Seraphine Wild Rift champion guide - Support

Support · Wild Rift Guide

Seraphine Support

Seraphine Support Guide

Updated for Patch 7.3E
A Tier

Seraphine Support Wild Rift overview and best build snapshot

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.
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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

Relic Shield

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

BOOTS

Crimson Lucidity

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

CORE BUILD

Bulwark of the Mountain

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

Echoes of Helia

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.

Whispering Circlet

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.

Diadem of SongsTransforms into Diadem of Songs once Tear is fully stacked
Harmonic Echo

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.

Staff of Flowing Waters

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

SITUATIONAL ITEMS

Rylai's Crystal Scepter

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.

Shurelya's Battlesong

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

Ardent Censer

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.

Oceanid's Trident

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

Frozen Heart

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.

Mikael's Blessing

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.

Redemption

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

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

PRIMARY

Font of Life

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

Bone Plating

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

Revitalize

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

SECONDARY

Transcendence

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

SITUATIONAL RUNES

Perseverance

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.

Ice Overlord

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.

Legend: Haste

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

Flash

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

Heal

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

  1. 1
    W Ability
    2nd Ability
  2. 2
    Q Ability
    1st Ability
  3. 3
    E Ability
    3rd Ability
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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.

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.

Early Game

Levels 1-8
Throw your note when it hits the enemy carry and the wave at once, let the echo double its value, and shield-speed your ADC the moment a melee support steps up. Your area heal is your biggest edge in long trades, so bait the enemy duo into extended exchanges you out-sustain instead of burst trades you might lose. The whole phase is range and mana management: poke when it is free, hold the charm to punish their engage, and remember a gank hits hard on a champion with no dash. Keep the support quest item as your start and pick up Tear of the Goddess on an early recall. Build Echoes of Helia first through Bandleglass Mirror, then complete Whispering Circlet. Charge mana through useful poke and shielding rather than emptying your mana pool only to stack the item.

Mid / Late Game

Levels 9+
Once your support item upgrades and your charm range improves, the lane starts producing picks instead of just chip. Ward the river and the enemy pixel brush before every dragon, since seeing the rotation coming lets you root the front of it instead of eating the engage blind. Roam mid when your wave is shoved, because a charm from fog onto the enemy mid or jungler can win a herald or an early dragon in one cast. Keep shielding your carry through skirmishes, and treat every objective fight as a question of who you can lock down in the choke first. Build Echoes of Helia into Whispering Circlet, then Harmonic Echo and Staff of Flowing Waters. Circlet becomes Diadem of Songs in the same slot when fully stacked. Use High Note (1st) and Beat Drop (3rd) from safety before shielding allies with Surround Sound (2nd); choose Ardent or Redemption over Staff when the team needs attack buffs or an area heal more. You are now a fight-opener and a peel source at once, and your positioning decides which job you do. Stand behind your frontline, hold the charm for the enemy engage or the diver jumping your carry, and layer shields and heals to keep your damage dealers alive through the burst. Your poke still matters before fights, chipping grouped teams off an objective before anyone commits. The only way to lose from here is walking up for a hero charm and getting collapsed on, so let the fight come into your range and pick it apart from the back.

Teamfights

5v5 Combat
You have two jobs, and the order depends on who moves first. If you have the angle, open with the charm through their stacked frontline so it grows into a multi-person lock and your team crashes the opening. If they engage first, the same cast becomes peel: root the diver off your carry, then cover your backline with shields, heals, and the speed burst so they can kite out. Stay at the edge of the fight where your range reaches but their assassins do not, and keep the area heal ticking on whoever is taking damage. A good fight ends with your carry alive and the enemy engage charmed before it ever connected.
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