A
September 2026 · Patch 7.2d
Support · SUPPORT · MID

Seraphine Wild Rift Expert Guide

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.

★ SUPPORT · MID Tier A
DMG
UTIL
TANK
DIFF
Win 50.3% #47 · ↓0pt
Pick 6.5% #12
Ban 0.6% #98

Seraphine Wild Rift Expert Guide

Video Tutorial — Chapters

Video by Dr. Curvywatch on YouTube

§ 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

FAQ

How should I play Seraphine in Wild Rift?

Seraphine is generally played as Support. The first objective is to poke under glacial, protect adc with w. defensive vision. Its biggest edge comes from exceptional aoe utility (shields/care/charms).

When is Seraphine strongest?

Seraphine takes over in mid game: completes locket/redemption, plays dragon tempo.

How do I punish Seraphine?

Seraphine can be punished when highly punishable at close range and without flash. A practical answer listed here is: Buy beacons regularly: your survival depends on information.