A
2026年9月 · Patch 7.2d
Support · SUPPORT · MID

Seraphine Wild Rift カウンターガイド

Seraphineは、skill shotsを配置する時間を与えない即時のengage構成に対して脆弱です。高mobilityチャンピオンは彼女の範囲スキルを容易に回避します。密集を避けるスプレッド構成に対しては、彼女の影響力は低下します。

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

Seraphine Wild Rift カウンターガイド ★ Counter Sheet

マッチアップ一覧
マッチアップ 判定 有利度 勝率 ピック率
Braum ハードカウンター +2 52.1% 4.1%
Blitzcrank ハードカウンター +2 49.4% 7.2%
Sona 不利なマッチアップ +1 52.8% 6.6%
Galio 不利なマッチアップ +1 52.0% 2.8%
Zyra 不利なマッチアップ +1 51.4% 4.8%
Rell 不利なマッチアップ +1 51.2% 3.3%
Maokai 不利なマッチアップ +1 51.1% 5.0%
Leona 不利なマッチアップ +1 51.0% 8.9%
Rakan 不利なマッチアップ +1 50.5% 3.1%
Pyke 不利なマッチアップ +1 50.4% 5.7%
Malphite 不利なマッチアップ +1 50.3% 7.6%
Bard 不利なマッチアップ +1 50.1% 1.2%
Thresh 不利なマッチアップ +1 50.1% 13.6%
Alistar 不利なマッチアップ +1 49.7% 4.4%
Nautilus 不利なマッチアップ +1 48.9% 10.7%
Zilean スキル次第のマッチアップ ±0 52.0% 1.3%
Vel'Koz スキル次第のマッチアップ ±0 51.8% 1.7%
Senna スキル次第のマッチアップ ±0 51.5% 5.0%
Morgana スキル次第のマッチアップ ±0 51.5% 6.3%
Karma スキル次第のマッチアップ ±0 51.4% 6.8%
Soraka スキル次第のマッチアップ ±0 51.3% 5.8%
Janna スキル次第のマッチアップ ±0 50.4% 1.5%
Nami スキル次第のマッチアップ ±0 49.7% 6.5%
Lux スキル次第のマッチアップ ±0 49.7% 8.0%
Milio スキル次第のマッチアップ ±0 49.3% 5.5%
Veigar スキル次第のマッチアップ ±0 47.7% 2.9%
Lulu 有利なマッチアップ −1 48.5% 11.2%
Swain 有利なマッチアップ −1 48.2% 3.1%
Yuumi 有利なマッチアップ −2 46.9% 10.7%

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.

ハードカウンター

2

これらのチャンピオンは、こちらのビルドやプレイスタイルを真正面から上回る構成を持ち、レーン戦のコントロールとファームを極めて難しくする。彼らのスキルはこちらの主要な強みを無効化し、いつも通りのプランを実行しようとした瞬間に手痛い反撃を受けさせてくる。こうしたマッチアップでは、ミスを最小限に抑え、正面からの対決以外で解決策を探すことが重要になる。

Braum

Braum+2

projectile blockteamfight 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. 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.

チャンピオン詳細 → Braumのビルド →
Blitzcrank

Blitzcrank+2

squishy targetpunish cast 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. 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.

チャンピオン詳細 → Blitzcrankのビルド →

不利なマッチアップ

13

これらのチャンピオンは、マッチアップ自体を絶望的にするわけではないが、対面で優位に立ちやすいツールを持っている。射程が長かったり、攻撃を受け止める力が高かったり、エンゲージへの対応手段が豊富だったりする。アプローチを調整し、戦闘を受け入れるタイミングを慎重に選ぶ必要がある。

Nautilus

Nautilus+1

dodge skillshotsall in 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. 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.

チャンピオン詳細 → Nautilusのビルド →
Bard

Bard+1

pokecatch potential 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. 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.

チャンピオン詳細 → Bardのビルド →
Malphite

Malphite+1

squishy targetengage priority 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. 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.

チャンピオン詳細 → Malphiteのビルド →
Galio

Galio+1

squishy targetengage 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. 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.

チャンピオン詳細 → Galioのビルド →
Alistar

Alistar+1

kill laneteamfight 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. 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.

チャンピオン詳細 → Alistarのビルド →
Leona

Leona+1

kill pressurepoke punish 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. 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.

チャンピオン詳細 → Leonaのビルド →
Rakan

Rakan+1

dodge skillshotsengage window 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. 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.

チャンピオン詳細 → Rakanのビルド →
Pyke

Pyke+1

immobile targetdodge cc 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. 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.

チャンピオン詳細 → Pykeのビルド →
Rell

Rell+1

disengagespacingpeel focus 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. 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.

チャンピオン詳細 → Rellのビルド →
Sona

Sona+1

sustain warteamfight scalingpoke neutralization 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. 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.

チャンピオン詳細 → Sonaのビルド →
Thresh

Thresh+1

hook threatdisengagewave positioning 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. 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.

チャンピオン詳細 → Threshのビルド →

その他のマッチアップ

スキル次第のマッチアップ

11

このマッチアップは何よりもまず実行力の勝負であり、両者ともに優位を取れる現実的な手段を持っている。重要なスキルを一つ避けられるか、エンゲージを正しく読めるか、あるいはたった一つの位置取りのミスが、勝敗を分けることもある。マッチアップを理解し、行動すべき瞬間を見極める力がとりわけ重要になる。

Karma

Karma±0

poketeamfight 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. 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.

チャンピオン詳細 → Karmaのビルド →
Lux

Lux±0

poke warburst timing 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. 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.

チャンピオン詳細 → Luxのビルド →
Soraka

Soraka±0

anti healpoke vs sustainsilence disruption 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. 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.

チャンピオン詳細 → Sorakaのビルド →

その他のマッチアップ

有利なマッチアップ

3

これらのチャンピオンは、こちらの主要な強みに効果的に対応するのが難しく、より自由に対面を組み立てることができる。プレッシャーをかけて有利な交換を引き出す手段は複数あることが多い。相手が態勢を立て直す時間を与えるのではなく、この優位を活かして主導権を握ろう。

Yuumi

Yuumi−2

poke advantageeasy ccscaling matchup 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. 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.

チャンピオン詳細 → Yuumiのビルド →
Swain

Swain−1

kite and pokedisengagerange advantage 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. 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.

チャンピオン詳細 → Swainのビルド →

その他のマッチアップ

Seraphine対策アイテム

これらのアイテムを購入すると、このチャンピオンの影響力を抑えられます。

Stasis Enchant
Stasis Enchant
Crown of the Shattered Queen
Crown of the Shattered Queen
Morellonomicon
Morellonomicon
Locket Enchant
Locket Enchant
Redemption Enchant
Redemption Enchant

このチャンピオンへの対策

カウンターアングル

Seraphineを倒すことは、彼女に大ダメージを与えることだけではありません。主な目的は、彼女のキットを効果的にしている構造を破壊することです。彼女はウェーブの後ろでプレイし、エコーを準備し、集団戦のためにアルティメットを温存し、視界を取りながら目標にエントリーしたいと考えています。データ上に存在する最良のカウンターは、その構造が存在する前に彼女を罰します:Leonaはインパクトを強制し、BlitzcrankとPykeは不十分にカバーされたステップを脅かし、NautilusまたはThreshは彼女が快適にレーンを張るのを防ぎ、Milio、Nami、またはSorakaのようなエンチャンターは、彼女が真のコントロール優位を築けない場合に彼女の回復力を競うことができます。Seraphineを倒すには、2つの計画のいずれかを選択する必要があります:戦闘前に彼女を倒すか、彼女のチームが集団戦をクリーンにプレイするのを防ぐかです。

パッチの文脈

Seraphineは、彼女の反応時間を短縮するチャンピオンに対して主に苦戦します。彼女のスペルは、彼女がプレイを予期できる場合に高い価値を発揮します:Wを準備し、エントリーにEを配置し、敵が集まった瞬間にアルティメットを温存できます。フックや直接的なエンゲージは、その余裕を奪います。Blitzcrank、Pyke、Leona、Nautilus、またはThreshは、単にクラウドコントロールを持っているから彼女に勝つわけではありません:それらは彼女に絶え間ない脅威を尊重させ、彼女のポーク、視界、ポジショニングの自由を減らします。一方で、エンチャンターのマッチアップはしばしば変換にかかっています:Seraphineが決定的なコントロールを築けない場合、彼女は不利な回復戦に陥る可能性があります。

クイックリード

  • フックと高速エンゲージは最も直接的な回答です:それらは、彼女がポーク、エコー、または目標コントロールをセットアップする前にSeraphineを罰します。
  • 彼女を倒す最善の方法は、目標の前に彼女のフラッシュまたはWを強制し、その後、彼女が戦闘を逆転させるためのツールを持たなくなったときに戻ることです。
  • 彼女に対して無料で集まらないでください。敵チームが通路に集まるほど、彼女のアルティメットは真の勝利条件になります。

カウンターの原型

最初のインパクトを強制する正面からのエンゲージ

このプロファイルは、Seraphineが即時の接触を吸収するよりも、視認可能なエントリーに応答することを好むため機能します。LeonaとNautilusは、実際の目標が始まる前に彼女のフラッシュまたはWを強制できますが、Rakanは、視界が不十分に保持されている場合に高速な角度を作成できます。目標は彼女を倒すことだけではありません:彼女がポークするには遠すぎる、または生き残るには近すぎるようにプレイさせることです。彼女のポジショニングが崩壊すれば、彼女のアルティメットは決定的なものよりも防御的なものになります。

チャンピオンの適応方法. Seraphineはウェーブの後ろでプレイし、エントリーを遅くするためにEを温存し、単純なトレードのためにWを消費しないようにする必要があります。敵のエンゲージが利用可能な場合は、目標の前にフラッシュとアルティメットを温存するために、ポークを失うことを受け入れるべきです。

ポジショニングを罰するフックとピック

フックは非常に危険です。なぜなら、それらは小さなポジショニングミスを即時の死やサモナースペルの喪失に変えるからです。Seraphineは、氷河増幅器でポークし、プレッシャーをかけ、ウェーブをコントロールするために徐々に前に出たいと考えています。Blitzcrank、Pyke、Threshは、彼女にその自由を諦めさせるように強制します。フックが外れたとしても、その脅威だけで、エコーをチャージしたり、視界を置いたり、アルティメットの角度を探したりできるスペースを減らします。それは見えないが絶え間ないプレッシャーです。

チャンピオンの適応方法. Seraphineはミニオンをカバーとして使用し、味方と一緒にワードを置き、決して一人でフェイスチェックしてはいけません。彼女の目標は、すべてのトレードに勝つことではありません:集団戦まで無傷でいることです。集団戦では彼女のキットが価値を取り戻します。

彼女のポークを無力化する回復と保護

このプロファイルは、Seraphineを即座に倒すことで彼女に勝つのではなく、彼女のポークを真の優位性にさせないことで彼女に勝ちます。Milio、Nami、Sorakaは、チップダメージの一部を吸収し、キャリーをレーンに留め、SeraphineにEまたはアルティメットで真の変換を見つけさせることができます。彼女が目標や決定的なコントロールを準備せずに単に体力を減らすためにスペルを唱えるだけの場合、彼女はマナ、テンポ、そして時には視界の優先順位を失います。このマッチアップは、単に与えられたダメージではなく、有用な価値についてのものになります。

チャンピオンの適応方法. Seraphineは、チップダメージのためだけにプレイするのをやめなければなりません。彼女はポークをウェーブ、ローテーション、または目標に接続し、その後、単純な回復差を探すのではなく、真のウィンドウを作成するためにアルティメットを温存する必要があります。

優先度の高いマッチアップ

Blitzcrank

BlitzcrankはSeraphineに対する最も決定的なマッチアップの1つです。なぜなら、彼は彼女のレーン行動全体を変えるからです。彼がフックを当てることすらない場合でも、彼は彼女がポーク、エコーチャージ、または視界設置のために自由に前に出るのを防ぎます。Seraphineは、遅いレーンを受け入れ、ミニオンの後ろに留まり、小さなトレードの後にWを無駄にすることを避ける必要があります。Blitzcrankに対する真の勝利は、しばしば最初のdragonの前にフラッシュを失うことなくレーンを離れることであり、トレードを支配することではありません。

Leona

Leonaは、Seraphineにインパクトのポイントを尊重させます。SeraphineがポークのためにEまたはWを早すぎるタイミングで使用した場合、Leonaは次のウィンドウを待って、防御ツールが欠けているときにエンゲージできます。したがって、このマッチアップは規律の問題です:ウェーブを安全な位置に保ち、無駄な自動攻撃のために露出せず、エンゲージへの対応としてアルティメットを温存し、自動的な攻撃ツールとしてではなく使用することです。Seraphineが最初の接触を生き延びれば、AoEコントロールで戦闘を逆転させることができます。

対面時のよくある間違い

対面時のよくある間違い

  • Seraphineのアルティメットが利用可能な間に、通路に集まること。それはまさに彼女が防御を勝利のエンゲージに変える状況です。
  • 彼女のエコーWが準備できているか確認せずに戦闘を強制すること。まともなエンゲージでも、彼女のチーム全体がシールド、回復、バフを同時に受け取れば負ける可能性があります。
  • 視界を持ったまま、彼女に目標に先にエントリーさせること。セットアップされたSeraphineは、ローテーション中に驚かされたSeraphineよりも罰するのがはるかに困難です。
  • 彼女や彼女のキャリーを脅かすことなく、前線のタンクにすべてのエンゲージを使用すること。彼女は、敵が間違ったターゲットを長時間攻撃する戦闘を好みます。
  • レーンで勝てなくても影響力を過小評価しないで。たとえ不利な状況でも、敵の陣形が悪ければアルティメットとWスキルでオブジェクトファイトを決定づけることができる。

コーチングノート

  • Seraphineに対しては、体力バーだけで判断しないで。スキルのクールダウンで判断しよう。Wスキル、フラッシュ、アルティメットが使用不可なら、そこを突くチャンスはより明確になる。
  • 彼女に対する最善の視界確保は、防御的なものだけではない。彼女のオブジェクトへのルートに深いワードを置くことで、彼女がゾーンを形成する前に捕らえることができる。

FAQ

Seraphine Supportには、どのようなチャンピオンがカウンターになりますか?

最善のカウンターは、彼女の反応時間を遅らせるか、安定したラインの後ろでプレイするのを妨げるチャンピオンだ。Blitzcrank、Pyke、Threshのようなフックは彼女の位置取りを罰し、LeonaやNautilusは彼女がエコーを準備する前にエンゲージを強制できる。Milio、Nami、Sorakaのようなサステインサポートも、Seraphineがスキルをオブジェクトコントロールに変換できない場合、彼女のポークを制限できる。

Seraphineのアルティメットに対してどうプレイしますか?

単純なライン(通路)を作らせないようにする必要がある。jungleの通路を密集した集団で歩かないこと、タンクの後ろに並ばないこと、そして彼女に防御かエンゲージかの選択を強制すること。アルティメットが使用可能な場合は、偽のプレッシャーで早期に使用させるのが最善であることが多く、その脅威がなくなったらファイトを再開しよう。Seraphineは、アルティメットが複数ターゲットにヒットしないと、かなりの重みを失う。

Seraphineに直接エンゲージすべきですか?

はい、ただしエンゲージがクリーンな場合に限る。失敗した直接エンゲージは、Seraphineが望むもの、つまり集結し、すでに前進しており、Eスキルやアルティメットでコントロールしやすい敵チームをまさに与えてしまう可能性がある。まずは彼女のWスキル、フラッシュ、または位置取りを強制し、彼女が完全に反応できなくなった時にエンゲージする方が良い。Leona、Nautilus、Pykeのようなチャンピオンは、そのウィンドウを素早く作成できるため、彼女にとって危険だ。

Seraphineのレーンが平均的な場合でも、なぜ危険なのですか?

なぜなら、彼女のバリューはレーンリードだけに依存しないからだ。たとえスノーボールしなくても、オブジェクト周りでゾーンを作るアルティメット、非常に強力なエコーWスキル、そしてチームバフをもたらすことができる。敵チームが陣形を悪くしたり、直接すぎたりすると、Seraphineはニュートラルなゲームを勝利のファイトに変えることができる。したがって、最善の対応は、彼女のスコアだけでなく、彼女のクールダウンを中心にプレイし続けることだ。