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Seraphine
the Starry-Eyed Songstress

Seraphine

Passive · Stage Presence

Every 3rd cast, Seraphine's next ability echoes, casting again automatically.

DamageDurabilityMagicDifficultyMobilityCC
Champion profile (Riot)
  • Damage0
  • Durability0
  • Magic0
  • Difficulty0
  • Mobility3
  • CC8
Counters by laneEach lane has counters + tips
Top

How to play as Seraphine

Top: hold CS, run TP or Ghost depending on the matchup.

How to beat Seraphine

Top: punish wave-states and ward river/jungle to dodge ganks.

Strong against

No data yet

Weak against

No data yet

Jungle

How to play as Seraphine

Jungle: track Scuttle, gank weak lanes, scale to objectives.

How to beat Seraphine

Jungle: ward objectives, never walk blind into brush.

Strong against

No data yet

Weak against

No data yet

Mid
Primary

How to play as Seraphine

Mid: shove wave fast and roam to side lanes.

How to beat Seraphine

Mid: watch for roams and save Flash for the next gank.

ADC

How to play as Seraphine

ADC: kite the frontline, hit the closest tank then the carries.

How to beat Seraphine

ADC: stay behind minions and focus the enemy ADC in fights.

Strong against

No data yet

Weak against

No data yet

Support
Primary

How to play as Seraphine

Support: keep vision + peel for ADC, build Locket Enchant + Knight's Vow.

How to beat Seraphine

Support: dodge hooks/engages, buy Mikael's into heavy CC.

Abilities

Stage Presence

PC
Passive

Innate - Echo: Seraphine's basic abilities 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 0.01 delay, consuming all Echo stacks after the cast time of the second cast. Seraphine gains maximum stacks of Echo when the game starts and upon respawning.

Innate - Harmony: Seraphine's ability casts grant a Note to herself and nearby allied champions that lasts 6 seconds, refreshes on subsequent Notes and stacks up to 4 times on each unit.

While any amount of 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 to 25% (+ 4% AP) magic damage, reduced by 75% for Notes from allies.

Cooldown|cost =

High Note

PC
Q

Active: Seraphine hurls a soundwave to the target location that quickly expands in a radius upon arrival, dealing magic damage to enemies within the area.

Against champions, the damage is increased by %.

High Note will cast at max range if cast beyond that.

Cooldown8 to 6

Surround Sound

PC
W

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 allies 20*0.4% (+ 2*0.4% per 100 AP) bonus movement speed.

If Seraphine already had a shield at the time of cast, Surround Sound will pulse after the duration, heal herself and nearby allied champions, increased for each ally.

Surround Sound's shield and bonus movement speed can stack up to 2 times.

Cooldown22

Beat Drop

PC
E

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

Enemies that are already slow are also root for the same duration.

Enemies that are immobilize or ground are also stun for the same duration.

Cooldown11 to 9

Encore

PC
Ultimate

Active: Seraphine projects a captivating force in the target direction that deals magic damage to enemies hit, charm them, during which they are standard sight, and slow them 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 Stage Presence.

Cooldown160 to 120