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Seraphine
Champion Guide

Seraphine Guide

Mid

Seraphine is a long-range control mage with strong teamfight utility. Stage Presence makes every third basic ability echo for a free second cast, and her abilities give Notes to nearby allies that power up her next attack. High Note deals more damage to enemies missing health, Surround Sound shields and speeds up her and nearby allies (and heals them if they are already shielded), Beat Drop slows enemies and roots those already slowed, and Encore sends out a wave that charms enemies and extends through every champion it hits. She is safe in lane, strong with her team and can turn a teamfight with one Encore.

Recommended Setup

Our recommended Seraphine build

Our recommended runes, summoner spells and items. Compare build win rates on the stats page.

Items

Starting Items

Item 3070
Item 2003

Core Items

Item 3020
Item 3003
Item 6653
Item 3116

Situational Items

Item 6616
Item 3089
Item 3165
Item 3157
Item 6655
Item 3102
Item 4628
Item 3137
Item 4629
Item 6620
Item 3158
Item 3111

Start Tear of the Goddess and a Health Potion. The core path is Tear of the Goddess, Sorcerer's Shoes, Archangel's Staff, which becomes Seraph's Embrace, then Liandry's Torment and Rylai's Crystal Scepter; Staff of Flowing Water and Rabadon's Deathcap complete the build. Rylai's slow makes Beat Drop root much more reliably, and Liandry's Torment is great against health stackers. Morellonomicon counters heavy healing, Zhonya's Hourglass and Banshee's Veil protect against assassins and pick tools, Luden's Echo suits an aggressive burst style, Horizon Focus boosts poke, and Cryptbloom adds penetration and team healing. Take Ionian Boots of Lucidity if you lack cooldown reduction, or Mercury's Treads when needed. An enchanter version for the bot lane builds Archangel's Staff, Mercury's Treads, Cosmic Drive, Staff of Flowing Water and Echoes of Helia with Jack of all Trades for constant Surround Sound shields. Run Summon Aery with Manaflow Band, Transcendence and Scorch, plus Cosmic Insight and Magical Footwear; Arcane Comet with Gathering Storm or a Glacial Augment page are alternatives. Take Flash with Ignite for early aggression, Teleport for pressure lanes, Barrier against diving junglers or Exhaust against assassins. Max Q, then E, then W.

Runes

Primary Tree
Summon Aery
Arcane Comet
Stormraider's Surge
Deathfire Touch
Nullifying Orb
Manaflow Band
Nimbus Cloak
Transcendence
Celerity
Absolute Focus
Scorch
Waterwalking
Gathering Storm
Secondary Tree
Hextech Flashtraption
Magical Footwear
Cash Back
Triple Tonic
Time Warp Tonic
Biscuit Delivery
Cosmic Insight
Approach Velocity
Jack Of All Trades

Summoner Spells

Flash
+
Ignite

Skill Max Order

High Note Q
Beat Drop E
Surround Sound W

Strengths

  • Long-range poke and wave clear, with a relatively safe lane thanks to Surround Sound.
  • Encore can charm a whole team, especially when allies extend it.
  • Strong teamfight utility with shields, heals and crowd control.

Weaknesses

  • Immobile, with no dashes or escapes.
  • Surround Sound's long early cooldown leaves her exposed to ganks.
  • Her crowd control is strongest when allies set it up with slows or roots.

Laning Phase

Play aggressively into melee laners and champions you outrange: your Notes empower your attacks, so a High Note into an attack chunks the enemy, especially with the free second cast from Stage Presence. Surround Sound's shield and speed make your lane relatively safe, but its early cooldown is long and you have no escape, so ward and watch the minimap; burning Flash and still dying puts you far behind. Use High Note's echo to push waves and turn priority into dragon, Rift Herald or tower pressure.

Mid & Late Game

In the mid and late game, push lanes and look for roams, objectives and kills, ideally with teammates whose crowd control sets up your stronger crowd control. In teamfights stay at the back, protect your team with Surround Sound, hit enemies with High Note and send Encore through as many champions as possible. Track your Stage Presence echo to choose between a double shield, a double High Note or a guaranteed root, and turn picks into objectives such as the Rift Herald.

Key Tips

  • Every third basic ability echoes, so plan which spell gets the free second cast.
  • Beat Drop roots enemies who are already slowed and stuns those already immobilized.
  • Encore extends each time it passes through a champion, including your allies.
  • Surround Sound heals allies who are already shielded, so time it after another shield.