LiveUpdated 1 hour ago26.22
Support

Seraphine Build 26.22

B

Seraphine plays like a mage and an enchanter at once, and the trick is her passive. Every third cast Echoes for free, so she times her rotation to double up a High Note or the Surround Sound heal exactly when it counts. Playable but nothing scary at 49.8% and on the way down, her real payoff is Encore, a charm that grows wider as it passes through each teammate before reaching the enemy. Land that in a grouped fight and everything else falls into place.

#41 of 103 support this patch · 5.0k games
Win rate49.8%−0.2Games5.0kPick rate6.4%Ban rate4.1%Last 8 patches+0.1 since 26.15Damage profilei
AP
AP 87%AD 11%True 2%
DifficultyiLowForgiving
ModernARAMCounter

When Is Seraphine Strongest?

The mid-game item window is the high point of the curve, and games at this rank average around 29 minutes. Seraphine wants that window with her items online, since her fights hinge on landing the wide charm through a grouped enemy team and following it with layered poke, shields, and slows.

Game timeline · Seraphine drag or hover to scrub · space plays · ←/→ step
your power minute by minute · gold = item spikes · small = components · dashed = objectives
Camps1:30Drake / Grubs5:00Herald14:00Baron20:00Avg end28:46
Ambush zone5:36–7:06 Power spike 14:27
13:0914:2713:0925:13
0:00 10:00 20:00 30:00 40:00
At 12:00
Power 53/100 · Even
Core 0/3 items
Gold ~3.8k
Phase Lvl-6 window
Next spike Ionian Boots of Lucidity · 13:09

Seraphine Item Build

Seraphine is a control mage who echoes every third spell for a free second cast, so the build stacks ability power, ability haste, and mana to keep her damage, shields, and slows chained together. The items amplify both her poke and the team-wide utility she brings to a fight.

Standard loadout · Seraphine The consensus path — reliable spikes, no dead time.
Starting items 100g Health Potion×2Stealth Ward×1 Core path · click an item for its recipe ››› Boots Ionian Boots of Lucidity96% · 50.9%Sorcerer's Shoes4% · 42.9%
Situational items pick an opponent in the bar above — the right swaps light up
vision controlbuy this gameFights are decided a minute earlier by the team that sees first.SStealth Ward6750.7%OOracle Lens4.9k49.9%FFarsight Alteration2240.9%

Best Seraphine Runes

Summon Aery suits her long-range, cast-often rhythm perfectly. Every High Note and Beat Drop feeds it while she plays from the safety her range affords. Add haste and mana so the Echo passive keeps looping without draining her. It is a simple setup that just wants her casting as often as she can.

The pre-game page Summon Aery · Sorcery + Resolve · keystone + 5 runes + 3 shards
Sorcery Primary Summon AeryYour attacks and abilities send Aery to a target, damaging enemies or shielding allies. Manaflow Band93% · 49.7%Transcendence95% · 50.1%Gathering Storm47% · 50.2% Keystone plus three minors from Sorcery, two from Resolve, then three shards — no runebook, no masteries.
Resolve Secondary Font of Life47% · 50.8%Revitalize52% · 50.5%
Stat shards OffenseAbility Haste+8 Ability HasteFlexAdaptive Force+9 Adaptive ForceDefenseHealth+65 Health
Shards give +8Ability Haste+9Adaptive Force+65Health
Build toward Echoes of Helia into Moonstone Renewer and lean into the range and utility her kit is built around. The power is up front, so snowball while the lead is fresh. Moonstone Renewer comes online by roughly 25 minutes, and from there her Echoed casts start shifting fights on their own. Whether the plan is poke or peel, the items amplify the same rotation.

Seraphine Skill Order

Losing bot lane rarely wrecks this plan. High Note eats points at 1, 4, and 5 for chip she can throw from safety, while Beat Drop at 2 and Surround Sound at 3 hand her a slow and a shield to survive the dives.

Skill order · Seraphine R at 6 / 11 / 16 — always
PriorityRR›QQ›WW›EE›Max Q first; W at level 3.
Lv 123456789101112131415161718
Q14579max 9
W38101213max 13
E2max 2
R611max 11

Seraphine Abilities

Look past the echo and Surround Sound carries real depth, shielding and hasting allies, then adding a heal on top whenever Seraphine already has a shield of her own. Beat Drop rounds it out, a line that damages and clamps down on enemy movement to set up the rest.

Abilities · Seraphinepatch 26.22 base numbers · click an ability · all ranks shown
Stage PresencePassivePHigh NoteMax 1stQSurround SoundMax 2ndWBeat DropMax lastEEncoreUltRRank-up levels here match the skill order below.
High NoteMagic damageMax 1stStatLV 1rank 1LV 4rank 2LV 5rank 3LV 7rank 4LV 9MAXInitial Damage+25 per rank+40% APlv 160lv 485lv 5110lv 7135lv 9160Cost+10 per ranklv 160lv 470lv 580lv 790lv 9100Cooldown-0.5 per ranklv 18slv 47.5slv 57slv 76.5slv 96s

Seraphine Base Stats

Base stats · SeraphinePatch 26.22
Base statslevel 1 · +per levelAD50+3AS0.669+2%MS330Range525HP570+95HP56.5+0.6Armor26+4.2MR30+1.3MP360+40MP511.5+0.95

Seraphine Matchups

Seraphine wants to sit at range and layer poke, shields, and slows behind her team, so hard engage that jumps past her front line and locks her down is the clear threat. Immobile lanes that cannot punish her from afar let her whittle enemies down and control every fight with her area effects.

Lane matchups · Seraphine click any opponent to retune the console
Hardest lanes · click to tune
Best hunting
How to lane vs supports 01Out-poke enchanters with Q since they lack the range to answer.02Contest vision aggressively; enchanters are weak alone before their carry scales.03Force fights when their shields are down; land E then R charm. Win rate by game lengthSeraphine overall · all matchupsUnder 20 min50.2%20–28 min51.4%28–35 min48.3%Over 35 min50.1%
Be careful against Neeko, Blitzcrank, and Maokai, dive and burst that punish how immobile she is, so hold Surround Sound and sit behind your frontline. She controls Mel, Camille, and Braum well, grouped or short-range enemies who feed her a fat Encore. Wait for them to clump and let the charm chain through the whole cluster before you follow up.
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