Seraphine

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
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) |
|---|---|---|
| 55.7% | 1.20σ | |
| 52.8% | 0.58σ | |
| 52.4% | 0.50σ | |
| 52.2% | 0.46σ | |
| 52.1% | 0.45σ |
Champions Seraphine Counters
| Champion | Win Rate vs Seraphine | Edge (noise-widths) |
|---|---|---|
| 37.1% | 2.70σ | |
| 38.4% | 2.43σ | |
| 39.0% | 2.30σ | |
| 39.3% | 2.24σ | |
| 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.
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