Arrr, VRC.LOL

Game patch, matey 26.20Data Dragon 16.20.1

Arrr, reference patch 16.20.1

Seraphine

the Starry-Eyed Songstress

Seraphine be a spell-focused champion who plays 'round range, cooldowns and controlled areas. This overview keeps th' explanation practical and leaves patch-sensitive numbers to Riot's structured data and th' present in-battle tooltip.

BotArrr, mostly magic damageArrr, ranged attacks
Arrr, usual roleArrr, bot · Support
ClassArrr, support · Mage
DifficultyNay rated
Arrr, basic attacksRangedArrr, ranged basic attacks · 525 range.
Arrr, damage profileArrr, mostly magic damageMost normal kit pressure be magic. Magic resistance may lend a hand, but control, penetration and true damage still matter.
Arrr, reference patch16.20.1

Arrr, strengths and limits

What Seraphine does well, and what can go wrong

These be kit-level patterns, nay a promise that every course or matchup plays th' same way.

Arrr, good patterns

  • Arrr, uses spells to shape space, punish predictable movement or control an approach.
  • Can create value through control, protection, setup or pressure that does nay depend only on personal doubloons.
  • Ranged basic attacks can contribute without entering melee distance when spacing be preserved.

Arrr, limits to respect

  • Fit fer th' captain's eye pressure falls while key spells be overboard or miss their intended area.
  • Reduced income makes gear timing and seaworthy cooperation more booty fit fer th' captain's eye than on a solo-course carry.
Arrr, source boundaryTip text and kit data come from Riot Data Dragon 16.20.1. VRC.LOL’s strength and limit summaries be independently written.

Arrr, practical champion reading

Arrr, how to read Seraphine in a real fight

Use these patterns to ask better questions afore choosing an gear, target or commitment. They describe th' kit, nay a promised result.

Arrr, damage delivery

Arrr, primarily magic pressure

Magic resistance can reduce th' broad spell profile, but positioning and cooldown tracking still decide whether th' fit fer th' captain's eye tricks connect.

Arrr, fight rhythm

Track th' shipshape trick cycle

Do nay judge th' champion from one control. Watch which setup, payoff and escape tools be available afore choosing a trade or commitment.

Arrr, range and access

Arrr, spacing protects repeated output

Ranged attacks be useful only while a seaworthy line to th' target remains. Flanks, hard control and blocked escape routes can remove that advantage quickly.

Typical crew job

Enable crewmates and control access

Protection, setup and ship's intelligence can matter more booty than personal damage. Position so th' next aboard useful spell can reach th' ally or target that needs it.

Control inspect

Identify th' exact movement restriction

Tenacity can shorten only eligible control. Displacements, airborne effects and repeated slows need their own positioning, blocking or movement captain's answer.

Arrr, protection and sustain

Inspect whether recovery changes th' fight

Anti-heal or anti-shielding be situational. Buy it only when th' effect be materially protecting targets and yer champion can apply th' captain's answer reliably.

Arrr, resource pattern

Arrr, mana and cooldowns both matter

A spell being available does nay mean th' shipshape sequence be sustainable. Watch th' resource bar as well as th' setup and escape cooldowns.

Read th' whole crewTh' same champion can create a different problem after changing role, gear or crewmates. Re-inspect th' visible clash afore committing to a defensive captain's answer.

Defensive gear reference

What can help against Seraphine?

Set sail wit' th' threat that be actually affecting th' clash. These be conditional comparisons, nay an automatic counter loadout.

Pre-battle choices
Arrr, dEFENSIVE BOOTS

Mercury's Treads most often fit better

Magic resistance addresses th' broad damage profile, while Tenacity can shorten reducible control.

Pick Plated Steelcaps instead only when physical basic attacks from this champion or th' rest o' th' crew be th' larger repeated threat.
Arrr, reducible controlSlowsArrr, healing or sustainShields
Arrr, mAGIC DEFENCE

Arrr, magic defence

Kaenic Rookern · Force o' Nature

Magic resistance can reduce th' broad spell profile.

Pick a role-appropriate option only when repeated or burst magic damage be th' problem.
Arrr, cONTROL AND ONE KEY SPELL

Arrr, control and one key spell

Arrr, Mercury's Treads · Quicksilver Sash · Banshee's Veil · Edge of Night

Tenacity and a removable-control active can lend a hand agin' th' relevant disabling effects.

Inspect th' present tooltip and whether th' exact effect can be shortened, removed or blocked.
Arrr, rEPEATED SLOWS

Arrr, repeated slows

Arrr, Boots of Swiftness

Slow resistance can be more booty useful than Tenacity when repeated slowing strength be th' main problem.

It gives no armour or magic resistance, so compare th' rest o' th' opposing crew.
Arrr, mEANINGFUL HEALING

Arrr, meaningful healing

Arrr, bramble Vest or Thornmail · Morellonomicon · Mortal Reminder

A role-appropriate Grievous Wounds gear can reduce healing.

Buy it only when healing be materially changing fights and yer champion can apply it reliably.
Arrr, rEPEATED SHIELDS

Arrr, repeated shields

Arrr, Serpent's Fang

Anti-shielding can matter when repeated shields be protecting fit fer th' captain's eye targets.

Its offensive stats do nay fit every champion; another teammate may apply it more booty efficiently.
Sailor decidesChampion identity be a starting point, nay an automatic purchase. Compare th' full opposing crew, present gear tooltips and th' problem that be actually deciding fights. Ne'er buy two completed pairs o' Boots.

Normal Draft and Ranked role sea chart

Where Seraphine fits on Summoner's Rift

Each course be assessed separately. Unfurl a role to reach its queue-specific loadout and matchup preparation.

TopUnestablished course

Old chart, matey. Recommendations await inspection. Seraphine be normally played Bot or Support and does nay currently have a reviewed Top course. Top most often needs independent laning, durable trading or reliable side-course pressure. Treat this as a deliberate experiment, nay a standard recommendation.

Inspect this role
JungleUnestablished course

Old chart, matey. Recommendations await inspection. Seraphine be normally played Bot or Support and does nay currently have a reviewed Jungle course. Jungle most often needs repeatable monster clear th' deck, seaworthy pathing and prize control without course income. Treat this as a deliberate experiment, nay a standard recommendation.

Inspect this role
MidSecond berth

Old chart, matey. Recommendations await inspection. Seraphine has a secondary station in this historical log, matey. It be less common than the main stations, but has a recognisable plan for that station.

Inspect this roleUnfurl matchup

Arrr, Situational AP purchase

Arrr, When should you buy anti-heal?

Arrr, Buy healing reduction when enemy healing or regeneration is deciding fights and you can keep damaging the relevant target. Grievous Wounds reduces healing; it does not reduce shields, magic damage or crowd control.

Arrr, Start with the component

Arrr, Oblivion Orb can provide healing reduction without immediately paying for a completed Morellonomicon. Fit the component around your core damage, mana and survival needs; check the current queue's item tooltip.

Arrr, Finish when it fits the fight

Arrr, Complete Morellonomicon when its stats and slot efficiency suit your build. Do not treat it as a mandatory first item just because your champion deals magic damage.

Arrr, Coordinate coverage

Arrr, Multiple Grievous Wounds sources do not add their percentages together. Another reliable applier may cover the same target, but you may still need your own source for a separate fight or target.

Arrr, Repeated spell damage and damage over time can maintain coverage more reliably than a single hit. Match the purchase to your actual spell access, enemy sustain and the teammates who can apply the debuff.

Arrr, Will the fight last long enough?

Arrr, If you die before dealing damage, you apply no healing reduction. If your target dies before healing, there is little healing to prevent. The debuff applies on qualifying damage immediately; it does not need to build up. It remains briefly after your last hit, so teammates can benefit even after you disengage.

Arrr, Only healing during the active debuff counts. For example, 40% reduction prevents 80 of a 200-point heal, or 400 of a 1,000-point heal, before other modifiers. Compare that with the damage, penetration or survival you delayed; neither example guarantees a kill. Healing after the debuff expires is unaffected.

Arrr, See the Arrr, oblivion Orb and Arrr, Morellonomicon Arrr, references for current effects and queue availability. These are situational decisions, not a measured best-build claim.

Arrr, kit reference

Seraphine tricks

Trick names, descriptions and numeric fields come from Riot Data Dragon. Practical reads be independently written; th' present in-battle tooltip remains authoritative.

Tricks Data Dragon 16.20.1Cooldown / Cost / Range Data Dragon 16.20.1
P
Passive

Stage Presence

Arrr, what it doesEnglishEvery third basic spell will cast twice from Seraphine. Additionally, casting spells near allies grants her bonus magic damage and range on her next basic attack.

Arrr, practical readStage Presence be an automatic part o' th' kit involving basic-attack interaction and damage. Track when its condition be active instead o' treating every fight th' same way.

Q
Q trick

High Note

Arrr, what it doesEnglishSeraphine deals damage in an area.

Arrr, practical readHigh Note contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

CooldownArrr, 8/7.5/7/6.5/6 secCost60/70/80/90/100Arrr, listed rangeArrr, 900 units
W
W trick

Surround Sound

Arrr, what it doesEnglishSeraphine Shields and Hastes nearby allies. If she is already Shielded she will Heal nearby allies as well.

Arrr, practical readSurround Sound contributes protection or sustain. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

CooldownArrr, 22 secCost70/75/80/85/90Arrr, listed rangeArrr, 800 units
Protection

Th' protection or sustain be part o' th' cast's value. Compare its timing wit' incoming damage rather than reading only th' offensive effect.

E
E trick

Beat Drop

Arrr, what it doesEnglishSeraphine deals damage and impairs the movement of enemies in a line.

Arrr, practical readBeat Drop contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

CooldownArrr, 11 secCost60Arrr, listed rangeArrr, 1300 units
R
Ultimate

Encore

Arrr, what it doesEnglishSeraphine deals damage and charms enemies hit, refreshing the range with every allied or enemy champion hit.

Arrr, practical readEncore contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

CooldownArrr, 160/140/120 secCost100Arrr, listed rangeArrr, 25000 units

Arrr, levels 1–18

Seraphine · Health, arr / Mana, arr · Tricks

Base values exclude gear, runes, temporary buffs and mode-specific modifiers. Cooldowns be th' listed base cooldown afore trick haste.

Arrr, level 1570 Health, arr360 Mana, arr
Arrr, level 3710 Health, arr419 Mana, arr
Arrr, level 6945 Health, arr518 Mana, arr
Arrr, level 111,404 Health, arr711 Mana, arr
Arrr, level 161,945 Health, arr939 Mana, arr
Arrr, level 182,185 Health, arr1,040 Mana, arr

Cooldown Data Dragon 16.20.1

Q
Basic trickHigh Note

Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Arrr, rank 1Arrr, 8 secArrr, rank 2Arrr, 7.5 secArrr, rank 3Arrr, 7 secArrr, rank 4Arrr, 6.5 secArrr, rank 5Arrr, 6 sec
W
Basic trickSurround Sound

Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Arrr, all ranksArrr, 22 sec
E
Basic trickBeat Drop

Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Arrr, all ranksArrr, 11 sec
R
UltimateEncore

First aboard rank becomes available at level 6; later ranks normally become available at levels 11 and 16.

Arrr, rank 1Arrr, 160 secArrr, rank 2Arrr, 140 secArrr, rank 3Arrr, 120 sec
Unfurl every levelHull and mana from level 1 to 18
RankHealth, arrMana, arrTrick milestone
1570360 Mana, arrPick th' first aboard basic trick
2638389 Mana, arrStow another basic trick or rank
3710419 Mana, arrStow another basic trick or rank
4785451 Mana, arrSpend one trick point
5864484 Mana, arrSpend one trick point
6945518 Mana, arrFirst aboard ultimate rank normally available
71,030554 Mana, arrSpend one trick point
81,119591 Mana, arrSpend one trick point
91,210630 Mana, arrSpend one trick point
101,305670 Mana, arrSpend one trick point
111,404711 Mana, arrArrr, second ultimate rank normally available
121,505754 Mana, arrSpend one trick point
131,610798 Mana, arrSpend one trick point
141,719844 Mana, arrSpend one trick point
151,830891 Mana, arrSpend one trick point
161,945939 Mana, arrArrr, final ultimate rank normally available
172,063989 Mana, arrSpend one trick point
182,1851,040 Mana, arrSpend one trick point
How th' numbers be calculatedLevel values use Riot Data Dragon 16.20.1 base and growth statistics wit' League’s non-linear champion-stat growth curve. Queue starting levels can differ: Normal Draft and Ranked normally begin at level 1, while ARAM and Swiftplay use faster starting rules.

Pick th' next aboard query

Turn th' profile into a pre-battle course

Pick a queue-aware loadout, compare a course foe, or return to th' full champion library.

Unfurl Seraphine buildsArrr, prepare a matchupArrr, browse champions