Wild Rift Guides
Seraphine Support Wild Rift Guide
Seraphine support counters include Blitzcrank, Thresh, and Milio. See the best build, runes, matchups, and game plan for Wild Rift Patch 7.3.
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.
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.
Build Snapshot
Rune Setup
Summoner Spells
Seraphine Support Counters
Who counters Seraphine Support in Wild Rift (WR)? These champions beat Seraphine in the support matchup, with how each one wins. Learn to play around them or ban them in ranked.
- 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.
Champions Seraphine Is Strong Against
Seraphine's best matchups in Wild Rift. Seraphine holds an edge against these picks in the support role, so look to press the advantage and contest objectives.
- 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 Support Synergies
The best duo partners for Seraphine in the Wild Rift support role. The Dragon lane is a 2v2, so queue with one of these picks to make the lane and the mid game much easier.
- 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.
Early Game
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 Game
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.
Late Game
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
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.