Seraphine Support Wild Rift overview and best build snapshot
Best Build
Quick snapshot of the default setup for this guide.
Items
Items
Summoner Spells

Spell 1
Flash

Spell 2
Heal
How to play
Plan your next double cast Every third basic ability casts twice. Use your 2nd ability for shielding and healing, or your 3rd ability to hold enemies in place.
Follow your teammate's slow or root Your 3rd ability normally slows, but roots enemies who are already slowed and stuns enemies who are already rooted. Aim it after a teammate lands one of those effects.
Aim your ultimate through champions Passing through allies or enemies extends its reach and can catch targets farther away.
Guide author
Royal
Royal has reached Rank 1 in EU and NA, and Legend and Sovereign on the Chinese server. Created by Royal with input from high elo and professional players and the WildRiftGuides Discord community.
Rank 1 on this champion? Help improve this guide and receive credit. Contact us on Discord.
Strengths
- Strong poke and sustain in one kit, chipping the enemy duo off the wave while keeping her own carry healthy.
- A fight-starting ultimate that charms in a wide line and grows through every champion it touches.
- Layers shields, heals, and a speed burst on her ADC, making the carry very hard to pin down.
Weaknesses
- Immobile and squishy, so once the charm is spent she is the first and easiest kill in any fight.
- Her ultimate is telegraphed and slow, and a mobile support who sidesteps it removes most of her teamfight threat.
- Mana hungry early, so spamming poke before her support item upgrades leaves her dry for the trade that matters.
Seraphine Support Wild Rift best build, items, runes, summoner spells, and skill order
ITEM BUILD
Best Wild Rift build for Seraphine Support, including items, runes, summoner spells, and skill order.
STARTING ITEM

Turns the wave into gold and health for an enchanter who is not contesting minions.
BOOTS

Ability haste, since her passive echoes an ability every second cast.
CORE BUILD

The quest upgrade gives Seraphine a safer health buffer in difficult lanes, funding her enchanter build without requiring risky poke to earn support gold.

Seraphine's first completed support purchase stores damage from High Note (1st), Beat Drop (3rd), and safe attacks for extra ally healing. Spend it with Surround Sound (2nd) after preparing the damage, without stepping past the frontline just to fill the item.

Buy Tear early and finish Circlet after Helia to support Seraphine's repeated casting. At full Mana Charge it becomes Diadem of Songs in the same slot, adding recurring ally healing during combat alongside her Surround Sound (2nd) protection.
Transforms into Diadem of Songs once Tear is fully stacked
Surround Sound (2nd) can spread 30% of healing or 35% of shielding to another nearby ally. If nobody else qualifies, the original target receives the extra protection.

Shielding an ally gives her ability haste and ability power, which compounds on a champion whose passive rewards casting often.
SITUATIONAL ITEMS

High Note (1st) normally only deals damage; Rylai's gives it a slow. A target slowed by Q (1st) can then be rooted by Beat Drop (3rd), while an echoed Beat Drop (3rd) upgrades its own first slow into a root on the second hit.

Team-wide speed on top of the move speed her shield already grants.

Replace Staff of Flowing Waters when Seraphine is protecting attack-focused carries. Surround Sound (2nd) can shield several teammates, distributing Ardent's attack-speed and on-hit buff when those allies are ready to fight.

Build this when the enemy has shields that keep absorbing her echoed abilities.

Build this only when attack-speed divers repeatedly reach Seraphine. The armor and nearby aura buy time to echo a shield or land Beat Drop (3rd), but it is weaker when enemy carries stay outside the aura.

Build this when one stun or root on your carry decides the fight. It gives Seraphine a cleanse alongside her shields, but Echo (Passive) only repeats her basic abilities and does not duplicate the item's active.

Replace Staff of Flowing Waters when Seraphine needs an area heal more than another offensive ally buff. Time Redemption after Encore (Ult) fixes the fight's location, then layer Surround Sound (2nd) while allies remain grouped.
RUNES
KEYSTONE

Aery follows her shield as well as her Q (1st), so it pays out on every button she presses.
PRIMARY

Her E (3rd) and ultimate can hit enemy champions, healing her and the lowest-Health allied champion nearby when the rune is ready.

She is immobile behind her carry, and this blunts the burst from anything that gets past the frontline.

Her shield and her missing-health heal are both amplified by it, which is most of what she contributes.
SECONDARY

Ability haste means more casts, and since her passive echoes every second one, it compounds twice.
SITUATIONAL RUNES

Take this over Revitalize when crowd control is a bigger threat than stronger heals and shields. Its tenacity shortens most disables and grants temporary defenses while immobilized. The shorter disable lets Seraphine echo Surround Sound (2nd) or counter-engage with Encore (Ult) before the enemy completes the dive.

Take this against short-ranged or immobile teams that Seraphine can reliably root or charm. Immobilizing them drops the zone on the fight she starts.

Take this over Transcendence against teams that force extended grouped fights. More frequent Surround Sound (2nd) and Beat Drop (3rd) casts help Seraphine protect her team and layer another slow or root across the enemy approach.
SUMMONER SPELLS
MAIN SPELLS

Flash
Must take. She is immobile and her ultimate needs her far enough forward to catch the whole team.

Heal
Her shields and heals cover chip damage, and this covers the all in that arrives all at once. It is also an instant answer while her abilities are on cooldown.
SKILL ORDER
Skill Priority Order
- 12nd Ability
W - 21st Ability
Q - 33rd Ability
E
Seraphine Support Wild Rift matchups and counters
Wild Rift matchup guide for Seraphine Support, covering favorable lanes and difficult counters to prepare for in ranked, plus the duo partners that pair best with this pick.
Good Matchups
These champions are favorable matchups for this pick in Wild Rift. You have advantages against them and can play more aggressively.

Braum
He is melee and has to walk into your poke to do anything, and his shield only blocks one direction while your echo poke comes from several angles.

Janna
Janna can disengage your all-ins, but she does almost no damage and cannot punish you for standing in poke range all day, so the slow chip game is yours.

Lulu
You win the enchanter duel on range: your notes out-range her pix poke, your double-cast W (2nd) heals the whole lane while hers shields one target, and Whimsy (2nd) answers dives you never make.

Morgana
Her whole lane is one binding and you poke from beyond its range, while your double casts overwhelm a kit that answers one spell at a time. Black Shield (3rd) blocks your root but not your poke.
Seraphine Counters
These champions counter this pick in Wild Rift and can be difficult matchups. Learn how to play against them or consider banning them.

Blitzcrank
Rocket Grab (1st) pulls Seraphine out of the range where Surround Sound (2nd) can protect both lane partners, and Power Fist (3rd) keeps her controlled long enough for the carry to finish the burst. Keep two minions between you and Blitzcrank, hold Beat Drop (3rd) for his Overdrive (2nd) run, and punish the long grab cooldown instead of spending the root on routine poke.

Thresh
Hook, flay (3rd), and lantern give him every tool to pick you and survive your charm, and his pull range punishes the poke positioning you want to hold.

Milio
His ultimate cleanses the charm and root your picks are built on, his range buff lets his carry out-trade your poke, and his sustain matches yours with less mana strain.

Leona
Her targeted stun opens a chain she can follow through once she commits, your shield does not cover the gap she crosses, and one root is thin peel against a tank with resists already up.
Synergies
The Dragon lane is a 2v2, so the carry you queue with matters as much as the matchup. These carries make the most of what this support provides.

Jinx
Your stacked shields and heals keep her alive to spin the minigun, and Encore (Ult) into a won fight is exactly the reset chain she snowballs.

Miss Fortune
Encore's (Ult) charm walks the enemy team into Bullet Time (Ult). In lane your poke notes stack with Double Up (1st) until every trade is yours.

Twitch
You scale with him into the five-man fights he ambushes: Encore (Ult) clumps the team, Spray and Pray (Ult) shreds it, and your shields keep him standing mid-spray.
Seraphine Support Wild Rift game strategy and teamfighting guide
Wild Rift game strategy for Seraphine Support, from early lane control through mid and late game map play to final teamfights.

