ultimate Encore and can now change the tide of a fight if the enemy team is stacked together or is standing in a line. It also helps during neutral, objective fights. The first item component increases her damage and allows her to use her abilities a bit more frequently. She is still mana-hungry, so she will need to be careful about spamming spells.

During the laning phase, focus on poking the enemy down to gain a health advantage. When the enemy is low, commit to an all-in. Try your hardest to keep your ADC alive for as long as possible in lane. Provide them with heals Surround Sound whenever they need them. After destroying the bottom lane tower, rotate to the mid lane and try to take that tower. This will open up the map and give your team a gold lead.

MID GAME
Another point in her Ultimate Encore will reduce the ability's cooldown and increase the damage. It allows her to be a massive threat during clumped fights. Her pick potential is massive during this phase of the game due to her being able to CC enemies with her Beat Drop or Ultimate Encore. It helps quite a lot during Jungle fights as well. The team fights are going to be really good for Seraphine. She can heal and shield her allies for quite a lot with her Surround Sound while dishing out a lot of damage with her abilities.

As a Support, you’re quite vulnerable and can easily be killed when going to ward, when you’re moving around the map, and when you’re alone. To reduce the chances of dying and getting caught out of position, try and stick with your team at all times. Keep a constant eye on what major objective is spawning next. If it’s spawning soon, make sure you place vision around the objective as quickly and as safely as possible before retreating to safety. Having vision around major objectives is key. Look for picks during the mid-game. If you can pick someone off with the help from your allies, you can abuse their death timer to earn more gold and possibly take a tower, an objective or get more kills.

LATE GAME
The third point in her Ultimate Encore will help Seraphine out a lot during team fights. She can dish out a lot of damage, and the CC will allow her team to collapse on the enemy quickly. She should be really great as the game goes on because she will be getting all her items by now. She will need to take care of her fighting positioning to ensure that she isn't picked off. Her pick potential will only increase during this phase of the game as her Beat Drop and Ultimate Encore should be beneficial.

Ward major objectives and place vision in high traffic areas in the late stages of the game. Keep them warded so you can see the enemy move around the map and see them starting the objective. Stay with your team at all times. Avoid moving around the map alone so you do not get caught out. Getting caught out will result in your team having to play 4v5. Do not ward alone unless you know where the enemy is. Peel for your allies as much as possible. Keeping them alive for as long as possible in team fights is a must in order to win the game.
SYNERGIES / COUNTERS (for MID and SUPP roles)
Counters at MID:
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 Blazing Stampede 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.
DANGEROUS CHAMPIONS
When Ahri’s Charm is down, she has no real way of defending herself without blowing her Ultimate Spirit Rush. Look to fight her when her Charm is not available. Try and stand outside of the minion wave, but close to it. This will force her to choose between pushing with her Orb of Deception or poking with it instead. Stand close to the wave so you can run inside of it to dodge her Charm.
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.




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.



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.
HOW TO PLAY AGAINST SERAPHINE

Stand outside of the minion wave at all times during the laning phase. Seraphine players will often use their High Note to push the minion wave. By standing outside of the wave, she’ll be unable to poke and push the wave at the same time. Keep an eye on how many empowered stacks she has. If she has 3, play safer as her next ability will be much stronger. Once she hits level 6, expect her to either look for kills in lane or set up her Jungler for ganks. Her Ultimate Encore is a strong tool that offers her extra kill pressure.

Avoid team fighting around major objectives if Seraphine is nearby. Grouping closely together is going to benefit her and allow her to get a good Ultimate Encore off and CC your whole team. Similarly, avoid fighting in the jungle as your team will be grouped together which can allow her to get another good Ultimate Encore off. Try to fight in the open and split slightly apart so she cannot CC your whole team. Seraphine will often go to ward alone during the mid-game. You can use this to your advantage to fight and pick her off. While she’s dead, you can look to take the Baron, a Dragon or look for a team fight with the numbers advantage.

At level 6, Seraphine will unlock her Ultimate Encore. This makes her more of a threat and she’ll be able to set up her Jungler quite easily. Seraphine is good in team fights thanks to her Ultimate Encore. Avoid grouping closely together so she is unable to get a strong Ultimate Encore off. Once Seraphine has completed her first item, her High Note damage will increase and so will her kill threat. Make sure you avoid getting hit by her High Note.

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SERAPHINE BIOGRAPHY
In Piltover, where anyone’s dream can become everyone’s progress, a star is born.

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.
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