[2.3] Seraphine Guide - Pitch Perfect - Seraphine support guide
Pitch Perfect - Seraphine support guide
Pros
- Long range skills.
- Solid poke and damage.
- Gets stronger with more allies - a team fight machine.
- Has potential to melt turrets like ice cream.
- Can initiate fights, with good damage as well.
- scales into a carry late game.
Cons
- Squishy as a plushy
- skills take time to cast, allowing enemies to reposition.
- extremely long cooldowns during early game
- Offers very little heals and only one shield ability
- Doesn't have good synergy with support items as other supports
- Probably sells weird bath waters
Seraphine Build
Best Build Guide for Seraphine













Item Build Description
Additional information on the items
I like to take
Sapphire Crystal
since buying
Archangel's Staff
for
Seraphine
is very important. It gives a lot of CDR and also tons of mana to spam skills as much as you want.
As for me, I like to build this item before
Boots of Speed
I always prefer to buy stackable items first, since the earlier you fully stack them - the better. Take
Luden's Echo
afterwards, since it will offer you more CDR, more mana and the passive effect is good since seraphine has skills that are designed to hit entire teams.
But if you prefer speed, take
Boots of Speed
and upgrade to
Ionian Boots of Lucidity
, and top it of with
Redeeming Enchant
or [locket enchant], depending on the situation. I typically take [locket enchant] against burst champions such as
Katarina
, since the shield is instant and cannot be shut down by Grevious wounds. In other cases I recommand
Redeeming Enchant
because the utility it offers is greater, and its also cheaper.
Now my loves, if carrying as seraphine is what your truly aiming to achieve - Build her like a mage, and don't take even a single tank item. Remember the rule: More AP - More DHS (damage, heal, shield). The items consist of
Liandry's Torment
since it will also cause your passive notes to trigger its effects,
Rabadon's Deathcap
for more AP, and
Morellonomicon
for anti-heal, magic pen, and some HP. If the enemy doesn't have a lot of heals, take
Void Staff
instead. Its cheaper and offers the same AP.
Now for the reason why I think support mage items are NOT ideal for
Seraphine
. Here is a thing all these items have in common - you have to shield or heal to trigger their effects.
Seraphine
only has one ability that does so, and Its cooldown is quite long, even in late game. So where a support like
Sona
can trigger the effects all the time,
Seraphine
will be able to do so about once per team fight. That's why I believe building her as a full mage is more rewarding.
Seraphine Runes
Best Runes for Seraphine




So a brief explanation for each rune and why its good:
1. A full burst combo from
Seraphine
will almost always trigger
Electrocute
. This is a nightmare to deal with during early game, especially if
Seraphine
has good aim.
2. Yea, more ap is more damage, but the number of people
Seraphine
can CC is huge, and making them recieve more damage from all sources is far greater.
3.
Loyalty
for more defense for you and the adc that's near you.
4.
Mastermind
?! Why would you pick such a rune?! Here's why: Each one of
Seraphine
notes can hit turrets, and they are considered as individual projectiles. This means that EACH one of your notes will deal extra damage to turrets. This will make you melt them like they are nothing, and if your team is near, its even stronger! Not to mention that you gain bonus Gold from doing so. So if you've helped take down about 4 turrets, that's bonus 480 gold!
Taking this rune will also make it easier for
Seraphine
to steal epic monsters if needed.
Skill Order
How to distribute skill points





Summoner Spells
When to take which summoners
Combos
Learn how to maximize the champions potential





Make sure that
Stage Presence
is fully stacked. Root your enemy with
Beat Drop
. then follow up with
High Note
and a basic attack. This will also add all the notes that you stacked into the combo. If you'd like, you can also use
Surround Sound
to block any attacks the enemy might throw, and then basic attack again after stacking more notes.
Combined with
Electrocute
this combo can take about 1/3 HP from any adc during laning phase.




It's best to stack your
Stage Presence
fully before ulting. After using
Encore
, use
Beat Drop
while the enemy is still charmed. Since the charm also slows, using
Beat Drop
will stun the enemy afterwards, allowing you to extend the CC time while also landing
High Note
easily. You can also use a basic attack to release all those notes you stacked.
Seraphine Matchups & Counters
Detailed information on how to play matchups and counters
He might have a lot of damage early game - but so do you. And you also outrange him, making it hard for him to get close.

Some more tips and tricks
1.
Encore
is better use as a follow up skill for other CC abilities such as
Unstoppable Force
or
Curse Of The Sad Mummy
, Since it takes time to cast.
2.
Seraphine
can have up to 3 notes from
Stage Presence
. Make sure to use them before stacking new ones.
3.
Seraphine
will trigger the heal from
Surround Sound
when she's shielded from any source. This is why the mountain drake becomes a priority to kill, since it will shield you all the time.
4.
Beat Drop
will root enemies that were slowed by any source, making it a nice follow-up skill with skills such as
Make It Rain
and
Frost Shot
.
5.The same is true for the stun, which can be trigger on enemies that were rooted from abilities such as
Bladecaller
or
Flame Chompers!
.
6. Remember to keep your persona and smile, it will make your teammates less likely to tilt :)


