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Seraphine Build Guide by Doglightning

Support [s12 UPDATED][Challenger] Seraphine Support Guide🎤🎵

Support [s12 UPDATED][Challenger] Seraphine Support Guide🎤🎵

Updated on November 22, 2021
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League of Legends Build Guide Author Doglightning Build Guide By Doglightning 623 46 1,246,790 Views 38 Comments
623 46 1,246,790 Views 38 Comments League of Legends Build Guide Author Doglightning Seraphine Build Guide By Doglightning Updated on November 22, 2021
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Runes: Summon Aery - Poke Page

1 2
Sorcery
Summon Aery
Manaflow Band
Transcendence
Scorch

Inspiration
Biscuit Delivery
Cosmic Insight
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

1 2
vs Kill Lanes
LoL Summoner Spell: Exhaust

Exhaust

LoL Summoner Spell: Flash

Flash

LeagueSpy Logo
Support Role
Ranked #25 in
Support Role
Win 49%
Get More Stats
Support Role Ranked #25 in
Support Role
Win 49%
More Seraphine Runes
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Champion Build Guide

[s12 UPDATED][Challenger] Seraphine Support Guide🎤🎵

By Doglightning
NOT UPDATED FOR Season 12
EVERYTHING ABOVE HAS BEEN UPDATED FOR SEASON 12

EVERYTHING BELOW THIS POINT HAS NOT BEEN UPDATED FOR SEASON 12

I am updating one guide a week for the next 10 weeks. If this message is not at the top of the guide then it has been updated
Welcome! I am Doglightning an grandmaster Neeko Support main. I stream off meta supports like Neeko, Taliyah, Anivia, Zoe, Ivern and soon to be seraphine! My goal is to make off meta supports viable in high elo and be an inspiration for people who like to think outside the box but get put down in solo queue. I hope you enjoy my content uwu

Why Seraphine support?
Well to start like I said I am a grandmaster Neeko support main and imo Seraphine is litterally Neeko 2.0 but safer. They both have Q poke, W movespeed, E root and ult as CC engage/peel tool. Her main supportive spell is her W which shields her whole team and can heal with and echo cast of it. On top of that its an AoE speed boost like a Karma ult + shield.
Please check out my twitch it really helps support me in making Neeko content like this:
PROS

+ Great Peel/Engage
+ Decent base damage
+ Good CC
+ Lane bully
+ Extremely high range
+ Provides team utility as a mage


Seraphine is getting a lot of heat on release for not being a good support. I would have to disagree as someone who was spamming her on PBE I absolutely started smurfing on her in Diamond 2 elo. She has great range so you can stay safe and great team utility. Try to stay out of vision to snipe Encore roots on people. It is easy to dodge when the enemy sees it coming! She has great team utility with the shield speed boost on Surround Sound. On top of this she is a lane bully who can poke out the enemy.
CONS

- Squishy
- Slow moving easy to dodge spells
- Really low base move speed
- Early mana issues
- Immobile
- No real hard cc unless ally has a slow


The biggest weakness of Seraphine is she is kinda clunky. By this I mean she has low base move speed with no dashes to dodge spells and her abilities are super slow moving and can be dodged by great players. In the early game I have found that Biscuit Delivery has been manditory to help with her mana issues before Manaflow Band is stacked. Finally unless you have a echo Beat Drop she has no CC till 6 and relies on allies to slow enemies first.

SUMMONER SPELLS
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FLASH: This is an mandatory summoner spell. You can Flash into Beat Drop and Encore as they have buffers and will catch the enemy off guard!
IGNITE: Ignite is a direct counter to Heal which almost every adc takes so be sure to use it before the enemy Heals for some early kills. In teamfights put it on whoever is getting the most healing.
EXHAUST: I usually only run Exhaust into Tristana and Yasuo because of their ability to hard engage lvl 2 and snowball. If you struggle vs assassins then this is also a fine option.
Barrier: Barrier is great into all in bot lanes. Since Seraphine is immobile she will usually be the kill target and Barrier gives that extra HP to make sure you survive the likes of a Nautilus hook.







SORCERY



The biggest reason we run Arcane Comet is because Seraphine doesn't have abilities that give vision of brushes but she has crazy long range. You can send your spells into brushes from a safe distance and if Arcane Comet doesn't go it there is no one in the brush. On top of this when you land Beat Drop the target is slowed which guarantees the comet will connect.

The idea of Summon Aery is you can E + Q to proc in and get extended auto range due to Stage Presence. We can then go in for a aa and proc Summon Aery a second time. This can be used for some early lane presence but I prefer Arcane Comet because it scales better into late game. Also Surround Sound is a long cd and we won't make efficient use of Aery's defensive aspect.
Manaflow Band is core on Seraphine. This is because I rush Rylai's Crystal Scepter and we need something to make sure we aren't constantly running oom. The other two options in this tree are not worth imo.

Since Seraphine has an extremely high cd on her shield Surround Sound this makes CDR very good on her. This is makes Transcendence a must on her.
Scorch is great for early lane presence. Seraphine has extremely long range and you want to abuse that constantly poking the enemy and burning them with Scorch.

If facing a high sustain lane like a Yuumi then Gathering Storm is great for scaling. This is because the extra burn damage on Scorch will get healed and you are better off playing to scale.
Zombie Ward is great for late game vision control and a extra 30 ap. If you think game is going late take this.

Magical Footwear is great because Seraphine has low base move speed and this will give you an extra 10ms. On top of that it saves you 300g so you can start your core items.
Relentless Hunter is great since Seraphine is very slow and you usually don't want to go for Mobility Boots on her since she needs Ionian Boots of Lucidity for CDR.

Biscuit Delivery is a must if you are planning on playing for lane early. You will oom a few times until Manaflow Band is stacked and this will just make sure you don't.
I like Time because Seraphine loves CDR. You can take Circle vs a heavy ap bot lane.





RESOLVE


Guardian is a great rune vs kill lanes. By this I mean mostly melee supports like Sett, Nautilus, Blitzcrank, Pyke, ext... Seraphine is super squishy and immobile early and it makes these matchups really hard. Pair Barrier with Guardian and the enemy will have a hard time bursting you on a pick.
Font of Life is kinda useless early. It heals when people auto attack people that you have rooted for a % of your hp. Early because you don't have hp it barely heals anything but later it scales nicely.

If you want extra lane pressure than Shield Bash is okay. pop Surround Sound to get your passive and Shield Bash damage ready for next auto attack.

Conditioning is good if you have an easy lane and plan to just scale into late game.

Second Wind is good into poke lanes where you are just constantly taking damage.

Bone Plating is good vs all in lanes where you wanna avoid getting bursted.
Take Revitalize for the natural synergy it has with Seraphines shield Surround Sound and the sheild on Guardian.

If enemy has a lot of cc than Unflinching is really good. You can get this and Mercury's Treads to avoid getting cc chained.
Manaflow Band is great for the late game mana sustain it offers.

Biscuit Delivery is imo mandatory rune on Seraphine. I usually run oom early and this rune helps stop that from happening.
Transcendence is just great because it gives CDR and Seraphine w Surround Sound is such a long CD.

Time Warp Tonic give you a instant heal when you pop it which can save your life vs kill lanes. Would highly recommend this because this whole page is about survival.
Since this page with my build will no reach 40% CDR I like to run Time to supplement. Also I run defencive because this page is about not dying in lane.
PASSIVE
ABILITY
Stage Presence (Passive): Seraphines passive consists of two parts. The first and most important is that every 3rd ability cast is double casted (echo'd). You can keep track of this by the bars under her nameplate. Every time it gets to the pink bar then her next cast is echo'd.

The second part is when she casts an ability she gets notes. If she casts spells near allies she gets an extra note per ally. These notes increase her range and next auto attack damage.

Q
High Note (Q): High Note is just a basic projectile that lands and does damage to enemies caught in the explosion. This spell is also an execute and does more damage based on how low the enemy is. This spell has a huge blast radius and combo'd with Arcane Comet can be good for face checking brushes.

W
Surround Sound (W): Surround Sound is a AoE shield and speed boost for your team. If you are already shielded then Surround Sound will cast an AoE heal for your team. This heal is increase by how low your teammates are and how many teammates are around you. The main combo for this is to echo cast W for a AoE sheild, heal and speed boost.

E
Beat Drop (E): Beat Drop is a slow that Seraphine shoots. If the target is already slowed then Beat Drop roots and if the target is already rooted then it stuns. This is your bread an butter spell and you should try and echo cast it when possible. On a non slowed target this will slow then root on a echo and on a slowed target a echo cast will root then stun.

A note is that you can buffer this spell. That means you can cast Beat Drop then flash after to make it harder to dodge.

R
Encore (R): Seraphines ult Encore basically shots a massive charm away from her.
Every time it hits an ally or enemy its range is extended. This means you can position yourself behind your allies to snipe enemies with your ult in a team fight senario.

Two notes for Encore. One is that it has a buffer so you can start the Encore cast then flash after to make it harder to dodge. The second note is that the charm counts as a slow. This means you can ult then echo cast Beat Drop to root and stun all enemies hit!


All in playstyle

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The all in ability order revolves around taking Beat Drop level 1. This is great for invades
because you can echo cast it for a root level one. It also is great for lanes where you win all ins
level one. Make sure to cast your E on CD level 1 so that when you hit level 2 you can cast
High Note into a echo Beat Drop for some level 2 cheese.


Poke playstyle

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This playstyle is more simple. Obviously don't do this if you are invading. Basically if you have
an adc who doesn't wanna fight level one like an Ezreal, Than take High Note so you can
just safely poke from safety. Try to make sure you have echo ready for when you hit 2 for counter
engage with a Beat Drop root.


Why E max over Q max?


1. Since we are primarily trying to use echo for Beat Drop and Surround Sound it doesn't
make sense to max High Note as we won't be double casting it as often as Beat Drop.

2. Since we are a support and primarily want to make picks and peel having Beat Drop on a
lower cooldown is more useful than having High Note.

Starting Items

  • Great first back option if you have an awkward amount of gold. You don't die a lot and get tons of assists making this easy value.

Boots

  • Seraphine is a super CDR reliant champion and would strongly recommend these boots.
  • If you are snowballing hard and want to just one shot people then these are the boots for you!
  • If the enemy team has a ton of crowd control then merc treds is a great option

Core Items

  • Great if you want to roam. You can rush Winged Moonplate for health and move speed allowing you to rotate around the map faster.

Situational Items

  • Great item if the enemy team has a lot of assassins' diving you. Can get 2nd item if needed.
  • If you need magic resist then this is your go to item. Also very good vs poke champs like Nidalee or blocking a Blitzcrank hook.
  • Great anti-heal item. Don't be scared to rush Oblivion Orb vs heal lanes like Yuumi and Soraka as it's a cheap 800g anti-heal item.
  • IF you don't need any defensive items then this is great as it gives the most CDR on a single item in the game.
  • If your team is AP heavy then this is great as it gives AP to people you sheild. Aka with Surround Sound you can give your whole team a AP boost.
  • If the enemy team is poking your team out really hard before team fights then you cannot go wrong with Redemption. Pop it to heal your team but you can also use it to help split pushers win a 1v1 or scout the baron.

  • If your adc is getting 1 shot by assassins' like Rengar or Zed then grab this so then don't rage quit babaHype
Early Game on Seraphine isn't all to complicated. I usually like to start Beat Drop and try to hit a echo root on the adc while they last hit a minion. Most people expect me to start High Note so they are not prepared for the all in. After that I use my Beat Drop again as soon as its off cd to stack my passive. This way when I hit lvl 2 I can cast a High Note and be ready for a echo Beat Drop to get a second root off and try to kill the bot lane. I tend to try and keep my passive at 2 stacks when I hit lvl 3 for the rest of the game. I like it like this because I can cast a Surround Sound for a speed boost at the enemy and get my echo ready for a echo Beat Drop and potentially catch them out.

Usually I like to shove the enemy under their tower if possible. This is because the tower limits the enemies movements as it takes up space where they cannot go. Since Seraphine has insane range it can be easy to poke the enemy and even kill them with the right adcs without having to even take tower agro.

I tend to not roam much on Seraphine for 3 reasons. First she has really low base move speed so it's not very efficient and you might not be able to get back bot in time for your adc. The second reason is she is very immobile and squishy so if you happen to run into the enemy jungle you are probably dead. Finally her Beat Drop is super easy to dodge from side angles making it hard to actually get kills off of ganks in the first place.

In general Seraphine is queen on team fights and I tend to just let my adc farm bot while I poke and wait till mid game when the action starts.
Once mid game hits you want to stay near mid at all times so you can rotate to teammates that need help. Since her Beat Drop is such a long range spell you want to sit out of vision somewhere safe and try to snipe people. Shooting skills shots from fog of war will make it harder to dodge.

Make sure to get vision around the Dragon before it spawns and ping your teammates to come. Don't play too aggressive in the team fights its not your job to make picks. I usually just sit in the back and wait. Once a fight breaks you you can cast your ult Encore over your teammates to extend it to hit the enemies and land a echo Beat Drop stun on everyone. This combo is why Seraphine is queen of team fights. After the first echo is used I usually try to use my next one on a echo Surround Sound. As mentioned earlier Surround Sound heals more when your teammates are low so if you use the 2nd echo for a heal you can really buff your team up.

In general never be alone. You suck by urself. You wanna buff your teammates and use them to hit ults.
I think ima be a Seraphine main next season so follow my social medias if you wanna keep up to date with my opinions on her :D


I used JHOIJHOI guide Making a Guide to create this.
League of Legends Build Guide Author Doglightning
Doglightning Seraphine Guide
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[s12 UPDATED][Challenger] Seraphine Support Guide🎤🎵

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