Seraphine: The Starry-Eyed Songstress

Seraphine is a Bottom/Support champion released on October 29, 2020. Classified as Burst and Enchanter (legacy: Support, Mage), she plays both roles effectively. She is Ranged with 525 attack range, adaptive type Magic, using Mana. Missile speed: 1800. Base MS: 330.

Last changed patch V26.03. Store price: 1575 BE / 790 RP. Seraphine’s defining mechanic is the Echo passive – every ability cast generates 1 Echo stack (max 2), and at 2 stacks the next ability fires an additional time for 1 Mana, consuming all stacks. This makes her effective ability cast rate significantly higher than her cooldowns suggest: a 6-second Q becomes a double-cast Q every other rotation. Managing Echo stacks to align double-casts with the highest-value abilities (E for CC, R for engage) is the primary skill expression of the champion.

📊 Base Statistics

StatisticBase ValueMax Value (lvl 20)
HP5702438.18
Mana (MP)3601146.6
HP56.518.3
MP511.530.18
Armor (AR)26108.59
Attack Damage (AD)50109
Magic Resist (MR)3055.56
Movement Speed (MS)330330 + W bonus
Attack Range525 (Ranged)525 (fixed)
Missile Speed1800
Base AS0.669 (AS ratio 0.625)Bonus AS: 0–39.33%
Crit. DMG200%200%

💡 Key Note: Seraphine’s base stats are solidly in the support mage range – moderate HP (570), decent armor scaling (26 → 108), and low MS (330). Her 525 attack range is above-average for a mage, allowing safer Q pokes from distance. The critical statistic for Seraphine is not any single number but the Echo passive multiplier – her effective ability output per minute is approximately 50% higher than her cooldowns suggest because every other cast is free and near-instant.

Passive: Stage Presence – Echo and Harmony

Echo – Double Cast Mechanic

INNATE – ECHO: Seraphine’s basic ability casts each generate a stack of Echo, stacking up to 2 times. At 2 stacks, Seraphine’s next basic ability casts an additional time for 1 Mana after a 0.033-second delay, consuming all Echo stacks. Seraphine gains maximum stacks of Echo when the game starts and upon respawning.

ScenarioEcho Behavior
Game start / respawn2 Echo stacks pre-loaded – first ability cast is immediately doubled
0 stacks → cast any abilityGenerates 1 Echo stack
1 stack → cast any abilityGenerates 2nd Echo stack
2 stacks → cast any abilityAbility fires TWICE (second cast costs 1 Mana, 0.033s delay), stacks consumed
Double-cast priorityBest used on E (double root/stun) or R (extended range via champion bounces)

💡 Echo Stack Management – The Core Skill: Seraphine starts every game and every respawn with 2 Echo stacks, meaning the first ability cast of every life is always a double-cast. In lane, this guarantees a double Q poke or double W shield the moment Seraphine arrives. In teamfights after a death, respawning with 2 stacks means the first engage ability (E or R) hits twice. Deliberately saving 2 stacks for the highest-value ability in each fight situation – double E root in a gank, double R charm in a teamfight engage – is the primary mechanical expression of the champion.

Harmony – Note System and Empowered Auto

INNATE – HARMONY: Seraphine’s ability casts grant a Note to herself and nearby allied champions that lasts 6 seconds, refreshing on subsequent Notes and stacking up to 4 times on each unit. While any Notes are active, Seraphine’s next basic attack is empowered to have an uncancellable windup, gain 25 bonus attack range per Note, and fire all Notes at the target, with each one dealing 4–27.47 (based on level)(+4% AP) magic damage, reduced by 75% for Notes from allies.

Notes ActiveBonus Attack RangeDamage per Seraphine’s own NotesNotes from Allies (75% reduced)
1 Note+25 range (550 total)4–27.47 (+4% AP)~1–6.87 (+1% AP) each
2 Notes+50 range (575 total)8–55 (+8% AP) combinedVaries per ally Notes
4 Notes (max)+100 range (625 total)16–110 (+16% AP) combinedUp to 75% reduced per ally Note

💡 Harmony in Teamfights: The Note system grants bonus attack range to Seraphine’s empowered auto based on stacked Notes across her and allies. At 4 Notes from allies (generated through Encore R hits granting 4 Notes or accumulated ability casts), Seraphine’s empowered auto fires at 625 range – safely above most ADC ranges for a single auto proc. The uncancellable windup ensures the Note dump always connects. In practice, use the empowered auto after E lands or R charms the target, while they’re CC’d and can’t dodge the extended-range attack.

Q: High Note

Cost: 60/70/80/90/100 Mana  |  CD: 8/7.5/7/6.5/6 sec  |  Cast Time: 0.25  |  Target Range: 900  |  Effect Radius: 350  |  Speed: 1300/875

ACTIVE: Seraphine hurls a soundwave to the target location that upon arrival expands in a radius over 0.4 seconds, dealing magic damage to enemies within the area. Against champions and monsters, the damage is increased by 0%–75% based on the target’s missing health.

ParameterBase DamageMaximum Enhanced Damage (at 100% missing HP)
Q rank 160 (+50% AP)105 (+87.5% AP)
Q rank 285 (+50% AP)148.75 (+87.5% AP)
Q rank 3110 (+50% AP)192.5 (+87.5% AP)
Q rank 4135 (+50% AP)236.25 (+87.5% AP)
Q rank 5160 (+50% AP)280 (+87.5% AP)

💡 Q as Execute Tool: High Note’s 0%–75% bonus damage at 100% missing health converts it into a powerful execute at low HP. At rank 5 with 400 AP: base damage 360 + at 100% missing health ×1.75 = 630 magic damage from a single Q cast. With Echo double-cast at 2 stacks: two Q casts for 1260 combined magic damage. This is Seraphine’s primary kill-confirmation tool on low-HP champions who have escaped the initial CC chain.

⚠️ Q Expansion Delay: High Note travels to the target location and then expands over 0.4 seconds after arrival. This means there is a travel time plus a 0.4-second expansion window before damage applies. Against highly mobile champions who can react to the visual, the expansion window allows dodging. Aim Q slightly ahead of moving targets or use E to root them first before Q expansion arrives.

W: Surround Sound

Cost: 70/75/80/85/90 Mana  |  CD: 22 sec  |  Cast Time: 0.25  |  Effect Radius: 800

ACTIVE: Seraphine grants a shield to herself and nearby allied champions for 2.5 seconds. For the same duration, she also gains 20% (+2% per 100 AP) decaying bonus movement speed and grants other allies 8% (+0.8% per 100 AP) bonus movement speed. If Seraphine already had a shield at the time of cast, Surround Sound will pulse after the duration, healing herself and nearby allied champions for 8/10/12/14/16% of the target’s missing health. Surround Sound’s shield and bonus movement speed can stack up to 2 times. Seraphine can move during Surround Sound’s cast time.

ParameterValue
Shield Strength60/80/100/120/140 (+20% AP)
Shield Duration2.5 seconds
Seraphine MS Bonus20% (+2% per 100 AP) decaying
Ally MS Bonus8% (+0.8% per 100 AP)
Heal TriggerSeraphine must already have a shield when W is cast
Heal Amount8/10/12/14/16% of each ally’s missing health
W StackingShield and MS bonus stack up to 2 times (double W from Echo)

💡 Pro Tip – Double W Heal Combo: Surround Sound’s heal requires Seraphine to already have a shield when W is cast. With Echo at 2 stacks, double-casting W generates this automatically: the first W gives a shield0.033 seconds later, the Echo second W casts while Seraphine has the shield from the first → second W triggers the missing health heal. A single button press at 2 Echo stacks provides both the shield AND the heal in the same cast window. This is the highest single-ability utility output in Seraphine’s kit and the main reason to save 2 Echo stacks for W in combat rather than other abilities.

⚠️ W Heal Requires Prior Shield: If Seraphine has no shield (from items, runes, or a prior W cast), activating W only provides the shield without the heal. Against heavy poke lanes, Seraphine may enter fights shield-less if the shield expired between trades. Track shield duration (2.5 seconds) and use W again before the shield expires in extended fights to chain into the heal on the second cast.

E: Beat Drop

Cost: 60 Mana  |  CD: 11/10.5/10/9.5/9 sec  |  Cast Time: 0.25  |  Target Range: 1300  |  Width: 140  |  Speed: 1200

ACTIVE: Seraphine fires a heavy soundwave in the target direction that deals magic damage to enemies hit, reduced to 70% against minions, and slows them by 99% for a few seconds.

CC ESCALATION:

  • Enemies that are already slowed are also rooted for the same duration
  • Enemies that are immobilized or grounded are also stunned for the same duration
ParameterValue
Magic Damage70/100/130/160/190 (+50% AP)
Slow Amount99% (effectively complete stop)
Disable Duration1.1/1.2/1.3/1.4/1.5 seconds
On already-slowed targetRoot (cannot move) for same duration
On immobilized/grounded targetStun for same duration
Range1300 units

💡 Three-Tier CC Escalation – The Most Important E Mechanic: Beat Drop is one of the most sophisticated single-ability CC tools in the game:

  • E on a moving target: 99% slow – functionally stops them in place without technically rooting
  • E on a previously slowed target (second E via Echo, or another slow source): Full root – zero movement possible
  • E on a rooted/stunned/grounded/immobilized target (from R charm, another champion’s CC): Full stun – cannot cast or move

💡 Optimal E Usage Patterns: 

  • Solo: Double E via Echo (2 stacks) → first E slow → 0.033s later second E lands → target is already slowed by first → second E roots the target. One button press = root.
  • With Encore R: R charms target (counts as immobilized) → E hits → stun. R into E is Seraphine’s highest CC chain.
  • With ally CC: Any allied CC (hook, stun, slow) → E → escalated CC. Coordinate with the support for chain CC combos.

⚠️ Skillshot Width Warning: Beat Drop’s 140-unit width is relatively narrow for a 1300-range ability. At maximum range, a slight sidestep avoids it entirely. Against champions who consistently dodge E, use R charm first to force them stationary before firing E. The double-cast via Echo also helps – two E projectiles in 0.033-second succession are harder to dodge than a single one.

R: Encore (Ultimate)

Cost: 100 Mana  |  CD: 160/140/120 sec  |  Cast Time: 0.5/0.5  |  Target Range: 1300  |  Width: 320  |  Speed: 1600

ACTIVE: Seraphine projects a captivating force in the target direction that deals magic damage to enemies hit, charms them, during which they are revealed and slowed by 40% for a duration, increasing by 15% every 0.25 seconds over the duration up to 99%.

ENCORE’S PROJECTILE RESETS ITS REMAINING TRAVEL DISTANCE whenever it hits an allied or enemy champion, excluding Seraphine. Allied champions hit gain 4 Notes.

ParameterValue
Magic Damage150/200/250 (+40% AP)
Charm Duration1.25/1.5/1.75 seconds
Slow40% initial, +15% every 0.25 seconds (ramps to 99%)
Reveal DurationFull charm duration
Projectile ResetTravel distance resets on each champion hit (ally OR enemy)
Allied Champion Effect+4 Notes granted to each ally hit
Range Extension1300 range per champion bounce (unlimited bounces)

💡 The Champion Bounce Mechanic – Why R’s Range is Effectively Unlimited: Encore’s most unique property is that hitting any champion resets the projectile’s remaining travel distance to its full 1300 range. This means: Seraphine fires R toward ally A at 400 units → ally A is hit (travel distance resets to 1300) → R continues and hits enemy B at 600 units → travel distance resets again to 1300 → continues to hit ally C → and so on. A fully extended Encore can reach across the entire map in a clustered teamfight, charming every enemy champion caught in its path while granting 4 Notes to every ally hit.

💡 Pro Tip – Use Allies as Range Extenders: Deliberately aim Encore through allied champions standing between Seraphine and the enemy target. Each ally bounce extends R by 1300 units. In a lane where the allied ADC stands 500 units in front of Seraphine, aiming R through them reaches the enemy at 1800 effective range instead of 1300. Position allies as stepping stones for R range extension in coordinated fights.

⚠️ Encore vs. Hard Engage Timing: Encore’s 0.5-second cast time is one of the longer cast times on an engage ultimate. It can be interrupted by CC during the cast. Against diving champions who apply CC before Seraphine can complete the R cast, R loses its value. Cast R before the dive reaches Seraphine, or use W’s movement speed boost to create distance before committing to the R cast.

⚡ Echo Double-Cast Priority Guide

Not all abilities benefit equally from Echo double-cast. Prioritize 2-stack Echo usage in this order:

PriorityAbilityWhy Double-Cast?Result
1st (Best)E: Beat DropFirst E slows → second E roots (0.033s later)Guaranteed root with one button press
2ndW: Surround SoundFirst W shields → second W heals (shield already active)Shield + missing health heal simultaneously
3rdR: EncoreEach R cast bounces independently, charming each bounceDoubled CC range, more ally Note grants
4thQ: High NoteDouble execute poke on low-HP targetsUp to 1260 magic damage per double Q at 400 AP

🎯 Strategies and Gameplay Tips

Early Game (Levels 1–6)

  • Respawn 2 Echo Stacks = Free Double Poke: Every time Seraphine arrives in lane at the start of the game, she has 2 Echo stacks. Open every laning phase with a double Q poke immediately. Against melee supports who try to trade at level 1, the double Q is a full poke cycle before they can return damage. This advantage is consistent and predictable – plan the first trade around it every time.
  • W Shield Before E Root for Heal: In early skirmishes, cast W first to generate the shield, then E when the target is within range. If using double E (Echo on E), the first E doesn’t need prior setup for the root – but using W → E means Seraphine has shield AND the subsequent double E root while shielded.
  • Beat Drop Range vs. Width: At 1300 range, E reaches across most of the bot lane. At level 1 with a hook support (Nautilus, Thresh), the combination of hook (immobilized) + Seraphine E = stun rather than a slow. Position to have E angles toward the enemy carry immediately after hook lands. This 2-hit stun at level 1 creates first-blood pressure unavailable to most bot lane pairings.

Mid Game (Levels 7–13)

  • Encore Range Through Allied Laners: In mid-game skirmishes near objectives, Seraphine’s R can be aimed through the midlaner or jungler arriving to fight, extending R by 1300 units through each ally bounce before reaching the enemy team. A 3-person ally cluster between Seraphine and the enemy means R travels 1300 × 4 potential bounces = up to 5200 effective range. Position behind allies and aim R through them into enemy backline.
  • W Double-Stack for Healing: In sustained fights around objectives, use W at 2 Echo stacks to generate both the shield and the missing health heal in one cast. At rank 3, W heals 12% of missing health per ally. Against 4 allies at 50% HP (1500 missing HP each), this is 180 HP healed per ally = 720 total healing distributed from one button press. Prioritize W double-cast after allies have taken significant damage rather than preemptively shielding at full HP.
  • Beat Drop Double-Cast for Guaranteed Root: In ganks with the jungler, the standard setup is Seraphine E (double-cast via Echo): first E slows → second E roots → jungler follow-up damage during root. This requires no support CC ally to generate a 1.5-second root at rank 5. Communicate the root timing to the jungler: the root lands 0.033 seconds after the first E, so follow-up damage should start immediately after the first E lands, not after waiting to see if the root connects.

Late Game (Level 14+)

  • Encore as Teamfight Opener: The highest-impact Seraphine R usage is a long-range Encore through an ally cluster aimed at the enemy backline. At rank 3 with 400 AP, each Encore hit deals 350 magic damage and charms for 1.75 seconds. Hitting 3–4 enemies with one R (through bounce resets) deals 1050–1400 magic damage and charms the entire enemy team simultaneously. Follow with double E (Echo) for mass stun on charmed targets.
  • High Note Execute Timing: At full AP build, High Note’s execute scaling (up to 280 + 350 AP scaling = 630 damage at 700 AP on a 0 HP target) exceeds most burst mage ultimates as a cleanup tool. After R charm + E stun depletes enemy HP, double Q via Echo (1260 damage combined) finishes targets that otherwise survive the CC chain.
  • Harmony Note Accumulation: In long teamfights, allies accumulate Notes through repeated Seraphine ability casts. Encore R grants 4 Notes instantly to every ally hit. With 4 Notes stacked on an ally ADC, Seraphine’s empowered auto fires at 625 range – the highest Seraphine basic attack range. Time the empowered auto for after R charm or E root lands when the target is stationary and the extended-range hit is guaranteed.

⚔️ Core Combo Guide

  1. Lane Trade Double E Root: Build 2 Echo stacks (2 ability casts) → E (double-cast): first E 99% slow → 0.033s later second E → root for 1.1–1.5s → Q during root for enhanced damage → ally follow-up
  2. W Heal Combo: Build 2 Echo stacks → W (double-cast): first W shields → second W 0.033s later heals missing health (shield already active) → E for CC → Q execute on low-HP target
  3. R Engage into Mass CC: Position behind allied champions → R (aim through allies to extend range) → allies hit gain 4 Notes + R charms enemies → immediately E on charmed (immobilized) targets → stun → Q execute double-cast
  4. Gank Support CC Chain: Ally CC lands (hook/stun) → Seraphine E on immobilized target (stun escalation) → W double-cast (shield + heal) → Q double-cast for damage

❌ Common Mistakes and How to Avoid Them

  • Wasting 2 Echo Stacks on Q Poke: Q double-cast is situationally good for execute range but is the lowest priority use of 2 Echo stacks in most situations. Against healthy opponents with full HP, double Q deals damage but provides no CC. Save 2 stacks for double E root or double W heal. Use Q at 0 or 1 Echo stack as general damage output.
  • Not Using W’s Healing Trigger: Many Seraphine players use W as a simple shield without understanding the double-cast heal. Always build 2 Echo stacks before W in extended fights to access the missing-health heal component. W as a single cast is good; W as a double-cast at 2 stacks is one of the strongest single-button heal+shield combos in the support role.
  • Firing R Without Allied Champions in Path: Encore’s range reset only activates on champion bounces. Firing R in an open lane with no allies between Seraphine and the enemy means R travels only 1300 units without resets. Always position allied champions between Seraphine and the intended target to chain bounces and extend R’s effective range.
  • E Without CC Setup Against Mobile Targets: Beat Drop is 140 units wide over 1300 range. Highly mobile champions (Ezreal, Zed, Ahri) dodge single E casts reliably. Always double-cast E via Echo against mobile targets – the 0.033-second delay between two E shots creates an overlapping slow window that eliminates the dodge window.
  • Forgetting Seraphine’s Game-Start Echo Stacks: Seraphine enters the game at level 1 with 2 Echo stacks. The first ability cast of the game is a free double-cast. Many players forget this and use a non-priority ability at stack 0. Plan the first ability used in the game – always make the game-start double-cast count toward the highest-value first interaction.

⚙️ Recommended Build and Itemization

Support Build

  • Shurelya’s Battlesong: Active movement speed amplifies W’s movement speed bonus on top of the active, creating a brief window of extreme engage or disengage mobility. Healing and shielding power amplifies W’s shield strength and heal amount simultaneously.
  • Moonstone Renewer: Heals lowest-HP ally per ability cast. Seraphine’s frequent ability output (Q, W, E, auto with Notes) generates constant Moonstone procs. In teamfights, the heal distribution runs in parallel with W’s heal and Q’s poke, providing layered healing across the team every few seconds.
  • Redemption: Zone heal that combos with Seraphine’s R range extension – cast Redemption on a distant fight location while using R to shield and CC in the same fight. Both abilities have delayed activation windows that can be coordinated for simultaneous impact.

Carry/Mid AP Build

  • Luden’s Tempest: Poke amplification for AP Seraphine in Mid lane. Luden’s passive adds bonus magic damage on every ability hit above a cooldown, which in Seraphine’s kit means every Q poke and every E hit procs the passive. The magic penetration from Tempest makes Q’s execute scaling more reliable against magic-resist stacking enemies.
  • Shadowflame: Magic penetration against shielded targets. In double-carry compositions where both Seraphine and an ADC deal damage, Shadowflame reduces shield mitigation on all Seraphine damage during R charm or E stun windows.
  • Rabadon’s Deathcap: AP amplification at third or fourth item once AP base is established. At 400 AP, Q’s execute at full missing health reaches 280 × 1.75 = 490 base damage plus scaling per cast – double Q (Echo) = 980 total execute damage. Deathcap’s multiplier on a high AP base makes Q a reliable cleanup tool.

⚔️ Counter Picks & Matchups

✅ Seraphine Counters

1. Lux – Lux’s kit relies on single-target projectiles at range. Seraphine’s W movement speed dodges Lux Q more reliably than most enchanters can. Seraphine’s R charm through Lux’s positioned ally range extenders can reach Lux safely positioned behind the wave.

2. Zyra – Plant-based poke pattern is denied by Seraphine’s W shield absorption. Seraphine’s E 1300-range beat drop outranges Zyra’s effective plant positioning zone. Double E root in lane outpaces Zyra’s own CC setup time.

3. Sona – Both are enchanter mages but Seraphine’s E range (1300) consistently outranges Sona’s effective poke distance. Seraphine’s R charm stops Sona’s Crescendo (R) channeling if R lands first. The Echo double-W heal in sustained trades outpaces Sona’s sustained healing pattern.

❌ Seraphine is Countered By

1. Yasuo – Wind Wall blocks Q, E, and R projectiles. Against Yasuo, Seraphine’s primary damage (Q), CC (E), and engage (R) are all completely negated by a single Wind Wall placement. Seraphine’s empowered auto Notes are non-projectile but provide no CC. Wind Wall is the hardest counter in the game to Seraphine’s entire kit.

2. Soraka – Soraka’s team-wide healing sustain directly counteracts Seraphine’s poke pattern. Q execute relies on targets being at low HP; Soraka prevents targets from staying at low HP. Soraka’s Equinox silence zone at 900 range prevents Seraphine from casting W or E during the silence, removing the CC and heal chain.

3. Morgana – Black Shield absorbs Seraphine’s entire CC chain. E slow, root, and R charm are all spell effects blocked by Black Shield. Seraphine’s CC is magic-type CC; Morgana’s Black Shield specifically counters magic CC. Against Morgana, the only CC that applies is physical or unstoppable effects, which Seraphine has none of.

FAQ

Q: How does Echo double-cast work with Encore (R)?

A: If Seraphine has 2 Echo stacks when casting R, Encore fires a second time 0.033 seconds later for 1 Mana. Each R cast independently bounces off champions and resets its travel distance. Two R casts with separate bounce chains can charm different groups of enemies in two overlapping paths. This is Seraphine’s highest CC output window when used in teamfights.

Q: What triggers the W heal?

A: W heals only if Seraphine has an active shield when W is cast. The shield source doesn’t matter – it can be from a previous W cast, an item (Shurelya’s, Immortal Shieldbow), a rune, or an ally ability (Karma, Lulu). The most reliable trigger is double-casting W via Echo: first W gives the shield → second W cast 0.033 seconds later = Seraphine has the shield from the first cast → heal activates.

Q: Does Beat Drop’s stun require Seraphine’s own CC?

A: No. Beat Drop escalates based on the target’s current CC state from any source. If an ally Nautilus has rooted the target (immobilized), Seraphine’s E on that target applies a stun without Seraphine needing to have applied any prior CC herself. Any source of slow allows E to root; any source of immobilize/ground allows E to stun.

Q: Is Seraphine good as an ADC carry or only as Support?

A: Both are effective but serve different team compositions. AP carry Seraphine (mid or ADC with AP items) contributes significant damage through Q execute scaling and double-E root CC into burst. Support Seraphine focuses on W double-heal, R engage extension, and ally Note accumulation while the ADC carries. In solo queue, either is viable – support Seraphine has more impact through R range extension mechanics; carry Seraphine has more personal agency.

Q: How many champions can Encore hit in a teamfight?A: Theoretically unlimited – every champion hit (ally or enemy) resets R’s travel distance. In a 5v5 with 9 other champions between the firing angle and maximum map range, Encore can bounce through all of them. In practice, the enemy team’s positioning determines bounces: a clustered 5-man teamfight where Seraphine fires through 2 allied frontliners into 4 enemies = 6 bounces with damage and charm on each enemy hit.

Champions

Hodnocení čtenářů

Zatím bez hodnocení
Ohodnoťte tento obsah:

Vaše emailová adresa nebude zveřejněna.