A
Seraphine
Seraphine (Support)
6,390 matches ( Last 2 days )
8.3%
Popularity
51.9%
Winrate
1.4%
Ban Rate

Skill Orders

High Note
Q
Surround Sound
W
Beat Drop
E
Stage Presence
High Note
Q Q Q Q Q
Surround Sound
W W W W W
Beat Drop
E E E E E
Encore
R R R
Popularity: 23.5% - Winrate: 51.4%

Starting Build

Stealth Ward
World Atlas
Health Potionx2
Popularity: 77.2%
Winrate: 52.6%

Core Build

Bandleglass Mirror
Echoes of Helia
Whispering Circlet
Moonstone Renewer
Popularity: 15.6%
Winrate: 61.5%

Boots

Ionian Boots of Lucidity
Popularity: 85.5%
Winrate: 52.9%

Final Item Options

Dawncore
Rylai's Crystal Scepter
Rabadon's Deathcap

Counters...

Is countered by...

Recent changes

Patch 15.19
Seraphine
Seraphine is a very popular support and occasional mid laner, but is unfortunately quite weak where a lot of her players are, which is in lower MMR. As Seraphine is the deathball mage-enchanter, we don’t want to get rid of that strength, but we also want her to be more self-reliant (mid lane), less reliant on her teammates knowing how her abilities work (low MMR), and more useful to her team when performing mage-like duties, such as helping take down epic monsters.
Patch 15.5
Seraphine
Q maximum damage increased.
Seraphine is performing a bit worse than typical mage supports and is even underperforming by bot lane mage standards, so we're delivering a small boost to her most common skill order, which is maxing Q. As it's usually wrong to double-cast Q in fights for the bonus damage, we're making that a stronger option through her situational champion-specific damage.
Patch 14.22
Seraphine
Q damage decreased.
Seraphine has crept up a little too high in bot lane, so we're trying to deliver a nerf that we hope to be APC skewed while leaving support Seraphine less affected.
Patch 14.17
Seraphine
W Shield decreased and cooldown increased at higher ranks.
Seraphine has finally gone from rising star to superstar, which we’re super happy about! However, she’s quite overpowered as players have come to optimize her builds and ability orders. We hoped to give Seraphine players more options in their ability orders but right now the only option is, “always max W,” so we’re tapping down W’s rank-up power.
Patch 14.5
Seraphine
All abilities adjusted.
The vast majority of Seraphine's player base is in support, where she's currently critically weak. Typically, we'd just buff her, but she's also significantly overpowered as a bot lane AP carry, which means simpler tactics aren't available. So we're trying again to close the gap between these two roles while being mindful of what players find fun about her in each play style. For APC Seraphine, we're playing up her repeated damage. Q's missile speed and execute damage against champions has gone up and E is now worthy of maxing over W with a better AP ratio to boot. As compensation, she's losing a lot of power against minions and a bit of top-end ultimate power. For support Seraphine, we're embracing her various builds. There's a logical case for every conceivable skill order and we're trying to make those choices viable based upon what game you're facing: Want to be primarily about shielding? It should be equally viable to max Q or E instead. Want to cosplay as a full mage and just deal as much damage as possible? Go right ahead, we think that option should also be supported. We're also delivering some small support-skewed changes like shifting her mana toward regeneration, which synergizes with the support item, plus some base move speed, which is more important to a more roam-centric role.
Patch 13.22
Seraphine
Passive damage adjusted. Q cooldown increased at lower levels. W shield decreased.
Seraphine's changes last patch brought her up in all roles and has made W-max support Seraphine significantly stronger than it was before. However, because all of her roles went up, she's now a little too strong as a bot laner, which we'll be addressing in this patch. The passive is shifting to a higher base value with lower AP ratios, which should help mid and support while bringing bot lane more in line with her other roles. Reverting the Q cooldown buff from last patch and adding a W AP ratio nerf will end up lowering her power everywhere, but should disproportionately hit bot lane. We'll keep an eye on her performance in this patch and follow up where necessary to bring her various roles closer to parity.
Patch 13.21
Seraphine
Early mana regeneration buffed. Durability shifted from health to armor. Base ability values increased, AP ratios decreased. Cooldowns decreased.
Despite initially creating her as a mid laner, players have overwhelmingly spoken via Champion Select that they enjoy Seraphine Support as her primary playstyle, despite it not being very strong by the numbers. With her current tuning, we can't buff her, as bot lane AP carry Seraphine is about as strong as we’re comfortable with. This patch, we're attempting to bring AP carry, support, and mid Seraphine closer together in power. Our goal is to allow all her builds to be strong and express their strengths in different ways. As always, if we overshoot our changes, we’ll walk some back next patch. We've got a few changes here: First, we're aligning her base stats to those of other enchanters, which means having an early reliance on mana regeneration, which encourages her to pick up Spellthief's and other similar support items. By shifting her durability from health into armor, she synergizes better with her own shields and other enchanter items that Seraphine commonly buys like Echoes of Helia. Second, we're moving her power budget away from AP ratios and into base power. As supports get less gold than other roles, more reliable base damage tends to help them out a lot. By reducing her cooldowns, she’ll also apply enchanter items like Echoes of Helia and Ardent Censer more reliably. Third, we're re-allocating some power toward solo lane specific areas and away from grouped up power. Significantly buffing E's rank-up makes late levels grant more damage. W's heal, which not only heals each champion in the area, but ramps its heal based on the number of nearby champions, is receiving a nerf, which disproportionately affects lanes where she's grouped. The end result we’re aiming for is a Seraphine that is a strong support and bot laner with those as her primary roles since that's where most players want to play her. That said, we also have some changes aimed at retaining some of her mid-lane power for the small but dedicated player base that wants to continue to play her there.
Patch 12.14
Seraphine
W shield and heal AP scaling decreased.
Seraphine's taken center stage as a result of the Champion Durability Update and her recent buffs in 12.12. While she shines brightest as a bot carry, her mid and support performances are also extraordinary. In order to help tone her down we're reducing how effectively she can support allies when itemizing AP by decreasing her AP ratios.
Patch 12.12
Seraphine
E cooldown reduced early and no longer decreases with rank. Slow/stun duration increased.
Seraphine hasn't been making soundwaves, so we're boosting her CC to help her captivate her enemies.
Patch 12.5
Seraphine
W mana cost decreased late; cooldown increased early and decreased late; shield decreased and now scales with rank; ally shields now equal Seraphine's; heal scaling adjusted. E cooldown decreased early.
Seraphine's been enjoying the mid lane limelight, but it's clear that players want to share her stage in bot lane, too. We're introducing some buffs to her support kit without turning the volume up too high on her solo performances in mid.
Patch 11.19
Seraphine
R cooldown decreased.
Seraphine's been weak across the board, so we're giving her some more chances to make sick beats plays instead of just sitting backstage to scale.
Patch 11.14
Seraphine
Q damage increased.
The Songstress has been feeling out of tune in both support and mid, so we’re helping her practice her scales (damage scaling, you know?) on one of her more aggressive abilities.
Patch 11.11
Seraphine
W base self and ally shields increased.
We're buffing mid lane Seraphine's performance by making her shielding per level more powerful, especially at higher levels. This should continue empowering Seraphine as a solo star.
Patch 11.5
Seraphine
Passive subsequent note damage decay removed; Note damage from allies reduced. R cooldown increased.
Seraphine’s still all over our radars and radios, so we’re softening the blow from the Notes coming from allies, while turning up the power on her own Notes. This way, she can continue to be impactful on her own without over-amplifying through the strength of her fans.
Patch 11.3
Seraphine
Passive base note damage decreased. W shield decreased.
Seraphine is often front and center, and with her strong stage presence in mid lane (and other roles), she's in need of some tuning down.

Runes

Summon Aery
Arcane Comet
Phase Rush
Axiom Arcanist
Manaflow Band
Nimbus Cloak
Transcendence
Celerity
Absolute Focus
Scorch
Waterwalking
Gathering Storm
Demolish
Font of Life
Shield Bash
Conditioning
Second Wind
Bone Plating
Overgrowth
Revitalize
Unflinching
+9 Adaptive Force
+10% Attack Speed
+8 Ability Haste
+9 Adaptive Force
+2.5% Move Speed
+10-180 Health (based on level)
+65 Health
+15% Tenacity and Slow Resist
+10-180 Health (based on level)
Popularity: 36.6% - Winrate: 52.7%