A
September 2026 · Patch 7.2d
Support · Support

Seraphine Wild Rift — Tier, Stats & Overview

Seraphine is a versatile mage-support who functions in both Mid Lane and support, combining area damage, heals, and shields on a single champion.

Best build Black Mist Scythe Ardent Censer Harmonic Echo Staff of Flowing Water Redemption Full build →

★ Support Tier A September 2026 · Patch 7.2d magesupportpoke
DMG
UTIL
TANK
DIFF
Win 50.3% #47 · ↓0pt
Pick 6.5% #12
Ban 0.6% #98

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Win Rate (30d) 50.29%+0.70 pts
Pick Rate 6.48%
Ban Rate 0.61%
49.5%50.0%50.5%7.2c7.2d08/0823/0807/09

Seraphine's win rate has climbed +0.70 pts over the last 30 days, now at 50.29%. See the full Wild Rift meta trends for more biggest movers.

§ 01 — Editorial brief

Seraphine Support keeps real value in this patch because she turns objective setups into zone-based fights that are hard to walk through.

By Updated 8 Sept 2026 Patch 7.2d

Seraphine is a versatile mage-support who functions in both Mid Lane and support, combining area damage, heals, and shields on a single champion. Her Stage Presence passive empowers every third spell cast, creating amplified burst or healing windows. She dominates poke phases, zone control, and ally buffing through stacked crowd control. In Wild Rift, she shines in siege and poke compositions where her ultimate's massive AoE stun can swing a full teamfight with a single chain of crowd control.

Seraphine excels in dense AoE or teamfight compositions seeking to maximize her zone effects. She amplifies nearby allies through her passive double-cast and healing auras. Protect-the-carry or continuous poke compositions benefit from her hybrid kit.

Seraphine is vulnerable against instant engage compositions that don't give her time to place skill shots. High-mobility champions easily dodge her zone spells. Her impact is reduced against spread compositions that avoid clustering.

With Seraphine, activate your passive on nearby allies before engagements to get double-casts at the right moment. Position to hit the maximum number of enemies with your zones. In teamfights, your mass charm ultimate is decisive — place it from an angle where enemies are aligned.

§ 06 — The matchup wall · SupportSeraphine Wild Rift Support counters and synergies

Hard Unfav. Skill Fav. Synergy

Build enginePatch 7.2d build — computed

  1. Core 01 Black Mist Scythe Black Mist Scythe
  2. Core 02 Ardent Censer Ardent Censer
  3. Core 03 Harmonic Echo Harmonic Echo
  4. Core 04 Staff of Flowing Water Staff of Flowing Water
  5. Core 05 Redemption Redemption
  6. Boots Boots of Mana Boots of Mana
Full variants, runes & power spikes

§ 02 — Strengths & weaknesses Seraphine Wild Rift strengths and weaknesses

↑ Strengths
  • She is highly valuable when fights happen around fixed objectives: her ultimate travels through aligned fronts, her E slows or roots depending on setup, and her Echo W can reverse an exchange where several allies are already damaged.
  • She gives real safety to compositions built around a main carry. Ardent Censer, Staff of Flowing Water and Harmonic Echo are not only defensive items: they extend the window where the carry can keep dealing damage.
  • She punishes opponents who engage in a straight line. When Leona, Nautilus or Rakan must enter from an obvious angle, Seraphine can answer with E, W or ultimate instead of only absorbing the first contact.
  • She remains useful even without winning lane. A slightly behind Seraphine can still bring AoE control, peel and a decisive ultimate threat, making her less dependent on snowballing than an execution support.
↓ Weaknesses
  • Avoid her if your team already lacks frontline completely and nobody can hold space in front of her. Seraphine can protect a backline, but she does not replace a real anchor point in fights.
  • Avoid her if the enemy team has several hooks or instant engages and your bot lane cannot control the wave. Without a protective wave and without vision, her positioning becomes too fragile.
  • Avoid her if your composition only wants fast picks and scattered fights. Seraphine prefers preparing the zone, layering spells and winning a full fight rather than following a chain of isolated catches.
  • Avoid her if your lane partner needs a support that wins lane through immediate all-in. Seraphine can poke and control, but she does not bring the same instant kill pressure as an engage support.
02

§ 03 — Game planSeraphine Wild Rift game plan: early, mid and late game

I Early

Priority to safety and measured poke

Lvl. 1 → 6

Priority to safety and measured poke. Stacks Notes before each trade.

II Mid

Play around the objectives: force fights in the…

Lvl. 7 → 11

Play around the objectives: force fights in the corridors and protect your carries.

III Late

Disciplined front-to-back: retains R for…

Lvl. 12+

Disciplined front-to-back: retains R for multi-target hits or counter-engagement.

§ 07b — Advanced MechanicsSeraphine: combos & tips Wild Rift

Long-duration heal/CC combo
1 Q Q
2 E E
3 W W

1 for damage, 3 to slow the target (if already slowed → root), 2 to empower for the maximum area-of-effect shield

Skill 1 double-cast combo
1 Q Q
2 E E
3 Q Q

Skill 1 has a short enough cooldown to be used twice in a rotation — amplifies AoE damage

Teamfight root combo
1 Q Q
2 W W
3 E E
4 R R

At 0 Echo stacks, this double-cast combo uses ability 3 (thanks to the passive proc) to root instead of slow, then cast the charm ultimate

Surprise Flash combo
1 Flash Flash
2 R R
3 E E
4 Q Q

Flash into the middle of the enemies for maximum charm from the ultimate, root with ability 3, deal damage with ability 1

Mechanical Tips

  • Echo (passive): after casting an ability, the next identical ability is cast once more for free — keep an eye on the tooltip to see if Echo is ready
  • Beat Drop (3) root mechanic: ability 3 normally slows the target but roots them if they are already slowed — use an ally’s slow (or the slow from the Echo passive’s ability 3 proc) to guarantee the root
  • Stage Presence (2): don’t use ability 2 as a ‘filler’ to charge Echo — it’s better to maximise its potential via abilities 1 and 3, which have a greater impact
  • Encore (Ult) maximum range: the ultimate extends further if it passes through allies in its path — position yourself behind the team to extend the charm’s reach towards enemies

Common Mistakes

  • Use Stage Presence (2) at random: the level 2 version has the least impact on charging the passive — save it for situations where the shield is really needed
  • Encore (Ult) angle not optimised: the ultimate charms enemies AND boosts the allied team it passes through — always cast in the direction that passes through the maximum number of allies AND enemies
  • Ignoring backline positioning: Seraphine is fragile — stay behind the tanks, use the range of Ability 1 and the ultimate without ever finding yourself on the front line

Notable Interactions

  • Seraphine’s ultimate increases in range for every ally it passes through — in a tightly packed teamfight, it can charm the entire enemy team from an extreme distance
  • Seraphine synergises with allied CC (Jarvan, Leona) to ensure the root from a double-cast Beat Drop (3) lands
  • With Shard of True Ice → Shurelya, teamfights can be decided by a single engage + Encore combo
Go deeper Mechanics & Tips — Seraphine Every combo, the advanced tips, the common mistakes and the full game plan. Open the section

§ 08 — DialoguesSeraphine Wild Rift FAQ

Q.01 Is Seraphine Support a good blind pick? +

She can be blind picked in a draft that already has frontline or a reliable way to control vision, but she is not automatically safe. Hook and engage supports such as Blitzcrank, Pyke, Leona, Nautilus or Thresh can heavily punish her lack of mobility. If you blind pick her, play lane more defensively, use the wave as protection and build your value around objectives rather than risky poke.

Q.02 When should Seraphine use her ultimate? +

Her ultimate should be saved for an angle that truly changes the fight: several enemies aligned, an enemy engage that is too direct, or an objective entrance the opponent must cross. Casting it on one target can be correct if it guarantees an important kill, but it is often less valuable than holding it to control a zone. In practice, ask whether your ultimate creates an objective, saves a carry or breaks the enemy formation.

Q.03 Is Seraphine better at poking or peeling? +

She can do both, but her real Support value often comes from collective peel. Poke helps prepare lane or an objective, especially with Glacial Augment, but her best moments happen when she slows the enemy entry, protects several allies with W and holds ultimate to reverse the engage. If your team has an important carry, playing to protect them is often more valuable than looking for poke too far forward.

Q.04 Why does Seraphine become strong around objectives? +

Objectives force enemies to move through narrow areas and group together. That is exactly what Seraphine wants: her E controls entrances, her W protects several allies at once and her ultimate can travel through an entire line if the opponent engages too directly. She is much weaker in scattered fights, but around dragon or Baron, she can turn the terrain’s geometry into an advantage.

Data — Stats per levelSeraphine Wild Rift base stats per level (1-15)

Movement speed 360Attack range 550Bonus attack speed / lvl +0%
Show stats per level
LvlHPADArmorMRManaHP regenRes. regen
16005234364357.516
271255.638.737.24848.117.1
382459.243.438.45338.618.2
493662.848.139.65829.219.3
51,04866.452.840.86319.720.4
61,1607057.54268010.321.5
71,27273.662.243.272910.822.6
81,38477.266.944.477811.423.7
91,49680.871.645.682711.924.8
101,60884.476.346.887612.525.9
111,7208881489251327
121,83291.685.749.297413.628.1
131,94495.290.450.41,02314.129.2
142,05698.895.151.61,07214.730.3
152,168102.499.852.81,12115.231.4

Base data : wiki.leagueoflegends.com (CC BY-SA 4.0) · 2026-07-09

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