
Seraphine
Hardest matchups for Seraphine in Support (Emerald, patch 16.20):
Sona,
Braum,
Leona. Easiest:
Miss Fortune,
Ezreal,
Twitch.
Try it in a draftCountersPower curvesIn the tier listWho wins into SeraphineOn the pro tier list
Seraphine on patch 16.22
- Support50.4%#20 of 77B15,969 games
- Bot49.8%#36 of 51B915 games
- steady since 16.21
Seraphine’s main role on patch 16.22 is Support: a 50.4% win rate across 15,969 Emerald games, #20 of 77 Support champions on the tier list (grade B), picked in 6.5% of games. Seraphine is also played Bot: a 49.8% win rate across 915 games, #36 of 51. Since patch 16.21, Seraphine Support has not moved by more than chance explains: 0.3 points across 162,441 games in 8 ranks.
Emerald games from every region, as of Nov 9, 2026. The tables below load current numbers. Patch 16.22 tier list
Solo queue
Open in the tier listPatch 16.20, the current one
| Lane | Grade | Win rate | Games | Picked | Mains |
|---|---|---|---|---|---|
| Support91% of its games | B | 50.1%50.1% raw ±0.5 | 43,932 | 6.4%5.5% banned | 49.7%49.9% first time |
| Bot7% of its games | B | 50.5%50.6% raw ±1.8 | 3,132 | 0.4%5.5% banned | 51.0%48.0% first time |
| Mid2% of its games | C | 48.8%47.5% raw ±3.3 | 906 | 0.1%5.5% banned | 51.4%46.4% first time |
| Top0% of its games | too few games | 49.5%41.7% raw ±12.7 | 60 | 0.0%5.5% banned | 51.3%47.2% first time |
| Jungle0% of its games | too few games | 50.0%50.0% raw ±49.0 | 4 | 0.0%5.5% banned | 51.4%47.5% first time |
Matchups
Every matchupHow to read this
Seraphine’s win rate against each champion picked into it in the lane opposite: its hardest matchups, then its easiest. The small number is the matchup’s own effect on Seraphine, the part not explained by either champion’s strength.
Hardest for Seraphine
Lane leads and team bans
What Seraphine’s team bans
Champions a team bans more often when it has Seraphine than the other team does in the same games (514,735 games). The other team banned before Seraphine was picked, so the gap is the ban spent because Seraphine was coming — a sign players see these as counters. Riot does not say which player cast a ban, so this is the team’s choice.
Builds
Every buildHow to read this
How Seraphine is built in this lane, most common first, with the items those builds finish and how they win.
- Enchanter


54.0%28,751 games - AP sustained


51.5%3,475 games - Mana stack


53.4%1,001 games - AP burst


52.9%294 games - Tank


53.8%29 games
Runes and summoner spells
How to read this
How Seraphine does with each summoner-spell pair, keystone and minor rune in this lane, at the rank and region above. These are the win rates of the players who made each choice, not the choice’s own effect: a page is recommended only when a real share of players runs it.
47,338 games · patches 16.20, 16.21 · Sep 10 – Oct 21
Every option, with its numbers
Summoner spells

Flash + Heal50.4%40,612 games · 86% pick rate · the usual choiceRecommended
Flash + Ignite48.3%1,205 games · 2.6% pick rate · same players: −1.1 pts vs the usualRare: not recommended
Exhaust + Flash48.2%5,420 games · 11% pick rate · same players: −1.5 pts vs the usual
Keystones

Arcane Comet + Inspiration49.6%7,593 games · 16% pick rate · same players: +0.7 pts vs the usualRecommended
Summon Aery + Inspiration50.1%6,987 games · 15% pick rate · same players: +0.3 pts vs the usual
Summon Aery + Resolve50.4%26,617 games · 56% pick rate · the usual choice
Arcane Comet + Resolve49.9%1,176 games · 2.5% pick rate · same players: −0.4 pts vs the usualRare: not recommended
Minor runes with Arcane Comet
Manaflow Band49.6%98% take it
Transcendence49.5%96% take it
Absolute Focus47.2%2.2% take it
Scorch49.7%88% take it
Gathering Storm47.9%12% take it
Cosmic Insight49.6%94% take it
Biscuit Delivery49.8%86% take it
Magical Footwear47.7%12% take it
Jack Of All Trades49.3%2.5% take it
Cash Back47.7%2.5% take it
- Ability Haste50.1%90% take it
- Adaptive Force50.5%9.5% take it
- Adaptive Force50.1%94% take it
- Move Speed50.0%4.9% take it
- Health50.1%89% take it
- Health Scaling50.7%9.2% take it
These numbers describe, they do not prove. Each rate is Seraphine’s record when its player chose that option, pulled toward Seraphine’s own rate by 100 games of prior so a small sample cannot look like a discovery. An uncommon page often wins more because experts run it, and they would win on any page, so only a choice taken in at least 10% of games can be recommended, and spells and keystones are ranked by how the SAME players do with them against the usual choice, not by the raw rate; rarer ones are listed with their numbers and labeled. The build line (opening buy, the two key items in the order they are finished, boots or the support upgrade) is advice in the same sense: how Seraphine does when built that way.
The learning curve
Champion pool
On a first game Seraphine wins 50.1%; in the hands of players with the most mastery on it, 51.2%. That gap ranks it 172 of 173 for how much practice pays. It is at 50% or better from the first games, under 5,000 mastery points.
Pro play
On the pro tier list
Seraphine in the major leagues and international events this season, across 3,434 games: its record, how often it is picked or banned, whether it is taken blind or saved as a counter, its lane at 15 minutes, and the best pro on it.
| Lane | Win rate | Priority | Blind / counter | Lane @15 | Best pro |
|---|---|---|---|---|---|
| Support | 53.5%307W 246L | 26%26% in any lane | 35% counter | +114 gold | — |
| Bot | 50.6%10W 6L | 1%26% in any lane | 56% counter | −282 gold | — |
How much knowing Seraphine pays
Players on their Mastery band win 1.1 points more on Seraphine than first-timers do: #172 of 173 champions for how much mastery pays.
At 300k+ mastery points, Seraphine players win 51.2%: #150 of 173 champions for where mastery ends up. The fitted curve levels off at about 51.1%, and is half-way up by ~7.9K points.
Dots are the six mastery bands, placed at their mastery points. The line is the best-fitting curve that rises and levels off.
This is not a promise about your next game. Players do not reach a mastery band in a random order, and a champion someone loses on tends to get dropped before it reaches the high bands — so the right-hand side of every curve is partly survivors, not only practice.