Mobalytics

Seraphine · Builds

Mage

Mage

Easy

Power Spike (Early, Mid, Late)

Playstyle

Damage Type

100% AP

0% AD

Top
Jungle
Mid
Bot
Support

Rank

9 / 71

Role

Mid

Tier

Current tier

S

Win Rate

52.7

%

Pick Rate

1.1

%

Ban Rate

4.7

%

Seraphine Build

Mid  Patch 11.1

Most Popular

Win Rate 53.3% based on 1 203 matches

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Mobalytics

Win Rate 53.3%

Recommended builds
Build
Win Rate
Mobalytics

Most Popular

53.3%
Mobalytics

Highest Win Rate

57.6%
Matchup Specific
vs Champion
Win Rate

Yone

55.0%

Zed

55.9%

Yasuo

61.4%
Top Players
Player name
Win Rate
M

Miniduke

88.9%
M

Meavae

82.4%
E

Ekaos

42.9%
Runes
Sorcery
Summon Aery
Arcane Comet
Phase Rush
Nullifying Orb
Manaflow Band
Nimbus Cloak
Transcendence
Celerity
Absolute Focus
Scorch
Waterwalking
Gathering Storm
Inspiration
Hextech Flashtraption
Magical Footwear
Perfect Timing
Future's Market
Minion Dematerializer
Biscuit Delivery
Cosmic Insight
Approach Velocity
Time Warp Tonic
Spells

D

F

Items
Skill order

Q

E

W

Skills

High Note
Surround Sound
Beat Drop
Encore
1
Q
2
E
3
W
4
Q
5
Q
6
R
7
Q
8
E
9
Q
10
E
11
R
12
E
13
E
14
W
15
W
16
R
17
W
18
W
Situational Items
Archangel's Staff
Banshee's Veil
Mejai's Soulstealer
Void Staff
Cosmic Drive
Lich Bane
FiltersFilters
SectionsSections

Matchups Overview

General information

Skills
Stage Presence
Stage PresenceP

Every third basic ability (her Q W or E) Seraphine casts will echo which causes this ability to be used twice. Think of it like she’s sending two waves instead of one on every third cast.

Also, when she is near her allies and they use an ability, she gains a note. For each note, Seraphine’s attack range increases and deals additional damage. If she auto attacks, the note stack will be consumed.

High Note
High NoteQ
Cooldown: 10 / 8.75 / 7.5 / 6.25 / 5 secondsCost: 65 / 70 / 75 / 80 / 85 manaRange: 900

Seraphine throws out a pure note, dealing damage to targets hit. Think of this ability like Neeko’s Q. It has a sort of ripple effect like Neeko’s Q where the damage is dealt in the middle, and ripples outwards. Unlike Neeko’s Q that needs to hit a champion to proc twice, you can use it on anything and it will have this ripple effect.

Empowered: She throws her Q twice.

Surround Sound
Surround SoundW
Cooldown: 26 / 25 / 24 / 23 / 22 secondsCost: 50 / 70 / 90 / 110 / 130 manaRange: 800

Seraphine gains bonus movement speed and a shield. If she is around some allies, they will get a shield and extra movement speed.

If she already has a shield, she will provide them with a heal as well as a shield. Take note that the heal only comes in after a small delay.

Empowered: She gives her allies a shield and a heal.

Beat Drop
Beat DropE
Cooldown: 13 / 12 / 11 / 10 / 9 secondsCost: 60 / 70 / 80 / 90 / 100 manaRange: 1300

Seraphine unleashes a soundwave that deals damage and slows enemies hit. Enemies that are already slowed are rooted instead, and immobilized enemies get stunned.

Empowered: She throws out her musical note twice. If an enemy is hit twice, they’re rooted.

Encore
EncoreR
Cooldown: 160 / 140 / 120 secondsCost: 100 manaRange: 25000

Seraphine projects a captivating force that charms all enemies hit. Any champion including her allies become “part of the performance” and extend the range of this ability. Allied champions gain maximum notes too. Maximum notes is 4- each for one of their abilities, but you'll get 5 stacks as you'll use your Ultimate which gives you an additional stack.

Quick tips to play Seraphine

Try to look for fights in the jungle or around an objective. Getting your Ultimate EncoreR off on as many champions as possible will help your team win the fight.

The heal from your Surround SoundW doesn’t come into effect for a long time. Do not rely on it to save your life.

During the laning phase, avoid using your Surround SoundW unless you have to. It has an incredibly long cooldown and you’ll be vulnerable when it’s on cooldown.

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