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Created by Eleana.

Seraphine
Seraphine · Support

Seraphine

Build overview

Utility CC Support Seraphine

Summoner spells

FlashFlashTeleports you a short distance toward your cursor.HealHealRestores Health and grants Move Speed to you and target allied champion.

Skill order

EBeat DropEBeat DropSeraphine deals damage and impairs the movement of enemies in a line.WSurround SoundWSurround SoundSeraphine Shields and Hastes nearby allies. If she is already Shielded she will Heal nearby allies as well.QHigh NoteQHigh NoteSeraphine deals damage in an area.

Augments

HomeguardHomeguardGain 100% bonus movement speed. This bonus is lost for 6 seconds after taking damage from champions.Slap AroundSlap AroundImmobilizing or grounding an enemy champion grants you 6 bonus Attack Damage or 10 Ability Power (Adaptive), stacking infinitely (5 second cooldown per cast instance). Lose 50% of stacks on death.First-Aid KitFirst-Aid KitGrants 20% heal and shield power.Ice ColdIce ColdYour slowing effects reduce the movement speed of targets by an additional 75.Leg DayLeg DayGain 50 bonus movement speed and 40% slow resist.
Wee Woo Wee WooWee Woo Wee WooGain 0% – 50% (based on target ally's missing health) bonus movement speed while facing toward nearby allied champions, lingering for 2 seconds after no longer facing them. Your heals and shields are also increased by 0% – 50% (based on target's missing health).RecursionRecursionGrants 60 ability haste.Skilled SniperSkilled SniperHitting an enemy champion with a basic ability while located at least 600 units away from them at the time of the hit reduces its current cooldown by 80% of its total cooldown, modified to 65% for damage over time abilities.From DowntownFrom DowntownQUEST: Hit enemy champions with abilities while located at least 700 units away from them (at the time of the hit) 15 times (counts up to 1 hit per champion per cast instance). REWARD: Upon completing your QUEST, hitting enemy champions with abilities while located at least 700 units away from them at the time of the hit fires a meteor to their current location, which upon landing deals 75 – 200 (based on level) (+ 50% bonus AD) (+ 20% AP) magic damage to enemies within the area (8 second cooldown per target per cast instance). The meteor's damage and radius are increased based on your distance to the target at the time of the ability hit, increasing its damage by 0% – 230% and setting its radius to 120 – 1366.88 units. Maximum meteor damage is 172.5 – 460 (based on level) (+ 115% bonus AD) (+ 46% AP).Shrink EngineShrink EngineScoring a champion takedown generates a stack, stacking infinitely. For each stack, gain 8 ability haste and 1% bonus movement speed, and reduce your size by 4%. Lose 65% of stacks on death. Size reduction is capped at 80% (20 stacks).
Infinite RecursionInfinite RecursionGain 60 ability haste, increased by 3 each time you score a champion takedown.Empyrean PromiseEmpyrean PromiseReplace a summoner spell with Empyrean Promise's Vigilance active. Additionally, gain 15% heal and shield power. ACTIVE - VIGILANCE: After a 0.25-second delay, dash to the current location of the target allied champion and gain a 100 – 250 (based on level) (+ 100% AP) (+ 10% bonus health) shield for 3 seconds. Upon arrival, grant the ally the same shield (20 second cooldown; 2000 range).EurekaEurekaGain ability haste equal to 30% AP.Spirit BombSpirit BombYour healing and shielding on yourself or allies builds up a Spirit Bomb on top of you. Once you have healed and shielded a combined total of 200 – 2000 (based on level), you toss the Spirit Bomb onto the most wounded allied champion over 1.1 seconds. Upon impact, the Spirit Bomb explodes in a 475 radius to heal allied champions within the area for 5% – 15% (based on level) (+ 3% per 100 AP) of their missing health and grants them a shield for 2 seconds that absorbs damage equal to 10% – 25% (based on level) (+ 2% per 100 AP) of their current health. Healing and shielding from this effect do not count toward the Spirit Bomb's trigger condition.Windspeaker's BlessingWindspeaker's BlessingYour or allies' heals and shields on yourself, or your heals and shields on allies, grant the target 30 – 60 (based on level) bonus armor and bonus magic resistance for 3 seconds.CrueltyCrueltyImmobilizing or grounding an enemy champion summons a comet above them that lands at their current location after 1 second, dealing 50 – 150 (based on level) (+ 40% AP) (+ 4% of your maximum health) magic damage to enemies within a 300 radius (6 second cooldown per cast instance). For displacement effects, the comet will be summoned at the displacement's end location.

Start

Bandleglass MirrorBandleglass Mirror20 Ability Power100% Base Mana Regen10 Ability Haste900 goldFaerie CharmFaerie Charm50% Base Mana Regen200 goldFaerie CharmFaerie Charm50% Base Mana Regen200 gold

Boots

Ionian Boots of LucidityIonian Boots of Lucidity10 Ability Haste45 Move Speed900 goldIonian Insight Gain 10 Summoner Spell Haste.

Core

Imperial MandateImperial Mandate60 Ability Power15 Ability Haste150% Base Mana Regen2400 goldUnique – Control: Abilities with immobilizing effects have their cooldown reduced equivalent to 20 ability haste. Unique – Command: Immobilizing an enemy champion marks them as Vulnerable for 4 seconds, increasing the damage they take from all sources by 7%. Subsequent immobilizes against a target extend the duration of the effect.League WikiRylai's Crystal ScepterRylai's Crystal Scepter65 Ability Power400 Health2600 goldUnique – Rimefrost: Dealing ability damage slows affected units by 30% for 1 second.League WikiStaff of Flowing WaterStaff of Flowing Water35 Ability Power10% Heal and Shield Power125% Base Mana Regen10 Ability Haste2250 goldUnique – Rapids: Healing or shielding allied champions (excluding yourself) grants you and them 40 ability power and 15 ability haste for 6 seconds.League WikiMoonstone RenewerMoonstone Renewer25 Ability Power200 Health20 Ability Haste125% Base Mana Regen2200 goldUnique – Starlit Grace: Healing or shielding an allied champion chains the effect to the other nearest and most wounded allied champion within 800 units of them (excluding yourself), granting them 30% of the heal or 35% of the shield's initial strength. If no other allied champions are in the radius, grant the same target an additional 30% of the heal or 35% of the shield.League Wiki

Alternative build path

Imperial MandateImperial Mandate60 Ability Power15 Ability Haste150% Base Mana Regen2400 goldUnique – Control: Abilities with immobilizing effects have their cooldown reduced equivalent to 20 ability haste. Unique – Command: Immobilizing an enemy champion marks them as Vulnerable for 4 seconds, increasing the damage they take from all sources by 7%. Subsequent immobilizes against a target extend the duration of the effect.League WikiRylai's Crystal ScepterRylai's Crystal Scepter65 Ability Power400 Health2600 goldUnique – Rimefrost: Dealing ability damage slows affected units by 30% for 1 second.League WikiDiadem of SongsDiadem of Songs200 Health8% Heal and Shield Power1000 Mana100% Base Mana Regen2250 goldHarmony Gain % Heal and Shield Power. Consonance While you or any ally you've healed or shielded in the last 3 seconds is in combat with champions, each second, heal the lowest health nearby ally champion.Echoes of HeliaEchoes of Helia35 Ability Power200 Health20 Ability Haste125% Base Mana Regen2200 goldUnique – Soul Siphon: Gain 30% of pre-mitigation damage dealt to champions as Soul Charges, up to 80 – 250 (based on level). Healing or shielding an allied champion (excluding yourself) consumes all charges to heal them equal to the consumed amount.League WikiStaff of Flowing WaterStaff of Flowing Water35 Ability Power10% Heal and Shield Power125% Base Mana Regen10 Ability Haste2250 goldUnique – Rapids: Healing or shielding allied champions (excluding yourself) grants you and them 40 ability power and 15 ability haste for 6 seconds.League Wiki

Options

Mikael's BlessingMikael's Blessing250 Health100% Base Mana Regen12% Heal and Shield Power15 Ability Haste2300 goldUnique – Purify: Remove all crowd control debuffs (except Airborne, Blind, Disarm, Nearsight, and Suppression) from yourself or the target allied champion and heal the target for 100 – 250 (based on target's level).League WikiRedemptionRedemption30 Ability Power15 Ability Haste100% Base Mana Regen10% Heal and Shield Power2300 goldUnique – Intervention: Call upon a 550-radius beam of light to strike upon the target location after 2.5 seconds, granting sight of the area for the duration. Allies within the area are healed for 150 – 350 (based on target's level), while enemy champions within take 10% of target's maximum health as true damage. Can be used while dead.League WikiDawncoreDawncore45 Ability Power16% Heal and Shield Power100% Base Mana Regen2500 goldUnique – First Light: Gain 2% heal and shield power and 10 ability power for every additional 100% base mana regeneration.League WikiRabadon's DeathcapRabadon's Deathcap130 Ability Power3500 goldUnique – Magical Opus: Increase your ability power by 30%.League Wiki

Creator notes

Imperial MandateImperial Mandate60 Ability Power15 Ability Haste150% Base Mana Regen2400 goldUnique – Control: Abilities with immobilizing effects have their cooldown reduced equivalent to 20 ability haste. Unique – Command: Immobilizing an enemy champion marks them as Vulnerable for 4 seconds, increasing the damage they take from all sources by 7%. Subsequent immobilizes against a target extend the duration of the effect. is Seraphine's best item as it provides everything she wants: a lot of Haste, Ability Power, and Mana Regen. You can choose to skip Rylai'sRylai's Crystal Scepter65 Ability Power400 Health2600 goldUnique – Rimefrost: Dealing ability damage slows affected units by 30% for 1 second. if your teammates have a lot of set up CC/slows (Rylai'sRylai's Crystal Scepter65 Ability Power400 Health2600 goldUnique – Rimefrost: Dealing ability damage slows affected units by 30% for 1 second. Brand, Miss Fortune, Ashe, Morgana, Lux, etc.). Don't buy bootsBoots25 Move Speed300 gold (or just sell them for 6th item) if you roll a movespeed augment/prismatic anvil. You really want to be able to cycle Seraphine's double spells so try to prioritize augments/anvils that offer some form of Haste (big prio) > Ability Power > Movement Speed > Heal & Shield Power > Survivability. The alternative build is better for when you roll Spirit BombSpirit BombPrismaticYour healing and shielding on yourself or allies builds up a Spirit Bomb on top of you. Once you have healed and shielded a combined total of 200 – 2000 (based on level), you toss the Spirit Bomb onto the most wounded allied champion over 1.1 seconds. Upon impact, the Spirit Bomb explodes in a 475 radius to heal allied champions within the area for 5% – 15% (based on level) (+ 3% per 100 AP) of their missing health and grants them a shield for 2 seconds that absorbs damage equal to 10% – 25% (based on level) (+ 2% per 100 AP) of their current health. Healing and shielding from this effect do not count toward the Spirit Bomb's trigger condition. as it can help compensate for Seraphine's long W cooldown. You want to abuse her passive empowered autos to get Echoes of HeliaEchoes of Helia35 Ability Power200 Health20 Ability Haste125% Base Mana Regen2200 goldUnique – Soul Siphon: Gain 30% of pre-mitigation damage dealt to champions as Soul Charges, up to 80 – 250 (based on level). Healing or shielding an allied champion (excluding yourself) consumes all charges to heal them equal to the consumed amount. charges alongside Helia's synergy with Diadem of SongsDiadem of Songs200 Health8% Heal and Shield Power1000 Mana100% Base Mana Regen2250 goldHarmony Gain % Heal and Shield Power. Consonance While you or any ally you've healed or shielded in the last 3 seconds is in combat with champions, each second, heal the lowest health nearby ally champion. to use the charges without having to use her W. You should basically never build Diadem of SongsDiadem of Songs200 Health8% Heal and Shield Power1000 Mana100% Base Mana Regen2250 goldHarmony Gain % Heal and Shield Power. Consonance While you or any ally you've healed or shielded in the last 3 seconds is in combat with champions, each second, heal the lowest health nearby ally champion. without also building Echoes of HeliaEchoes of Helia35 Ability Power200 Health20 Ability Haste125% Base Mana Regen2200 goldUnique – Soul Siphon: Gain 30% of pre-mitigation damage dealt to champions as Soul Charges, up to 80 – 250 (based on level). Healing or shielding an allied champion (excluding yourself) consumes all charges to heal them equal to the consumed amount.. The downside for the alternative build is that Diadem offers 0 Haste and 0 AP so cycling for double casted spells will take a bit longer and you will deal less damage.

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