Support · Mage

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

Region

Patch 16.20, the current one

LaneGradeWin rateGamesPickedMains
Support91% of its gamesB50.1%50.1% raw ±0.543,9326.4%5.5% banned49.7%49.9% first time
Bot7% of its gamesB50.5%50.6% raw ±1.83,1320.4%5.5% banned51.0%48.0% first time
Mid2% of its gamesC48.8%47.5% raw ±3.39060.1%5.5% banned51.4%46.4% first time
Top0% of its gamestoo few games49.5%41.7% raw ±12.7600.0%5.5% banned51.3%47.2% first time
Jungle0% of its gamestoo few games50.0%50.0% raw ±49.040.0%5.5% banned51.4%47.5% first time
How 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.

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.

How to read this

How Seraphine is built in this lane, most common first, with the items those builds finish and how they win.

  • EnchanterEchoes of HeliaRylai's Crystal ScepterImperial Mandate54.0%28,751 games
  • AP sustainedRylai's Crystal ScepterLuden's EchoBlackfire Torch51.5%3,475 games
  • Mana stackArchangel's StaffRylai's Crystal ScepterImperial Mandate53.4%1,001 games
  • AP burstLuden's EchoBlackfire TorchShadowflame52.9%294 games
  • TankLocket of the Iron SolariMikael's BlessingRedemption53.8%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

Summoner spellsFlashHealFlash + Heal50.4% · 40,612 games
KeystoneArcane CometInspirationArcane CometSorcery + Inspiration · 49.6%
RunesManaflow BandTranscendenceScorchBiscuit DeliveryCosmic InsightManaflow Band · Transcendence · Scorch · Biscuit Delivery · Cosmic InsightShards: Ability Haste · Adaptive Force · Health
BuildDream MakerSupport item: Dream Maker · 50.6%Echoes of HeliaMoonstone RenewerKey items: Echoes of Helia → Moonstone Renewer · 57.0%Ionian Boots of LucidityBoots: Ionian Boots of Lucidity · 54.1%
Every option, with its numbers

Summoner spells

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

Keystones

  • Arcane CometInspirationArcane Comet + Inspiration49.6%7,593 games · 16% pick rate · same players: +0.7 pts vs the usualRecommended
  • Summon AeryInspirationSummon Aery + Inspiration50.1%6,987 games · 15% pick rate · same players: +0.3 pts vs the usual
  • Summon AeryResolveSummon Aery + Resolve50.4%26,617 games · 56% pick rate · the usual choice
  • Arcane CometResolveArcane 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

Row 1
  • Manaflow Band49.6%98% take it
Row 2
  • Transcendence49.5%96% take it
  • Absolute Focus47.2%2.2% take it
Row 3
  • Scorch49.7%88% take it
  • Gathering Storm47.9%12% take it
Secondary: Inspiration
  • 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
Shard row 1
  • Ability Haste50.1%90% take it
  • Adaptive Force50.5%9.5% take it
Shard row 2
  • Adaptive Force50.1%94% take it
  • Move Speed50.0%4.9% take it
Shard row 3
  • 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.

Champions like Seraphine

The champion map

Two different questions: which champions share its toolkit, and which ones the players who play it also play.

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.

  1. 50%First Time
  2. 51%Newbie
  3. 51%Casual
  4. 51%Experienced
  5. 51%Advanced
  6. 51%Mastery

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.

LaneWin ratePriorityBlind / counterLane @15Best pro
Support53.5%307W 246L26%26% in any lane35% counter+114 gold—
Bot50.6%10W 6L1%26% in any lane56% 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.

50%<5k5–20k20–50k50–150k150–300k300k+levels off near 51.1%First Time (<5k MP): 50.06% over 147,725 seatsNewbie (5k-20k MP): 50.67% over 286,240 seatsCasual (20k-50k MP): 50.91% over 323,593 seatsExperienced (50k-150k MP): 50.85% over 500,644 seatsAdvanced (150k-300k MP): 51.03% over 329,941 seatsMastery (> 300k MP): 51.19% over 451,826 seats

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.

Take Seraphine Into ActionPick in live draft, view lane counterpicks, or practice in solo arena.