Find information about Seraphine League of Legends: Wild Rift including champion abilities. skill champion or counters champion and Build & Rune of Seraphine here.

Champion Seraphine Wild Rift

Seraphine Build Guides: Seraphine is an enchanter Support Champion. She excels at protecting and restoration your group to help hold them alive and has lots of poke and crowd manage to hold teamfights. She has a pretty strong laning phase together with her poke and crowd manipulate you just need to be careful if the enemy bot lane engages onto you due to the fact you do now not have numerous health and might die quickly. The later the sport is going the higher Seraphine receives. Her shields, crowd manage, and harm end up even stronger and you can do plenty greater to keep your group alive.


SERAPHINE
The Starry-Eyed Songstress

Seraphine
Damage Strong
Toughness Weak
Utility High
Difficulty Easy
Class Mage,Support
Recommended LaneMid Lane,Dragon Lane

Seraphine abilities detail with skill damage & cooldown

Stage Presence

Passive

Echo: Every third basic ability cast will echo, casting it again.

Harmony: Casting an ability grants a Note to nearby allies for 5 seconds.

For each Note.

Seraphine's next attack gains 0.3 Attack Range and deals an additional (4+ 4% of AP).

High Note

Ability

Deals 62 Magic Damage (55+ 50% of AP) in target area, increased by 0% - 50% with the enemies' missing Health.

Reaches maximum damage when the target is below 25% Health.

Cooldown: 11 / 9 / 7 / 5
Cost: 60 / 65 / 70 / 75
Base Damage: 55 / 70 / 85 / 100

Surround Sound

Ability

Shields all nearby ally champions for 66 damage (60+ 40% of AP) for 2.5 seconds and grant them 20% Movement Speed for 2.5 seconds.

If Seraphine is already shielded, nearby allies are healed for 5.13% of their missing Health (5+ 0.13% of AP), increased by 50% for each ally.

Cooldown: 23 / 20 / 17 / 14
Cost: 40 / 60 / 80 / 100
Shield: 60 / 80 / 100 / 120

Beat Drop

Ability

Deals 67 Magic Damage (60+ 50% of AP) to enemies and slows them by 99% for 1 seconds.

If the enemy is already slowed, they are rooted instead.

If they are rooted, they are sunned.

Cooldown: 12 / 11 / 10 / 9
Cost: 60 / 70 / 80 / 90
Base Damage: 60 / 90 / 120 / 150

Encore

Ultimate

Deals 160 Magic Damage (150+ 70% of AP) to enemies and charms and slows them by 40% for 1 seconds.

Spell extends when it touches an ally or enemy champion.


Seraphine Counters
  

Seraphine Build
      

Seraphine Rune
   

Summoner Spell
 

Seraphine SKILL ORDER

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