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Seraphine Build Guide by Sleepininthegarden

ADC Comprehensive Multi-Role Guide to Seraphine (Mid/Supp/Bot)

ADC Comprehensive Multi-Role Guide to Seraphine (Mid/Supp/Bot)

Updated on September 22, 2021
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League of Legends Build Guide Author Sleepininthegarden Build Guide By Sleepininthegarden 39 2 27,941 Views 5 Comments
39 2 27,941 Views 5 Comments
League of Legends Build Guide Author Sleepininthegarden Seraphine Build Guide By Sleepininthegarden Updated on September 22, 2021
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Choose Champion Build:

  • LoL Champion: Seraphine
    Mid Lane
  • LoL Champion: Seraphine
    Bot Lane
  • LoL Champion: Seraphine
    Support

Runes: 「Spellbook」Underrated/Pro Play

1 2
Inspiration
Unsealed Spellbook
Perfect Timing
Biscuit Delivery
Cosmic Insight

Sorcery
Transcendence
Gathering Storm
Bonus:

+8 ability haste
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

「Teleport」Standard
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Teleport

Teleport

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Support Role
Ranked # in
Support Role
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Hello and welcome to my Comprehensive Multi-Role Guide to Seraphine, the Starry Eyed Songtress. The guide will be covering her viable roles; Mid Lane, Bot Lane, and Support. While Support is her most played position, Seraphine was originally created to be a mid-lane mage. However, the Songtress finds herself as both a support and a bot laner due to her kit revolving around being near teammates.

This guide is set up so it will move from Seraphine specific information (Pros & Cons, Abilities, Sequence, and Combos) to Mid Lane, Support then finally Bot Lane. Each role chapter will shift from game knowledge (Runes and Summoner Spells) to actual gameplay (Itemization, Laning, Warding Team-fighting, Objectives, etc). Lastly, the guide will feature a match-ups section that covers all potential opponents The Starry-Eyed Songtress may face regardless of what role the player embarks on.

If you enjoy this guide, make sure to leave me a like on the guide, and a comment about what you enjoyed. If you didn't enjoy the guide, please let me know what you disagree with or any criticism at all as it helps improve my guides! Anyways, hope you enjoy my Comprehensive Multi-Role guide for Seraphine! ♥



Sleepininthegarden is a true idealist, dreamer, animal rights activist, environmentalist, gamer, and an effortless storyteller with a pure and unfiltered personality. Sleepy hopes, like the flowers in spring, that their affection, creativity, altruism, and idealism will always come back, rewarding them and their loved ones with a worldview that inspires compassion, kindness, and beauty wherever they go.

Sleepy describes themselves as "undeniably eccentric, an individualistic high fashion mindset with a compassionate and nurturing soul" or in other terms, a person living their "authentically extra fantasy life".

"Whoever you feel you are in your heart, be that"





Seraphine is a champion with an incredible amount of utility; consistent damage through High Note, crowd control through Beat Drop, movement speed aura, shields, and a situational heal from Surround Sound, and astonishing lock-down through her ultimate Encore making her an excellent supportive mage.

Seraphine as a champion is designed to become significantly more powerful and impactful when nearby allies. As you can imagine her kit is unmatched during team fights as her passive Stage Presence's notes are created whenever Seraphine casts spells, the notes appear both on herself and allies. The notes increase Seraphine's damage and range on her auto-attacks. Surround Sound's shield and heal are increased based on how many allies are present during its initial cast (shield) and at the time of completion (heal). Lastly her ultimate Encore is incredibly powerful in team fights as a well-placed ult can single handle win fights.

The Starry-Eyed Songtress like most enchanter-type champions like Sona scale very well into the mid-late game. Seraphine has relatively high AP ratios especially on her Surround Sound where the situational heal in the late game does a surprisingly high amount of healing. In the mid-late game, her cool-downs become quite low making her spells especially her primary damage ability High Note becomes spammable.


The Starry-Eyed Songtress's weakest portion of the game is the early phases. Seraphine has immensely high cool-downs especially on her primary defensive/supportive ability Surround Sound has a cool-down of 20+ making it punishing to use. Another major early game weakness is that she is outright mana intensive causing her to drain her mana resources relatively quickly making it easy to run out of mana when attempting to poke or clear waves efficiently.

While Seraphine provides a hefty amount of utility, she is immobile and one of the squishiest mage enchanters in the game due to her low base movement speed, health pool, and resistances. Without Surround Sound, the Starry-Eyed Songtress doesn't have access to any movement speed buffs or defensive tools to protect her from assassins, engage, and burst damage.

All of Seraphine's spells can be telegraphed in some form or fashion. This is is especially true with High Note and Beat Drop as for the former there is an indicator showing where the spell will land and the ability needs to spread out before dealing damage allowing champions to dodge in time. As for the latter, the spell is slow-moving making it unreliable to hit at max range as it'll give the enemy time to react. There is a workaround for Encore via using allies to extend the ability, chain CCing on allies CC, or using it from Fog of War.




Passive - ECHO: Seraphine's basic abilities generate a stack of Echo, stacking up to 2 times. At 2 stacks, Seraphine's next basic ability casts an additional time at no cost after a 0.033 seconds delay, consuming all Echo stacks after the cast time of the second cast completes. Seraphine gains maximum stacks of Echo when the game starts and upon respawning.

Passive - 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 while 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 have an Excessive Force 2.png uncancelable windup and gain Range icon.png 25 bonus attack range per Note and fire all of them at the target, each one dealing damage upon arrival, reduced by 75% for Notes from allies and increased by 200% against minions.


RANGE: 800
NOTE SPEED: 3000

Magic Damage: 4 / 8 / 14 / 24 (+ 6 / 7 / 8 / 9% AP) (at levels 1/6/11/16)

Seraphine's passive Stage Presence while similar to Sona's Power Chord is unique as it has two parts that work in tandem with one another. The Echo passive part of Stage Presence creates a bar underneath Seraphine that is visible to all allies, enemies, and of course herself. On every occasion Seraphine casts an ability it fills a charge, and at two stacks, the next ability is echoed. An interesting mechanic to note is that while High Note's effect when echoed is fundamentally the same, her other basic spells; Surround Sound doubles the shield and casts a heal, and Beat Drop will slow the first hit, then root the second.

In order to get the absolute most amount out of Stage Presence's Echo passive, learning to manage the stacks and when to choose which ability to echo in what moment is crucial. For example, when needing to deal the most amount of damage to minion waves and to enemy champions below 50% health, you'll want to use Echoed High Note. If you are playing the role of support, you'll want to focus on using echoed Beat Drop to lock down targets as you'll be the primary source of CC and set-up. Due to its rather long cool-down, you'll want to be patient and use echoed Surround Sound when allies hit about half health in order to get the most value out of your shield and heal.

Seraphine' primary source of wave clear and damage, High Note when maxed will be on a 5-second cool-down. Because of its low cool-down, the ability is spam able making it able to be used to stack Stage Presence efficiently and quickly. While this ability is great for that use, you'll need to be mindful of your mana as it can be drained pretty quickly. Try to avoid using Surround Sound to stack your passive as its long cool-down will leave yourself and nearby allies vulnerable making it quite punishable.

As for the second part of the passive Harmony, whenever, Seraphine casts spells she creates notes which will resonate with herself as well as nearby allies. Each spell creates one note, while an echoed ability creates two. Each note increase Seraphine's attack range by 25, allowing her to auto-attack enemies from a long but safe distance. This is especially potent in team fights as you'll be standing in the backline, it'll allow you to deal guaranteed damage without putting yourself in harm's way.

Due to the range increase per note, Seraphine can safely proc the item Moonstone Renewer as her notes are guaranteed damage, making her the best abuser of the item. Because of this, she can constantly stay in combat in order to get the utmost value of the item. While underrated she is also a great user of the item Lich Bane as it synergizes with her notes, allowing her to deal a great deal of damage at safe distance.

The best way to get the most out of her passive Notes is weaving in auto-attacks between spells. By doing this, you will get the maximum amount out of her damage through notes as she is only able to produce a max of 4 notes on herself and her allies. A unique interaction involves Seraphine's ultimate Encore, when Encore hits allied champions it grants them max notes, make sure to auto immediately after in order to begin gaining new notes.
USEFUL TIPS
BACK TO ABILITIES
  • Echo High Note for damage on targets below 50% health, Beat Drop to lock down champions, and Surround Sound to provide big shields and heals to allies at half health and below.
  • A general rule of thumb is to weave in auto-attacks between each spell to get maximum damage output through her notes.
  • When her ultimate, Encore hits allies they will produce the max amount of notes.
THINGS TO NOTE
BACK TO ABILITIES
  • Notes count as a projectile so they will be blocked by Yasuo's Wind Wall, Braum's Unbreakable, and Samira's Blade Whirl.
  • Notes last up to 6 seconds, however, the duration can be refreshed by casting any basic ability. Allies must be nearby in order for their own notes to be refreshed otherwise they will expire.



Q: Seraphine hurls a soundwave to the target location that quickly expands in a radius upon impact, dealing magic damage to enemies in the area, increased by 0% − 50% (based on target's missing health).

High Note will cast at max range if cast beyond that.


RANGE: 900
COST: 65 / 70 / 75 / 80 / 85 mana
COOLDOWN: 10 / 8.75 / 7.5 / 6.25 / 5

Magic Damage: 55 / 70 / 85 / 100 / 115 (+ 45 / 50 / 55 / 60 / 65% AP)

High Note is Seraphine's main tool for damage and wave clear. The way the ability works is quite interesting as the speed at which the spell falls decreases with distance, similar to Soraka's Starcall, which means that it's much easier to hit close range while significantly more effortless for the enemy to dodge when thrown at max range. High Note brings an interesting mechanic that enemies hit by High Note will take increased percentage damage based on missing health.

High Note is also quite similar but not exactly like Neeko's Blooming Burst as it doesn't immediately deal upon landing needing time to "bloom" or in Seraphine's case expand. Because of this throwing, the ability at the max range will likely result in missing Q due to needing time to land and expand. In order to successfully achieve landing this spell, it's best to wait till you can lock an enemy down with Beat Drop or follow up on allies CC. Because of this you're more guaranteed to get your damage off.

The best-case scenario to get the utmost amount of damage output out of this ability is using it in tandem with Seraphine's passive Stage Presence which introduces a unique mechanic called Echo. Using an Echoed High Note especially on to targets below 50% will allow Seraphine to deal an insane amount of damage in a short amount of time.

Once Seraphine has at least three points in High Note, you'll be able to clear the ranged minions with a Beat Drop into a double cast of High Note at level 5. You won't be able to do the same to Melee minion s as you'll need them to be at 50% health or below before you can kill them effectively with echoed High Note.

Finally, let's momentarily talk about how the spell interacts with items. The spell is actually great at being able to proc item effects such as Moonstone Renewer, Liandry's Anguish and Luden's Tempest at a safe distance. At max range, this ability will proc the Hypershot passive from the legendary item, Horizon Focus making it have great synergy with Seraphine's kit due to her being a rather long-range mage.
USEFUL TIPS
BACK TO ABILITIES
  • Use Beat Drop to slow opponents to provide a higher chance of High Note landing.
  • In team fights, don't mindlessly throw out this ability at max range as it'll often miss. Aim to throw the ability on to CCed targets or group up enemies.
  • When harassing in lane, it's best to throw High Note on to enemies who are lasting hitting minions or onto their escape paths.
THINGS TO NOTE
BACK TO ABILITIES
  • Due to the ability's low cool-down when maxed, spamming the ability carelessly can result in draining your mana bar rather quickly if you don't have Archangel's Staff.
  • Champions will see the ability coming as it leaves an indicator, so throwing it at max range makes the ability easily dodgeable as the spell will need to expand upon landing to deal damage.



W: Seraphine inspires herself and nearby allied champions with her music. She grants herself decaying bonus movement speed and a shield for 2.5 seconds. Allies are granted bonus movement speed and a shield for 2.5 seconds.

Surround Sound will also heal Seraphine and all nearby allied champions for a percentage 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.


RANGE: 800
COST: 50 / 70 / 90 / 110 / 130 mana
COOLDOWN: 26 / 25 / 24 / 23 / 22

Self Decaying MS: 20% (+ 4% per 100 AP)
Self Shield: 75 − 225 (based on level) (+ 45% AP)
Ally Bonus MS: 8% (+ 1.6% per 100 AP)
Ally Shield: 50 − 150 (based on level) (+ 30% AP)
Healing: 5% (+ 1.125% per 100 AP) of missing health per ally.

Surround Sound is the spell that makes Seraphine a supportive mage. Surround Sounds serves as Seraphine's primary peeling, defensive, and to a degree mobility spell as it provides a shield, decaying movement speed, and a heal when the requirements are met. Notably, Seraphine is one of only four champions (others being Karma, Lux, and Sona) who can provide a teamwide shield and one of two who can heal and shield with the other being Sona.

Uniquely it's one of the very few spells that provide different effects to the user and to allies. To clarify, Seraphine gains a stronger self shield and decaying movement speed while allies gain a weaker shield and bonus percentage movement speed. Another distinctive quality this spell has unlike most basic spells is that Surround Sound scales based on Seraphine's level rather than the traditional method of scaling per point put into the ability. However, it does continue the typical route by having it scale with ability power.

While often overlooked, the movement speed bonus it grants upon casting can be used to chase down escaping enemies as well as disengage from lost fights and for repositioning. It's especially potent in the landing phase to escape ganks, and potentially survive all-ins in poor match-ups or in the duo lane to save an overextended ally carry or support.

Something every Seraphine player needs to know about this spell is it becomes stronger depending on how many allies are present during its cast. However, this doesn't apply to the healing portion of the ability as it is determined by how many allied champions are present when the ability finishes casting. Another thing to remember is the echoed cast of this ability doubles the shield before beginning the heal.

If Seraphine is shielded at the time of casting Surround Sound by other champions such as Sona, Lux and Shen to name a few, or by runes like Guardian or by using the summoner spell Barrier, she will activate the heal. Because of this, she doesn't have to have Echo in order to heal making her have great synergy with champions who can shield or take Guardian as their primary keystone.

In order to get the most value out of this ability is to either cast it on top of a shield given to you from an ally or double cast Surround Sound at around 50% health. You'll want to do this to protect your teammates from impending doom while being able to provide a big heal to yourself and your allies due to the missing health mechanic.

USEFUL TIPS
BACK TO ABILITIES
  • Due to the ability's long-cooldown, always use utilize the Echoed version of the spell in order to get the maximum value out of it.
  • While Seraphine shouldn't be treated as a Healer, her Echoed version of the ability can heal a significant amount on low health allies and allies who stack health due to its missing health mechanic.
THINGS TO NOTE
BACK TO ABILITIES
  • This ability has an incredibly high base cool-down, do not use this ability to stack your Echo as it will leave you and your teammates vulnerable and without important utility.



E: Seraphine fires a heavy soundwave in a line in the target direction, dealing magic damage to enemies within its path and slows them by 99%. If the enemy is already slowed, they are rooted instead. If they are already rooted, they are stunned instead.

RANGE: 1300
COST: 60 / 70 / 80 / 90 / 100 mana
COOLDOWN: 13 / 12 / 11 / 10 / 9

Magic Damage: 60 / 80 / 100 / 120 / 140 (+ 35% AP)
Slow / Root / Stun Duration: 1 second

Beat Drop is Seraphine's secondary source of damage and her primary consistent source of crowd control while Encore is unavailable. It's a great ability for multi-target damage and CC as it can hit up to five enemy champions at a single time. The spell has quite a long-range that can go through minions, objectives, and champions, however, the ability's main downside is it's slow-moving and can be dodged quite easily.

Beat Drop introduces a few unique mechanics to Seraphine. If the enemy hit by Beat Drop is slowed, they become root and if they are rooted it turns into a stun. Any form of immobilization including a charm or a fear like Fiddlesticks's Terrify will result in a stun if hit by Beat Drop. Because of these mechanics, Seraphine synergizes quite nicely with champions with any form of crowd control as she can follow up their spells to chain lock targets.

Let's briefly talk about how Beat Drop interacts with item effects and item actives. Rylai's Crystal Scepter will automatically turn your first cast of Beat Drop into a root, and the second cast into a stun. Everfrost's active will either slow or root a target, making the follow-up Beat Drop either root or stun respectively. Both items synergize quite nicely with Beat Drop.

If you are playing the role of support, you will be primarily responsible for using echoed Beat Drop to CC important targets. Outside of support, mid lane and bot lane Seraphine will want to follow up on allies' engagements with Beat Drop to chain lock down important targets. If you have the previously mentioned Everfrost, you can use Beat Drop freely and save Everfrost for peeling otherwise in Rylai's Crystal Scepter case you aren't required to use the echoed version unless you need to chain stun a fed carry or heavy healing tank such as Dr. Mundo.
USEFUL TIPS
BACK TO ABILITIES
  • Try to always follow up on allies crowd control whenever possible as you can chain cc and pick off important targets.
  • If you are the primary source of CC, always prioritize using echoed Beat Drop first.
THINGS TO NOTE
BACK TO ABILITIES
  • Beat Drop is your primary source of self peel. Don't throw this ability out willy kneel-ly whenever it's available as it'll leave you vulnerable.



Ultimate: Seraphine projects a captivating force in the target direction that deals magic damage to all enemies struck in its path and charms them for a few seconds, during which they are also revealed and slowed by 40%, increasing by 15% every 0.25 seconds over the duration, up to 99%

Encore's projectile resets its remaining travel distance whenever it strikes an allied or enemy champion, excluding Seraphine. Additionally, all struck allied champions gain 4 Notes.


RANGE: 1200
COST: 100 mana
COOLDOWN: 160 / 130 / 100

Magic Damage: 150 / 200 / 250 (+ 60% AP)
Charm Duration: 1.25 / 1.5 / 1.75

Encore's is what makes Seraphine a strong champion due to it's playmaking power. It is a deadly tool that punishes out-of-position champions and grouped-up teams. When an enemy is hit by Encore, they become open to the full bombardment of damage that Seraphine can apply with her passive Notes ( Stage Presence), Beat Drop and High Note alongside her teammates. Generally speaking, if any squishy champion gets hit by Encore they will likely be killed or at the very least be left very low in a short amount of time. In team fights getting hit by Encore will often if not always result in certain death as long as there are allies present.

Encore is an exceptional tool for locking down an enemy champion while they get hit with any and every spell that is thrown at them. Arguably a charm is the best form of crowd control because if the enemy is running away from you and you hit them with Encore, they will move towards you for a fleeting moment. This can be crazy effective if you end up pulling any key targets away from their team and towards yours. There is plenty of tools available that aid Seraphine in landing Encore such as hitting Beat Drop (echoed or single cast if you have Rylai's Crystal Scepter) or following up on an ally's CC.

Other methods to pull off Encore is using your allies to increase the range of the ultimate likely catching the enemy off guard as the hitbox isn't shown past the initial cast. This is exceptionally good if the enemy doesn't have vision of you and your teammate as it'll catch them off guard. However, this can be hard to pull off as allies will often move out of the way effectively wasting your ultimate. Another way is being in a brush that the enemy doesn't have vision in and casting it over walls.

As mentioned previously when Beat Drop was discussed, the spell synergizes quite nicely with Encore. This is because when you hit Encore, you are almost always guaranteed to get a stun off with Beat Drop, effectively allowing you to prevent an enemy or enemies from being able to play the game. If the enemy has tenacity from items like Mercury's Treads, runes like Legend: Tenacity or Unflinching, summoner spell Cleanse or abilities like Garen's Courage, they'll likely break free from the charm before you have the chance to stun them.

To wrap up the discussion on the ultimate, we'll briefly talk about an abusable mechanic that every Seraphine player must know. Encore is an ability you can input buffer with Flash which is called the "Encore Flash" trick. You can watch this trick in the clip below alongside showing how much playmaking you can have with this ultimate.

USEFUL TIPS
BACK TO ABILITIES
  • Hitting allies with Encore grants them maximum notes, if possible try always lining up the ability to hit enemies & allies so you can maximize your damage by weaving in an auto-attack before casting follow-up abilities.
  • By input buffering the ability, you can use Flash to either catch enemies off guard or redirect the ability entirely to get a better angle.
  • Use Encore to follow up on allies' engages or CC as it essentially becomes a guaranteed hit.
THINGS TO NOTE
BACK TO ABILITIES
  • Be patient as it can make or break a team fight. If you use it too early you have a high chance of wasting or missing this ability entirely. Being patient will separate the Seraphine mains from the casual players.
  • I highly recommend going into the practice range to practice the Encore + Flash trick until you consistently can do it. The reason behind this is if you mess up, you have effectively wasted your Flash and Encore.





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#1. Encore
6 / 11 / 16

#2. High Note
1 / 4 / 5 / 7 / 9

#3. Beat Drop
2 / 8 / 10 / 12 / 13

#4. Surround Sound
3 / 14 / 15 / 17 / 19
When it comes to the Skill Sequence with Seraphine, this is the only part of the Starry-Eyed Songtress that is somewhat linear as there's only one main skill order. While with other champions there are multiple abilities that can be maxed in different orders, but with Seraphine her High Note is undeniably the best ability to max first followed by Beat Drop, then finally by Surround Sound.

High Note serves as your primary clearing, trading, damage, and poking tool. You'll want to start with this ability in most cases especially in the Mid lane and Bot lane roles. The only occasions you'll want to start with Beat Drop is if your team is invading or might be invaded. You could start with Beat Drop as a support if you want to immediately engage on the enemy bot lane as you are about to get level 2 advantage.

The reason Surround Sound is maxed last it is the only ability that doesn't get stronger with putting points into the spell. Additionally, what changes is the cool-down (and mana cost when makes it quite costly at 130 mana at max rank) which is very minimal leaving the spell at 22 seconds at max rank. By maxing Surround Sound, you'll lose out on damage from High Note and/or Beat Drop.

As with a majority of champions, put points into your ultimate Encore whenever possible, at levels 6, 11, and 16.



Combos are an extremely important aspect of a champion's mastery and the Starry-Eyed Songtress is no expectation. If you plan to be successful as Seraphine you must learn the most crucial combos to get the maximum value out of her kit and ultimately set yourself up for success.

Below you will learn the most important combos to master, however, these are not her only combos as the other ones are not always practical. A Important Note: For clarification, the yellow glow around some abilities means the ability is Echoed.

"Delightful emotions all around me. Each one, a note!"





Extend the range of Beat Drop with Flash





Empowered Beat Drop is best used to lock-down targets so your allies can follow up with their own damage/CC.





Empowered High Note provides the highest damage possible making this combo the best trading and waveclear tool.





To swap for an all-in lockdown version, you'll need to have your Echo stacked at 2 before beginning the combo in order to get Empowered Beat Drop instead.





Use Flash to redirect or extend the range of her ultimate, Encore





The highest damage output combo best against squishes/low health targets





Extended CC duration to lock-down targets and/or peel for allies







For Seraphine, Sorcery and Inspiration both perform rather well as Sorcery gives her access to ability haste through Transcendence and scaling through Gathering Storm while Inspiration provides utility through access to free items, lane control, sustain and item/summoner spell cool-down.

Summon Aery is a consistent keystone on Seraphine providing either poke or a stronger shield on an ally while Phase Rush provides mobility allowing her to kite in team fights or escape dives. As for Unsealed Spellbook, Seraphine is a weak early game champion that relies on reaching certain item breakpoints in order to become relevant. Access to an early Teleport that can be essentially discarded is important for keeping up presence in the early to mid-game.

I highly recommend Unsealed Spellbook as your keystone but you cannot go wrong with Summon Aery or Phase Rush. If you chose to up for any of the latter, go Manaflow Band, Transcendence, and Gathering Storm. As for secondary runes, either opt into Inspiration for any of the runes mentioned below or Resolve for Bone Plating and Revitalize.




UNSEALED SPELLBOOK: provides Seraphine access to many different summoner spells that can be useful for a wide variety of scenarios. Spellbook has a high pick rate in pro play over the standard Summon Aery or Phase Rush for mid-lane Seraphine. Due to Seraphine's quite weak early game, she runs Teleport every game. Because of this, she has no defensive or utility summoner spells to help her or her allies survive especially considering Teleport is only brought for the early game as you do not want to side lane as Seraphine. Unsealed Spellbook makes up for these weaknesses.


TRANSCENDENCE: Seraphine loves ability haste so free haste in runes is always welcomed. The 20% refund on basic abilities upon takedown allows her shield Surround Sound to have a higher uptime which is excellent considering the spell's high cool-down even with a high amount of ability haste and points into the ability.

BONE PLATING: is best into difficult match-ups like Fizz, who can easily all in you especially level 6 and onwards. Bone Plating will provide you with more survivability allowing you to survive the laning phase in order to get to the team-fight phase of the game.


MAGICAL FOOTWEAR: is a versatile rune for any laner as you are effectively taking 300 gold that you would have spent towards Boots towards your mythic item if you are able to play safe. The primary downside of this rune is that you won't be able to rotate quick enough or escape from fights. A positive of this rune is that you will have 10 more movement speed which is great for Seraphine due to having a very low base MS.

PERFECT TIMING: the rune provides Seraphine with a free stopwatch by 14 mins. Take Perfect Timing into hard match-ups especially into assassins or dive compositions in order to later build it into Zhonya's Hourglass. If you value having early Ionian Boots of Lucidity opt into this rune instead of Magical Footwear. By taking this rune, it contributes to a value of 250 gold off Zhonya's.


GATHERING STORM: the Starry Eyed-Songtress is an scaling champion best into the mid to late game. Gathering Storm is the most optimal choice that synergizes with her scaling nature. Another option is replacing this rune with Manaflow Band for extra mana sustain.
REVITALIZE: as a supportive mage with the ability to shield and heal through Surround Sound, it's no surprise that Revitalize is a good rune on Seraphine. You'll want to take in order to have stronger shields and heals than you would normally have to provide better survivability to yourself and your teammates.


BISCUIT DELIVERY: should be taken against poke lanes where you'll need the extra sustain to avoid being pushed out of the lane and have the mana to poke back.

MINION DEMATERIALIZER: is great for being able to push lanes quicker than you would normally. If you use two charges on the caster minions, you can clear them at level 5 with any echoed damage combination rather than always needing to E into Double Q. As for the other charge you can use on either the Cannon Minion to shove a lane quickly or melee minion.


TIME WARP TONIC: is best into kill lanes where you want the most survivability. Time Warp Tonic can provide you with a burst of health and movement speed that can potentially save yourself from death and occassionally Ignite.

COSMIC INSIGHT: reduces Summoner Spells' cooldowns making it great to pair with Teleport. With Unsealed Spellbook and Cosmic Insight you'll always have a summoner spell available for a fight. Another positive to this rune is it reduces Item cooldowns including both active and passives.


Flash is an absolute must-have on a majority of champions and Seraphine is no exception because it can either save you or allow you to make plays with Encore. Since Seraphine doesn't have an escape tool besides her Surround Sound (which provides a decaying boost of movement speed), having Flash will definitely help you out of some dire situations.
Teleport is the best secondary summoner spell for Seraphine in the mid lane. Seraphine has a weak early game due to having high mana costs and no solo kill potential. Teleport will allow Seraphine to back for an early Tear of the Goddess to help her mana issues. Otherwise, it'll allow her to make plays else were on the map.

In order to get the most out of Unsealed Spellbook you'll often have to plan in advance or look for specific situations that a certain summoner spell might work best. For example, if you need to help out your jungler in a fight, Heal might work best to provide them instant sustain and a burst movement speed to either escape or chase down the enemy. While in other cases against harder match-ups, you might need to swap to Exhaust to reduce their damage.
Survivability (vs. Fizz, Talon, etc)

Barrier is good in situations where your survivability is most important. Typically this case will happen against assassins like Fizz who can go untargetable rendering Exhaust useless against them as you won't be able to apply the summoner spell to them before all their damage comes out.
vs. Assassins / Burst ( Diana, Katarina, Ekko, etc)

Exhaust is a versatile summoner spell that can be used aggressively and defensively. Considering swapping to Exhaust in order to peel for yourself and/or allies against assassins, hard match-ups, or fed targets.
2v2s

Swap to Heal if you might engage in a possible 2v2 fights in the jungle or save an ally from potential death in team fights. The summoner spell heals both you and a selected ally as well as providing you both a burst of movement speed.
vs. Hard CC ( Twisted Fate, Morgana, Zoe, etc)

Cleanse is especially good into champions with point and click crowd control like Twisted Fate and Annie, as with champions who rely on their CC to deal their damage like Zoe and Morgana. In certain situations, Cleanse can be essential in team fighting as you can remove CCs like Stuns and Charms that will prevent you from helping your teammates.
Team-fight / Late Game Kiting

Seraphine has no mobility outside a temporary movement speed bonus upon casting Surround Sound. Ghost is huge for late-game kiting allowing you to disengage and reengage with ease. An optional but situation usage is activating it to get to an ongoing fight.
Anti-Heal

Ignite lets the user have access to anti-heal making it a great swap if you need to shut down a champion with healing in their kit such as Vladimir, Dr. Mundo, and Soraka to name a few. I only recommend Ignite for the early game as its value falls off and your team will usually have anti-heal in the mid-game.

The following summoner spells I don't recommend swapping to as other summoner spells like Heal or Exhaust offer much more versatility and value than these summoners. While these summoners are not necessarily inadequate, they simply inferior and cannot be justified over the ones listed previously.
Don't Have Smite? I GOT YOU!

Smite can only be valuable in lower elo such as Iron to low Platinum due to Junglers misusing their Smite before objectives such as Dragon or Baron as you'll need it to secure objectives. An additional reason to not ever take Smite is not being able to gain access to Chilling Smite or Challenging Smite, making this summoner lack any utility.
Mana For Me! Mana For You!

Clarity is a summoner spell that restores a high amount of mana to the user, however, it restores half the value of it to allies. The summoner spell lacks no defensive or offensive use making it a relatively underwhelming alternative if picked up. It becomes increasingly bland if your team consists of mana-less champions.


One of the most common mistakes players make especially support players, is they build exactly the same every single game. Every game is different while you will build your core items, the rest of your build is determined per game. One thing to note is do not build completely based on what lane you're facing. Build based on the entire team, not just your bottom laners. Here are a few examples of standard builds and situational builds I use for Lux.

UTILITY BUILD EXAMPLES
Burst Build
Anti-Tank Build.
vs. Assassins/Dive Build
Moonstaff




The general rule of thumb is that every game will be different so you won't always go for the same build path. In the section below, you'll find the build paths for different situations. Remember that there are times that you can't afford your items and that's completely okay. Get your expensive stuff when you are able to.


This is the standard start that should be taken 99% of games. By getting Doran's Ring you'll be provided with 70 HP, which is a must-have on Seraphine due to having one of the lowest health pools in the game at 500 base health. The item also provides 15 AP making your spells more effective at poking and clearing waves as well as having some access to mana sustain through its passive. Tear of the Goddess should never be picked up as a starter item due to having no combat stats.
The alternative start of opting into a Dark Seal over a Doran's Ring is only an option when being paired up with a strong early game jungler (usually a duo queue) that aims to get you ahead early. Dark Seal provides 40 HP still making this a good option, the main downside to this item is having zero mana sustain. Because Dark Seal costs 350 gold, you'll take Refillable Potion over the standard Health Potions.


Tear of the Goddess, Ionian Boots of Lucidity, and a Control Ward costs a total of 1425 gold and generally the goto build path assuming that you didn't opt into Magical Footwear. Seraphine is mana intensive especially once she has maxed High Note and has a decent amount of ability haste, so Tear is a must-have. Ionian boots are by far the best boots for Seraphine as she loves ability haste. This build path is also a good option if you are opting into Moonstone Renewer.

Lost Chapter costs about 1300 gold and it's the standard mage build path if you are opting in to any of the following items; Luden's Tempest, Liandry's Anguish or Everfrost. The mana sustain this item provides makes this item component quite great to sit on. If you are opting into this build path but planning to build Moonstone Renewer, take Bandleglass Mirror in the place of Lost Chapter as the item in question doesn't build the component. The Lost Chapter build path costs a total of 1775 gold while the Bandleglass Mirror version costs a total of 1425 gold.

Seeker's Armguard costs a total of 1000 gold and it's the single best item when facing AD mid laners especially vs. assassins such as the likes of Zed and Talon. The entire reason that you go for Seeker's in lane vs AD champs is because of the armor it grants. When laning vs. an AD assassin without any armor, you're going to quickly get blown up with little chance to fight back. Without any bonus armor item, you'll be assassinated briskly and any poke they have will be hitting you hard. Tear of the Goddess, Seeker's Armguard and a Control Ward will cost a total of 1475 gold.


Mythic Items are designed to be picked up based on the situations it falls under. For example, when up against health stacking and/or teams that consist of two or more tanks, Liandry's Anguish becomes the best mythic item as the item deals bonus damage against champions with a high health pool. On the other hand, when against teams with many squishy champions Luden's Tempest becomes the most valuable option. Picking the most optimal mythic item based on the game will set you in the right direction.


Luden's Tempest is the best mana AP mythic into compositions that heavily feature squishy champions due to the item containing magic penetration. The passive can be utilized quite well by Seraphine due to her spammable spells allowing her to deal a great amount of damage consistently.

Liandry's Anguish is best picked up into compositions that build items with health due to both passives that deal both maximum health damage and bonus damage based on the target's bonus health.
Everfrost is best into assassins and melee comps that want to get onto you, as the health will provide survivability alongside its powerful active which can either root or slow all enemies hit by it.

Moonstone Renewer is a support mythic that is abusable by Seraphine due to her incredibly long-range and the item applies item effects such as Staff of Flowing Water and Chemtech Putrifier with ease. Moonstone should be picked up when behind/prefers a supportive playstyle buffing and protecting carries.



Situational items are items you buy whenever the situation calls for that isn't one of the core items. In League of Legends, no game will require the same items over and over again because every situation will be different and therefore they're called situational. It's always recommended to take an item depending on what situation you're in.

MANA SCALING
ABILITY HASTE
MAGIC AMP
Seraphine is very mana intensive due to her low cool-downs in the mid-late game so picking up Archangel's Staff third/fourth item is a must. Archangel's once transformed into Seraph's Embrace will have great synergy with Rabadon's Deathcap, as it increases AP by 35%. This means that whenever your mana is increased, Seraph's will increase your AP, and then Deathcap will increase it again due to the 35% increased ability power passive. Cosmic Drive is a spectacular item on Seraphine as her most important spells have quite high cool-downs. The item provides 40 ability haste once the prerequisite has been met, allowing her to have high uptime on important spells and to stack up her passive efficiently. Another bonus to this item is the bonus movement speed which is invaluable on a champion like Seraphine who has no escape and one of the lowest base movement speeds in the game. Rabadon's Deathcap is arguably the best mage item for scaling champions like Seraphine due to raw amount of AP it provides. The item synergizes quite well with Surround Sound making both her shield stronger but the missing health heal even more powerful. It synergizes quite well with the mana mythics. Lich Bane and Seraph's Embrace due to the items having an AP ratio or passive that amps on AP. Best bought in the 5th/6th item slot.
Slow Enemies
MAGIC PENETRATION
SNOWBALL
Rylai's Crystal Scepter synergizes with Beat Drop as it'll turn her slow into a root or double cast into a Stun. Best bought into dive compositions or champions with dashes such as Katarina as they can usually dash or Flash to catch up to you or away if hit by Beat Drop without Rylai's. Void Staff's purpose is to allow the user to cut through the enemies magic resist in order to deal damage. The item is best bought once two or more champions on the enemy team has at least 60 magic resist. Best built with Liandry's Anguish as a third or fourth item. Mejai's Soulstealer is a high risk, high reward item that can reward a player with proper positioning and foresight with a ton of ability power and movement speed once the item has 10 stacks. Movement speed is a important stat on Seraphine due to her low base movement speed.
Anti-Healing
BUFF SPELLCASTERS
EMPOWER CARRIES
Chemtech Putrifier is by far a superior item choice than Morellonomicon on Seraphine as she can grant her allies anti-heal on their next attack due to her shield Surround Sound up to two times if double casted for the healing portion. Another bonus to Chemtech is the item provides 20 ability haste and mana regeneration which Seraphine likes. Staff of Flowing Water will only be purchased with Moonstone Renewer as the mythic item can apply this item's effect and other items consistently with ease. Staff grants Seraphine and her allies bonus AP and 20 ability haste. The item is extremely cost-efficient as a majority of champions have AP ratios in their kit and often can utilize ability haste well. Ardent Censer like Staff of Flowing Water is only purchased with Moonstone Renewer as it synergises quite well with the mythic item's heal. Ardent should be picked up with team compositions who can make proper use of on-hit and attack speed well such as Kayle top, Nocturne Jungle and Vayne ADC. Otherwise Staff of Flowing Water always outclasses this item.


Zhonya's Hourglass is one of the best survival items to pick up in the mid to late game. The item's active turns the user into a statue or better known as stasis preventing them from being able to take damage or be cced for 2.5 seconds. The active can save you from lethal damage from spells like Requiem and Chum the Waters, negate the damage from Death Mark, stop tick damage from Ignite and Liandry's Anguish to name a few.

Banshee's Veil is for survivability against heavy AP burst such as Syndra, Veigar and Lux. It's spell shield is useful to block crucial CC, making it essential against the likes of Morgana and Malzahar.

In order to succeed as a mid laner, you'll need to learn the importance of each phase of the game (Laning Phase, Mid Game, and Late Game) as well as important mechanics that fall under each category. To clarify, while information is categorized under certain phases, said info can be applied throughout the game.

We will be discussing Laning Phase (Laning vs. Melee and Ranged Champions, Dealing with Ganks and how to pull off a successful gank, and Roaming), Warding and Mid to Late Game (Teamfighting and Objectives) which are all important things every player especially a mid laner should know by heart.





Laning Phase begins when the minions have reached the middle of your respective lane which is the Mid lane. Here you will face off against another champion who typically will be a Mage or Assassin with the occasional Marksman, Enchanter, or Bruiser. In order to survive laning phase as mid Seraphine, you'll need to learn the following topics; Laning vs. Melee Champions, Laning vs. Ranged Champions, Ganking, and Roaming in order to succeed.


One of the most complicated and hard aspects of Macro is Lane Control a.k.a Wave Manipulation. The average player sees League of Legends as a game just against Champions when in reality it's actually against Champions AND Minions. With optimal Minion Manipulation, the game becomes like chess you control where fights happen.

"Wave manipulation is the skillful and calculated controlling of minion waves to fit your desired win condition or course of action in the next time frame of your choice. With proper lane manipulation you will drastically improve as a player in a wide variety of situations because you can control matchups, zone, set up jungle ganks, control objective pressure, etc - all of which allow you to extend leads. Sometimes, you may only be able to deny one minion, but one minion at a time adds up rather quickly which may result in the difference between being level 5 or being level 6, a turret, etc." - Tj “Command Attack” Bjorklund.

Fast Pushing is where you aim to create a large wave that will push very quickly to create an instant map pressure by killing the melee minions in a wave to deny experience and gold to the enemy laners. Slow pushing is killing the enemy caster minions to make sure the enemy minion wave is doing less damage to your own minion wave which in the process makes your own minion wave do more damage to theirs. The goal is to make a large wave of your minions' build-up that will cause pressure and eventually crash into the enemy turret. Freezing is the act of keeping the wave by your tower without it crashing. You can accomplish this by thinning the wave, last hitting a minion at the very last possible second, tanking, or pulling minions away. Freezing can also refer to the lack of hitting a minion in order to create a wave-power differential.

WHEN TO FAST PUSH
BACK TO LANING PHASE
  • Getting level advantage. One of the most important things to do in the laning phase is to get level two as soon as possible. This is important as getting a level advantage over your opponents allows you to make very aggressive plays and denies the enemy the opportunity to play aggressively regardless of what support you are. This also implies getting level six first.
  • The enemy laner recalled If you've forced your enemy laner to base fast pushing the wave to the tower will help you extend your lead by getting tower platings and denying them experience and gold at the same time.
  • Your jungler wants to execute a dive. Executing a dive goes both ways as you can call for a dive or your jungler.
  • You want to Roam to establish Vision or Gank. Roaming is an important aspect as you'll be able to impact the map by getting yourself or your allies ahead.
  • The Enemy is across the map. If your enemy laner (or enemy team in general) are across the map, hard push the wave towards the turret. In the process, you'll create map pressure and take an objective to push and possibly advance an lead.

WHEN TO SLOW PUSH
BACK TO LANING PHASE
  • To Harass or Siege Towers. By slowing pushing you begin to build up larger and larger waves which makes harassing and especially sieging towers more potent. This type is mostly used after laning phase in comparison to Fast Pushing.
  • To Recall, Ward, or Roam. By creating a larger wave you cause much more pressure than fast pushing, which opens up many options to either recall or roam to gank or ward. The enemy will be forced to answer the wave and cannot stop your roam.
  • Setting up a play across the map. Another mid to late game-orientated situation as you'll usually look to set up the wave to cause pressure to force the enemy to deal with the waves allowing you to make picks and take objectives.
WHEN TO FREEZE
BACK TO LANING PHASE
  • Deny the enemy from experience and gold. Denying your enemy especially your laner from as much experience and gold as possible can set them back a reasonable amount while being in a safe position.
  • Pressured by the enemy jungler to overextend. With no vision around the area looking to freeze the minion wave by your tower can offer a bit of protection until you are able to reestablish vision.
  • Enemy laner based and the wave is pushing towards your tower. This is an alternative to pushing the wave toward the enemy tower to base method as it also ties into denying the enemy experience and gold.


In order to be successful in the early stages against melee champions, you'll need to follow the 3 step plan. When the laning phase begins, you'll want to walk up and begin autoing the first melee minion before it reaches the middle of the lane. The reason you do this step is to prevent the first three melee minions from dieing at the same time as it'll force you to use High Note to collect the minions instead of using it aggressively to harass the enemy laner and to begin pushing the lane under their tower. By pushing the wave underneath the tower, it'll force the melee champion to last hit or miss out on CS in order to stay healthy while you poke them down.

Whenever the enemy walks up to the minion wave to last hit, your goal is to harass them down with auto-attacks and/or spells such as High Note. In lower elo, melee champions will often make the mistake of attempting to last hit which in turn will allow you to apply free harassment. Avoid throwing out spells randomly as it has a much higher chance to miss and only use spells whenever the enemy laner walks up to last hit as they are stuck in an animation preventing them from being able to dodge.

As for the final step, it's extremely important to play around important cool-downs such as your CC Beat Drop and shield Surround Sound. Whenever an important cool-down is unavailable play safe and farm with High Note as once those important spells are down it'll allow the enemy laner to play aggressive as you no longer have the means to stop them from all-ining you.

If you successfully followed the game plan even when champions like Fizz hit level 6, they won't be able to hundred to zero you due to being quite weak unless you made mistakes. If they engage on you, use either Surround Sound for the double shield/heal to negate their damage or Beat Drop to cc them to disengage or if your jungle is nearby.


Trading is the exchange of health, mana, and cool-downs between two champions, in order to gain kill pressure on them, to either burn summoner spells, secure a kill or force them out of lane. When trading you aim to deal more damage to the enemy than you receive or otherwise, it's a poor trade as the enemy will gain kill pressure.

All-Ining is where you aim to kill the enemy as extended trading usually leads to all-ins. All-Ining usually happens when one of the following conditions is met; level advantage, enemy's crucial spells and/or summoner spells are unavailable, enemies are low after harassing and/or trading, etc.

Trading as Seraphine can be a bit of a tricky situation due to her low base health and movement speed. However, the Starry-Eyed Songtress can trade effectively as long the player takes proper advantage of her empowered auto-attack through her notes, and Surround Sound to soak up incoming damage. When trading, it's best to only trade when you can use an echoed High Note, and have Surround Sound available especially if the enemy laner uses a spell on the wave or misses.

As for All-Ins, Seraphine will want to lead with Beat Drop into an echoed High Note + auto-attacks to deal the utmost damage. When Encore is available, you can lead with it instead. Seraphine doesn't have the ability to 100 to 0 opponents, so you will aim to widdle down the opponent's health bar before all all-ining.
WHEN TO TRADE/ALL-IN
BACK TO LANING PHASE
  • When you have level advantage. This is mentioned so many times throughout the Gameplay section. Gaining a level advantage is extremely important and will allow you to make plays as well as deny the enemy from being able to play aggressively.
  • You came out on top of a trade. As mentioned above, when trading you want to always come out on top of the trades. If you are successful in this, looking to all-in someone can force out summoners spells or even secure an early kill.
  • Crucial Spells are unavailable This goes both ways for trading and all-ining. Pay close attention to the enemy to see if you can force out spells, once spells like Nami's Aqua Prison, Zyra's Grasping Roots or summoner spells such as Flash are down as their kill pressure is significantly lower.
  • Your Jungler/Support is ganking If your jungle or support is ganking, it becomes considerably favored to your lane as it's a 2v1 situation, so be prepared and act fast as you can force out summoners or get a kill to snowball a lead with.

Ganking is where your jungler or the enemy's jungler comes into your lane to all-in usually to secure a kill to get their laners or themselves ahead. They normally come when the enemy is pushed very far up so the enemy has a lower chance of escaping. When being ganked, it's important to land Beat Drop and/or Encore to prevent the person ganking to do anything significant, this also applies when you are having a teammate gank since locking the enemy down can result in an easy kill. As a Seraphine, you must always be aware of your surroundings as ganks can happen at any time, especially if you're pushing a tower.

Counterganking is when an ally/enemy ganks the lane that's already being ganked to make the odds even or prevent their team from falling behind. If ganked, it's important to have proper communication with your jungler to set up a counter gank so your lane can stay ahead/catch up. In order to prevent being counterganked, set up vision in order to see it coming and zone off the enemy jungler if possible.

Tower Diving is when the enemy or your team wants to engage low-health or outnumbered enemies under their turret. When your team is looking to tower dive the enemy either a tank or support will be the one to begin the dive in order to tank tower shots so you and your allies can dive. Occasionally you might need to begin the dive and tank a shot or two, so stand near the end of range until you are too low, this requires coordination and great timing. As for dealing with ganks, asking for assistance from allies or retreating is the best course of action to avoid being towered dived.
SETTING UP GANKS
BACK TO LANING PHASE
  • Clear Vision Keep track of when and where enemies places their wards and if they have placed a Control Ward. In order to have ganks even happen properly is to clear out wards so the enemy laners are unable to see your jungler coming.
  • Burn Summoner Spells As Seraphine you have the tools for setting up your team for success. Sometimes you'll need to burn Flash and snare with Beat Drop to secure kills. (Most commonly used if your jungler is coming through the bushes in the lane)
  • Notify your team of your laners lack of summoners Anytime you and/or your ally are able to force out summoners spells from the enemy always, always PING it. Important information like this can potentially set up plays especially ganks when Flash is down.
PREVENTING GANKS/TOWER DIVES
BACK TO LANING PHASE
  • Vision is Key Soon you will be learning about vision, why it's needed, and why it's important. Having proper vision management for one can save your life and your allies as it will give you information to avoid and discourage ganks.
  • Saving your spells Regardless if your being ganked or towered dive, saving your spells and not throwing them out carelessly can and will save your life. Beat Drop is your only basic ability hard crowd control, so hitting it is critical. Wait till the gap is getting thinner as hitting the spell will be easier in the meantime using High Note to zone off other enemies will lead to success.
  • Retreating when low healthed The best thing one can do to avoid ganks especially being towered dive is to just not be there. If you or your ally are low health and the enemy is healthy, more than likely you will get towered dive. Don't stay if you are too low.

At its core, Roaming is essentially moving around the map to get vision around the river, enemy jungle, or objectives, scouting for the enemy jungler, assisting allied laners, and catching out and picking off enemies. While it seems simple on paper, it's far more complicated than it seems. Knowing when the best times to roam and making the most efficient use of your time separates good mid laners from the mediocre ones.

The best time to roam is when the following conditions are met; the Mid laner has recalled, you are pushed to the enemy's tower, and to counter the enemy mid's roam. While trailing the enemy laner isn't as important as the other conditions, it can prevent and deny an effective roam by the enemy. However, you can choose to stay in lane and punish the enemy laner. You'll want to quickly push the wave underneath their tower to either force them to return for the wave or lose out on gold. More commonly you should look to roam whenever you are pushed against the enemy tower or the enemy laner has recalled as you'll have time to plant your own vision and possibly sweep some with a Control Ward around the river, enemy jungle or Dragon .

As for the best pathing for roaming, after recalling traveling through your jungle down to the river gives you more options versus simply walking down your lane, you can invade the enemy jungle with your own jungler, look to walk bot-lane to possibly make a pick, take Dragon with your jungler or simply walk back to lane. When roaming from mid-lane, I recommend taking the safe route of going through your jungle. Seraphine has no escape and is very squishy, so being safe is the most optimal play.
WHEN TO ROAM
BACK TO LANING PHASE
  • Wave Placement As mentioned a moment ago if you're pushed up to the tower, it should give you some time for the wave to reset in the middle giving you time to roam.
  • Jungle wants to invade the enemy jungle As a mid laner, occasionally you might find yourself following your jungler when he invades the enemy jungler to make sure they are safe and assist in case a fight breaks out.
  • Fight Breaking Out in the River if the wave is pushed into the enemy tower or neutral placement when a fight breaks out in the river over a Scuttle Crab or objectives such as Dragon or Baron, you can look to assist your jungler and/or team.


One of the most important aspects any player needs to do and know extremely well is Vision. Vision is absolutely essential for both providing an advantage for your team and denying vision for the enemy. Knowing what is going on around not only your lane but also around major objectives can help your team as a whole make the most optimal calls and decisions.

While vision isn't as important in the early game as in the mid-game, it quickly becomes the most important part of the game besides objectives. With optimal vision control, you will be able to take objectives and force bad decisions from the enemy with vision denial. In this section, you will learn the importance of warding and most importantly how to ward to your best ability.


  • Protects your allies and yourself. Regardless of whether it's during the laning phase or mid to late game, optimal vision will protect you and your allies from ganks, flanks, and sneaky assassins looking for picks.
  • Getting and Securing Picks. One of the best things about warding, especially warding objectives, is that you might see an opportunity to catch out and pick off a key target, especially the enemy support when they come to ward. I recommend asking your Jungler or Top laner to come with you when warding.
  • Safetly Siege and take Objectives. When looking to take objectives, warding the areas around certain objectives will alert you to possible flanks and allow you to make picks to easily take objectives and siege towers where normally it might be dangerous without proper warding.
  • Vision Control and Denial. Warding is an extremely important part of the game as your team will be able to make cleaner calls and decisions. Warding actually can be a bit of a mind game as when you have vision and take down the enemies' vision, the enemy will play differently. Much more scared and desperate especially if the possibility of losing an important objective such as Baron or Elder Dragon.


Icons colored in Purple are Deep Ward locations. Deep Wards are wards that are placed deep into the enemy lines in order to potentially provide important information that is however risky to place.

Orange are Priority warding spots you should regularly use in every single game.

Red are Control Ward spots. Orange Icons occasionally are spots for Control Wards, especially in defensive situations.


It's important to ward according to where you are positioned in lane. For blue side, the priority wards are on the ramps going to each side of the Red Buff Jungle. Placement is extremely important for these wards as it'll be able to see all angles this includes from the river and raptors. It's especially important in order to catch junglers like Kindred, Graves and Lee Sin who can jump over walls.

Placing a Control Ward in the bush in either river can help deal with stealth junglers such as Evelynn, Rengar and Twitch giving you time to position according or retreat entirely. The deep ward on the raptors on the Red Side's top jungle will provide information to your teammates such as giving a chance for your jungle to do dragon or bot lane to play aggressive.
Blue side - Laning
Red side - Laning
On the red side, the wards are pretty similar however a few specific differences from the blue side that you must remember as each side will require similar but different warding requirements. Due to the way the map was constructed, the red side has fewer places to ward than the blue side. Namely, there aren't many good warding spots to place in the enemy's blue buff side jungle except for the bush by the ramp going into the river. However, I don't recommend placing this ward as it's a bit away making it risky for a champion like Seraphine.

I recommend placing one ward defensively on your red buff side ramp (applies to both sides regardless if you are on the blue side or red side) to spot the enemy jungler attempting to invade or gank from behind. By doing this will allow your own jungler to react by either invading or contesting while protecting you at the same time.

Before we jump into warding of Dragon and Baron , I recommend warding at least one minute before the objective spawns. This is important to do so you can spot any enemies walking to ward or contest the objective. By having the vision advantage, you can look to pick an important pick.

Not having vision over important objectives such as Elder Dragon can force poor positioning and decision making from your team and vice versa in the enemy's case as well.

When warding for Dragon as the blue side, you want to look to get vision around the objective and enemy jungle. Planting deep wards in the enemy jungle will be able to detect them coming from different parts of the jungle or from the bottom lane. This is especially good when the enemy has no vision and is scared to lose the objective as you can catch out and pick them off especially the enemy jungler who is looking to Smite steal.

I recommend asking an ally to buy a Control Ward to place either in the pixel bush in the river or in the Dragon pit as it'll help cover more area and deny vision at the same time. This leaves you with more options to place and plant wards in priority spots and deep ward the jungle.
Blue side - Dragon
Red side - Dragon
On the red side, the control wards are the in the same spots as blue side. Priority Wards as follows; placing a ward or even an aggressive Control Ward in the brush towards mid lane will see people pathing over, however, it may be better to place a ward over the wall by the brush towards the blue side as most if not all people will avoid walking into the brush without vision.

Placing wards in the brush on ride side and over the wall on dragon put will find anyone who may be attempting a Dragon steal. If you have any extra wards or can ask an ally to place a deep ward in the tri-bush towards bot lane or the path ( Raptors ) towards the dragon will give you more opportunities to make picks off clueless enemies who may not have expected the areas to be warded.

Baron is one of the most important if not the most important objective to have in the mid to late game as it's excellent for siegeing and ultimately pushing your lead to a victory is utilized by your team correctly. I recommend holding two Control Wards so you are able to move one control ward to the next area if needed.

On the blue side, Placing a Control Ward in the Baron pit will give you vision and show you wards that may be there. As for priority wards, you must always place in the brush behind the pit and the open area to avoid potential Smite steals. This area specifically is heavily contested and will mostly break out in fights so having vision can help you.
Blue side - Baron
Other areas to place wards are in the river brush by mid lane and/or over the wall as it will spot rotations. Deep Wards can be placed next to the Raptors and tri-bush by top lane to possibly make picks to get a free objective. In green is a special trick ward as many people only sweep the pit so you're able to still see the enemy doing Baron if placed correctly.
Red side - Baron
On the red side, having a Control Ward in the brush entering the enemy jungle is extremely crucial as it's a heavily contested area as most people would walk through or tried to ward defensively. Keeping the brush controlled is optimal.

As for priority wards, having a ward in the brush towards mid-lane and over the wall will allow you to see rotations and possible warding from the enemy support. Another word is placed over the wall towards the blue buff as it's another area people will travel on towards Baron. As for deep wards, it'll provide information on the positioning of the enemy team if you are wanting to get an idea of where they are headed usually to make picks off.


The Mid-game usually will begin when the first tower has fallen. The winning lane typically rotates with another lane to further their lead by taking another tower or objective. This means team-fighting and objectives become the focus of the game rather than solely beating your laning opponents.

As for the late-game, it begins when teams begin sieging tier two (Inner) towers and Inhibitor(s) and key objectives such as Baron or Elder Dragon in order to close gain the advantage to ultimately end the game.

While Lane Control and Warding are extremely important in the early game, they transition over into the other stages of the game as you may have noticed in the Warding section. However, in the mid-late game, you have to know how to take what you've learned and apply it in the rest of the game as well as learn team-fighting, take objectives, and proper usage of your abilities and active items.


In team fights, your primary goal is to deal damage as well as peel and protect your allies to ultimately keep them alive. Occasionally you will need to use her abilities such as Beat Drop and Encore to engage, otherwise, it will be needed to lock down enemies who attempt to jump on you and your carry. Assassins a majority of the time will be the ones you need to watch out for as they have the tools to do so.

Peeling is the act of reactively protecting an ally or carry by preventing assassins and other enemies from reaching their target, which can be achieved through your two crowd control spells ( Beat Drop and Encore) and Surround Sound for protection.

In team fights, you'll want to position yourself mainly in the backline with your ADCarry so you are able to look after them in case of potential flanks especially from Assassins who will need to eliminate them from the fight in order to turn the fight in their favor.

Positioning is extremely important as you don't want to walk up and get picked off as your team will suffer from the lack of utility and peel. However, don't stand too far back as you as you'll not be able to peel or make picks for your team.



Seraphine's ability usage depends based on what ability is chosen to be "Echoed" and if you've read team-fighting, you'll know the importance of saving and landing your abilities. Her spells High Note and Beat Drop are spammable once maxed and a little bit of ability haste. You must always look to throw out spells when needed, however, missing CC can lead to an ally's death.

As mentioned before you'll aim to deal damage and CC enemies champions with High Note and Beat Drop while providing shields and heals from Surround Sound. As a mid laner, your primary job deal damage while aiming to protect and peel for your team while giving them the tools to succeed. If your team has reasonably great crowd control such as Rammus jungle, Ashe bot lane, Jax top, your CC will serve as backup or rather as a peeling tool to keep bruisers and/or assassins from jumping on your carries.

Seraphine is a mix of a utility and so when using High Note either use it as a poking tool by attempting to hit as many enemies as possible or a zoning tool to prevent enemies from reaching an area safely. To get the most out of Surround Sound you'll want to use Echoed/Double cast to shield and heal as many allies as possible.

Last but not least for ability usage, let's talk about Seraphine's ultimate Encore. Encore is one of the best team fight ultimates in the game as it has the potential to single handly carry a team fight if utilized correctly. The following ways are the most optimal methods to use Encore effectively; using it with Flash to reposition or surprise the enemy, onto an engaging ally/enemy and in small corridors.


Luden's Tempest is pretty self-explanatory as you're goal is to spam High Note in order to abuse the damage and mobility of the passive. The item's active's cooldown can be refunded for each spell hit on an enemy while on cooldown which works very well with Seraphine.

Moonstone Renewer can be proced using any damaging ability such as High Note or simply an auto-attack and shielding a previously damaged ally. When proced the item provides healing to the lowest ally at the time, this effect's healing can be increased by staying in combat. Uniquely the item can consistently proc item effects such as Staff of Flowing Water, Chemtech Putrifier and Ardent Censer. In order to get maximum value, aim to use High Note and your passive notes in order to keep the item constantly ticking in order to provide consistent healing (at max stacks) and buffs.

Active item usage can be tricky but beyond helpful when mastering such as knowing the best timing and who to use it on. when to use it and who on. Everfrost is typically picked up against assassins and melee heavy comps as the item's active can act either as a self peel tool or as a engage/set-up for Beat Drop. The downside to using the item as a engage tool is that it'll require you to be closer to the enemy in order to hit the active. The upside is it'll allow you to have more peel for yourself and your allies keeping the enemy at bay. Zhonya's Hourglass puts the user in stasis for 2.5 seconds once activated. It's best used when enemies attempt to blow their abilities on you, allowing you to avoid burst damage. The timing is extremely important when up against assassins like Zed and Fizz who's ultimates have a "wind-up" time sorta speaking.

Luden's Tempest is being utilized in this fight to deal burst damage.



After laning phase, Objectives become the sole focus of the game as objectives are important objects on the map that provide advantages to whoever controls them and can open up the map in order to eventually end the game.

Objectives are considered the following things; Elemental Dragons ( Cloud Drake , Infernal Drake , Ocean Drake , and Mountain Drake ), Rift Herald , Turret , Inhibitor , Elder Dragon , Baron and the Nexus Turret.

Taking key objectives can provide global advantages to your team causing map-wide pressure to the enemy team that when utilized well will allow you to snowball and ultimately take home the game. In this section you will learn about the major objectives; Dragons, Rift Herald, Baron Nashor, Turrets, and Inhibitors. When to take what objective and what objective to choose over another.


There are two types of Dragons; Elemental Dragons which consist of Cloud Drake , Infernal Drake , Mountain Drake and Ocean Drake . Each dragon provides a different buff to the team that slain the dragon known as the "Dragon Slayer". Each of the first 3 drakes is always different from each other; the first elemental drake will spawn at 5 mins and the second drake will spawn 5 mins after the first one was slain. The element of the third drake determines both the Rift type for that game, as well as what the rest of the elemental drakes will be for the rest of the game. From then on, only the drake that spawned third will appear known as Rift Drake.

Dragon Soul is obtained after the first team has slain four elemental dragons. The dragon soul obtained is based on the Elemental Rift and can only be obtained by a single team per game. The winning team will be presented with a powerful permanent reward (persists through death) that changes based on what soul is obtained.

The best elemental dragons for Seraphine are Infernal and Cloud; Infernal gives bonus ability power while Cloud gives ultimate CDR that ignores CDR cap. Cloud specifically reduces ultimate cool-down making her most important ability available more often.

Once a team has slain their fourth elemental drake, Elder Dragon will spawn 6 mins after. Elder Dragon is a strong team-fight buff and the highest impacting dragon in the game. Upon being taken to 20% health, any damage by a player with the dragon will execute the player immediately.
WHEN TO TAKE DRAGON
BACK TO OBJECTIVES
  • Enemy Jungler is Dead. If the enemy jungler gets picked off it's a good time to look to take Dragon as they will not be able to potentially Smite steal the dragon.
  • The enemy is across the map. If the enemy team or enemy jungler is across the map, and your team is close by looking to take the Dragon will be a good option as it'll be easily taken.
  • Enemes are too low or recalled. This applies mainly to the early stages of the game. If the enemy bot lane has recalled or too low they will be unable to contest the objective without putting their lives at risk.

Rift Herald is an objective that spawns within the Baron pit that spawns at 8 mins and can be spawned up to two times per game. It lasts until it's killed or it despawns and is replaced by Baron at the 20-minute mark. Herald is harder to take than most Dragons but easier than Baron. Herald serves as a sieging objective when spawned with Eye of the Herald. When near a Turret , Herald will charge dealing a huge amount of damage to the tower, however, it is considerably easier to kill than objective itself as it damages itself upon hitting towers and can be attacked by enemies by hitting it in its exposed eye.

Rift Herald is best utilized after a team-fight to quickly siege as many towers as possible before respawns, if there are no enemies around and no one will be able to stop it or low health towers to name a few. Your Jungler will usually be the one to carry Eye of the Herald as they can transition between lanes easily.

Baron Nashor along with Elder Dragon are the two most important objectives for their respective reasons. Baron is specifically needed for his buff ( Hand of Baron ) that is applied to nearby minions allowing them to become empowered sieging weapons. This is especially strong when one of the enemies' inhibitors is destroyed, it spawns a Super Minion which in hand with the buff will do considerable amounts of damage to minions, players, and turrets who come between its path. Outside of powered minions, Hand of Baron also provides all alive allies with an empowered recall , bonus attack damage, and ability power. Note that death removes the buff from yourself.

When taking Baron make sure to have proper vision control over the objective and the enemy jungle. Ideally, the best situations to take Baron is when you picked off the enemy jungler, the enemy team is across the map, and after winning team fights and your team is healthy enough to take it.
WHEN TO TAKE RIFT/BARON
BACK TO OBJECTIVES
  • Enemy Jungler is Dead. If the enemy jungler gets picked off it's a good time to look to take Baron as they will not be able to potentially Smite steal the dragon.
  • The enemy is across the map. If the enemy team is across the map, and your team is close by looking to take the Rift Herald or Baron will be a good option as it'll be easily taken.
  • The enemy is Dead. If the enemy is dead and you have enough health/damage to take Baron before the enemy team has a chance to respawn, take it.

There are many different types of Turrets within League of Legends, you have Outer turrets, Inner turrets (also known as Tier Two Turrets), Inhibitor turrets, and Nexus Turrets. Did I mention this section is about Turrets? No? Okay.

The Tier One or Outer turrets are the only turrets in Summoners Rift that have Turret Platings. Turret Platings are the lines of defensive added to slow down the game and avoid early snowballing. There are five turret platings that are removed if not broken after fourteen minutes, each plating destroyed grants nearby allies 120 gold divided per ally. During laning phase, your goal is to get tower plating whenever you are safe and able to whether that's with assistance from your jungle, Rift Herald or the enemies are visible elsewhere on the map.

An Inhibitor is a small objective (each lane has an Inhibitor) guarded by an Inhibitor Turret. Once destroyed, Super Minions will spawn in the respective lane the Inhibitor was destroyed in. If all Inhibitors are destroyed they will spawn two super minions rather than one. Once destroyed, they will respawn after five minutes. Beware of potential backdoors as it'll be extremely easy to once an Inhibitor is down.
WHEN TO TAKE TOWERS
BACK TO OBJECTIVES
  • You have Baron/Rift Herald If you've obtained the Baron Nashor buff or have Eye of the Herald you can look to potentially take a tower or many depending on the situation
  • The enemy is dead. As with all objectives, it's best to take a turret if the enemy is dead and there isn't an objective such as Baron or Elder Dragon to take.
  • The enemy has recalled or across the map. If the enemy has recalled at a poor time especially during laning phase looking to take Turret Platings or even the turret itself is a good idea as long as you have proper vision over the enemy.
  • The enemy team is weak If the enemy team has a number disadvantage or champions with poor waveclear.






GUARDIAN: has a much higher value than other keystones due to its defensive and protective purposes. In heavy trades, it'll allow yourself and your carry to soak up more damage which is pretty invaluable in a duo lane. Guardian specifically is great into melee match-ups like Leona and Alistar who want to engage onto you or your ADC.
For example, if you opted into poke with runes like Arcane Comet you can of course poke them but due to the tankyness of Aftershock or having Guardian will allow them to engage on your ADC and basically kill them because of the lack of defense.


MANAFLOW BAND: Is the most standard mana laning rune as one can never go wrong with picking the rune. Extra mana will allow you to poke more frequently and mana regeneration is always useful.

BISCUIT DELIVERY: One of the best laning tools is Biscuit Delivery as when used restoring 50 mana instantly, and regens missing health and mana. On top of this, unused biscuits can be sold for 30 gold each. Optionally you can replace this rune for Magical Footwear against uninteractive lanes.

PRESENCE OF MIND: Best into melee match-ups where you don't need extra laning tools like Biscuit Delivery and Time Warp Tonic. It's a great compensation rune for Biscuit Delivery and Manaflow Band, providing mana regeneration for trading and mana restore on takedowns.


FONT OF LIFE: is best taken with Hypercarries ( Vayne, Kog'Maw, Jinx, Varus, Aphelios and Twitch) you want to protect. Important interaction with this rune to note is it applies Ardent Censer and Staff of Flowing Water, giving you more usage out of the items. This is because of the long cool-down of Surround Sound, making it hard to use those items outside of Moonstone Renewer.
SHIELD BASH: Best with aggressive laners like Caitlyn and Draven as you'll use Surround Sound aggressively to apply it's on-hit damage while taking less damage thanks to it's bonus resists. Taking Sorcery second for Manaflow Band and Scorch will allow you to poke more frequently in combination with Shield Bash, allowing you to compensate for the loss of higher damage output from not taking Arcane Comet.


TRANSCENDENCE: Ability Haste is an extremely important stat to have as a support, and Transcendence gives you access to 10 ability haste and reduces basic ability cooldowns on a takedown. Other options include; Gathering Storm into scaling lanes and low elo and Scorch into lanes without sustain but you still want the Resolve main tree instead of Arcane Comet for survivability. I recommend Transcendence as a safe choice as it's always valuable.

TIME WARP TONIC: Is a very undervalued rune in the bot lane often not being used. The rune is pretty essential if you're playing for trades in lane as Seraphine has a very low base movement speed. Best taken into ranged match-ups like Nami who can set up plays with their CC. Purchase Refillable Potion on first recall to get max use of this rune.

CUT DOWN: is an amazing rune into team compositions with higher percentage max health than you especially into tank supports ( Leona, Alistar, and Taric for example) allowing you to deal more damage to them overall than you would with other secondary rune options.


CONDITIONING: Against high range compositions and Assassins who have burst and/or AOE damage. For example, Syndra and Xerath can poke you from afar despite good positioning in the backline. The trade-off is not being useful in the landing phase.

SECOND WIND: Best choice into ranged match-ups like Nami, Lulu and Lux who you'll be heavily trading with in the early levels. Allowing you to get some of your HP back which is extremely useful in these match-ups.

BONE PLATING: The optimal choice against all-in lanes ( Leona, Pyke, Thresh, Nautilus, Blitzcrank) as it'll reduce incoming damage. Never take into ranged match-ups as they can simply auto you, and remove Bone Plating.


REVITALIZE: Synergizes well with Surround Sound as well as with the runes; Guardian, Font of Life and active items such as Redemption, Mikael's Blessing and Moonstone Renewer. Revitalize is pretty much the only viable option as Overgrowth isn't as useful and only benefits yourself, and Demolish isn't as useful due to Seraphine's low base health.



Flash is a crucial summoner on a majority of champions including Seraphine. Since she doesn't have any mobility besides her Surround Sound, having Flash will definitely help you out of some sticky situations. On top of this, will allow Seraphine more playmaking potential with Encore.
Exhaust is the best secondary summoner spell for Seraphine as a support. Access to an on-demand slow will set up an easier root with her E - Beat Drop, allowing her to use a double High Note for the bonus damage against low health targets.



Start with Spellthief's Edge as Seraphine has the means to consume the charges consistently. On your first back aim to pick up Bandleglass Mirror and a Control Ward.
Rushing Ionian Boots of Lucidity can be great if you want mobility to be able to roam between lanes and objectives.
Getting to your Mythic Item can be a major power spike, though I suggest picking up Boots after Kindlegem.


Seraphine is known to be the best abuser of Moonstone Renewer due to her considerably long-range advantage compared to other Enchanters, making it incredibly easy to proc and keep the item at max stacks. Moonstone can consistently proc item effects such as Staff of Flowing Water, constantly providing ability haste and AP to herself and allies.

A majority of champions have AP ratios, making Staff always have value no matter the team composition. Ionian Boots of Lucidity is the best boots for supports and Seraphine in general due to the 20 ability haste and affordability.


The final build will look like this, with Ardent Censer and Chemtech Putrifier being interchangeable with Redemption, Mikael's Blessing, Vigilant Wardstone and Zhonya's Hourglass.



In order to succeed as a Support, you'll need to learn the importance of each phase of the game (Laning Phase, Mid Game, and Late Game) as well as important mechanics that fall under each category. To clarify, while information is categorized under certain phases, said info can be applied throughout the game.

We will be discussing Laning Phase (Harassing and Zoning, Trading and All-Ins, Dealing with Ganks, and Roaming), Warding and Mid to Late Game (Teamfighting and Objectives_ which are all important things every player especially a support should know by heart.





Laning Phase begins when the minions have reached the middle of your respective lane which is the bottom lane or in other terms referred to as duo lane. Here you will face off against another support and their bot laner who'll usually be an ADC like Lucian. In order to survive laning phase as support Seraphine, you'll need to learn the following topics; Harassing and Zoning, Trading, and All-Ins, Ganking, and Roaming in order to succeed.



Harassing is where you aim to use your spells and auto-attacks to wear down the enemy's health bar in order to obtain kill pressure, deny them experience and/or gold, force them out of lane and ultimately set-up an all-in. The concept is to discourage the enemy ADC from last-hitting to deny them gold because they will be too afraid of walking up and taking damage from you.

In the landing phase, your goal is to make sure the enemy bot laner (usually an AD Carry) cannot walk up to the wave safely. When harassing as Seraphine, you'll want to poke with High Note and abuse your notes whenever you cast any abilities. By using her empowered notes, you can constantly apply pressure attacks with your auto-attacks. In order to increase the accuracy of your spells landing, it's best to do the following things; taking control of the bushes and poking whenever the enemy is in mid animation. By taking control of the brush will allow you to abuse fog of war it much harder for the enemy to react to incoming damage. As for the latter, champions are stuck in place whenever they auto-attack due to not having access to attack speed making it easier to land spells as they cannot move away.

As mentioned earlier, consistent and efficient harassment can push the enemy laners out of lane to deny them gold and experience which is known as Zoning . Zoning is also known for preventing and keeping enemies from safely reaching an area usually to assist their allies in fights or rather force poor positioning which is great for making picks. The best times to zone are when you have a level advantage or when you harassed them enough they risk being all-ined, you can walk up to zone the enemy bot lane from their minion as you have kill pressure.

WHEN TO ZONE
BACK TO LANING PHASE
  • When you have level advantage. In the bot lane, you always want to push for level two as soon as possible when you get to lane. Having level two first allows you to immediately create pressure as your kill threat is much higher due to having two spells versus your enemies' single spell. The kill pressure usually causes them to back off, but walking up usually in the bush nearby will force the enemy to back away or risk being killed.
  • They are at low health and you are healthy. When you efficiently harass them to the point they will be afraid to walk up to avoid being all-ined, look to walk up into the bush or past the minion wave towards them as they will be forced to back off to avoid potential all-ins.

Trading is the exchange of health, mana, and cool-downs between two champions, in order to gain kill pressure on them, to either burn summoner spells, secure a kill or force them out of lane. When trading you aim to deal more damage to the enemy than you receive or otherwise, it's a poor trade as the enemy will gain kill pressure.

All-Ining is where you aim to kill the enemy as extended trading usually leads to all-ins. All-Ining usually happens when one of the following conditions is met; level advantage, enemy's crucial spells and/or summoner spells are unavailable, enemies are low after harassing and/or trading, etc.

Trading as Seraphine can be a bit of a tricky situation due to her low base health and movement speed. However, the Starry-Eyed Songtress can trade effectively as long the player takes proper advantage of her empowered auto-attack through her notes, and Surround Sound to soak up incoming damage. When trading, it's best to only trade when you can use an echoed High Note, and have Surround Sound available.

As for All-Ins, Seraphine wants to utilize the summoner spell Exhaust as a means to set up her Beat Drop to root in order to use echoed High Note for the execute damage on targets below 50% health. If you are laneing with champions with crowd control like Ashe, Senna, and Miss Fortune you can wait for them to slow the target, then follow up with Beat Drop for the root. If you are not landing with champions with easy set-ups or have Exhaust available, you can use echoed Beat Drop instead.

WHEN TO TRADE/ALL-IN
BACK TO LANING PHASE
  • When you have level advantage. This is mentioned so many times throughout the Gameplay section. Gaining a level advantage is extremely important and will allow you to make plays as well as deny the enemy from being able to play aggressively.
  • You came out on top of a trade. As mentioned above, when trading you want to always come out on top of the trades. If you are successful in this, looking to all-in someone can force out summoners spells or even secure an early kill.
  • Crucial Spells are unavailable This goes both ways for trading and all-ining. Pay close attention to the enemy to see if you can force out spells, once spells like Nami's Aqua Prison, Zyra's Grasping Roots or summoner spells such as Flash are down as their kill pressure is significantly lower.
  • Your Jungler is ganking/Teammate Teleport Play If your jungler is ganking or your Top/Mid Laner is wanting to make a Teleport play, it becomes considerably favored to your lane as it's a 3v2 situation, so be prepared and act fast as you can force out summoners or get a kill to snowball a lead with.

Ganking is where your jungler or the enemy's jungler comes into your lane to all-in usually to secure a kill to get their laners or themselves ahead. They normally come when the enemy is pushed very far up so the enemy has a lower chance of escaping. When being ganked, it's important to land Beat Drop and/or Encore to prevent the person ganking to do anything significant, this also applies when you are having a teammate gank since locking the enemy down can result in an easy kill. As a Support, you must always be aware of your surroundings as ganks can happen at any time, especially if you're pushing a tower.

Counterganking is when an ally/enemy ganks the lane that's already being ganked to make the odds even or prevent their team from falling behind. If ganked, it's important to have proper communication with your jungler to set up a counter gank so your lane can stay ahead/catch up. In order to prevent being counterganked, set up vision in order to see it coming and zone off the enemy jungler if possible.

Tower Diving is when the enemy or your team wants to engage low-health or outnumbered enemies under their turret. When your team is looking to tower dive the enemy as a support you must be the one to begin the dive in order to tank tower shots so your allies can dive. Stand near the end of range until you are too low, this requires coordination and great timing. As for dealing with ganks, asking for assistance from allies or retreating is the best course of action to avoid being towered dived.

SETTING UP GANKS
BACK TO LANING PHASE
  • Clear Vision Keep track of when and where enemies places their wards and if they have placed a Control Ward. In order to have ganks even happen properly is to clear out wards so the enemy laners are unable to see your jungler coming.
  • Burn Summoner Spells As a support you have the tools for setting up your team for success. Sometimes you'll need to burn Flash and snare with Beat Drop to secure kills. (Most commonly used if your jungler is coming through the bushes in the lane)
  • Notify your team of your laners lack of summoners Anytime you and/or your ally are able to force out summoners spells from the enemy always, always PING it. Important information like this can potentially set-up plays especially ganks when Flash is down.
PREVENTING GANKS/TOWER DIVES
BACK TO LANING PHASE
  • Vision is Key Soon you will be learning about vision, why it's needed, and why it's important. Having proper vision management for one can save your life and your allies as it will give you information to avoid and discourage ganks.
  • Saving your spells Regardless if your being ganked or towered dive, saving your spells and not throwing them out carelessly can and will save your life. Beat Drop is your only basic ability hard crowd control, so hitting it is critical. Wait till the gap is getting thinner as hitting the spell will be easier in the meantime using High Note to zone off other enemies will lead to success.
  • Retreating when low healthed The best thing one can do to avoid ganks especially being towered dive is to just not be there. If you or your ally are low health and the enemy is healthy, more than likely you will get towered dive. Don't stay if you are too low.

At its core, Roaming is essentially moving around the map to get vision around the river, enemy jungle, or objectives, scouting for the enemy jungler, assisting allied laners, and catching out and picking off enemies. While it seems simple on paper, it's far more complicated than it seems. Knowing when the best times to roam and making the most efficient use of your time separates the good supports from the mediocre supports.

The best time to roam is when the following conditions are met; ADC has Recalled, you are pushed to the enemy's tower, and to counter the enemy support's roam. While trailing the enemy support isn't as important as the other conditions, it can prevent and deny an effective roam by the enemy support. However, you can choose to stay in lane and punish the enemy support for roaming by harassing and zoning the enemy ADC from gold and experience. More commonly you should look to roam whenever you are pushed against the enemy tower or your ADC has recalled as you'll have at least 15 seconds (30 maximum) to sweep for wards and plant your own vision around the river, enemy jungle or Dragon .

As for the best pathing for roaming, after recalling traveling through your jungle down to the river gives you more options versus simply walking down your lane, you can invade the enemy jungle with your own jungler, look to walk mid-lane to possibly make a pick, take Dragon with your jungler or simply walk back to lane.

WHEN TO ROAM
BACK TO LANING PHASE
  • Your ADC will be safe for the next 30 seconds. One of the biggest mistakes support players make is roaming at a really bad time. Roaming when you are pushed up against the enemy tower is a good time to roam as the enemy will need to focus on last hitting and getting experience.
  • Wave Placement As mentioned a moment ago if you're pushed up to the tower the ADC will be safe as it takes about 15 seconds for the wave to reset in the middle giving you time to roam the river to place and deny vision.
  • ADCarry has Recalled If you do not have enough money to spend at the shopping roaming will be a great use of your team as you can head to mid-lane to possibly secure a kill. If you did have gold, you can recall and immediately go to mid-lane as your ADC won't be in any danger for at least 30 seconds.
  • Jungle wants to invade the enemy jungle As support, occasionally you might find yourself following your jungler when he invades the enemy jungler to make sure they are safe and assist in case a fight breaks out.
  • Counter Roam the Enemy Support If the enemy support is a roaming champion such as Blitzcrank, Pyke, etc, or you think they will roam following them to counter-gank can prevent them from helping their other laners. Look to place a Control Ward in the pixel bush in the river, or bush towards the blue sides jungle to spot potential roams.


One of the most important jobs that you as the support needs to do and know extremely well is Vision. Vision is absolutely essential for both providing an advantage for your team and denying vision for the enemy. Knowing what is going on around not only your lane but also around major objectives can help your team as a whole make the most optimal calls and decisions.

While vision isn't as important in the early game, it quickly becomes the most important part of the game. With optimal vision control, you will able to take objectives and force bad decisions from the enemy with vision denial. In this section, you will learn the importance of warding and most importantly how to ward to your best ability.



  • Protects your allies and yourself. Regardless of whether it's during the laning phase or mid to late game, optimal vision will protect you and your allies from ganks, flanks, and sneaky assassins looking for picks.
  • Getting and Securing Picks. One of the best things about warding, especially warding objectives, is that you might see an opportunity to catch out and pick off a key target, especially the enemy support when they come to ward. I recommend asking your Jungler or Top laner to come with you when warding.
  • Safetly Siege and take Objectives. When looking to take objectives, warding the areas around certain objectives will alert you to possible flanks and allow you to make picks to easily take objectives and siege towers where normally it might be dangerous without proper warding.
  • Vision Control and Denial. Warding is an extremely important part of the game as your team will be able to make cleaner calls and decisions. Warding actually can be a bit of a mind game as when you have vision and take down the enemies' vision, the enemy will play differently. Much more scared and desperate especially if the possibility of losing an important objective such as Baron or Elder Dragon.


An important thing to note is that until you complete your support quest you will have to rely on your Stealth Wards. I highly recommend coordinating warding with your ADC, so you can cycle through wards so you are never without vision. I wouldn't really recommend wasting your wards on the bottom bushes in your lane unless you are against a champion like Blitzcrank, if the enemy support is hiding in the brush or you're expecting a possible lane gank from the enemy jungler, play safe and position in a place where it's hard for them to engage.

Icons colored in Purple are Deep Ward locations, Orange are Priority warding spots you should regularly use, and Red are Control Ward spots. Orange Icons occasionally be spots for Control Wards, especially in defensive situations. For example, on blue side lane warding the tri-brush towards your jungle is a great spot for a control ward



It's important to ward according to where you are positioned in lane. For blue side, if you're pushing the enemy under their turret, warding the brush in the river, towards the Scuttle Crab, or over the wall towards the enemy's tri-brush are all great spots. When being pushed, warding the tri-brush or the brush behind the lane will keep you safe and prepared in case of a gank or attempt to tower dive. Placing a Control Ward gives you permanent vision till broken, so placing depending where you are positioned is optimal.

If the enemy support likes to roam a lot or roam orientated champions such as Blitzcrank, Thresh, etc. Placing a control ward in the pixel brush in the river will spot any roams. A control ward in the bush in your jungle will spot any jungle invades.
Blue side - Laning
Red side - Laning
On the red side, the wards are pretty similar however a few specific differences from the blue side that you must remember as each side will require similar but different warding requirements. Due to the way the map was constructed, the red side has fewer places to ward than blue side.

As mentioned previously you will need to ward according to the placement of the wave. When playing even, warding the river brush is a priority, if you're being pushed to your tower warding the tri-brush in your jungle will alert you of the enemy jungler's flank to tower dive.
You might have noticed the ward in the enemy's tri-brush is purple which means it's considered a deep ward. It's considered a deep ward because it can and will provide important information such as jungler's intention to gank or heading to take Scuttle Crab. I wouldn't recommend ever placing a Control Ward there as the enemy will easily be able to clear it.

Before we jump into warding of Dragon and Baron , I recommend warding at least one minute before the objective spawns and recall to replenish your designated support item. This is important to do so you can spot the enemy support who's coming to ward (and takedown vision) so you can come, sweep and take down wards.

Not having vision over important objectives such as Elder Dragon can force poor positioning and decision making from your team and vice versa in the enemy's case as well.


When warding for Dragon as the blue side, you want to look to get vision around the objective and enemy jungle. Planting deep wards in the enemy jungle will be able to detect them coming from different parts of the jungle or from the bottom lane. This is especially good when the enemy has no vision and is scared to lose the objective as you can catch out and pick them off especially the enemy jungler who is looking to Smite steal.

I recommend asking an ally to buy a Control Ward to place either in the pixel bush in the river or in the Dragon pit as it'll help cover more area and deny vision at the same time. This leaves you with more options to place and plant wards in priority spots and deep ward the jungle.
Blue side - Dragon
Red side - Dragon
On the red side, the control wards are the in the same spots as blue side. Priority Wards as follows; placing a ward or even an aggressive Control Ward in the brush towards mid lane will see people pathing over, however, it may be better to place a ward over the wall by the brush towards the blue side as most if not all people will avoid walking into the brush without vision.

Placing wards in the brush on ride side and over the wall on dragon put will find anyone who may be attempting a Dragon steal. If you have any extra wards or can ask an ally to place a deep ward in the tri-bush towards bot lane or the path ( Raptors ) towards the dragon will give you more opportunities to make picks off clueless enemies who may not have expected the areas to be warded.

Baron is one of the most important if not the most important objective to have in the mid to late game as it's excellent for siegeing and ultimately pushing your lead to a victory is utilized by your team correctly. I recommend holding two Control Wards so you are able to move one control ward to the next area if needed.

On the blue side, Placing a Control Ward in the Baron pit will give you vision and show you wards that may be there. As for priority wards, you must always place in the brush behind the pit and the open area to avoid potential Smite steals. This area specifically is heavily contested and will mostly break out in fights so having vision can help you.
Blue side - Baron
Other areas to place wards are in the river brush by mid lane and/or over the wall as it will spot rotations. Deep Wards can be placed next to the Raptors and tri-bush by top lane to possibly make picks to get a free objective. In green is a special trick ward as many people only sweep the pit so you're able to still see the enemy doing Baron if placed correctly.
Red side - Baron
On the red side, having a Control Ward in the brush entering the enemy jungle is extremely crucial as it's a heavily contested area as most people would walk through or tried to ward defensively. Keeping the brush controlled is optimal.

As for priority wards, having a ward in the brush towards mid-lane and over the wall will allow you to see rotations and possible warding from the enemy support. Another word is placed over the wall towards the blue buff as it's another area people will travel on towards Baron. As for deep wards, it'll provide information on the positioning of the enemy team if you are wanting to get an idea of where they are headed usually to make picks off.


The Mid-game usually will begin when the first tower has fallen. The winning lane typically rotates with another lane to further their lead by taking another tower or objective. This means team-fighting and objectives become the focus of the game rather than solely beating your laning opponents.

As for the late-game, it begins when teams begin sieging tier two (Inner) towers and Inhibitor(s) and key objectives such as Baron or Elder Dragon .

While Lane Control, Harassing and Zoning, All-ining, Warding are extremely important in the early game, they transition over into the other stages of the game as you may have noticed in the Warding section. However, in the mid-late game, you have to know how to take what you've learned and apply it in the rest of the game as well as learn team-fighting, take objectives, and proper usage of your abilities and active items.



In team fights, your primary goal is to peel and protect your carries to ultimately keep them alive. Occasionally you will need to use her abilities such as Beat Drop and Encore to engage, otherwise, it will be needed to lock down enemies who attempt to jump on your ADC and/or mid-laner. Assassins a majority of the time will be the ones you need to watch out for as they have the tools to do so.

Peeling is the act of reactively protecting an ally or carry by preventing them from reaching the target or stopping them from reaching a target, which can be achieved through your two crowd control spells and Surround Sound for protection.

In team fights, you'll want to position yourself mainly in the backline with your ADCarry so you are able to look after him in case of potential flanks especially from Assassins who will need to eliminate them from the fight.

Positioning is extremely important as you don't want to walk up and get picked off as your team will suffer from the lack of utility and peel. However, don't stand too far back as you as you'll not be able to peel or make picks for your team.



Seraphine's ability usage depends based on what ability is chosen to be "Echoed" and if you've read team-fighting, you'll know the importance of saving and landing your abilities. Her spells High Note and Beat Drop are spammable once maxed and a little bit of ability haste. You must always look to throw out spells when needed, however, missing CC can lead to an ally's death.

As mentioned before you'll aim to lock down enemy champions with Beat Drop while providing shields and heals from Surround Sound. As support, your primary job is to protect and peel for your team while giving them the tools to succeed. If your team has reasonably great crowd control such as Sejuani jungle, Malzahar mid, Nasus top, your CC will serve as backup or rather as a peeling tool to keep bruisers and/or assassins from jumping on your carries.

Seraphine is a mix of a utility and so when using High Note either use it as a poking tool by attempting to hit as many enemies as possible or a zoning tool to prevent enemies from reaching an area safely. To get the most out of Surround Sound you'll want to use Echoed/Double cast to shield and heal as many allies as possible.

Last but not least for ability usage, let's talk about Seraphine's ultimate Encore. Encore is one of the best team fight ultimates in the game as it has the potential to single handly carry a team fight if utilized correctly. The following ways are the most optimal methods to use Encore effectively; using it with Flash to reposition or surprise the enemy, onto an engaging ally/enemy and in small corridors.



Moonstone Renewer can be proced using any damaging ability such as High Note or simply an auto-attack and shielding a previously damaged ally. When proced the item provides healing to the lowest ally at the time, this effect's healing can be increased by staying in combat. Uniquely the item can consistently proc item effects such as Staff of Flowing Water, Chemtech Putrifier and Ardent Censer. In order to get maximum value, aim to use High Note and your passive notes in order to keep the item constantly ticking in order to provide consistent healing (at max stacks) and buffs.

Active item usage can be tricky but beyond helpful when mastering such as knowing the best timing and who to use it on. Mikael's Blessing is a great example of an item you need to know when to use it and who on. Mikael's is bought when up against heavy crowd control teams or rather champions who can lockdown your ally like Morgana and Thresh. It should be used on your ADC or APC as either one of them can admit large amounts of damage. Redemption unlike Mikael's Crucible is AOE heal and is best used during team-fights on as many allies and enemies as possible as your allies will be healed and your enemies will take damage in the process.

Moonstone Renewer and Staff of Flowing Water are being utilized in this fight to provide healing, AP and ability haste to allies.



After laning phase, Objectives become the sole focus of the game as objectives are important objects on the map that provide advantages to whoever controls them and can open up the map in order to eventually end the game.

Objectives are considered the following things; Elemental Dragons ( Cloud Drake , Infernal Drake , Ocean Drake , and Mountain Drake ), Rift Herald , Turret , Inhibitor , Elder Dragon , Baron and the Nexus Turret.

Taking key objectives can provide global advantages to your team causing map-wide pressure to the enemy team that when utilized well will allow you to snowball and ultimately take home the game. In this section you will learn about the major objectives; Dragons, Rift Herald, Baron Nashor, Turrets, and Inhibitors. When to take what objective and what objective to choose over another.



There are two types of Dragons; Elemental Dragons which consist of Cloud Drake , Infernal Drake , Mountain Drake and Ocean Drake . Each dragon provides a different buff to the team that slain the dragon known as the "Dragon Slayer". Each of the first 3 drakes is always different from each other; the first elemental drake will spawn at 5 mins and the second drake will spawn 5 mins after the first one was slain. The element of the third drake determines both the Rift type for that game, as well as what the rest of the elemental drakes will be for the rest of the game. From then on, only the drake that spawned third will appear known as Rift Drake.

Dragon Soul is obtained after the first team has slain four elemental dragons. The dragon soul obtained is based on the Elemental Rift and can only be obtained by a single team per game. The winning team will be presented with a powerful permanent reward (persists through death) that changes based on what soul is obtained.

The best elemental dragons for Seraphine are Infernal and Cloud; Infernal gives bonus ability power while Cloud gives ultimate CDR that ignores CDR cap. Cloud specifically reduces ultimate cool-down making her most important ability available more often.

Once a team has slain their fourth elemental drake, Elder Dragon will spawn 6 mins after. Elder Dragon is a strong team-fight buff and the highest impacting dragon in the game. Upon being taken to 20% health, any damage by a player with the dragon will execute the player immediately.
WHEN TO TAKE DRAGON
BACK TO OBJECTIVES
  • Enemy Jungler is Dead. If the enemy jungler gets picked off it's a good time to look to take Dragon as they will not be able to potentially Smite steal the dragon.
  • The enemy is across the map. If the enemy team or enemy jungler is across the map, and your team is close by looking to take the Dragon will be a good option as it'll be easily taken.
  • Bot Lane is too low or recalled. This applies mainly to the early stages of the game. If the enemy bot lane has recalled or too low they will be unable to contest the objective without putting their lives at risk.

Rift Herald is an objective that spawns within the Baron pit that spawns at 8 mins and can be spawned up to two times per game. It lasts until it's killed or it despawns and is replaced by Baron at the 20-minute mark. Herald is harder to take than most Dragons but easier than Baron. Herald serves as a sieging objective when spawned with Eye of the Herald. When near a Turret , Herald will charge dealing a huge amount of damage to the tower, however, it is considerably easier to kill than objective itself as it damages itself upon hitting towers and can be attacked by enemies by hitting it in its exposed eye.

Rift Herald is best utilized after a team-fight to quickly siege as many towers as possible before respawns, if there are no enemies around and no one will be able to stop it or low health towers to name a few. Your Jungler will usually be the one to carry Eye of the Herald as they can transition between lanes easily.

Baron Nashor along with Elder Dragon are the two most important objectives for their respective reasons. Baron is specifically needed for his buff ( Hand of Baron ) that is applied to nearby minions allowing them to become empowered sieging weapons. This is especially strong when one of the enemies' inhibitors is destroyed, it spawns a Super Minion which in hand with the buff will do considerable amounts of damage to minions, players, and turrets who come between its path. Outside of powered minions, Hand of Baron also provides all alive allies with an empowered recall , bonus attack damage and ability power. Note that death removes the buff from yourself.

When taking Baron make sure to have proper vision control over the objective and the enemy jungle. Ideally, the best situations to take Baron is when you picked off the enemy jungler, the enemy team is across the map, and after winning team fights and your team is healthy enough to take it.
WHEN TO TAKE RIFT/BARON
BACK TO OBJECTIVES
  • Enemy Jungler is Dead. If the enemy jungler gets picked off it's a good time to look to take Baron as they will not be able to potentially Smite steal the dragon.
  • The enemy is across the map. If the enemy team is across the map, and your team is close by looking to take the Rift Herald or Baron will be a good option as it'll be easily taken.
  • The enemy is Dead. If the enemy is dead and you have enough health/damage to take Baron before the enemy team has a chance to respawn, take it.

There are many different types of Turrets within League of Legends, you have Outer turrets, Inner turrets (also known as Tier Two Turrets), Inhibitor turrets, and Nexus Turrets. Did I mention this section is about Turrets? No? Okay.

The Tier One or Outer turrets are the only turrets in Summoners Rift that have Turret Platings. Turret Platings are the lines of defensive added to slow down the game and avoid early snowballing. There are five turret platings that are removed if not broken after fourteen minutes, each plating destroyed grants nearby allies 120 gold divided per ally. During laning phase, you and your ADC aim to get as many platings and ultimately take down the tower first.

An Inhibitor is a small objective (each lane has an Inhibitor) guarded by an Inhibitor Turret. Once destroyed, Super Minions will spawn in the respective lane the Inhibitor was destroyed in. If all Inhibitors are destroyed they will spawn two super minions rather than one. Once destroyed, they will respawn after five minutes. Beware of potential backdoors as it'll be extremely easy to once an Inhibitor is down.
WHEN TO TAKE TOWERS
BACK TO OBJECTIVES
  • You have Baron/Rift Herald If you've obtained the Baron Nashor buff or have Eye of the Herald you can look to potentially take a tower or many depending on the situation
  • The enemy is dead. As with all objectives, it's best to take a turret if the enemy is dead and there isn't an objective such as Baron or Elder Dragon to take.
  • The enemy has recalled or across the map. If the enemy has recalled at a poor time especially during laning phase looking to take Turret Platings or even the turret itself is a good idea as long as you have proper vision over the enemy.
  • The enemy team is weak If the enemy team has a number disadvantage or champions with poor waveclear.



Want to know how to play with a particular champion as Seraphine or to know how well they work together? Click on the champion image to go to their section. Seraphine and x champion's synergy will be ranked as any of the following; Best, Good, or Not Optimal based on how well they bounce off of each other.



Aphelios, Ashe, Caitlyn, Draven and Ezreal

Jhin, Jinx, Kaisa, Kalista and KogMaw

Lucian, Miss Fortune, Samira, Senna and Sivir

Swain, Tristana, Twitch, Varus, Vayne

Veigar, Xayah and Yasuo








Phase Rush: helps deal with one of Seraphine's primary weaknesses: lack of mobility. While the keystone doesn't provide any damage and utility, the mobility it provides can be quite powerful on squishy champions allowing them to kite and escape unfavorable positions.

Summon Aery: is great for dealing consistent and unmissable damage when compared to Arcane Comet, it can be proceed on basic attacks allowing you to poke down melee supports. A great thing about this keystone is that it provides utility in the form of shielding an ally which can potentially save an ally.


MAGICAL FOOTWEAR: essentially allows you to put 300 gold that would have been spent on Boots towards your first completely item allowing you to hit your power spike sooner than later. The only downside is you will not have access to boots for some time.

PRESENCE OF MIND: is great for mana sustain both in the laning phase and in team fights whenever you hit an enemy with a damaging spell. It's a pretty decent compensation rune for Biscuit Delivery and Manaflow Band, providing mana regeneration for trading and mana restoration on takedowns.


MANAFLOW BAND: is always a great option for any mage that wants to have the mana pool to allow them to spam their spells frequently without fear of losing all of their mana in seconds. It's the most consistent and stable rune out of this tier cause it's always being utilized.



BISCUIT DELIVERY: is one of the strongest laning runes in the game as the biscuit can be consumed to restore 10% of your missing health and mana for 5 seconds. This rune is best utilized on little to no mana in order to get the maximum value.

COUP DE GRACE: deals 8% bonus damage to targets below 40% maximum health. This can be a considerable amount of damage when combined with High Note which deals more damage based on the target's missing health as well.


TRANSCENDENCE: Against high range compositions and Assassins who have burst and/or AOE damage. For example, Syndra and Xerath can poke you from afar despite good positioning in the backline. The trade-off is not being useful in the landing phase.


GATHERING STORM: is the best option in the tier 3 slot for a mage like Seraphine who not only wants to scale into the mid-game, but scales extremely well the longer the game goes. Scorch can be great to poke enemies down, but it loses value once the mid-game is reached.



Flash is a crucial summoner on a majority of champions including Seraphine. Since she doesn't have any mobility besides her Surround Sound, having Flash will definitely help you out of some sticky situations. On top of this, will allow Seraphine more playmaking potential with Encore.
Heal is the best secondary summoner spell for Seraphine as a bot lane carry. Heal is essential in the bot lane due to the spell affecting two players instead of one like most spells. The heal and movement speed can potentially save a life from a lethal blow.



Start with Doran's Ring as Seraphine as it provides 70 health, AP and helps last hitting offering things Seraphine wants. On your first back aim to pick up Tear of the Goddess and either an Amplifying Tome or Boots.
Rushing Ionian Boots of Lucidity can be great if you want mobility to be able to roam between lanes and objectives and dodge important skill shots.
Getting to your Mythic Item can be a major power spike, though I suggest picking up Boots before Bandleglass Mirror.


Seraphine is known to be the best abuser of Moonstone Renewer due to her considerably long-range advantage compared to other Enchanters, making it incredibly easy to proc and keep the item at max stacks. Moonstone can consistently proc item effects such as Staff of Flowing Water, constantly providing ability haste and AP to herself and allies.

A majority of champions have AP ratios, making Staff always have value no matter the team composition. Ionian Boots of Lucidity is the best boots for both mages and mage supports like Seraphine due to the 20 ability haste and affordability.


The final build will look like this, with Chemtech Putrifier being interchangeable with Ardent Censer, Mejai's Soulstealer and Zhonya's Hourglass.



In order to succeed as a Bot Laner, you'll need to learn the importance of each phase of the game (Laning Phase, Mid Game, and Late Game) as well as important mechanics that fall under each category. To clarify, while information is categorized under certain phases, said info can be applied throughout the game.

We will be discussing Laning Phase (Lane Control, Spacing and Target Prioritization, Trading and All-Ins, Dealing with Ganks, and Roaming), Warding, Mid to Late Game (Teamfighting, Ability and Ultimate Usage, Active and Passive Item Usage), and Objectives (Dragon, Rift Herald, Baron, Towers, Inhibitors).

All of these topics are important knowledge every player should learn and know well in order to succeed as a player in general especially in the bot lane regardless of being a bot laner or support Seraphine.




Laning Phase begins when the minions have reached the middle of your respective lane which is the bottom lane or in other terms referred to as duo lane. Here you will face off against another bot laner who will typically be a marksman like Kai'Sa with the occasional mage taking the slot and a support. In order to survive laning phase as bot lane Seraphine, you'll need to learn the following topics; Harassing and Zoning, Trading, and All-Ins, Ganking, and Roaming in order to succeed.



One of the most complicated and hard aspects of Macro is Lane Control a.k.a Wave Manipulation. The average player sees League of Legends as a game just against Champions when in reality it's actually against Champions AND Minions. With optimal Minion Manipulation, the game becomes like chess you control where fights happen.

"Wave manipulation is the skillful and calculated controlling of minion waves to fit your desired win condition or course of action in the next time frame of your choice. With proper lane manipulation you will drastically improve as a player in a wide variety of situations because you can control matchups, zone, set up jungle ganks, control objective pressure, etc - all of which allow you to extend leads. Sometimes, you may only be able to deny one minion, but one minion at a time adds up rather quickly which may result in the difference between being level 5 or being level 6, a turret, etc." - Tj “Command Attack” Bjorklund.

Fast Pushing is where you aim to create a large wave that will push very quickly to create an instant map pressure by killing the melee minions in a wave to deny experience and gold to the enemy laners. Slow pushing is killing the enemy caster minions to make sure the enemy minion wave is doing less damage to your own minion wave which in the process makes your own minion wave do more damage to theirs. The goal is to make a large wave of your minions' build-up that will cause pressure and eventually crash into the enemy turret. Freezing is the act of keeping the wave by your tower without it crashing. You can accomplish this by thinning the wave, last hitting a minion at the very last possible second, tanking, or pulling minions away. Freezing can also refer to the lack of hitting a minion in order to create a wave-power differential.

WHEN TO FAST PUSH
BACK TO LANING PHASE
  • Getting level advantage. One of the most important things to do in the laning phase is to get level two as soon as possible. This is important as getting a level advantage over your opponents allows you to make very aggressive plays and denies the enemy the opportunity to play aggressively regardless of what support you are. This also implies getting level six first.
  • The enemy laner recalled If you've forced your enemy laner to base fast pushing the wave to the tower will help you extend your lead by getting tower platings and denying them experience and gold at the same time.
  • Your jungler wants to execute a dive. Executing a dive goes both ways as you can call for a dive or your jungler.
  • You want to Roam to establish Vision or Gank. Roaming is an important aspect as you'll be able to impact the map by getting yourself or your allies ahead.
  • The Enemy is across the map. If your enemy laner (or enemy team in general) are across the map, hard push the wave towards the turret. In the process, you'll create map pressure and take an objective to push and possibly advance an lead.

WHEN TO SLOW PUSH
BACK TO LANING PHASE
  • To Harass or Siege Towers. By slowing pushing you begin to build up larger and larger waves which makes harassing and especially sieging towers more potent. This type is mostly used after laning phase in comparison to Fast Pushing.
  • To Recall, Ward, or Roam. By creating a larger wave you cause much more pressure than fast pushing, which opens up many options to either recall or roam to gank or ward. The enemy will be forced to answer the wave and cannot stop your roam.
  • Setting up a play across the map. Another mid to late game-orientated situation as you'll usually look to set up the wave to cause pressure to force the enemy to deal with the waves allowing you to make picks and take objectives.
WHEN TO FREEZE
BACK TO LANING PHASE
  • Deny the enemy from experience and gold. Denying your enemy especially your laner from as much experience and gold as possible can set them back a reasonable amount while being in a safe position.
  • Pressured by the enemy jungler to overextend. With no vision around the area looking to freeze the minion wave by your tower can offer a bit of protection until you are able to reestablish vision.
  • Enemy laner based and the wave is pushing towards your tower. This is an alternative to pushing the wave toward the enemy tower to base method as it also ties into denying the enemy experience and gold.


Spacing is the act of staying at the edge of your auto attack range or at max range of your opponent's range of threat. For example, if your opponent is a champion who out ranges Seraphine like Caitlyn you'll want to be outside her auto-attack range to avoid taking damage you cannot deal back.

Target Prioritization is the act of picking and choosing the target based on their power level. There are two meanings of this as during the lane phase you want to prioritize the weakest target to trade with while in team fights you want to prioritize taking out the strongest champion or the champion that is crucial to the win condition.

Because Seraphine is a mage and the bot lane slot is almost always occupied by a marksman such as Lucian, they typically always win trades early due to dealing attack damage. Because of this, the target will typically become the support as they will be much weaker. When looking to trade with the target that you have deemed the priority, you'll want to isolate the target by spacing yourself opposite of the enemy's ally in order to prevent both champions from being able to damage you.

Spacing can be applied at all stages of the game under many different sections including Trading, When you are being Ganked and during Teamfights and all-ins. In order to improve at both topics covered above, I recommend putting a number system on each opponent. Always target the champion you placed at number 1 while avoiding being in the range of champion marked as number 2 for example (applies to laning phase). Another tip is always to stay at the max range of your auto-attack range, if you are not you're always too close to the enemy, therefore, proving an advantage for the enemy.


Trading is the exchange of health, mana, and cool-downs between two champions, in order to gain kill pressure on them, to either burn summoner spells, secure a kill or force them out of lane. When trading you aim to deal more damage to the enemy than you receive or otherwise, it's a poor trade as the enemy will gain kill pressure.

All-Ining is where you aim to kill the enemy as extended trading usually leads to all-ins. All-Ining usually happens when one of the following conditions is met; level advantage, enemy's crucial spells and/or summoner spells are unavailable, enemies are low after harassing and/or trading, etc.

Trading as Seraphine can be a bit of a tricky situation due to her low base health and movement speed. However, the Starry-Eyed Songtress can trade effectively as long the player takes proper advantage of her empowered auto-attack through her notes, and Surround Sound to soak up incoming damage. When trading, it's best to only trade when you can use an echoed High Note, and have Surround Sound available.

As for All-Ins, Seraphine can either set her support up or follow up on their engage/cc with Beat Drop to root in order to use echoed High Note for the execute damage on targets below 50% health. If you are laneing with champions with crowd control like Lux, Thresh, and Nami you can wait for them to slow or hard cc a target, then follow up with Beat Drop for the root/stun. If you are not laneing with champions with hard CC, you can use echoed Beat Drop instead.
WHEN TO TRADE/ALL-IN
BACK TO LANING PHASE
  • When you have level advantage. This is mentioned so many times throughout the Gameplay section. Gaining a level advantage is extremely important and will allow you to make plays as well as deny the enemy from being able to play aggressively.
  • You came out on top of a trade. As mentioned above, when trading you want to always come out on top of the trades. If you are successful in this, looking to all-in someone can force out summoners spells or even secure an early kill.
  • Crucial Spells are unavailable This goes both ways for trading and all-ining. Pay close attention to the enemy to see if you can force out spells, once spells like Nami's Aqua Prison, Zyra's Grasping Roots or summoner spells such as Flash are down as their kill pressure is significantly lower.
  • Your Jungler is ganking/Teammate Teleport Play If your jungler is ganking or your Top/Mid Laner is wanting to make a Teleport play, it becomes considerably favored to your lane as it's a 3v2 situation, so be prepared and act fast as you can force out summoners or get a kill to snowball a lead with.

Ganking is where your jungler or the enemy's jungler comes into your lane to all-in usually to secure a kill to get their laners or themselves ahead. They normally come when the enemy is pushed very far up so the enemy has a lower chance of escaping. When being ganked, it's important to land Beat Drop and/or Encore to prevent the person ganking to do anything significant, this also applies when you are having a teammate gank since locking the enemy down can result in an easy kill. As a Bot Laner, you must always be aware of your surroundings as ganks can happen at any time, especially if you're pushing a tower.

Counterganking is when an ally/enemy ganks the lane that's already being ganked to make the odds even or prevent their team from falling behind. If ganked, it's important to have proper communication with your jungler to set up a counter gank so your lane can stay ahead/catch up. In order to prevent being counterganked, set up vision in order to see it coming and zone off the enemy jungler if possible.

Tower Diving is when the enemy or your team wants to engage low-health or outnumbered enemies under their turret. When your team is looking to tower dive the enemy your support must be the one to begin the dive in order to tank tower shots so you and your allies can dive. As for dealing with ganks, asking for assistance from allies or retreating is the best course of action to avoid being towered dived.
SETTING UP GANKS
BACK TO LANING PHASE
  • Clear Vision Keep track of when and where enemies places their wards and if they have placed a Control Ward. In order to have ganks even happen properly is to clear out wards so the enemy laners are unable to see your jungler coming.
  • Burn Summoner Spells As a mage you have the tools for setting up your team for success. Sometimes you'll need to burn Flash and snare with Beat Drop to secure kills. (Most commonly used if your jungler is coming through the bushes in the lane)
  • Notify your team of your laners lack of summoners Anytime you and/or your ally are able to force out summoners spells from the enemy always, always PING it. Important information like this can potentially set up plays especially ganks when Flash is down.
PREVENTING GANKS/TOWER DIVES
BACK TO LANING PHASE
  • Vision is Key Soon you will be learning about vision, why it's needed, and why it's important. Having proper vision management for one can save your life and your allies as it will give you information to avoid and discourage ganks.
  • Saving your spells Regardless if your being ganked or towered dive, saving your spells and not throwing them out carelessly can and will save your life. Beat Drop is your only basic ability hard crowd control, so hitting it is critical. Wait till the gap is getting thinner as hitting the spell will be easier in the meantime using High Note to zone off other enemies will lead to success.
  • Retreating when low healthed The best thing one can do to avoid ganks especially being towered dive is to just not be there. If you or your ally are low health and the enemy is healthy, more than likely you will get towered dive. Don't stay if you are too low.

At its core, Roaming is essentially moving around the map to get vision around the river, enemy jungle, or objectives, scouting for the enemy jungler, assisting allied laners, and catching out and picking off enemies. While it seems simple on paper, it's far more complicated than it seems. Knowing when the best times to roam and making the most efficient use of your time will separate the good players from the mediocre ones.

The best time to roam is when the following conditions are met; ADC has Recalled, you are pushed to the enemy's tower, or your jungle is looking to take the Dragon. The most common time you'll be roaming is whenever you have pushed to the enemy's tower to take Dragon as it gives priority.

As for the best pathing for roaming, after recalling traveling through your jungle down to the river gives you more options versus simply walking down your lane, you can invade the enemy jungle with your own jungler, look to walk mid-lane to possibly make a pick, take Dragon with your jungler or simply walk back to lane. The first two are very situational as they will typically be done by the support.
WHEN TO ROAM
BACK TO LANING PHASE
  • Wave Placement As mentioned a moment ago if you're pushed up to the tower it takes about 15 seconds for the wave to reset in the middle giving you time to roam the river to place and deny vision.


One of the most important aspects of League of Legends that a player needs to do and know extremely well is Vision. Vision is absolutely essential for both providing an advantage for your team and denying vision for the enemy. Knowing what is going on around not only your lane but also around major objectives can help your team as a whole make the most optimal calls and decisions.

While vision isn't as important in the early game, it quickly becomes the most important part of the game. With optimal vision control, you will be able to take objectives and force bad decisions from the enemy with vision denial. In this section, you will learn the importance of warding and most importantly how to ward to your best ability.


  • Protects your allies and yourself. Regardless of whether it's during the laning phase or mid to late game, optimal vision will protect you and your allies from ganks, flanks, and sneaky assassins looking for picks.
  • Getting and Securing Picks. One of the best things about warding, especially warding objectives, is that you might see an opportunity to catch out and pick off a key target, especially the enemy support when they come to ward.
  • Safetly Siege and take Objectives. When looking to take objectives, warding the areas around certain objectives will alert you to possible flanks and allow you to make picks to easily take objectives and siege towers where normally it might be dangerous without proper warding.
  • Vision Control and Denial. Warding is an extremely important part of the game as your team will be able to make cleaner calls and decisions. Warding actually can be a bit of a mind game as when you have vision and take down the enemies' vision, the enemy will play differently. Much more scared and desperate especially if the possibility of losing an important objective such as Baron or Elder Dragon.


I highly recommend coordinating warding with your support, so you can cycle through wards so you are never without vision. I wouldn't really recommend wasting your wards on the bottom bushes in your lane unless you are against a champion like Blitzcrank, if the enemy support is hiding in the brush or you're expecting a possible lane gank from the enemy jungler, play safe and position in a place where it's hard for them to engage.

Icons colored in Purple are Deep Ward locations, Orange are Priority warding spots you should regularly use, and Red are Control Ward spots. Orange Icons occasionally be spots for Control Wards, especially in defensive situations. For example, on blue side lane warding the tri-brush towards your jungle is a great spot for a control ward


It's important to ward according to where you are positioned in lane. For blue side, if you're pushing the enemy under their turret, warding the brush in the river, towards the Scuttle Crab, or over the wall towards the enemy's tri-brush are all great spots. When being pushed, warding the tri-brush or the brush behind the lane will keep you safe and prepared in case of a gank or attempt to tower dive. Placing a Control Ward gives you permanent vision till broken, so placing depending where you are positioned is optimal.

If the enemy support likes to roam a lot or roam orientated champions such as Blitzcrank, Thresh, etc. Placing a control ward in the pixel brush in the river will spot any roams. A control ward in the bush in your jungle will spot any jungle invades.
Blue side - Laning
Red side - Laning
On the red side, the wards are pretty similar however a few specific differences from the blue side that you must remember as each side will require similar but different warding requirements. Due to the way the map was constructed, the red side has fewer places to ward than blue side.

As mentioned previously you will need to ward according to the placement of the wave. When playing even, warding the river brush is a priority, if you're being pushed to your tower warding the tri-brush in your jungle will alert you of the enemy jungler's flank to tower dive.
You might have noticed the ward in the enemy's tri-brush is purple which means it's considered a deep ward. It's considered a deep ward because it can and will provide important information such as jungler's intention to gank or heading to take Scuttle Crab. I wouldn't recommend ever placing a Control Ward there as the enemy will easily be able to clear it.

Before we jump into warding of Dragon and Baron , I recommend warding at least one minute before the objective spawns. This is important to do so you can spot the enemy support who's coming to ward (and takedown vision) so you can either make a pick or help remove wards with your support.

Not having vision over important objectives such as Elder Dragon can force poor positioning and decision making from your team and vice versa in the enemy's case as well.

When warding for Dragon as the blue side, you want to look to get vision around the objective and enemy jungle. Planting deep wards in the enemy jungle will be able to detect them coming from different parts of the jungle or from the bottom lane. This is especially good when the enemy has no vision and is scared to lose the objective as you can catch out and pick them off especially the enemy jungler who is looking to Smite steal.

I recommend asking an ally to buy a Control Ward to place either in the pixel bush in the river or in the Dragon pit as it'll help cover more area and deny vision at the same time. This leaves you with more options to place and plant wards in priority spots and deep ward the jungle.
Blue side - Dragon
Red side - Dragon
On the red side, the control wards are the in the same spots as blue side. Priority Wards as follows; placing a ward or even an aggressive Control Ward in the brush towards mid lane will see people pathing over, however, it may be better to place a ward over the wall by the brush towards the blue side as most if not all people will avoid walking into the brush without vision.

Placing wards in the brush on ride side and over the wall on dragon put will find anyone who may be attempting a Dragon steal. If you have any extra wards or can ask an ally to place a deep ward in the tri-bush towards bot lane or the path ( Raptors ) towards the dragon will give you more opportunities to make picks off clueless enemies who may not have expected the areas to be warded.

Baron is one of the most important if not the most important objective to have in the mid to late game as it's excellent for siegeing and ultimately pushing your lead to a victory is utilized by your team correctly. I recommend holding two Control Wards so you are able to move one control ward to the next area if needed.

On the blue side, Placing a Control Ward in the Baron pit will give you vision and show you wards that may be there. As for priority wards, you must always place in the brush behind the pit and the open area to avoid potential Smite steals. This area specifically is heavily contested and will mostly break out in fights so having vision can help you.
Blue side - Baron
Other areas to place wards are in the river brush by mid lane and/or over the wall as it will spot rotations. Deep Wards can be placed next to the Raptors and tri-bush by top lane to possibly make picks to get a free objective. In green is a special trick ward as many people only sweep the pit so you're able to still see the enemy doing Baron if placed correctly.
Red side - Baron
On the red side, having a Control Ward in the brush entering the enemy jungle is extremely crucial as it's a heavily contested area as most people would walk through or tried to ward defensively. Keeping the brush controlled is optimal.

As for priority wards, having a ward in the brush towards mid-lane and over the wall will allow you to see rotations and possible warding from the enemy support. Another word is placed over the wall towards the blue buff as it's another area people will travel on towards Baron. As for deep wards, it'll provide information on the positioning of the enemy team if you are wanting to get an idea of where they are headed usually to make picks off.


The Mid-game usually will begin when the first tower has fallen. The winning lane typically rotates with another lane to further their lead by taking another tower or objective. This means team-fighting and objectives become the focus of the game rather than solely beating your laning opponents.

As for the late-game, it begins when teams begin sieging tier two (Inner) towers and Inhibitor(s) and key objectives such as Baron or Elder Dragon .

While Lane Control, Harassing and Zoning, All-ining, Warding are extremely important in the early game, they transition over into the other stages of the game as you may have noticed in the Warding section. However, in the mid-late game, you have to know how to take what you've learned and apply it in the rest of the game as well as learn team-fighting, take objectives, and proper usage of your abilities and active items.


In team fights, your primary goal is to peel and protect your carries to ultimately keep them alive while proving damage. Occasionally you will need to use her abilities such as Beat Drop and Encore to engage, otherwise, it will be needed to lock down enemies who attempt to jump on your mid-laner or yourself. Assassins a majority of the time will be the ones you need to watch out for as they have the tools to do so.

Peeling is the act of reactively protecting an ally or carry by preventing them from reaching the target or stopping them from reaching a target, which can be achieved through your two crowd control spells and Surround Sound for protection.

Positioning is extremely important as you don't want to walk up and get picked off as your team will suffer from the lack of utility and peel. However, don't stand too far back as you as you'll not be able to peel or make picks for your team.

n team fights, you'll want to position yourself mainly in the backline with your mid laner and occasionally the support if they are an enchanter, marksman, or mage. If anyone like an assassin gets to close, you'll want to peel for yourself and your mid laner.



Seraphine's ability usage depends based on what ability is chosen to be "Echoed" and if you've read team-fighting, you'll know the importance of saving and landing your abilities. Her spells High Note and Beat Drop are spammable once maxed and have a little bit of ability haste. You must always look to throw out spells when needed, however, missing CC can lead to an ally's death.

As mentioned before you'll aim to lock down enemy champions with Beat Drop while providing shields and heals from Surround Sound. As Seraphine, your primary job is to protect and peel for your team while giving them the tools to succeed. If your team has reasonably great crowd control such as Sejuani jungle, Malzahar mid, Nasus top, your CC will serve as backup or rather as a peeling tool to keep bruisers and/or assassins from jumping on your carries.

Seraphine is a mix of a utility and so when using High Note either use it as a poking tool by attempting to hit as many enemies as possible or a zoning tool to prevent enemies from reaching an area safely. To get the most out of Surround Sound you'll want to use Echoed/Double cast to shield and heal as many allies as possible.

Last but not least for ability usage, let's talk about Seraphine's ultimate Encore. Encore is one of the best team fight ultimates in the game as it has the potential to single handly carry a team fight if utilized correctly. The following ways are the most optimal methods to use Encore effectively; using it with Flash to reposition or surprise the enemy, onto an engaging ally/enemy and in small corridors.



Moonstone Renewer can be proced using any damaging ability such as High Note or simply an auto-attack and shielding a previously damaged ally. When proced the item provides healing to the lowest ally at the time, this effect's healing can be increased by staying in combat. Uniquely the item can consistently proc item effects such as Staff of Flowing Water, Chemtech Putrifier and Ardent Censer. In order to get maximum value, aim to use High Note and your passive notes in order to keep the item constantly ticking in order to provide consistent healing (at max stacks) and buffs.

In order to get the most out of the ability haste Staff of Flowing Water provides to you and your ally (multiple if hit with a shield), I recommend using High Note to proc Moonstone first as if you use important spells such as Surround Sound first the cool-down won't be reduced. It'll be counted down from the original cool-down before the ability haste from Staff of Flowing Water is applied.

Active item usage can be tricky but beyond helpful when mastering such as knowing the best timing and who to use it on. Zhonya's Hourglass is a great example of an item you need to know when to use it. Zhonya's Hourglass should be activated to avoid the damage of big burst spells like Zed's Death Mark and Fizz's Chum the Waters.

Moonstone Renewer and Staff of Flowing Water are being utilized in this fight to provide healing, AP and ability haste to allies.



After laning phase, Objectives become the sole focus of the game as objectives are important objects on the map that provide advantages to whoever controls them and can open up the map in order to eventually end the game.

Objectives are considered the following things; Elemental Dragons ( Cloud Drake , Infernal Drake , Ocean Drake , and Mountain Drake ), Rift Herald , Turret , Inhibitor , Elder Dragon , Baron and the Nexus Turret.

Taking key objectives can provide global advantages to your team causing map-wide pressure to the enemy team that when utilized well will allow you to snowball and ultimately take home the game. In this section you will learn about the major objectives; Dragons, Rift Herald, Baron Nashor, Turrets, and Inhibitors. When to take what objective and what objective to choose over another.


There are two types of Dragons; Elemental Dragons which consist of Cloud Drake , Infernal Drake , Mountain Drake and Ocean Drake . Each dragon provides a different buff to the team that slain the dragon known as the "Dragon Slayer". Each of the first 3 drakes is always different from each other; the first elemental drake will spawn at 5 mins and the second drake will spawn 5 mins after the first one was slain. The element of the third drake determines both the Rift type for that game, as well as what the rest of the elemental drakes will be for the rest of the game. From then on, only the drake that spawned third will appear known as Rift Drake.

Dragon Soul is obtained after the first team has slain four elemental dragons. The dragon soul obtained is based on the Elemental Rift and can only be obtained by a single team per game. The winning team will be presented with a powerful permanent reward (persists through death) that changes based on what soul is obtained.

The best elemental dragons for