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Seraphine · Builds

Mage

Mage

Easy

Power Spike (Early, Mid, Late)

Playstyle

Damage Type

100% AP

0% AD

Top
Jungle
Mid
Bot
Support

Rank

34 / 47

Role

Support

Tier

Win Rate

48.6

%

Pick Rate

7.2

%

Ban Rate

11.3

%

Seraphine Build

Support  Patch 11.8

Most Popular

Win Rate 55.6% based on 837 matches

Import this build directly into your game client:

Mobalytics

Most Popular

Win Rate 55.6%

Recommended builds

Build
Win Rate
Mobalytics

Most Popular

55.6%
Mobalytics

Optional

51.2%

Matchup Specific

vs Champion
Win Rate

Thresh

57.7%

Lulu

57.5%

Senna

60.8%

Top Players
ALL

Player name
Win Rate
D

Damin Fy

0.0%
Runes
Resolve
Grasp of the Undying
Aftershock
Guardian
Demolish
Font of Life
Shield Bash
Conditioning
Second Wind
Bone Plating
Overgrowth
Revitalize
Unflinching
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

Starter ItemsTime Target

Spellthief's Edge
Health Potion
Health Potion
Stealth Ward

@ 13 sec

Early Items

Bandleglass Mirror
Control Ward
Boots

@ 6 min

Core Items

Moonstone Renewer
Ionian Boots of Lucidity
Staff of Flowing Water

@ 24 min

Full Build

Moonstone Renewer
Ionian Boots of Lucidity
Staff of Flowing Water
Chemtech Putrifier
Ardent Censer
Zhonya's Hourglass
Skill order

E

Q

W

Skills

High Note
Surround Sound
Beat Drop
Encore
1
E
2
Q
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
Redemption
Mikael's Blessing
Rylai's Crystal Scepter
Mejai's Soulstealer
Vigilant Wardstone
Void Staff
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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: 180 / 150 / 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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