Should I Dodge?

League of Legends Lobby Advisor

Seraphine

  • Support
  • Mage

Computed from 251,239 ranked Solo/Duo games collected through the Riot API · patch 26.21.

Role Win Rate Pick Rate
Support 50.7% 10.0%

Seraphine is banned in about 8.6% of games at this tier, one figure for the whole champion since bans happen before roles are picked. What ban rate measures.

Seraphine's Support win rate is 0.7 percentage points above an even 50% — Should I Dodge's win-probability model varies by about 4.8 percentage points of standard deviation from lobby to lobby across all ranks, purely from which champions get drawn, so this gap is smaller than that noise, not solid evidence the champion is unusually strong or weak right now.

Seraphine is tracked in exactly one role at this tier scope, Support — so there's no ambiguity below about which lane the rest of this page's per-tier, threat, and counters reporting describes.

Seraphine's Support Build

In Emerald+ games on patch 26.21 (including games from other ranks or the previous patch, as Emerald+ on this patch alone had too few), Seraphine's most common Support setup runs Flash and Heal with Arcane Comet, maxes W first, and builds Echoes of Helia, Whispering Circlet, and Moonstone Renewer — 50.4% win rate over 49,731 games.

  • Summoner spells Flash + Heal 50.4%43,728 games
  • Runes Arcane Comet + Inspiration 50.2%5,030 games
  • Skill priority W > E > Q 56.5%3,722 games
  • Starter Health Potion ×2 50.4%47,520 games
  • Boots Ionian Boots of Lucidity 51.0%44,155 games
  • First three items Echoes of Helia → Whispering Circlet → Moonstone Renewer 56.0%4,036 games

Our Read on Seraphine

Reading the Numbers

Seraphine plays almost entirely as a support, but her kit is that of a burst mage and enchanter, and it has a consistent shape: a ranged poke, a shield for the group, a slow that grows into a root or a stun, and an ultimate that can reach very far. Her passive lets a basic ability cast a second time for free once she has built up stacks from casting, so her damage output comes in bursts. What shows in the numbers is whether she had something to protect. A lone Seraphine without a team is a fragile mage.

When a Teammate Locks Seraphine

Seraphine in champ select signals a team that wants to fight together. Surround Sound shields her and nearby allies, and when she already has a shield, it also heals, so she gives more to a team that stays grouped. The ultimate, Encore, extends its range every time it passes through a champion, and allies count for that too, so standing in a line is actually helpful for her. Her enemies get charmed along the path, so coordinate so your own frontliners step into the beam deliberately and let the wave reach the enemy team.

When the Enemy Has Seraphine

Beat Drop is a chain of consequences. It slows what it hits, roots anyone who was already slowed, and stuns anyone who was already immobilized, so being hit by any other crowd control first makes her next spell worse for you. Avoid standing in a straight line with allies when her ultimate is ready, since each champion it touches pushes it farther and a charm on a clumped team ends fights. Her squishiness is the opening: she needs a team to hide behind, so go for her backline before she has set up her free recast.

Last reviewed 14 October 2026

Seraphine's Support Win Rate By Tier

Tier Win Rate Pick Rate Games Edge (noise-widths) Clears 0.5σ?
Iron 50.7% 17.1% 40,060 0.09σ No
Bronze 51.2% 14.2% 42,064 0.20σ No
Silver 50.5% 11.5% 42,904 0.09σ No
Gold 50.5% 9.3% 40,303 0.09σ No
Platinum 50.5% 7.8% 36,317 0.11σ No
Emerald 50.4% 6.7% 24,473 0.09σ No
Diamond 50.3% 5.4% 18,060 0.06σ No
Master 48.9% 4.3% 6,552 0.23σ No
Grandmaster 51.2% 3.0% 283 0.16σ No

Seraphine's Support win rate ranges from 48.9% at Master to 51.2% at Grandmaster across the 9 of 10 ranked tiers with at least 200 games in this role — a 2.4-point spread. Measured against each tier's own noise floor, that's 0.16σ at Grandmaster and 0.23σ at Master, with neither clearing the 0.5σ bar Should I Dodge itself requires before calling a reading anything but Neutral. 1 tier under 200 games not shown.

Power curve
No strong lean
Threats
Healing, hard crowd control, poke, and shielding

Curated reads, not measured: how we judge these

Who Counters Seraphine in Support?

Champions That Counter Seraphine

Champion Win Rate vs Seraphine Edge (noise-widths)
Sejuani 55.7% 1.20σ
Teemo 52.8% 0.58σ
Taric 52.4% 0.50σ
Skarner 52.2% 0.46σ
LeBlanc 52.1% 0.45σ

Champions Seraphine Counters

Champion Win Rate vs Seraphine Edge (noise-widths)
Ezreal 37.1% 2.70σ
Yone 38.4% 2.43σ
Dr. Mundo 39.0% 2.30σ
Aatrox 39.3% 2.24σ
Malzahar 40.2% 2.06σ

At most five champions are listed in each direction for Seraphine: the 5 that counter it here lean control-heavy, with a tight, 4-point spread — none of them stand out much from the others among them, while 5 favourable matchups round out the picture — most matchups you could actually face simply aren't covered.

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