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Recommended Items
Runes: Standard
1
2
Sorcery
Inspiration
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health
Spells:
Standard
Flash
Heal
Items
Ability Order Standard
Stage Presence (PASSIVE)
Seraphine Passive Ability
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats
Ideal Synergies
Xerath
Ashe
Synergies
Ideal
Strong
Ok
Low
None
Ashe
Champion Build Guide
Introduction
Hello! My name is ShoDesu AKA J4NNA AKA Hook Theory. I have hit challenger multiple times during season 12/13 playing support! For the longest time I was only focused on climbing, but now I am shifting that into creating support content and trying to help others! I stream Mon-Fri 11:30 AM PST - 5 PM PST at https://www.twitch.tv/shodesu and also have a YouTube channel where I post reguluarly at https://YouTube.com/shodesu. I'm happy to answer any questions! :)
Pros & Cons
Playing Seraphine support has its own set of pros and cons. Here are some of the advantages and disadvantages of playing Seraphine in the support role:
Pros:
Strong utility: Seraphine brings a lot of utility to the team with her abilities. Her E, Beat Drop, can slow and root multiple enemies, while her ultimate, Encore, can charm and potentially stun multiple opponents. These crowd control abilities can be game-changing in team fights.
Healing and shielding: Seraphine's W, Surround Sound, allows her to heal and shield herself and an ally. This ability can provide sustain and protection in the laning phase and team fights.
Poke and waveclear: Seraphine's Q, High Note, is a long-range poke ability that can deal damage to multiple enemies. This allows her to poke down opponents and maintain lane pressure. Her passive, Stage Presence, also enhances her poke potential by granting bonus damage and range on her next basic attack after casting an ability.
Scalability: Seraphine scales well into the late game due to her ability to provide utility and damage. As the game progresses, her healing, shielding, and crowd control become even more impactful.
Cons:
Squishiness: Seraphine is a squishy champion with low base stats and limited mobility. She can be easily targeted and burst down by assassins or engage-focused champions. Positioning and map awareness are crucial to avoid getting caught out.
Reliance on team coordination: Seraphine's abilities are most effective when coordinated with her team. Landing a multi-person ultimate requires good communication and coordination. If your team is not on the same page, it can limit the effectiveness of her abilities.
Mana management: Seraphine has a relatively high mana cost on her abilities, especially in the early game. If not managed properly, she can run out of mana quickly, limiting her ability to poke, heal, and provide utility.
Weak early laning phase: Seraphine's laning phase can be challenging, especially against aggressive engage supports. She lacks strong early game damage and can be easily punished if she mispositions or misuses her abilities. Playing safe and focusing on farming and scaling is often the best strategy early on.
It's important to note that the effectiveness of Seraphine as a support can vary depending on the meta, team compositions, and individual skill. It's always recommended to adapt your playstyle and itemization based on the specific game circumstances.
Pros:
Strong utility: Seraphine brings a lot of utility to the team with her abilities. Her E, Beat Drop, can slow and root multiple enemies, while her ultimate, Encore, can charm and potentially stun multiple opponents. These crowd control abilities can be game-changing in team fights.
Healing and shielding: Seraphine's W, Surround Sound, allows her to heal and shield herself and an ally. This ability can provide sustain and protection in the laning phase and team fights.
Poke and waveclear: Seraphine's Q, High Note, is a long-range poke ability that can deal damage to multiple enemies. This allows her to poke down opponents and maintain lane pressure. Her passive, Stage Presence, also enhances her poke potential by granting bonus damage and range on her next basic attack after casting an ability.
Scalability: Seraphine scales well into the late game due to her ability to provide utility and damage. As the game progresses, her healing, shielding, and crowd control become even more impactful.
Cons:
Squishiness: Seraphine is a squishy champion with low base stats and limited mobility. She can be easily targeted and burst down by assassins or engage-focused champions. Positioning and map awareness are crucial to avoid getting caught out.
Reliance on team coordination: Seraphine's abilities are most effective when coordinated with her team. Landing a multi-person ultimate requires good communication and coordination. If your team is not on the same page, it can limit the effectiveness of her abilities.
Mana management: Seraphine has a relatively high mana cost on her abilities, especially in the early game. If not managed properly, she can run out of mana quickly, limiting her ability to poke, heal, and provide utility.
Weak early laning phase: Seraphine's laning phase can be challenging, especially against aggressive engage supports. She lacks strong early game damage and can be easily punished if she mispositions or misuses her abilities. Playing safe and focusing on farming and scaling is often the best strategy early on.
It's important to note that the effectiveness of Seraphine as a support can vary depending on the meta, team compositions, and individual skill. It's always recommended to adapt your playstyle and itemization based on the specific game circumstances.
Abilities
Seraphine's abilities focus on dealing damage, healing, shielding, and providing crowd control. Her passive enhances her abilities and basic attacks, granting additional range and damage. By effectively utilizing her Q and E abilities, managing her W healing and shielding, and timing her ultimate, Seraphine can greatly impact team fights and provide utility to her allies.
Runes
The best Keystone to run on Seraphine is Summon Aery. It synergizes well with Seraphine's poke and utility playstyle. It enhances her damage output and provides additional shielding for her allies when using abilities.
Manaflow Band is a must because it helps with Seraphine's mana problems. Transcendence is the best rune in this node because the ability haste is very useful with Seraphine's long CDs.
For the last rune it's either between Scorch and Gathering Storm. I think Scorch is fine if you know you can smash lane but Gathering Storm is usually more consistent.
For the Secondary Runes, Resolve is a must with this build so we can get the Font of Life synergy with Echoes of Helia. The reason why Seraphine support is back is because of this intereaction. Seraphine's E and R trigger Font of Life and after she gets Rylai's Crystal Scepter her Q can trigger the heal as well. The heal you provide your allies with Font, counts as a heal for Echoes of Helia. Its very important you take Font! The other rune you should take is Revitalize as it synergizes the best out of all the other runes.
Manaflow Band is a must because it helps with Seraphine's mana problems. Transcendence is the best rune in this node because the ability haste is very useful with Seraphine's long CDs.
For the last rune it's either between Scorch and Gathering Storm. I think Scorch is fine if you know you can smash lane but Gathering Storm is usually more consistent.
For the Secondary Runes, Resolve is a must with this build so we can get the Font of Life synergy with Echoes of Helia. The reason why Seraphine support is back is because of this intereaction. Seraphine's E and R trigger Font of Life and after she gets Rylai's Crystal Scepter her Q can trigger the heal as well. The heal you provide your allies with Font, counts as a heal for Echoes of Helia. Its very important you take Font! The other rune you should take is Revitalize as it synergizes the best out of all the other runes.
Items
The way this build works heavily revolves around Echoes of Helia, Rylai's Crystal Scepter, and Font of Life. Once you have these items, you provide so much utlity, healing, and damage that it doesn't even feel like you are playing support. Once you get these core items, you should build based on what would best benefit your team.
Imperial Mandate was moved down from a mythic to a legendary and this item is VERY strong after building the core items becuase every ability triggers it because of the Rylia's slow.
Ardent Censer or Staff of Flowing Water are good items to build if your team has a lot of auto attack based champs or lots of AP champs..
Mikael's Blessing is a nice buy if the enemy team has a lot of CC.
Imperial Mandate was moved down from a mythic to a legendary and this item is VERY strong after building the core items becuase every ability triggers it because of the Rylia's slow.
Ardent Censer or Staff of Flowing Water are good items to build if your team has a lot of auto attack based champs or lots of AP champs..
Mikael's Blessing is a nice buy if the enemy team has a lot of CC.
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