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Seraphine · Support

Seraphine Guide

Guia completoBaseado em dadosFácilPatch 16.19.1
160Atualizado

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Introdução

Seraphine belongs to Riot's Support and Mage classes and is played mainly as Support (100% of the public matches we measured). It attacks from range (525 units) and uses mana. In this guide you play it as Support: your job is to win the bottom lane with your marksman, control vision and enable your carries. The kit brings crowd control (charm) with Encore and sustain with Surround Sound. Its ultimate is Encore.

Pontos fortes

  • Crowd control: Encore applies a charm to set up kills.
  • Sustain from Surround Sound.
  • Long attack range (525) for safe trades in lane.

Pontos fracos

  • No dash or blink in the kit: vulnerable to ganks without vision.
  • Mana-hungry early: spamming abilities leaves you empty before the fight.

Builds

Standard build

EquilibradoRecomendada
Abrir build

Quando usar

The default path: Moonstone Renewer, Echoes of Helia and Imperial Mandate give the health, ability power and mana regeneration this class relies on. Pick it when you have no reason to adapt. Built from Riot's item tags and the champion's class; Riot publishes no build statistics.

Por onde se joga

É escolhida antes da partida: primeiro a rota principal e depois as alternativas.

Summoner's RiftLado vermelho · canto inferior esquerdoLado azul · canto superior direito
  1. SuportePrincipal100 % das partidas
  2. Rota Inferior (ADC)Prioridade 2

Itens iniciais

Atlas MundialPoção de Vida

Itens principais

  1. 1Regenerador de Pedra Lunar
  2. 2Ecos de Helia
  3. 3Mandato Imperial

Botas

Botas Ionianas da Lucidez

Situacionais

Ampulheta de ZhonyaAgainst heavy physical damage.Véu da BansheeAgainst heavy magic damage.MorellonomiconCuts the enemy's healing.Cajado do VazioAgainst tanky teams.

Runas

Primária· Feitiçaria

PrecisãoDominaçãoFeitiçariaInspiraçãoDeterminação
Invocar AeryCometa ArcanoAvanço da TempestadeToque Ígneo
Arcanista do AxiomaFaixa de Fluxo de ManaManto de Nimbus
TranscendênciaCeleridadeFoco Absoluto
ChamuscarCaminhar Sobre as ÁguasTempestade Crescente

Secundária· Determinação

PrecisãoDominaçãoInspiraçãoDeterminação
DemolirFonte da VidaGolpe de Escudo
CondicionamentoVentos RevigorantesOsso Revestido
Crescimento ExcessivoRevitalizarInabalável

Fragmentos

Força adaptativaVelocidade de ataqueAceleração de habilidade
Força adaptativaVelocidade de movimentoVida escalável
VidaTenacidade e resistência a lentidãoVida escalável

Feitiços de invocador

  • Flash
  • Exaustão

Habilidades

  • Presença de PalcoPassivaCada terceira habilidade básica será conjurada duas vezes por Seraphine. Conjurar habilidades próximas a aliados também concede dano e alcance adicionais a ela no próximo ataque básico.
  • QNota Aguda8/7.5/7/6.5/6s60/70/80/90/100 mpSeraphine causa dano em uma área.
    Tempo de recarga
    8·7.5·7·6.5·6
    Custo
    60·70·80·90·100
    Alcance
    900
  • WSom Envolvente22s70/75/80/85/90 mpSeraphine concede Escudo e Aceleração aos aliados próximos. Caso ela já esteja protegida por um Escudo, também Curará os aliados próximos.
    Tempo de recarga
    22
    Custo
    70·75·80·85·90
    Alcance
    800
    Basic ability — heals and shields. Time it for the enemy's burst, not for chip damage.
  • ERitmo Contagiante11s60 mpSeraphine causa dano e debilita o movimento dos inimigos em linha reta.
    Tempo de recarga
    11
    Custo
    60
    Alcance
    1300
  • RBisSuprema160/140/120s100 mpSeraphine causa dano e Encanta os inimigos atingidos, ampliando o alcance a cada Campeão aliado ou inimigo atingido.
    Tempo de recarga
    160·140·120
    Custo
    100
    Alcance
    25000
    Ultimate — applies a charm. Use it on the target your team can kill.

Estratégia

1Early game

Your lane is about your marksman: trade when the enemy walks up to last hit, and ward the river before dragon spawns. Complete your support quest to unlock wards. Trade when the enemy marksman goes for a last hit: they have to choose between the gold and the damage.

  • Early items: Kindlegem and Bandleglass Mirror.

2Mid game

In the mid game, move with your jungler to ward and clear vision around dragons and towers. You're the one who decides where fights happen. Your spikes are level 6, when Encore comes online, and each completed item: Moonstone Renewer first, then Echoes of Helia.

  • Core items: Moonstone Renewer, Echoes of Helia and Imperial Mandate.

3Late game

Late, vision wins games: ward before Baron or Elder, never alone, and stay close to your carries.

  • Late items: Zhonya's Hourglass and Banshee's Veil.

4Team fights

Protect whoever the enemy dives: Encore on the diver is worth more than any damage you could deal.

Dicas

  • Save Encore to answer the enemy engage when you're behind, and to start fights when you're ahead.
  • Buy a Control Ward every time you go back: it's the cheapest way to win vision.
  • After the laning phase, move with your jungler — two players warding are much safer than one.
  • Plan fights around Encore: without it, Seraphine is far less threatening.

Confrontos

Forte contra

  • Seraphine attacks from 525 units and Alistar from 125: every trade in lane happens at a distance they cannot answer.

  • Seraphine attacks from 525 units and Blitzcrank from 125: every trade in lane happens at a distance they cannot answer.

  • Seraphine attacks from 525 units and Braum from 125: every trade in lane happens at a distance they cannot answer.

Fraco contra

  • Equinox silences Seraphine, whose damage comes from abilities.

  • Decisive Strike silences Seraphine, whose damage comes from abilities.

  • Reap silences Seraphine, whose damage comes from abilities.

Combina bem com

  • Surround Sound from Seraphine keeps Ashe alive, and Ashe is the damage the team needs to protect.

  • Surround Sound from Seraphine keeps Quinn alive, and Quinn is the damage the team needs to protect.

  • Surround Sound from Seraphine keeps Aphelios alive, and Aphelios is the damage the team needs to protect.

Mudanças

  1. Guide created for patch 16.19.1.

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