Identidad principal
Seraphine is mainly played as Support. Its clearest strength is exceptional aoe utility (shields/care/charms)..
Seraphine is mainly played as Support. Its clearest strength is exceptional aoe utility (shields/care/charms)..
Poke under Glacial, protect ADC with W. Defensive vision.
Seraphine becomes easier to punish when highly punishable at close range and without flash.. From the opposite side, the page also highlights this answer: Against hard-engage, keep E for carry, not for poke.
Level 5 gives Seraphine her first real comeback threat. Her ultimate should not be seen only as an engage tool: it is also a punishment against supports who enter too directly or against a bot lane that groups after a trade.
Harmonic Echo turns her W into a real fight swing. From that point, Seraphine is not only trying to save one target: she can keep several allies in the fight long enough for allied damage to decide the exchange.
Around dragons and Herald, Seraphine reaches a very strong window if her team arrives first. E controls entrances, W absorbs the engage, and ultimate forces enemies to choose between backing off or walking through a dangerous zone.
Once her team buffs are online, Seraphine becomes less dependent on landing a perfect spell. Every good W or shield extends the carry damage window, making long fights much more favorable.
Priority to safety and measured poke. Stacks Notes before each trade.
Play around the objectives: force fights in the corridors and protect your carries.
Disciplined front-to-back: retains R for multi-target hits or counter-engagement.
Poke under Glacial, protect ADC with W. Defensive vision.
Completes Locket/Redemption, plays dragon tempo.
Priority peel: shields/care + R to lock the opponent's backline.
Waveclear safe and short trades after E/Q hit.
Frequent groups, look for R angles to force Flash/ultis
Perfect positioning, compulsory stasis against assassins.
Access to R and more frequent teamfight reappearances.
1 para daño, 3 para ralentizar al objetivo (si ya está ralentizado → inmovilización), 2 para potenciar para el escudo de área de efecto máximo
La Habilidad 1 tiene un cooldown lo suficientemente corto como para usarse dos veces en una rotación — amplifica el daño de área de efecto
Con 0 cargas de Eco, este combo de doble lanzamiento usa la habilidad 3 (gracias al proc de pasiva) para inmovilizar en lugar de ralentizar, luego lanza la definitiva de encanto
Flash al medio de los enemigos para el máximo encanto de la definitiva, inmovilización con la habilidad 3, daño con la habilidad 1
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)..
This page highlights the moments where Seraphine can force clean trades, rotations, or objective setups. In practice, the champion is strongest when its cooldown cycle is respected and the fight starts on its own terms.
Seraphine can be punished when highly punishable at close range and without flash.. A practical answer listed here is: Against hard-engage, keep E for carry, not for poke.