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Beginner's guide to Seraphine

from a friend who was very confused at first.

Intro

The starry-eyed songstress is a reasonably easy champion to play. However, understanding her kit and synergies can be a bit confusing at first, so let's get a quick dive into her abilities.



Abilities




Passive -

Stage Presence
: Seraphine's passive has two effects.

    ECHO: every third attack is procced twice, with a 0.333-second delay between each cast. So you get a 2x1 deal that can be extremely useful.

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. These notes grant additional magic damage based on her level and a percentage of her AP. Additionally, each Note gives a 25 bonus attack range.






Q -

High Note
: this is her primary damage source. It deals damage in an area, increasing with the enemy's missing health. Enemies below 25% of health receive "critical damage" that could execute them.

Tip: This spell is excellent for wave clearing and poking your enemies, especially if you can land the 2x1 effect of her passive. However, the further you are, the easier it can be to dodge your attacks, so keep that in mind when playing against high-mobility champions.






W -

Surround Sound
: this spell can make her quite useful during team fights and as a support. Seraphine grants a shield to herself and nearby allied champions for 2.5 seconds. For the same duration, she also gains 20% (+ 4% per 100 AP) decaying bonus movement speed and grants allies 8% (+ 1.6% per 100 AP) bonus movement speed.

This ability comes with an additional effect: if Seraphine already had a shield at the time of cast, Surround Sound will pulse after the duration, healing herself and nearby allied champions, increased for each ally.

Tip: This effect will apply even if you don't get your first shield from Seraphine.






E -

Beat Drop
: Seraphine fires a heavy soundwave in the target direction that deals magic damage to enemies hit and slows them by 99% for 1.25 seconds. Plus:

A. Enemies that are already slowed are also rooted for the same duration.

B. Enemies that are immobilized or grounded are also stunned for the same period.

Tip: your allies CC can apply the effects of Beat Drop. An Ashe-Seraphine combiation is quite stressful; as your enemies are slowed is easier to hit your E and root them.






R -

Encore
: Seraphine projects a compelling force in the target direction that deals magic damage to enemies hit, charms them, during which they are revealed, and slows them by 40% for a duration, increasing by 15% every 0.25 seconds over the period up to 99%.

Encore's projectile resets its remaining travel distance whenever it hits an allied or enemy champion, excluding Seraphine. Allies who are hit gain 4 Notes.

Tip: using E

Beat Drop
after this spell can root your enemies and help you land a combo with your Q
High Note
. You can use your allies as reset points to extend the reach of this ability.




Skill path

Your skill path will depend on the focus you want to take during the match:

  • Damage
  • Support

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Runes

Tip: ask yourself this question: shoot or shield? ;)

  • Damage 1
  • Support 1
  • Support 2





Summoner Spells & Items Loadout

These are my builds depending on the enemy team:

  • Tanks
  • Assassins






Thank you for reading so far! Hope you have a great game :)

SeraphineLeague-Of-Legends

ABOUT

League of Legend newbie filled with curiosity.


1 Comments

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Reformed Christian 4 months ago

E is always maxed last since its only scaling is damage increase, not even cooldown. Even if you're goal is to max out damage, you're picking Seraphine for her W teamfight utility, as opposed to other APCs.