See Seraphine's counters
Patch 26.18support

Seraphine Support Build & Guide — Patch 26.18

Seraphine

Tactical Dashboard

Difficulty
Damage
MAGIC
Class
Enchanter / Mage
Patch
26.18

Core Abilities

Stage Presence
Every third basic spell echoes and casts twice. Casting near allies stacks Notes, boosting Seraphine's next basic attack with bonus magic damage and range.
High Note
High Note
Ranged area-of-effect burst at a target spot. Damage scales with the enemy's missing health, so it punishes low-HP targets harder.
Surround Sound
Surround Sound
Shields and hastes Seraphine and nearby allies. If she is already shielded when cast, it also heals nearby allies after a short delay.
Beat Drop
Beat Drop
Linear skillshot that slows on hit, roots already-slowed targets, and stuns already-immobilized targets. Pairs with W slow or ally CC to lock a target down.
Encore
Encore
Global-range linear wave that charms enemies hit. Every champion struck (ally or enemy) extends the wave's range. Allies hit gain max Notes.

Skill Order

1
E
2
W
3
Q
4
E
5
E
6
R
7
E
8
Q
9
E
10
Q
11
R
12
Q
13
Q
14
W
15
W
16
R
17
W
18
W

Primary Combo

EQAAWR

Core Items

World Atlas
Ionian Boots of Lucidity
Moonstone Renewer
Ardent Censer
Redemption
Mikael's Blessing

Situational Items

Staff of Flowing Water
Staff of Flowing Water
with AP carries who scale with Ability Haste (Hwei, AP Ezreal): each shield grants you both 40 AP and 15 Ability Haste for 6 seconds.
Locket of the Iron Solari
Locket of the Iron Solari
vs heavy AOE burst (Yone R, Kennen R, Orianna R): instant team-wide shield blunts the wombo damage spike.
Banshee's Veil
Banshee's Veil
vs single-target magic CC (Ahri charm, Morgana Q, Lissandra R): spell shield blocks the lockdown on your R channel.
Morellonomicon
Morellonomicon
vs heal-stacking comps (Soraka mid, Vladimir, Dr. Mundo top): grievous wounds (reduces enemy healing) on every damaging spell.

Runes

Primary · Sorcery
Summon Aery
KeystoneSummon Aery
Manaflow Band
Manaflow Band
Transcendence
Transcendence
Scorch
Scorch
Secondary · Inspiration
Biscuit Delivery
Biscuit Delivery
Cosmic Insight
Cosmic Insight
Stat shards
Ability HasteAdaptive ForceHealth Scaling
Offense · Flex · Defense
Why these runes

Sorcery primary: Summon Aery rides every E, Q, and shield for free chip damage or extra shield value. Manaflow Band funds E and W spam in lane, Transcendence pushes Ability Haste so the W shield rotation comes back faster, Scorch closes poke trades sub-level 9.

Why secondary

Inspiration secondary: Biscuit Delivery covers Seraphine's mana hunger in early levels, and Cosmic Insight gives more frequent Flash and item active uses — Mikael's cleanse and Redemption land back online sooner.

When to switch secondary

If the enemy team stacks AOE burst (Yone R, Kennen R, Orianna R), swap Inspiration to Resolve with Bone Plating (early-trade damage cap) and Revitalize (+5% heal and shield power, and +10% on targets below 40% HP) for a heavier team-fight defensive profile.

Win Condition

Stack Notes by casting W or E near your AD carry, then trade with empowered autos and a Q execute on a low-HP target. In teamfights, lead with R for the charm setup, follow with E root and Q burst on the locked target.

Weakness

No dash and a slow E projectile. A hook or assassin who reaches her before W is ready deletes her instantly, and a missed E means she has no peel for the AD carry until the cooldown is back.

Overview

Seraphine is a hybrid enchanter-mage support: she shields and heals like an enchanter but pokes and bursts like a mage. Her kit revolves around Notes, the stacks her passive (Stage Presence) builds whenever she casts a spell near an ally. Every third basic spell echoes for a free second cast, and her auto-attacks gain bonus magic damage plus extra range per Note. High Note (Q) is an area burst that does more damage to low-HP targets. Surround Sound (W) shields nearby allies and adds a speed burst; if Seraphine is already shielded when cast, it also heals after a short delay. Beat Drop (E) slows on hit, roots already-slowed targets, and stuns already-immobilized ones — chain CC works automatically against any setup. Encore (R) is a global linear charm wave (a CC that walks the enemy toward you and prevents them from attacking or casting) that grows in range every time it hits a champion.

Her lane game plan is calm: keep Notes stacked, poke with empowered autos plus the occasional Q, save W for the moment a hook or all-in (full commitment trade ending in a kill or a flash) commits onto the AD carry (the bot-lane marksman who scales with items). In teamfights she is a back-line multiplier — R from across the map to set up a wombo (a coordinated combo where several abilities chain through a single CC).

Recommended Build

Starting items: World Atlas World Atlas (the support starter that quests into more gold income and ward charges) plus 2 Health Potions. Skip damage starters: Seraphine does not snowball off solo kills (a snowball is a small lead that grows into a bigger one — kill turns into gold turns into items turns into more kills), she scales off team-fight utility.

Core items (in order):

  1. World Atlas World Atlas — completes into a support legendary later. Stacks gold and ward charges automatically while you poke and peel.
  2. Ionian Boots of Lucidity Ionian Boots of Lucidity — Ability Haste so W shield, E root, and Summoner Spells come back faster; default boot for enchanters.
  3. Moonstone Renewer Moonstone Renewer — Starlit Grace chains each heal or shield to a second ally: 30% of the heal, 35% of the shield.
  4. Ardent Censer Ardent Censer — every shield you throw gives that ally bonus Attack Speed and on-hit magic damage. Best item next to a basic-attack-heavy AD carry like Jinx, Twitch, or Kog'Maw.
  5. Redemption Redemption — long-range AOE heal you can drop from across the map during a Drake or Baron contest. Pairs naturally with R from off-screen.
  6. Mikael's Blessing Mikael's Blessing — cleanses hard CC (stuns, roots, charms — the disables you cannot move out of) from an ally. Mandatory if the enemy has a single-target lockdown threat on your carry.

Situational items:

  • Staff of Flowing Water Staff of Flowing Water — with AP carries who scale with Ability Haste (Hwei mid, AP Ezreal bot). Every shield grants you both 40 Ability Power and 15 Ability Haste.
  • Locket of the Iron Solari Locket of the Iron Solari — vs heavy AOE burst (area-of-effect damage, like Yone R or Kennen R). Active gives an instant team-wide shield.
  • Banshee's Veil Banshee's Veil — vs single-target magic CC threats on you (Ahri charm, Morgana Q). The spell shield eats the one cast that would otherwise interrupt your Encore channel.
  • Morellonomicon Morellonomicon — into heal-stacking comps (Soraka mid, Vladimir, Dr. Mundo). Applies grievous wounds (a debuff that cuts enemy healing by 40%) on every damaging spell.

Boots: Ionian Boots of Lucidity Ionian Boots of Lucidity is the default. Mercury's Treads can replace them into a comp loaded with magic CC and tenacity-friendly debuffs.

Skill order: Max E first (slow duration and base damage scale per level — your only lockdown), Q second (poke and execute burst), W last. Take R at levels 6, 11, 16. Start E at level 1 to win the first all-in by slowing the engager into a root if your jungler ganks; then W at 2 for the shield plus haste on the AD carry, then Q at 3 for the first poke spike.

Runes: Primary Sorcery with Summon Aery (small damage and shield value tacked onto every spell), Manaflow Band (mana sustain so E and W are not rationed), Transcendence (Ability Haste on level-up — more W uptime in teamfights), Scorch (extra Q poke through level 9). Secondary Inspiration with Biscuit Delivery (free mana and HP biscuits in lane) and Cosmic Insight (Ability Haste on Summoner Spells, including Flash and Mikael's). Stat shards: Ability Haste, Adaptive Force, Health Scaling.

Pick into / Counterpicks

Draft-level matchups: when this pick shines and which champions are picked against it. Mechanical reasoning, not winrate.

Champions Seraphine beats

  • Immobile mage support without dash

    Sear (Q) is a skill-shot stun on Blaze-stacked targets and Pillar of Flame (W) only lands after a short delay. Surround Sound (W) shields the AD carry through the burst, and Beat Drop (E) slows Brand then roots him on the echoed cast, since he has no dash to leave the line.

    Brand
  • Hook support with single skill-shot engage

    Rocket Grab (Q) is a 1079-range skill-shot with a long animation telegraph and a 20s cooldown at rank 1. Surround Sound (W) at 800 range covers the ADC before the hook lands — the shield eats the pull damage and the speed pulls the ADC out before Power Fist (E) chains.

    Blitzcrank
  • Telegraphed engage support with a single dash

    Zenith Blade (E) is her only gap-closer outside flash and Solar Flare (R) has a delayed AOE telegraph. Beat Drop (E) fired on Leona's E startup slows her mid-dash, and the echoed second cast roots her: Surround Sound (W) hastes allies, it does not slow her for you.

    Leona
  • Mobile dive enchanter with single engage

    Grand Entrance (W) is a delayed knock-up dash with a clear telegraph and Battle Dance (E) needs an ally target. Beat Drop (E) catches Rakan in the post-landing animation, and its own slow turns into a root on the echoed cast, while Encore (R) charm stops The Quickness (R).

    Rakan
  • Reactive mage support with parry

    Rebuttal (W) reflects projectiles and grants her Move Speed, but it is brief and costs 38s at rank 1: wait it out and Beat Drop (E) slow into root lands anyway. Encore (R) charms her from across the map, so she cannot fire Golden Eclipse (R) on your Overwhelm stacks.

    Mel

Champions that beat Seraphine

  • Hook engager with chain CC follow-up

    Death Sentence (Q) lands outside Seraphine's 800 W range pre-6 and Seraphine has no dash to dodge. Flay (E) chain-knockback or Dark Passage (W) lantern bait pulls her into The Box (R) prison before Encore (R) is online to charm them off.

    Thresh
  • Enchanter with point-and-click disable

    Whimsy (W) polymorphs Seraphine mid Encore (R) channel — the ult cancels and the team loses the AOE charm. Help, Pix! (E) shields the ADC through High Note (Q) burst, and Glitterlance (Q) slow chains a Pix passive auto-attack chip from outside W range.

    Lulu
  • Aggressive lane bully with long-range poke

    Comet Spear (Q) outranges High Note (Q) and Shield Vault (W) stuns through Surround Sound (W) shield. Aegis Assault (E) blocks damage from the front during the Beat Drop (E) cast window, and Pantheon's Mortal Will passive empowers an instant kill on Seraphine pre-3.

    Pantheon
  • Roam-CC support with global stasis

    Cosmic Binding (Q) stuns Seraphine before Beat Drop (E) lands, and Tempered Fate (R) stasis cancels her Encore (R) mid-channel. Bard chimes give him a roam-speed advantage that lets him collect a level and item lead while Seraphine stays planted in lane.

    Bard
  • Cleanse-stack enchanter support

    Warm Hugs (E) shields against the High Note (Q) burst and Breath of Life (R) cleanses every soft CC effect — the slow that triggers Beat Drop (E) root and the charm from Encore (R). Cozy Campfire (W) attack range buff keeps the ADC out of Seraphine's poke range.

    Milio

Key matchups

  • Leona / Rakan: Hard engage supports. Save E for the moment they commit — Solar Flare or Grand Entrance startup is a long animation, and Beat Drop on the slow phase of your W will root them mid-dash. Hold R for the all-in follow-up if they Flash in.
  • Thresh / Nautilus: Hook supports with chain CC. Stand behind minions whenever you cross the river. Banshee's Veil Banshee's Veil earlier than usual if their hook is the only lockdown threat on the enemy team.
  • Brand / Xerath: Mage poke matchups. Use W on cooldown to absorb a Pillar of Flame or Arcanopulse hit, then Q them when they walk forward to last-hit a minion. Your E beats their range on the slow follow-up — they have no dash.
  • Soraka: Heal mirror. You out-burst her with the Q missing-health execute, she out-heals you on long trades. Force level-2 all-ins: E her into your AD carry's commit, Q her at low HP for the execute damage. Buy Morellonomicon Morellonomicon if she stays alive past minute 20.
  • Pyke: Roaming threat. Track him with vision in tri-bush and river entry; if he leaves bot lane, ping mid. His ulti Death from Below only executes targets under a HP threshold — shield the lowest-HP ally with W the instant his dagger lands.

Power spikes & win conditions

  • Level 2: With E at 1 and W at 2, you can shield-engage one short trade (a brief exchange of damage in lane, not a full all-in). Most lanes lose this trade because their level-2 spike (the moment a champion gains a sudden power boost) is weaker than yours plus an AD carry hasted by Surround Sound.
  • Level 6: First Encore unlocks. Any 2v2 attempt by the enemy is now winnable — ult into them, charm two for the duration, follow with E root on whoever is still moving, Q burst on the lowest target.
  • Moonstone Renewer Moonstone Renewer + Ardent Censer Ardent Censer (~ minute 16-20): This is the teamfight spike where you stop being a lane support and start being a team multiplier. Your AD carry's effective HP roughly doubles when you shield-spam through a fight, and Ardent on every shield boosts their DPS.
  • Three legendaries online (~ minute 25): With Mikael's Blessing Mikael's Blessing added, you cleanse the one CC ability that would otherwise delete your carry. From here, every Drake or Baron fight is a 5v4 if the enemy commits hard CC into your back line.

Common mistakes

  • Casting W on cooldown for no reason. Surround Sound is also your panic heal — but only if you are already shielded when you cast it. Burning it the moment it comes up means the double-cast heal is unavailable when the carry actually needs saving.
  • Throwing R for a kill. Encore is your team's best AOE setup tool. Every time you use it for a kill secure that the AD carry could have finished with Q burst, you have left your team without a fight-starter for the next two minutes.
  • Standing too far back in fights. Your passive Stage Presence stacks Notes only when allies are near you when you cast. Hugging max range means zero Notes on the auto-attack and no haste boost on the carry — sit second-line, closer than instinct tells you.
  • Missing E into stationary targets. Beat Drop is a slow projectile. Aim at where they will be, not where they are — especially against any champion with a dash you have already seen this fight.
  • Using R as poke from off-screen. Encore goes farther the more champions it hits — fire it without nearby allies to extend the range and it stops shortly into the lane.

Advanced tip

Practice the double-W rotation for the heal. Surround Sound only triggers the missing-health heal if Seraphine is already shielded when she casts it. The cleanest way to chain this: throw the first W on yourself a half-second before you walk into a 2v2, then cast a second W as the trade resolves — the second cast lands with you already shielded, so the heal portion fires on the AD carry automatically. Most low-rank Seraphines never realize the double-W rotation exists and miss 50% of her healing throughput in lane.

Past patches

No previous versions available.

Related support guides