Edge: Wild Rift Core canonical verdict (−3 to +3), shown from the point of view of the champion named in the row. Win rate and pick rate: the opponent's own rate in this role — Wild Rift CN · Challenger, Patch 7.2d. Not a head-to-head win rate.
projectile blockteamfightThis matchup is dictated by how Braum's Unbreakable completely neutralizes your ultimate. Since Encore relies on passing through champions to extend its range and apply its charm, Braum can simply raise his shield to absorb the entire projectile. This single interaction denies your primary teamfight tool, preventing you from catching his backline and turning your high-impact ultimate into a wasted, blocked cooldown.Braumのビルド →詳細を見る
Braum
理由
This matchup is dictated by how Braum's Unbreakable completely neutralizes your ultimate. Since Encore relies on passing through champions to extend its range and apply its charm, Braum can simply raise his shield to absorb the entire projectile. This single interaction denies your primary teamfight tool, preventing you from catching his backline and turning your high-impact ultimate into a wasted, blocked cooldown.
レーン戦への影響
In the laning phase, this interaction forces you into a highly defensive posture. You cannot safely fish for roots with Beat Drop or poke with High Note because Braum can block them or jump to his ally with Stand Behind Me. If you overextend to poke, you risk getting hit by Winter's Bite, leading to Concussive Blows stuns and a deadly Glacial Fissure follow-up.
立ち回り方
To survive, you must treat Unbreakable as your green light. Never launch Encore while his shield is active; instead, bait it out using High Note or Beat Drop. If he holds his shield, you must hold your ultimate. When he does waste it, you have a brief window to strike. Focus on using Surround Sound to mitigate trade damage and stay far behind your minions to avoid the slow from Winter's Bite.
squishy targetpunish castThis matchup is dictated by your own cast times. Whenever you cast High Note, Seraphine pauses briefly, becoming a stationary target. Blitzcrank thrives on this predictability; he can easily queue up Rocket Grab the moment he sees your animation start. Because you lack mobility, getting pulled inevitably leads to his Power Fist knock-up and Static Field silence, securing an effortless all-in burst that you cannot survive.Blitzcrankのビルド →詳細を見る
Blitzcrank
理由
This matchup is dictated by your own cast times. Whenever you cast High Note, Seraphine pauses briefly, becoming a stationary target. Blitzcrank thrives on this predictability; he can easily queue up Rocket Grab the moment he sees your animation start. Because you lack mobility, getting pulled inevitably leads to his Power Fist knock-up and Static Field silence, securing an effortless all-in burst that you cannot survive.
レーン戦への影響
The constant threat of Rocket Grab forces you to play defensively behind your minion wave, stripping away your ability to poke with Beat Drop. You will have to concede early bush control and wave pressure, as stepping up to contest the push invites disaster. If Blitzcrank misses his grab, you gain a brief window to breathe and secure minion priority, but otherwise, you are entirely locked under your own turret.
立ち回り方
To survive, completely hold your High Note unless you are safely positioned deep behind a thick minion wave. Keep your eyes on Blitzcrank's Overdrive; when he activates it to rush you, immediately cast Surround Sound for the movement speed boost to dodge his trajectory. If you do get hooked, do not panic-cast Encore; save it to peel your AD carry if Blitzcrank decides to switch targets after pulling you.
dodge skillshotsall inNautilus directly neutralizes your teamfight presence because his click-and-point Depth Charge completely shuts you down before you can align a game-changing Encore. While you want to group to maximize the shield from Surround Sound and find a multi-target ultimate angle, his ability to target you directly with unavoidable crowd control prevents you from safely channeling your main utility.Nautilusのビルド →詳細を見る
Nautilus
理由
Nautilus directly neutralizes your teamfight presence because his click-and-point Depth Charge completely shuts you down before you can align a game-changing Encore. While you want to group to maximize the shield from Surround Sound and find a multi-target ultimate angle, his ability to target you directly with unavoidable crowd control prevents you from safely channeling your main utility.
レーン戦への影響
During the laning phase, the constant threat of Dredge Line forces you into a highly defensive posture behind your minions. You cannot easily poke with High Note or setup Beat Drop because stepping past your wave invites an immediate all-in. If Nautilus lands his hook, his Staggering Blow and Titan's Wrath shield will ensure his AD carry wins any trade, slowly pushing you under tower.
立ち回り方
To survive, you must hold Beat Drop to disengage only after he commits. Never stand in a straight line behind low-health minions where Dredge Line can catch you off guard. During teamfights, stay completely out of his Depth Charge range until he wastes it on a frontline ally; only then can you step up to chain Stage Presence notes and fire a clean Encore through the fight.
pokecatch potentialBard holds the upper hand because his Tempered Fate acts as the ultimate counter-engage tool against your teamfight setup. The moment you wind up Encore or prepare an Echo-amplified Beat Drop, he can freeze you in stasis, completely wasting your cast or isolating you from your ADC. Additionally, your need to line up linear spells makes you a prime target for Cosmic Binding near walls or minions.Bardのビルド →詳細を見る
Bard
理由
Bard holds the upper hand because his Tempered Fate acts as the ultimate counter-engage tool against your teamfight setup. The moment you wind up Encore or prepare an Echo-amplified Beat Drop, he can freeze you in stasis, completely wasting your cast or isolating you from your ADC. Additionally, your need to line up linear spells makes you a prime target for Cosmic Binding near walls or minions.
レーン戦への影響
In lane, Bard's threat forces a very passive posture. You cannot safely fish for poke with High Note without risking a sudden Cosmic Binding stun. Because Traveler’s Call gives him roaming power, he will often leave lane, but his Caretaker’s Shrine keeps his ADC healthy while he is gone. If you try to punish this absence by pushing, his Magical Journey can quickly bring him back to catch you overextended.
立ち回り方
To survive, never cast Encore while Bard still holds Tempered Fate, unless you are completely out of his range. Track his cooldowns meticulously; when his ultimate is down, you have a brief window to play aggressively and use Beat Drop to lock down targets. Position yourself strictly in open space, far from terrain, to deny him easy Cosmic Binding angles. If he portals in with Magical Journey, immediately prepare Surround Sound to absorb the incoming burst and disengage.
squishy targetengage priorityMalphite's threat profile completely shifts once he unlocks Unstoppable Force. Because Seraphine has zero built-in mobility, you are the prime target for his sudden hard engage. If he catches you, the knock-up prevents you from casting Surround Sound to absorb the damage or retaliating with Encore. This creates a deadly burst window where Malphite's team can erase you before you can even react.Malphiteのビルド →詳細を見る
Malphite
理由
Malphite's threat profile completely shifts once he unlocks Unstoppable Force. Because Seraphine has zero built-in mobility, you are the prime target for his sudden hard engage. If he catches you, the knock-up prevents you from casting Surround Sound to absorb the damage or retaliating with Encore. This creates a deadly burst window where Malphite's team can erase you before you can even react.
レーン戦への影響
Before level five, you can safely harass Malphite with High Note and Beat Drop to constantly break his Granite Shield. However, the moment he reaches his ultimate spike, the lane dynamic reverses. You must surrender brush control and step back, as standing too close to your ADC invites a double knock-up. This concession slows down your gold generation and forces a defensive posture under tower.
立ち回り方
Position yourself defensively, keeping Malphite at the absolute maximum range of your High Note. Never stand aligned with your ally. Always keep your Stage Presence passive primed for a double-cast Surround Sound to reactively shield his Seismic Shard poke. If Malphite misses or wastes Unstoppable Force on your tankier ally, immediately retaliate with Beat Drop followed by Encore to lock down his ADC while he has no follow-up.
squishy targetengageSeraphine's complete lack of mobility makes you incredibly vulnerable to Galio's aggressive engage. The moment he steps forward, his Justice Punch can easily close the gap and knock you up, immediately chaining into a charged Shield of Durand taunt. Because you cannot easily dodge this quick crowd control chain without flash, you are highly susceptible to being locked down and burst before your defensive Surround Sound can even mitigate the incoming damage.Galioのビルド →詳細を見る
Galio
理由
Seraphine's complete lack of mobility makes you incredibly vulnerable to Galio's aggressive engage. The moment he steps forward, his Justice Punch can easily close the gap and knock you up, immediately chaining into a charged Shield of Durand taunt. Because you cannot easily dodge this quick crowd control chain without flash, you are highly susceptible to being locked down and burst before your defensive Surround Sound can even mitigate the incoming damage.
レーン戦への影響
You cannot safely step up to poke with High Note or Stage Presence passive attacks without risking a lethal counter-engage. This forced passivity hands Galio's lane partner complete control over the minion wave. If you get caught near their tower or overextend, a quick Justice Punch combo will force your early recall or result in an easy kill. You must surrender early bush control and watch your health bar constantly.
立ち回り方
To survive, you must hold Beat Drop exclusively as a self-peel tool. Never throw it out randomly to poke; instead, cast it the exact moment Galio winds up Justice Punch to interrupt or slow his advance. Position yourself strictly behind your minion wave, keeping maximum distance to force him to use flash if he wants to land Shield of Durand. If he ever wastes his dash, immediately use High Note and Stage Presence to punish him while his engage is down.
kill laneteamfightSeraphine's primary threat is completely neutralized by Alistar's defensive kit. The moment you cast Encore to start a fight, Alistar can instantly activate Unbreakable Will to cleanse the charm. This allows him to ignore your crowd control entirely and immediately counter-engage onto you or your ADC using his Headbutt and Pulverize combo, turning your ultimate spike into a liability.Alistarのビルド →詳細を見る
Alistar
理由
Seraphine's primary threat is completely neutralized by Alistar's defensive kit. The moment you cast Encore to start a fight, Alistar can instantly activate Unbreakable Will to cleanse the charm. This allows him to ignore your crowd control entirely and immediately counter-engage onto you or your ADC using his Headbutt and Pulverize combo, turning your ultimate spike into a liability.
レーン戦への影響
Because your ultimate cannot reliably peel or lock him down, Alistar gains massive lane pressure from level six onward. You are forced to play defensively near your tower, as stepping up to poke with High Note or poke with Stage Presence notes exposes you to a sudden Headbutt and Pulverize dive. This passive posture forces your ADC to lose minion control and concede early lane priority.
立ち回り方
To survive this matchup, never use Encore as an initiation tool while Alistar has his ultimate available. Instead, hold your ultimate to target his backline or wait for him to commit Unbreakable Will first during a chaotic skirmish. If he charges forward with Headbutt, use your Echoed Beat Drop to root him before he can reach you, and immediately back away with Surround Sound to survive his Trample stun window.
kill pressurepoke punishThis matchup is heavily dictated by Leona's ability to lock you down whenever you try to establish lane presence. Stepping up to poke with High Note puts you directly in range of Zenith Blade, which easily bypasses your minion wave. Once she connects, she will stun you with Shield of Daybreak and detonate Eclipse, bursting your fragile health bar before you can even cast Surround Sound to shield the incoming burst.Leonaのビルド →詳細を見る
Leona
理由
This matchup is heavily dictated by Leona's ability to lock you down whenever you try to establish lane presence. Stepping up to poke with High Note puts you directly in range of Zenith Blade, which easily bypasses your minion wave. Once she connects, she will stun you with Shield of Daybreak and detonate Eclipse, bursting your fragile health bar before you can even cast Surround Sound to shield the incoming burst.
レーン戦への影響
Because of this threat, you are forced to play incredibly defensively, conceding bush control and wave priority. Leona can zone you off the wave, forcing your duo to farm under turret while she builds up pressure. A single successful Zenith Blade engage results in a forced recall or death, giving her duo a massive gold lead and allowing her to freely roam to secure map vision.
立ち回り方
To survive, completely forfeit using your basic attacks for Stage Presence passive stacks unless Leona has wasted her engage. Stand far behind your ranged minions and only cast Beat Drop from maximum range to slow her advance. Keep Surround Sound ready to absorb the damage from Solar Flare when she reaches level five, and save Encore to turn the fight under your own turret if she overcommits.
dodge skillshotsengage windowRakan's hyper-mobility directly counters your slow, linear skillshots. Whenever you attempt to poke with High Note or set up a root with Beat Drop, he can easily use Battle Dance to dash to his ADC, completely dodging your spell. This immediate repositioning grants him the perfect angle to instantly counter-engage with Grand Entrance before your abilities can cycle back.Rakanのビルド →詳細を見る
Rakan
理由
Rakan's hyper-mobility directly counters your slow, linear skillshots. Whenever you attempt to poke with High Note or set up a root with Beat Drop, he can easily use Battle Dance to dash to his ADC, completely dodging your spell. This immediate repositioning grants him the perfect angle to instantly counter-engage with Grand Entrance before your abilities can cycle back.
レーン戦への影響
This dynamic forces you into a highly defensive posture where blind harassment is actively punished. Missing a single Beat Drop means conceding the entire brush control, as Rakan will threaten a knock-up. You cannot easily chip away at his Fey Feathers shield, meaning your ADC must farm under constant threat while you are forced to hold Surround Sound purely to survive his sudden The Quickness initiates.
立ち回り方
Never initiate trades with Beat Drop. Instead, keep it loaded with Stage Presence and wait for Rakan to waste Battle Dance or commit forward with Grand Entrance. If he leaps in, cast Beat Drop directly on his landing indicator to guarantee an immediate stop, then follow up with High Note. If he activates The Quickness, prepare to buffer Encore to charm him mid-dash, turning his aggressive dive into a lethal mistake.
immobile targetdodge ccSeraphine's complete lack of mobility makes you an incredibly easy target for Pyke's Bone Skewer. If you get hooked, his crowd control chain will quickly lead to an execution. However, this danger shifts during teamfights, where Pyke is forced to expend his Ghostwater Dive defensively to avoid being caught by your wide-reaching Encore, limiting his flank potential.Pykeのビルド →詳細を見る
Pyke
理由
Seraphine's complete lack of mobility makes you an incredibly easy target for Pyke's Bone Skewer. If you get hooked, his crowd control chain will quickly lead to an execution. However, this danger shifts during teamfights, where Pyke is forced to expend his Ghostwater Dive defensively to avoid being caught by your wide-reaching Encore, limiting his flank potential.
レーン戦への影響
During the laning phase, Pyke's constant threat forces you to play defensively behind your minion wave. You cannot freely poke with High Note or Beat Drop without risking exposure to a sudden Phantom Undertow forward. This concedes lane pressure, meaning Pyke can roam to other lanes while you are stuck safely clearing waves under your tower, slowly draining your team's early map presence.
立ち回り方
To survive, always keep a minion between you and Pyke to block Bone Skewer. Hold your Beat Drop specifically to counter his engage; if he dashes forward with Phantom Undertow, cast it to lock him down mid-dash. If he slips into camouflage, immediately retreat and activate Surround Sound for the shield and movement speed, ensuring you stay out of execution range of Death from Below.
disengagespacingpeel focusThis matchup is defined by your ability to disrupt Rell's heavy engage. Rell wants to dive straight onto your carry, and Seraphine's squishy nature means any successful initiation is lethal. Your primary defensive tool is Beat Drop. You must react instantly to her dash, using the projectile to slow or root her mid-air to shut down her crowd control chain before she can touch your marksman.Rellのビルド →詳細を見る
Rell
理由
This matchup is defined by your ability to disrupt Rell's heavy engage. Rell wants to dive straight onto your carry, and Seraphine's squishy nature means any successful initiation is lethal. Your primary defensive tool is Beat Drop. You must react instantly to her dash, using the projectile to slow or root her mid-air to shut down her crowd control chain before she can touch your marksman.
レーン戦への影響
Because of Rell's zoning threat, you cannot step up blindly to poke with High Note. The lane dynamic forces you to yield wave priority, playing defensively near your turret. Missing your crowd control means giving up complete control of the bush line, leading to forced early recalls and leaving your jungler vulnerable to invades without your rotation support.
立ち回り方
Maintain maximum distance and never waste Beat Drop trying to harass her in lane; save it exclusively to interrupt her forward momentum. When she misses her engage, punish her sluggish disengage immediately by proc'ing Stage Presence notes alongside High Note. If she does manage to lock down your ally, use Surround Sound instantly to mitigate the burst damage, and prepare to chain Encore to turn the fight under your turret.
sustain warteamfight scalingpoke neutralizationSona's Aria of Perseverance systematically neutralizes your poke from High Note and Beat Drop, leaving you unable to whittle down her health pool. Because Sona's late-game teamfighting scaling far outpaces yours, trading passively only plays into her hands. You cannot win a battle of attrition against her constant healing and shielding, making you reliant on finding a high-impact Encore to burst her before she takes over.Sonaのビルド →詳細を見る
Sona
理由
Sona's Aria of Perseverance systematically neutralizes your poke from High Note and Beat Drop, leaving you unable to whittle down her health pool. Because Sona's late-game teamfighting scaling far outpaces yours, trading passively only plays into her hands. You cannot win a battle of attrition against her constant healing and shielding, making you reliant on finding a high-impact Encore to burst her before she takes over.
レーン戦への影響
Sona's lane pressure is deceptive; while she rarely threatens to kill you early, her Hymn of Valor coupled with Power Chord slowly chips away at your carry. If you spam High Note to respond, her Aria of Perseverance will erase the damage, leaving you mana-starved. This neutralizes your wave control and forces a slow, defensive lane where Sona comfortably farms her passive, slowly choking out your map presence.
立ち回り方
Stop wasting mana on raw poke. Instead, save your Echo cast from Stage Presence for a double Beat Drop to root Sona when she steps up to trigger Hymn of Valor. The moment she wastes Aria of Perseverance, you have a twelve-second window where her sustain is offline. Use this exact gap to call your jungler or commit with Encore to burst her down instantly. If she plays safely out of range, use Surround Sound to match her rotations and protect your carry from her Crescendo.
hook threatdisengagewave positioningThresh dictates the pace of this lane because his Death Sentence can instantly pull you out of your safe backline positioning. While your High Note allows you to poke him from a distance, your fragile health bar makes you highly vulnerable to his all-in potential. The matchup hinges on how you utilize minion waves to block his hook while using Beat Drop to counter his aggressive forward movements when he tries to set up Flay.Threshのビルド →詳細を見る
Thresh
理由
Thresh dictates the pace of this lane because his Death Sentence can instantly pull you out of your safe backline positioning. While your High Note allows you to poke him from a distance, your fragile health bar makes you highly vulnerable to his all-in potential. The matchup hinges on how you utilize minion waves to block his hook while using Beat Drop to counter his aggressive forward movements when he tries to set up Flay.
レーン戦への影響
You cannot freely push the wave with Stage Presence boosted attacks, as standing still to poke invites a fatal hook. If Thresh lands Death Sentence, his follow-up with Flay and The Box will easily secure a kill or force your Flash. This pressure forces you to play defensively under your turret, sacrificing early priority and limiting your ability to assist your jungler, while Thresh uses Dark Passage to bring his allies for easy dives.
立ち回り方
Always keep at least two minions between you and Thresh to nullify Death Sentence. When Thresh steps past his own wave to threaten Flay, immediately cast an Echoed Beat Drop to root him in place, rendering him unable to close the gap. Keep Surround Sound ready to shield his initial burst if you get caught, and only unleash Encore when Thresh is locked down by your minions or after he has already wasted his hook.
poketeamfightThis matchup is a constant trade-off between early harassment and defensive recovery. Karma seeks to dominate the opening minutes by landing Inner Flame empowered by Mantra to chip your health. However, her aggressive angling exposes her to your Beat Drop. If she oversteps while slowed by your allies or minions, a well-timed Beat Drop instantly roots her, reversing the pressure of her initial poke.Karmaのビルド →詳細を見る
Karma
理由
This matchup is a constant trade-off between early harassment and defensive recovery. Karma seeks to dominate the opening minutes by landing Inner Flame empowered by Mantra to chip your health. However, her aggressive angling exposes her to your Beat Drop. If she oversteps while slowed by your allies or minions, a well-timed Beat Drop instantly roots her, reversing the pressure of her initial poke.
レーン戦への影響
Karma's constant AoE push forces you to actively manage the wave with High Note to prevent being shoved under tower. If she secures priority, her Inspire shields let her dictate the trading pace. However, if you maintain neutral wave positioning, her aggressive Inner Flame casts will inevitably push the lane, leaving her vulnerable. Failing to match her push costs your team early dragon control.
立ち回り方
Stand behind your minion wave to block the direct path of Inner Flame, forcing Karma to waste mana or push the wave unintentionally. Save your Surround Sound specifically to negate her Mantra bursts rather than using it for minor chip damage. If Karma attempts to lock you down with Focused Resolve, do not panic; immediately cast Beat Drop to root her in place and walk out of her tether range before the root triggers.
poke warburst timingThis matchup is a pure battle of skillshots where mistake tolerance is razor-thin. While your range with High Note matches her reach, Lux holds a lethal advantage in raw burst speed. If she lands Light Binding, she can instantly chain Final Spark to delete your fragile health bar before you can cast Surround Sound to mitigate the damage.Luxのビルド →詳細を見る
Lux
理由
This matchup is a pure battle of skillshots where mistake tolerance is razor-thin. While your range with High Note matches her reach, Lux holds a lethal advantage in raw burst speed. If she lands Light Binding, she can instantly chain Final Spark to delete your fragile health bar before you can cast Surround Sound to mitigate the damage.
レーン戦への影響
Because of this threat, lane control hinges entirely on wave positioning. If you let Lux push you under turret, her Lucent Singularity and Light Binding become impossible to dodge in tight spaces. Conversely, pushing her back forces her to waste spells on clearing rather than zoning you, shifting the pressure. A single missed snare or a bad recall timing determines who dictates the tempo and secures priority for early river skirmishes.
立ち回り方
To survive and win, always position behind at least two friendly minions to block Light Binding, as it only pierces one target. Never use Surround Sound preemptively; save its high cooldown for when Lux misses her snare and you want to trade back with an Echo-amplified Beat Drop. If she misses her main crowd control, aggressively use High Note to shove the wave, keeping her trapped under her turret where her skillshots are easier to predict.
anti healpoke vs sustainsilence disruptionThis matchup is a pure battle of attrition where Soraka uses Astral Infusion to negate your poke. However, the true focal point is Soraka's Equinox. This instant silence zone completely disrupts your Stage Presence flow, canceling your double-cast animations before the second spell triggers. You cannot mindlessly trade with High Note or Beat Drop when her silence is available, turning this into a high-stakes mental chess match.Sorakaのビルド →詳細を見る
Soraka
理由
This matchup is a pure battle of attrition where Soraka uses Astral Infusion to negate your poke. However, the true focal point is Soraka's Equinox. This instant silence zone completely disrupts your Stage Presence flow, canceling your double-cast animations before the second spell triggers. You cannot mindlessly trade with High Note or Beat Drop when her silence is available, turning this into a high-stakes mental chess match.
レーン戦への影響
Because Astral Infusion constantly resets her ADC's health bar, your target selection during trades must shift towards Soraka herself. If you focus her ally, she simply heals them back up, rendering your High Note execution damage useless. However, stepping forward to poke her exposes you directly to Equinox, which sets up a deadly root and halts your wave pressure, forcing a stale, passive laning phase where mistakes cost massive health leads.
立ち回り方
Never use your double-cast Beat Drop or High Note while Soraka holds Equinox. Instead, bait her silence by walking aggressively forward, then quickly step back. Once Equinox is on cooldown, immediately unleash your Echoed Beat Drop on Soraka to lock her down before she can regenerate health using Starcall. If she manages to silence you mid-cast, immediately back off and use Surround Sound to absorb the incoming damage while waiting for your spellcasting flow to reset.
poke advantageeasy ccscaling matchupYuumi's attachment mechanic via You and Me! leaves her ADC entirely exposed. Because there is no second body to block skillshots, your High Note and Beat Drop can easily bypass the minion wave to strike the ADC directly. Furthermore, when Yuumi is attached, Encore acts as an inescapable crowd control tool that guarantees hitting both targets simultaneously, turning their co-dependence into a major vulnerability.Yuumiのビルド →詳細を見る
Yuumi
理由
Yuumi's attachment mechanic via You and Me! leaves her ADC entirely exposed. Because there is no second body to block skillshots, your High Note and Beat Drop can easily bypass the minion wave to strike the ADC directly. Furthermore, when Yuumi is attached, Encore acts as an inescapable crowd control tool that guarantees hitting both targets simultaneously, turning their co-dependence into a major vulnerability.
レーン戦への影響
This structural lack of presence forces the enemy duo to play under constant health pressure. You can easily deny the ADC gold by zoning them with High Note whenever they step up to last-hit. Because Yuumi's Zoomies has a very high mana cost, they cannot sustain your relentless poke. This allows you to push them under tower, secure early plates, and gain safe priority without fearing a trade.
立ち回り方
Start the lane by using Stage Presence to double-cast Beat Drop through the wave, capitalizing on the isolated ADC. Hold Surround Sound specifically to neutralize the slow from Prowling Projectile if they attempt to poke back. Once you unlock Encore, wait for the ADC to lock themselves into an auto-attack animation, then cast it directly on them; since Yuumi is attached, she will instantly share the charm, setting up an effortless double kill.
kite and pokedisengagerange advantageSeraphine dictates this lane because her basic abilities outrange Swain's threat zone. While Swain needs to get close to land Death's Hand, you can safely harass him from afar using Stage Presence notes and High Note. When Swain attempts to close the distance with Demonic Ascension, your Beat Drop serves as the perfect counter-engage, rooting him in place and denying him the proximity he needs to heal.Swainのビルド →詳細を見る
Swain
理由
Seraphine dictates this lane because her basic abilities outrange Swain's threat zone. While Swain needs to get close to land Death's Hand, you can safely harass him from afar using Stage Presence notes and High Note. When Swain attempts to close the distance with Demonic Ascension, your Beat Drop serves as the perfect counter-engage, rooting him in place and denying him the proximity he needs to heal.
レーン戦への影響
This range advantage allows you to constantly chip away at Swain's health, forcing him to play passively behind his minions. Because he cannot easily trade back without risking a counter-poke, your lane partner enjoys permanent wave priority. This pressure translates into early dragon control and secures safe recall timings, as Swain will constantly be too low on health to contest your pushes or follow up on his jungler's ganks.
立ち回り方
Always maintain maximum distance and keep moving laterally to make dodging Nevermove effortless. Never throw Beat Drop aggressively unless Swain has already missed his claw; instead, hold it as a defensive tool. The moment he activates Demonic Ascension and walks forward, hit him with an echo-boosted Beat Drop to root him outside his ultimate's radius. If he manages to flash onto you, immediately cast Surround Sound for the shield and movement speed to disengage.
Edge: Wild Rift Core canonical verdict (−3 to +3), shown from the point of view of the champion named in the row. Win rate and pick rate: the opponent's own rate in this role — Wild Rift CN · Challenger, Patch 7.2d. Not a head-to-head win rate.
wind wallmobility threatYasuo's Wind Wall acts as a complete shutdown to your entire offensive kit, swallowing High Note, Beat Drop, and even your game-changing Encore. Because your spells have slow projectile speeds, he can easily react to them. Additionally, his Sweeping Blade gives him high mobility through your minion wave, allowing him to effortlessly slide out of your linear skillshots while charging Steel Tempest.Yasuoのビルド →詳細を見る
Yasuo
理由
Yasuo's Wind Wall acts as a complete shutdown to your entire offensive kit, swallowing High Note, Beat Drop, and even your game-changing Encore. Because your spells have slow projectile speeds, he can easily react to them. Additionally, his Sweeping Blade gives him high mobility through your minion wave, allowing him to effortlessly slide out of your linear skillshots while charging Steel Tempest.
レーン戦への影響
You cannot safely contest the wave because stepping up to use High Note exposes you to a sudden Sweeping Blade engage. Yasuo will freeze the lane or shove you under tower, forcing you to burn Surround Sound to survive. His Way of the Wanderer shield constantly absorbs your poke, meaning you lose every health trade and are forced to recall early, sacrificing map pressure.
立ち回り方
To survive this matchup, you must pop his Way of the Wanderer shield with a basic attack before committing any mana. Never cast Encore or Beat Drop while his Wind Wall is available; instead, hold these spells to threaten him and force him to play defensively. If he dashes forward with Sweeping Blade, use Surround Sound immediately to absorb Steel Tempest's damage, then retreat toward your tower until his tornado charge expires.
roam threatvision controlSeraphine struggles immensely because Talon can completely bypass her zone control. Whenever you try to poke or self-peel with High Note or Beat Drop, Talon can use Assassin's Path to vault over the mid-lane walls, effortlessly dodging your slow-moving projectiles. This mobility allows him to close the distance instantly, flank from unexpected angles, and deploy his lethal Shadow Assault burst before you can react or trigger Stage Presence notes.Talonのビルド →詳細を見る
Talon
理由
Seraphine struggles immensely because Talon can completely bypass her zone control. Whenever you try to poke or self-peel with High Note or Beat Drop, Talon can use Assassin's Path to vault over the mid-lane walls, effortlessly dodging your slow-moving projectiles. This mobility allows him to close the distance instantly, flank from unexpected angles, and deploy his lethal Shadow Assault burst before you can react or trigger Stage Presence notes.
レーン戦への影響
This constant threat forces you to play extremely passively under your turret. You cannot safely contest waves with High Note without risking a deadly flank. If you push, Talon will use Assassin's Path to disappear into the jungle, leaving you blind to his roam timing. The pressure forces you to choose between giving up farm or risking an all-in burst every time his Shadow Assault is off cooldown.
立ち回り方
To survive, you must hold Beat Drop exclusively as a defensive reaction when he commits, never for farming. Stay strictly in the center of the lane, as far from the side walls as possible, to deny him easy Assassin's Path angles. If he goes missing, do not follow him blindly through the river; instead, spam ping your allies and use Surround Sound to safely push the wave and force him to lose gold under his tower.
gap closedive threatYone completely invalidates your range advantage because his Soul Unbound and Fate Sealed allow him to cross the lane instantly, ignoring the slow travel time of your Beat Drop and High Note. Once Yone closes the distance, Seraphine's lack of mobility makes her an easy target for his rapid physical and magical strikes from Way of the Hunter, turning any attempt to poke him into a lethal threat.Yoneのビルド →詳細を見る
Yone
理由
Yone completely invalidates your range advantage because his Soul Unbound and Fate Sealed allow him to cross the lane instantly, ignoring the slow travel time of your Beat Drop and High Note. Once Yone closes the distance, Seraphine's lack of mobility makes her an easy target for his rapid physical and magical strikes from Way of the Hunter, turning any attempt to poke him into a lethal threat.
レーン戦への影響
You cannot safely contest the wave near his tower, as a frozen lane allows Yone to run you down with Mortal Steel's third strike. Trying to trade health results in him absorbing damage with Spirit Cleave while chunking you down. This forces you to constantly forfeit priority, lagging behind in gold while being stuck under your own turret trying to farm safely with Stage Presence double casts.
立ち回り方
Keep the minions permanently closer to your turret by only using High Note to thin the wave, never to push it. Never cast Beat Drop unless Yone has already committed his Soul Unbound; holding it is your only deterrent against his forward dash. If he unleashes Fate Sealed, immediately use your Echoed Surround Sound for the shield and movement speed to escape his burst range, prioritizing survival over landing an offensive Encore.
dodge mechanicarmor rushZed completely dominates this matchup because his Death Mark provides the ultimate tool to bypass your self-peel. Whenever you attempt to lock him down with Encore or set up a defensive stun using Beat Drop, he can activate his ultimate to become untargetable, easily dodging your slow-moving projectiles. He then reappears directly behind you, unleashing Razor Shuriken and Shadow Slash to trigger Contempt for the Weak for a guaranteed kill.Zedのビルド →詳細を見る
Zed
理由
Zed completely dominates this matchup because his Death Mark provides the ultimate tool to bypass your self-peel. Whenever you attempt to lock him down with Encore or set up a defensive stun using Beat Drop, he can activate his ultimate to become untargetable, easily dodging your slow-moving projectiles. He then reappears directly behind you, unleashing Razor Shuriken and Shadow Slash to trigger Contempt for the Weak for a guaranteed kill.
レーン戦への影響
From level three onward, Zed uses Living Shadow to project Razor Shuriken and Shadow Slash past your attack range, making safe farming difficult. You are forced to use High Note and Stage Presence passively from extreme range just to secure minions under your turret. This constant pressure deprives you of mid-lane priority, allowing Zed to freely roam the map while you are trapped defending your tower.
立ち回り方
Surviving requires an immediate shift toward defensive itemization, prioritizing early armor and the stasis active over raw ability power. Never initiate trades with Encore or Beat Drop; you must hold these abilities until Zed commits his Death Mark. When he ultimate-assaults you, activate Surround Sound to absorb the initial burst. Only cast your crowd control behind your own character model the exact millisecond he reappears, or immediately activate your stasis to neutralize his mark explosion.
cc lockdownmap pressureGalio dictates the pace of this lane because Seraphine's lack of mobility makes her an easy target for his Justice Punch into Shield of Durand combo. If you get caught by his dash, you cannot escape the subsequent taunt. Meanwhile, Galio uses Colossal Smash and Winds of War to instantly clear waves, freeing him up to impact the map with Hero's Entrance while you are stuck under your turret.Galioのビルド →詳細を見る
Galio
理由
Galio dictates the pace of this lane because Seraphine's lack of mobility makes her an easy target for his Justice Punch into Shield of Durand combo. If you get caught by his dash, you cannot escape the subsequent taunt. Meanwhile, Galio uses Colossal Smash and Winds of War to instantly clear waves, freeing him up to impact the map with Hero's Entrance while you are stuck under your turret.
レーン戦への影響
This matchup forces you into a defensive posture where you are constantly playing catch-up. Galio's rapid wave clearance means your tower is under pressure, and you cannot match his rotations when he flies away. Every time you try to poke with High Note, you risk getting engaged on, which costs your side lanes precious map pressure as they suffer from his global presence.
立ち回り方
To survive and mitigate his impact, always stand far behind your minions to stay out of Justice Punch range, and save Beat Drop to disengage if he attempts to run at you. Instead of trying to match his physical rotations, focus on shoving back as soon as he leaves using an Echoed High Note, and ping your side lanes aggressively the moment he disappears from vision.
waveclearmap presenceYour High Note allows you to keep pace with Taliyah's Threaded Volley during wave clearing, but the fundamental issue lies in map mobility. While you can match her push, Rock Surfing gives her superior natural speed near walls. Once she unlocks Weaver's Wall, she can bypass your vision completely and influence side lanes instantly, a map-spanning threat your kit simply cannot mirror.Taliyahのビルド →詳細を見る
Taliyah
理由
Your High Note allows you to keep pace with Taliyah's Threaded Volley during wave clearing, but the fundamental issue lies in map mobility. While you can match her push, Rock Surfing gives her superior natural speed near walls. Once she unlocks Weaver's Wall, she can bypass your vision completely and influence side lanes instantly, a map-spanning threat your kit simply cannot mirror.
レーン戦への影響
The laning phase becomes a race against the clock. Since Taliyah wants to shove with Threaded Volley and roam, you are forced to constantly use Stage Presence boosted High Note casts to prevent her from locking you under turret. If you fail to match her push, she will disappear into the fog of war. This forces your side lanes to play terrified, costing your team map control.
立ち回り方
Never attempt to follow Taliyah blindly through the river when she activates Weaver's Wall, as she can easily turn and catch you with Seismic Shove into Unraveled Earth. Instead, hold your Beat Drop to safely clear remaining minions from a distance. The moment she roams, ping missing immediately, use your High Note echo to hard-shove the wave into her turret, and look to secure local plating.
spacingdisengageSyndra's lethal threat lies in her ability to instantly punish any forward movement. If you step up to poke, she can launch Scatter the Weak to shove her Dark Sphere into you, locking you down from a safe distance. This stun completely bypasses your reaction time, preventing you from casting Surround Sound to absorb the massive, single-target damage of her Unleashed Power follow-up.Syndraのビルド →詳細を見る
Syndra
理由
Syndra's lethal threat lies in her ability to instantly punish any forward movement. If you step up to poke, she can launch Scatter the Weak to shove her Dark Sphere into you, locking you down from a safe distance. This stun completely bypasses your reaction time, preventing you from casting Surround Sound to absorb the massive, single-target damage of her Unleashed Power follow-up.
レーン戦への影響
You are forced into a defensive posture, relying entirely on the maximum range of High Note and Beat Drop to secure minions. Pushing the wave carelessly invites Syndra to fish for stun angles. Once your health is chipped down, you must recall prematurely, as staying under turret with low health makes you an easy target for her Unleashed Power dive, giving her free map priority.
立ち回り方
Never stand in a direct line behind Syndra's active Dark Sphere units to deny her easy stun vectors. Your primary opportunity occurs when she misses Scatter the Weak; during this fifteen-second window, you can safely step up to trade with an Echo-amplified High Note or use Stage Presence notes for safe harass. If she holds her stun, match her patience, farming safely and saving Surround Sound solely for survival.
cc dodgelong range pokeThis matchup is defined by Zoe's ability to punish your low mobility. If you get clipped by her Sleepy Trouble Bubble, you cannot escape, turning you into a sitting duck for a devastating, maximum-range Paddle Star!. Because Seraphine lacks any quick dash or escape tool, surviving Zoe's pick potential relies entirely on avoiding that initial bubble. Your Beat Drop is too slow to interrupt her rapid Portal Jump trading patterns.Zoeのビルド →詳細を見る
Zoe
理由
This matchup is defined by Zoe's ability to punish your low mobility. If you get clipped by her Sleepy Trouble Bubble, you cannot escape, turning you into a sitting duck for a devastating, maximum-range Paddle Star!. Because Seraphine lacks any quick dash or escape tool, surviving Zoe's pick potential relies entirely on avoiding that initial bubble. Your Beat Drop is too slow to interrupt her rapid Portal Jump trading patterns.
レーン戦への影響
Zoe's ability to throw Sleepy Trouble Bubble through the mid lane walls forces you into highly restrictive positioning. You cannot safely use Stage Presence to double-cast High Note for wave clear near the side ledges. Every missed dodge means losing over half your health bar to Paddle Star!, giving Zoe free lane priority, forcing premature recalls, and preventing you from using Surround Sound to sustain yourself.
立ち回り方
Position yourself strictly in the center of the lane, keeping a wave of minions between you and Zoe to block Sleepy Trouble Bubble. If you are about to fall asleep, immediately cast Surround Sound to shield the incoming Paddle Star! damage. When she aggressive-teleports, aim Encore at her return marker from Portal Jump; this guarantees a charm on her predictable return point, turning her own dive into a deadly counter-engage.
wave clearteamfight presenceYour entire teamfight presence and pick potential rely on landing a massive Encore. However, Morgana's Black Shield completely nullifies this charm, allowing her or her key ally to ignore your ultimate entirely. Furthermore, if you get caught by her Dark Binding, her Tormented Shadow will melt your health bar while you are rooted, leaving you with very little room for error.Morganaのビルド →詳細を見る
Morgana
理由
Your entire teamfight presence and pick potential rely on landing a massive Encore. However, Morgana's Black Shield completely nullifies this charm, allowing her or her key ally to ignore your ultimate entirely. Furthermore, if you get caught by her Dark Binding, her Tormented Shadow will melt your health bar while you are rooted, leaving you with very little room for error.
レーン戦への影響
Because you cannot easily burst Morgana through her Black Shield, this lane becomes a pure test of wave control. Her passive Soul Siphon gives her excellent sustain against your High Note poke. If she shoves you under turret with Tormented Shadow, you will struggle to roam. A single missed Beat Drop means she can freely step up, fish for Dark Binding, and force you to recall early.
立ち回り方
To survive, prioritize clearing waves from maximum range using your Echo-amplified High Note and Beat Drop to match her push. Never cast Encore while her Black Shield is off cooldown; instead, hold your ultimate to threaten her or force her to use the shield defensively on herself. If she catches a teammate with Dark Binding, immediately cast Surround Sound to absorb the incoming Tormented Shadow damage.
waveclearpoke warThis matchup is a pure battle of attrition and distance, where both of you can obliterate minion waves without ever stepping into danger. Ziggs aims to chip away at your health using Bouncing Bomb from afar, but Seraphine possesses the perfect answer. By matching his long-range pressure with your Echoed High Note, you easily keep pace, while Surround Sound completely nullifies his persistent explosive poke.Ziggsのビルド →詳細を見る
Ziggs
理由
This matchup is a pure battle of attrition and distance, where both of you can obliterate minion waves without ever stepping into danger. Ziggs aims to chip away at your health using Bouncing Bomb from afar, but Seraphine possesses the perfect answer. By matching his long-range pressure with your Echoed High Note, you easily keep pace, while Surround Sound completely nullifies his persistent explosive poke.
レーン戦への影響
Because both of you clear waves instantly, the mid lane becomes a neutral, non-interactive farming zone. If you slip up on your wave control and let him push, his Satchel Charge will rapidly demolish your turret. Neither champion can easily kill the other solo, meaning priority fluctuates based on who uses their mana more efficiently to secure fast recalls.
立ち回り方
To win this tempo race, never stand directly inside your own minion wave. This forces Ziggs to choose between targeting you with Bouncing Bomb or securing last hits. Save your Echo double-cast for High Note to match his clear, but if he overextends to throw Hexplosive Minefield, look to punish his lack of mobility by setup-locking him with Beat Drop when your jungler arrives.
tether spacingteamfight scalingMidlane turns into a battle of attrition because Swain relies on Ravenous Flock to siphon health, while Seraphine utilizes Surround Sound to mitigate his pressure. The pivot of this matchup is how you respond to his crowd control. When Swain throws out Nevermove, his goal is to pull you into close range for a devastating Death's Hand. Countering this hook with a well-timed Beat Drop is crucial to stopping his momentum.Swainのビルド →詳細を見る
Swain
理由
Midlane turns into a battle of attrition because Swain relies on Ravenous Flock to siphon health, while Seraphine utilizes Surround Sound to mitigate his pressure. The pivot of this matchup is how you respond to his crowd control. When Swain throws out Nevermove, his goal is to pull you into close range for a devastating Death's Hand. Countering this hook with a well-timed Beat Drop is crucial to stopping his momentum.
レーン戦への影響
Getting caught by Nevermove forces you to waste Surround Sound defensively, ruining your mana pool and forcing early recalls. Conversely, dodging his claw allows you to safely push waves with High Note. Neither champion can easily dive the other, meaning the lane remains neutral until level six. Once Demonic Ascension and Encore are unlocked, teamfight setups dictate who gets priority for neutral objectives.
立ち回り方
Maintain maximum range behind your minions to make dodging Nevermove easier. Never cast Beat Drop aggressively unless Swain's root is on cooldown; you must hold it to peel yourself. If he catches you, instantly fire Beat Drop to root him in place, preventing him from walking up with Death's Hand. If you miss this disengage and he activates Demonic Ascension, use Encore to charm him away and retreat rather than attempting to trade.
wave clearutility warThis lane is a pure contest of wave management. Seraphine relies on High Note and Stage Presence to clear minions from afar, but Karma instantly matches this pressure by using Inner Flame powered by Transcendent Embrace. Neither of you can easily push the other under tower. However, Karma's need to tether with Focused Resolve or shield with Inspire forces her into predictable lanes of movement, creating opportunities for Seraphine to fish for crucial hits.Karmaのビルド →詳細を見る
Karma
理由
This lane is a pure contest of wave management. Seraphine relies on High Note and Stage Presence to clear minions from afar, but Karma instantly matches this pressure by using Inner Flame powered by Transcendent Embrace. Neither of you can easily push the other under tower. However, Karma's need to tether with Focused Resolve or shield with Inspire forces her into predictable lanes of movement, creating opportunities for Seraphine to fish for crucial hits.
レーン戦への影響
Because Inner Flame matches your High Note push, the mid lane remains perpetually neutralized. You will rarely secure early plates, but you also face minimal risk of being dove. Trades are rare and mostly occur when Karma attempts to land Focused Resolve, exposing her to Beat Drop. The real tension escalates during skirmishes, where Karma's positioning determines if your Encore can chain through her front line.
立ち回り方
Prioritize matching Karma's push by using Stage Presence double-casts on High Note to keep the wave in the center. Avoid trading directly unless she wastes Inspire. During team fights, monitor Karma's distance from her front line. If she groups too closely to shield them, immediately launch Encore through her allies to extend the charm's range. If she successfully splits up to avoid this, pivot to using Surround Sound to negate her team-wide shield damage.
sustainshove pressureVladimir relies on Transfusion to sustain and slowly clear, but his early push is abysmal. You can abuse this by constantly spamming High Note enhanced by Stage Presence to shove waves directly into his turret. Since Vladimir cannot match this speed without draining his own health via Tides of Blood, Seraphine safely matches his scaling while keeping him trapped under his tower, completely neutralizing his early threat.Vladimirのビルド →詳細を見る
Vladimir
理由
Vladimir relies on Transfusion to sustain and slowly clear, but his early push is abysmal. You can abuse this by constantly spamming High Note enhanced by Stage Presence to shove waves directly into his turret. Since Vladimir cannot match this speed without draining his own health via Tides of Blood, Seraphine safely matches his scaling while keeping him trapped under his tower, completely neutralizing his early threat.
レーン戦への影響
This matchup turns into a one-sided pushing lane where Vladimir is perpetually forced to last-hit under his turret. Because he is glued to his tower, you gain free recall timings and can poke him safely with Beat Drop as he tries to secure minions. He cannot roam to help his jungler, and his weak early waveclear prevents him from ever threatening your own mid tower.
立ち回り方
Position yourself aggressively in the lane, but offset to one side to avoid ganks while you shove. Keep Beat Drop ready to punish him if he steps up to thin the wave. If he panics and activates Sanguine Pool to dodge your crowd control, immediately back off and wait out its long cooldown before poking again. Use Surround Sound to absorb any retaliatory Tides of Blood damage if he tries to walk past his minion wave.
pokescaling gapSeraphine completely dictates the pace because her range utterly outclasses Veigar's threat zone. While he relies on catching you with the edge of Event Horizon to set up Dark Matter, your High Note and the extended range from Stage Presence notes allow you to chip away at his health from complete safety. He cannot comfortably stack Phenomenal Evil Power when he is constantly forced to retreat from your long-distance poke.Veigarのビルド →詳細を見る
Veigar
理由
Seraphine completely dictates the pace because her range utterly outclasses Veigar's threat zone. While he relies on catching you with the edge of Event Horizon to set up Dark Matter, your High Note and the extended range from Stage Presence notes allow you to chip away at his health from complete safety. He cannot comfortably stack Phenomenal Evil Power when he is constantly forced to retreat from your long-distance poke.
レーン戦への影響
This range differential allows you to control the wave effortlessly. You can constantly shove with High Note while keeping him under tower, forcing him to use Baleful Strike to farm instead of poking you. Since he cannot get close enough to threaten an Event Horizon, you can maintain high health, secure priority for mid-game skirmishes, and slowly bleed his mana pool as he tries to keep up with your clear.
立ち回り方
Actively abuse your range by standing well behind your own caster minions, keeping Veigar at the absolute tip of your High Note indicator. Never walk forward into his cage range unless you are executing a double-cast Beat Drop to root him after he wastes Event Horizon. If he steps up aggressively, use Surround Sound to boost your movement speed and effortlessly drift away from his cage boundary, then punish his failed engage with Encore.
pokeshove pressureSeraphine completely outranges Teemo's offensive tools. While Toxic Shot and Blinding Dart require Teemo to get dangerously close to the minion wave, you can comfortably clear and harass from afar using Stage Presence to extend your range. His inability to quickly clear waves means you can relentlessly abuse High Note and Beat Drop to chunk his health bar while he struggles to farm under his own turret, entirely avoiding his noxious threats.Teemoのビルド →詳細を見る
Teemo
理由
Seraphine completely outranges Teemo's offensive tools. While Toxic Shot and Blinding Dart require Teemo to get dangerously close to the minion wave, you can comfortably clear and harass from afar using Stage Presence to extend your range. His inability to quickly clear waves means you can relentlessly abuse High Note and Beat Drop to chunk his health bar while he struggles to farm under his own turret, entirely avoiding his noxious threats.
レーン戦への影響
By constantly shoving the wave with High Note, you force Teemo to use his basic attacks under tower, neutralizing his Guerrilla Warfare passive. He cannot roam or set up Noxious Trap minefields in the river because he is pinned to his turret. This constant pressure allows you to secure easy recall timings, chip away at his tower plates, and maintain a massive gold lead while keeping him perpetually low on health.
立ち回り方
Keep your distance and never step into bush areas where Guerrilla Warfare might hide him. Save your Echo double-cast for Beat Drop to instantly root him when he uses Move Quick to close the gap. If you step on a stray Noxious Trap, immediately cast Surround Sound to negate the damage over time and slow. Once he is slowed or CC'd, follow up with Encore to pull him out from under his turret for an easy, safe execution.