[2.4] Seraphine Guide - Seraphine Support for v2.4a patch
Seraphine Support for v2.4a patch
Pros
- Consistent healing
- Lots of CCs
- Long range Skill Shots
- Good poking and trading capabilities
- Can become a marksman with her notes alone
Cons
- Very long cooldown
- Rely on hard positioning
- No mobility nor escape
- Team dependant
- Consistent singing
Seraphine Build
Best Build Guide for Seraphine
Item Build Description
Additional information on the items
(STARTING ITEMS)
1. Sapphire Crystal - buy this first and then rush Tear of the Goddess afterwards so you can stack more mana until it reaches 700 stack which will become Seraph's Embrace . Tip: Buy this first before using your skill upon spawning so that you can have a stack before going to your respective lane. Reason is new Sapphire Crystal buff can now gives a stack, just like Tear of the Goddess item, and can stack very early to upgrade the desired item itself.
2. [Boots] - for a standard mobility.
(CORE ITEMS)
1. Tear of the Goddess - rush this first for stacking but don't upgrade it yet.
2. Ionian Boots of Lucidity - for Ability Haste since her abilities has very long cooldown especially in early laning. If your attempt to build Staff of Flowing Waters then you can pretty much change your boots to defensive approach, [Mercury Treads] against AP or CC focused champs and Plated Steelcaps against AD.
3. Harmonic Echo - now this is a must have for all mage supports out there. This item synergy with her 2nd Ability Shield>Heal. When she have full stack from her passive (2 stacks to be exact), pressing 2nd Ability will proc this item's passive and heal your ally with lowest HP of them along with your healing skill. Not to mention, this item has an AP scaling for its bonus healing which is why it is very suited and best to have.
(UPGRADE BOOTS)
1. Redeeming Enchant - you can upgrade your boots early after getting Tear of the Goddess if your team always getting in trouble. Or then build this after Archangel's Staff . Or maybe later on.
2. [Locket Enchant] - same goes to Redeeming Enchant but it is use in teamfights if your team is getting lost. Good for extra survivability if your abilities is not enough.
3. [Shadows Enchat] - if your team is very well from the start. Good for seeking sneaking sneks in the brush which is also good for revealing their position, slowing them down and approximately locate enemies whenever you go.
4. [Stasis Enchant] - only build this if you are always getting killed first in the fight. So that you can heal and protect your allies even further.
(ITEMS TO CONSIDER)
1. Rylai's Crystal Scepter - an item that doesnt work on Seraphine since her release and what's that? The bug from her 3rd Ability doesn't stack the slow from the item's slow which it must root the enemy. It will work now because of her new bugfix. Good HP and AP stats which Seraphine needs for survivability.
2. Staff of Flowing Waters - good item if two or more of your ally is an AP Mage. Just like Ardent Censer , it gives boost of AP and AH whenever you shielding them.
3. Crystalline Reflector - good situational item if your team is behind or maybe you are always getting killed by their AD Assasin/Marksman/Fighter. Good for protecting yourself at least. Otherwise, build Morellonomicon or Guardian Angel depending on your situation.
(SITUATIONAL ITEMS)
1. Morellonomicon - The reason behind this item is it gives Grevious Wound debuff (reduces enemies' regeneration/healing/lifesteal effect they receive) and Penetration effect. It is best counter item if the enemy has multiple of Regeneration, Lifesteal or Healing on their team, such as Dr. Mundo/Seraphine/Soraka/Nami/Draven etc.) Note: You can also skip this item and go straight to the other AP items (such Void Staff or Awakened Soulstealer ) if your team can handle those effects.
2. Awakened Soulstealer - if you and your team is ahead and well fed. With its Ability Haste power within it, she can spam her skills consistently and become a fountain of walking base for your team. Also, it will reduce your Ultimate to 30 seconds or less with full stack from this item along with your other Ability Haste. It is an alternative item if you don't want to build Staff of Flowing Waters since they both do the same job.
3. Ardent Censer - only and only if build this when your ADR rely on Attack Speed (like Ashe , Vayne , [Kaisa], Xayah , etc). Otherwise, don't bother. It is because it gives good amount of attack speed both you and your ADC with additional empowering ADC's basic attack. Good offensive item.
4. Zeke's Convergence - good item for more damage for your team and more defense for yourself.
5. Athene's Unholy Grail - build this if the enemy has many AP damage dealers. Also, it can stack well with Harmonic Echo which means more healing. Good alternative for Spirit Visage .
6. [Rabadon Deathcap] and Void Staff - go for this items if the enemy has many tanks or stacking magic resist. Or maybe, you want to be a midlaner version 2.
7. Guardian Angel and/or ]Spirit Visage] - build this as your last item slot, or maybe not. Choose between GA if you want to continue supporting your team after death or SV if you want to increasse your self healing. Either way, go for number 7.
Seraphine Runes
Best Runes for Seraphine
(Main - One and Only)
Summon Aery - as a support mage, this rune is mandatory. It is good for shielding your ally/ADR (more shield i guess) and damaging for harrass.
Weakness - best rune for her since she has slow and charm which can trigger this rune and increases the damage they receive.
Adaptive Carapace - additional 50 HP is not enough but increases your defenses when your HP is at 50%, that is why its good.
Pack Hunter - for a litle movement speed and an additional 50 gold per assist or kills, good for her since she is a support mage.
(Honorable Mention)
1. Conditioning - is also good for stacking defense. Viable alternative rune.
2. Hunter Genius - if you want to build Midlane version 2 in duo lane or know you can win the game, it's in the bag! Just make some killings or do some ks will provide additional Ability Haste is not bad either.
3. Sweet Tooth - to be honest and by default, I go for Pack Hunter for MS and gold but with a new buff, when your ally ate sweet tooth fruit, you also gain 20 gold per fruits which means you can pretty much run around the map, eating fruits for 60 gold.
4. Manaflow Band - DO NOT USE THIS unless your first item is Seraph's Embrace . It going to be redundant and too much mana pool which will become wasted in late game.
Skill Order
How to distribute skill points
Summoner Spells
When to take which summoners
Combos
Learn how to maximize the champions potential
(One-Sided Initiation)
By having a one stack of your passive [Stage Pressence] and positioning yourself behind your teammate (not the whole team), you can use your Ult [Encore] and then 3rd Ability [Beat Drop] to initiate one-sided teamfight. Her ultimate can charm multiple enemies in the line in front of her while her 3rd can instanly root them, making them vulnerable to your teammates. Remember: Passive 2 stacks > Ultimate > 3rd - is your main combo.
With this combo, you can pretty much shreds two or more enemy champions in the battle.
Note #1: You must position yourself behind at least one allied champion then popping up your ult+3rd combo to extend it's range and charm more champions along your ults way.
Note #2: Since her new Bugfix where Rylai's Crystal Scepter works on her now. Using her Ultimate that charms enemies and then 3rd Ability on them will proc the Stun instead of Root. No one escape this time now.
Tip: Best to use this combo in a narrow space area such as in the jungle so you can charm them all and let your team do the killings.
(Notes of Harrasment - Trading)
By using your abilities, you can stack a note around you and your ally/ADR maximum of 3 notes per allies around you. By auto-attacking the enemy will trigger and fly all the notes around her and her allies to the target which deals additional damage to them. Good for harrassing and trading.
Tip: Even if with her single ability, you can pretty much do an auto-attack on enemy and harrass them, thanks to her insane range and passive - those flying notes around you.
(One-Sided Redeeming Combo)
Same thing for Combo #1 but added the Redeeming Enchant into it. It's quite hard to pull off but its doable.
(Healing Spree)
By stacking up, you can trigger her Healing from her 2nd Ability [Surround Sound]. And with enough Ability Haste, you can pretty much do this repeatedly until their HP is full. Just like a walking fountain base for your team.
Seraphine Matchups & Counters
Detailed information on how to play matchups and counters
She typically focusing on healing of her ADR because of her kit. To counter her constant healing, focus on her so she can't heal her ADR if she doesn't have HP to sacrifice with. When initiating a fight, apply your ignite to her ADR to lessen the healing effect while trying to kill Soraka, so that she will struggle in keeping up with the fight. Also, do not let yourself hit with her falling star or her healing ability will lessen the hp cost on her.
Seraphine is Meta, too
They might say, Seraphine is not good in meta right now but you can change that and tell them they're wrong. With a good understanding with her kit, map awareness, good positioning and counter engage, Seraphine can do well in the game. She is OP I might say, with her burst alone can shred low HP enemies in an instant if you caught them and because she is the only one who can charm enemies in a straight line and then rooting them with ease. Unlike Rakan , he needs to use his whole body to charm them and takes time to knock them up, Seraphine can do that in an instant. Rendering the enemies useless if caught off-guard.
With buffs and nerfs here and there, Meta can be change starting with you.
Why Support Seraphine?
Seraphine
is built as a full Artillery Mage which means her kit rely on range attacks and dealing damage while distancing herself from danger. Like
Ziggs
or
Lux
, she doesn't have great mobility (her 2nd Ability's movement speed boost and shield>heal doesn't help much when she got caught from enemies like
Zed
,
Katarina
, etc. or from ganks) which means she will likely stick to her teammates around to survive.
That is the reason why Support Seraphine is also good, too. Her kit, like
Sona
, can protect her ADC while dealing damage on enemies. She can be turn into a Catcher Support because of her slow>root or even stun from her 3rd Ability and her charm from her Ultimate can extend when hitting more allied champions which is best for reaching distanced enemies.
If you notice, most support players who use
Seraphine
build her as a Full AP just like
Lux
players. Because that is what she was supposed to be. But for me, I try to avoid that and stick of being a support throughout the game. As a support main, I intend not to steal kills from my allies but to control the whole situation in our favor whenever a fight takes place.
Even though some support items (like
Ardent Censer
or
Protector's Vow
) doesn't fit properly on her, the only best support item to have for her is the
Harmonic Echo
. It really synergized well on her Healing, turning her into a walking base for your team. That is the reason why I chose
Seraphine
as a support so I can make my team survive even after the fight.
Seraphine
may not be the best support out there but with one single perfectly placed Ultimate, she can turn the tide of war into a One-Sided clash for your teammates. I hope, they don't nerf her healing value from her 2nd Ability and
Harmonic Echo
's AP scaling for healing to the point that is unusable at all.
That's all folks! ROCKETMANIA out~~