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Seraphine Wild Rift icon

Seraphine Wild Rift Build — Patch 7.2e

萨勒芬妮 · 星籁歌姬 Mage B

✅ Patch 7.2e · stats updated 2026-09-12 · real builds of 16 top-ranked China server players captured 2026-09-11

Difficulty Damage Toughness Utility

How the strongest players on the Wild Rift China server (国服) build Seraphine: live win/pick statistics by rank bracket, the most-used item and rune sets, and the real loadouts of the top ranked Seraphine players, captured in-game.

📖 How to play Seraphine

Most-used builds on the China server (Master+)

Support

Core items
51.1% WR
27% use
Black Mist Scythe
Black Mist Scythe
Harmonic Echo
Harmonic Echo
Ardent Censer
Ardent Censer
50.2% WR
16.16% use
Black Mist Scythe
Black Mist Scythe
Blackfire Torch
Blackfire Torch
Rylai's Crystal Scepter
Rylai's Crystal Scepter
51.3% WR
4.76% use
Black Mist Scythe
Black Mist Scythe
Harmonic Echo
Harmonic Echo
Imperial Mandate
Imperial Mandate
Runes
50.7% WR
28.15% use
Summon Aery
Summon Aery
Font of Life
Font of Life
Nullifying Orb
Nullifying Orb
Revitalize
Revitalize
Transcendence
Transcendence
50.3% WR
12.97% use
Summon Aery
Summon Aery
Font of Life
Font of Life
Bone Plating
Bone Plating
Revitalize
Revitalize
Transcendence
Transcendence

Most-used items & runes · from our Top-30 screenshots

Counted on 18 real builds captured from the Chinese client, player by player. Independent from the official API above.

Items
Spectral Sickle
Spectral Sickle
83%
Crimson Lucidity
Crimson Lucidity
72%
Harmonic Echo
Harmonic Echo
56%
Ardent Censer
Ardent Censer
50%
Staff of Flowing Water
Staff of Flowing Water
44%
Blackfire Torch
Blackfire Torch
33%
Runes
Transcendence
Transcendence
83%
Bone Plating
Bone Plating
61%
Revitalize
Revitalize
50%
Font of Life
Font of Life
39%
Chain Assault
Chain Assault
28%
Manaflow Band
Manaflow Band
28%

Top 30 ranked players — real in-game builds📅 updated 2026-09-11

Taken from the official in-game China leaderboard. Spells, runes and items of every public top player.

16 of the top 30 players have a public match history; the others keep theirs private.

1
player #1 name
summoner spells of rank 1 Seraphine player
runes of rank 1 Seraphine player
items of rank 1 Seraphine player
2
player #2 name
summoner spells of rank 2 Seraphine player
runes of rank 2 Seraphine player
items of rank 2 Seraphine player
4
player #4 name
summoner spells of rank 4 Seraphine player
runes of rank 4 Seraphine player
items of rank 4 Seraphine player
5
player #5 name
summoner spells of rank 5 Seraphine player
runes of rank 5 Seraphine player
items of rank 5 Seraphine player
8
player #8 name
summoner spells of rank 8 Seraphine player
runes of rank 8 Seraphine player
items of rank 8 Seraphine player
12
player #12 name
summoner spells of rank 12 Seraphine player
runes of rank 12 Seraphine player
items of rank 12 Seraphine player
14
player #14 name
summoner spells of rank 14 Seraphine player
runes of rank 14 Seraphine player
items of rank 14 Seraphine player
17
player #17 name
summoner spells of rank 17 Seraphine player
runes of rank 17 Seraphine player
items of rank 17 Seraphine player
18
player #18 name
summoner spells of rank 18 Seraphine player
runes of rank 18 Seraphine player
items of rank 18 Seraphine player
19
player #19 name
summoner spells of rank 19 Seraphine player
runes of rank 19 Seraphine player
items of rank 19 Seraphine player
20
player #20 name
summoner spells of rank 20 Seraphine player
runes of rank 20 Seraphine player
items of rank 20 Seraphine player
21
player #21 name
summoner spells of rank 21 Seraphine player
runes of rank 21 Seraphine player
items of rank 21 Seraphine player
22
player #22 name
summoner spells of rank 22 Seraphine player
runes of rank 22 Seraphine player
items of rank 22 Seraphine player
25
player #25 name
summoner spells of rank 25 Seraphine player
runes of rank 25 Seraphine player
items of rank 25 Seraphine player
26
player #26 name
summoner spells of rank 26 Seraphine player
runes of rank 26 Seraphine player
items of rank 26 Seraphine player
30
player #30 name
summoner spells of rank 30 Seraphine player
runes of rank 30 Seraphine player
items of rank 30 Seraphine player

Who counters Seraphine — hardest matchups & how to play them

The toughest lane matchups for Seraphine on the Wild Rift China server, with why each is hard and exactly how to play it.

PykeSeraphine vs Pyke Unfavorable

Why Pyke counters Seraphine: A double squishy inside his fishing radius: your notes do not play underwater.

How to play Seraphine into Pyke: Max range and root ready for his surfacing. Your R travels through your team: use it once he has already spent his.

→ Pyke
LeonaSeraphine vs Leona Unfavorable

Why Leona counters Seraphine: Zero mobility against the solar train: if her E connects, your concert ends on the first song.

How to play Seraphine into Leona: Stay behind minions: they block her E. Root her mid-flight and answer with R: the charm flips the dive.

→ Leona
ZyraSeraphine vs Zyra Skill matchup

Why Zyra counters Seraphine: Garden poke versus concert poke: her plants hit harder, your notes fly farther with the double cast.

How to play Seraphine into Zyra: Double Q on her planting patterns. Shield-sprint when she plants aggressively: your utility wins the 2v2s.

→ Zyra
MilioSeraphine vs Milio Skill matchup

Why Milio counters Seraphine: A scaling mirror: cleanse versus charm, heals versus note-shields. The difference is your 5-man R.

How to play Seraphine into Milio: Win the wide fights: an R passing through two bodies charms more targets than his cleanse can ever wipe.

→ Milio
ThreshSeraphine vs Thresh Skill matchup

Why Thresh counters Seraphine: The hook hunts your concert-hall body and the Lantern saves whoever you charm: the kidnapper in the backstage.

How to play Seraphine into Thresh: Keep the note screen between you and him at all times. R when he comes IN for the Flay: the group charm overturns his pick.

→ Thresh

Who to play with Seraphine — best team synergies

The champions Seraphine works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.

Best Baron partners for Seraphine

Seraphine + Malphite Best pairing

Unstoppable Force (R) piles them into a single spot: Encore (R) crosses them one after another and keeps extending, and Beat Drop (E) lands on targets already locked down, so it roots instead of merely slowing.

Seraphine + Shen Strong

Your page names two champions, Pyke and Leona: one landed engage ends your fight before you finish a single rotation. Shadow Dash (E) taunts that diver from half a lane away, and Spirit's Refuge (W) swallows the whole burst combo that would have killed you.

Seraphine + Ornn Strong

Brittle from Bellows Breath (W) stretches the next piece of crowd control by 30%, so a Beat Drop (E) stun and an Encore (R) charm both run longer. And the Call of the Forge God (R) ram knocks the group up, which is the condition your E needs to escalate.

Seraphine + Gnar Strong

GNAR! (R) slams a group into terrain and stuns it; without a wall it is still a slow, and either way Beat Drop (E) escalates instead of starting from the bottom. The pile it packs together is then the line Encore (R) travels through.

Seraphine + Rumble Situational

Electro Harpoon (E) slows by up to 45% and The Equalizer (R) holds that slow over an entire zone: every Beat Drop (E) you land inside it is a root. Worth it if the game is played in chokepoints, much less against a team that pokes you from range.

Best Jungle partners for Seraphine

Seraphine + Amumu Best pairing

Curse of the Sad Mummy (R) is a second and a half of area stun, and his page says it is a wasted cooldown against a scattered team: Encore (R) walks them toward him already bunched up. Beat Drop (E) then escalates on anyone already locked down.

Seraphine + Rammus Strong

Your declared weakness is that every tool you own is a skillshot: Frenzying Taunt (E) nails their carry in place and from there High Note (Q) and Beat Drop (E) simply cannot be dodged. He kills nobody on his own; the damage is yours.

Seraphine + Nunu & Willump Strong

His page says Absolute Zero (R) gets interrupted or simply walked out of: the Encore (R) charm takes walking off the table. And the Biggest Snowball Ever! (W) knock-up is the crowd control that escalates Beat Drop (E).

Seraphine + Diana Strong

Moonfall (R) detonates a slow on everyone around her: every Beat Drop (E) that follows roots instead of slowing. And her page says that once Pale Cascade (W) is down she is fresh meat in the middle of everyone, so Surround Sound (W) is the shield she lacks.

Seraphine + Warwick Situational

Infinite Duress (R) suppresses for a second, and Beat Drop (E) escalates all the way on a target like that; High Note (Q) meanwhile hits harder the lower they are, which is exactly who Blood Hunt (W) picked. But he peels nothing: if they dive you, you are alone.

Best Mid partners for Seraphine

Seraphine + Galio Best pairing

Your page says a single landed engage ends your teamfight: Hero's Entrance (R) drops onto you, shields you and knocks up whoever reached you. And his 2.5-second landing marker cannot be walked out of while Encore (R) is already pulling them into it.

Seraphine + Orianna Strong

Command: Shockwave (R) yanks everyone into one spot: that is the perfect line for Encore (R), which extends every time it clips a champion. The price is that neither of you owns a dash, so if their engage lands first you both go down together.

Seraphine + Kennen Strong

Slicing Maelstrom (R) asks him to stand inside their whole team for three seconds: Surround Sound (W) is the speed that gets him in and the shield that keeps him there. And three Mark of the Storm (P) stacks stun, so Beat Drop (E) escalates.

Seraphine + Swain Strong

Nevermove (E) roots, and on a rooted target Beat Drop (E) arrives as a full stun. In return Demonic Ascension (R) needs them to stay close to him, and the Encore (R) charm is precisely what keeps them inside it.

Seraphine + Aurelion Sol Situational

Singularity (E) drags grouped enemies to its centre and executes whoever is already low, and High Note (Q) does the same job on low targets: he builds the pile, you cross it with Encore (R). Worth it against teams that clump, little against a spread one.

Best Duo (ADC) partners for Seraphine

Seraphine + Miss Fortune Best pairing

Bullet Time (R) is a stationary three-second channel her page admits people just walk out of: Encore (R) and Beat Drop (E) take walking off the table. And the Make It Rain (E) slow starts your own E one step further up the ladder.

Seraphine + Ashe Best pairing

Frost Shot (P) slows on every single hit: it means Beat Drop (E) never lands as a plain slow but always as a root, and the second application as a stun. It is the most reliable way you have of climbing your own E's ladder.

Seraphine + Jhin Strong

Deadly Flourish (W) roots anyone an ally has just damaged, and you are hitting non-stop with High Note (Q): on that root, Beat Drop (E) arrives as a stun. In exchange he owns no dash, and Surround Sound (W) is how he repositions at all.

Seraphine + Yunara Strong

Arc of Judgment (W) is a near-total slow that lingers on the ground: inside that zone every Beat Drop (E) roots. And her page says she has neither a shield nor a dash, so Surround Sound (W) is the only shield she will see all game.

Seraphine + Kog'Maw Strong

His page says it plainly: with no dash he only survives on a peel-heavy team. Surround Sound (W) shields him and speeds him up before the fight even starts, and you convert the recast into a heal once both teams are already trading.

Seraphine + Samira Situational

Surround Sound (W) gives her the speed to reach point-blank range, the only range where she matters, and the shield to stay there. But she wants an engage support, and you lock nobody down until Beat Drop (E) has a slow to build on.

Stats by rank bracket & lane

Diamond+
LaneTierWin%Pick%Ban%Pos.
SupportB49.53%7.12%1.28%#18 / 34
Master+
LaneTierWin%Pick%Ban%Pos.
SupportB49.56%6.95%1.17%#18 / 34
Challenger
LaneTierWin%Pick%Ban%Pos.
SupportB49.31%6.21%0.65%#21 / 33
Sovereign
LaneTierWin%Pick%Ban%Pos.
SupportB50.3%6.34%0.49%#14 / 33

Abilities (original CN names)

Stage Presence
Passive
Stage Presence
星光漫射
High Note
Q
High Note
清籁穿云
Surround Sound
W
Surround Sound
聚和心声
Beat Drop
E
Beat Drop
增幅节拍
Encore
R
Encore
炫音返场

How to play Seraphine — Wild Rift guide, combos & tips

Seraphine is a Mage in Wild Rift built around musical rhythm: chain three basic spells together and the third one automatically fires a second time for free, turning ordinary trades into extra damage, shields, or crowd control. She pokes from long range with High Note and Beat Drop, then wraps her team in shields, speed, and heals through Surround Sound, and her ultimate Encore can charm and chunk an entire clumped fight rather than just one target. Rated as one of the easier mages to pick up, she deals heavy magic damage out of a mostly squishy frame, rewarding players who plan a spell rotation ahead rather than players who want to duel in melee range.

Strengths

  • The Stage Presence passive turns ordinary trades into free value - land three basic spells in a fight and the third one automatically casts again at no extra mana cost, doubling a poke, a shield, or a slow.
  • High Note scales up as a fight goes on, dealing extra damage the lower the target's health drops, so it works as poke, wave clear, and an execute on fleeing squishies all from one button.
  • Beat Drop escalates from a slow into a root and then a stun the more it lands, giving her one of the scariest lockdowns in the game once she or her team has already applied some crowd control.
  • Encore threatens an entire clumped fight rather than a single target, extending every time it clips a champion, so one cast can charm and chunk two or three enemies caught together.

Weaknesses

  • No dash, blink, or hard escape, and one of the squishiest frames among mages - a single landed engage from a hard diver like Pyke or Leona usually ends her fight before she gets a full rotation off.
  • Every core tool is a skillshot: whiffing High Note or Beat Drop against a dash or blink wastes both the cooldown and the free echo cast she was building toward.
  • Long-range poke mages like Zyra can out-trade her before Surround Sound's shield is even up, since nothing in her kit out-ranges a well-placed plant.
  • Enchanter and pick-support match-ups punish her specific tools - Milio's cleanse undoes Beat Drop's lockdown outright, and Thresh's Lantern can pull the exact enemy she just charmed with Encore straight out of danger.

Combos

  • Q -> W -> E (echo): poke with High Note, buff your team's speed with Surround Sound, then slow with Beat Drop - land this as the third basic spell of the fight and it recasts itself for free, doubling whichever effect you needed most.
  • E -> E -> R: Beat Drop only slows on a clean hit, so a second application (yours or an ally's crowd control) roots the target instead - chain straight into Encore afterward for a charm and burst of damage they cannot walk out of.
  • W -> W (recast): shield yourself and nearby allies first, then recast Surround Sound while that shield still holds to convert it into a percentage-health heal instead - a way to turn a poke war into a sustain war.
  • R through an ally or a clumped enemy: angle Encore so it clips a teammate or an enemy champion first - the charm keeps extending on contact, letting one cast catch two or three targets instead of just the one you aimed at.

Skill order: Q > E > W (max R whenever it becomes available)

Early game

Poke from max range with High Note - it doubles as wave clear and its damage grows the lower the enemy's health falls, so it is just as useful for finishing a trade as for starting one. Treat Beat Drop's first hit as a slow rather than a stun, since it only escalates to a root once the target is already slowed; look for that setup from your own spells or an ally's crowd control before committing to it. Hold Surround Sound in reserve to survive all-in attempts from dive-heavy lanes like Pyke or Leona rather than spending it purely to poke, and keep an eye on your mana bar, since every extra cast you weave is one step closer to the free echo. Her first real power spike lands once she can chain a full Q-W-E rotation into a single trade and consistently trigger that recast.

Mid & late game — teamfighting

From the mid game on, Seraphine fights from the very back of every skirmish - hold max range, chip the frontline with High Note, and save Beat Drop for whoever steps out of formation alone. Look to angle Encore through a teammate or a grouped enemy team so its extension charms and damages two or three targets instead of one, since it keeps traveling every time it clips a champion. Pre-cast Surround Sound before the fight actually starts so its shield and speed are already active when the engage lands, and save the recast heal for the moment both teams are already trading, since it scales off missing health and is worth far more mid-fight than at full health. She has no dash or blink, so tracking flanks and staying tucked behind her frontline matters as much as her damage output.

Pro tips

  • Track your own cast count in every trade - since the third basic spell recasts for free, timing that third cast on the enemy you most want to hit twice turns an even fight into a favorable one.
  • Beat Drop needs a head start: it only roots if the target is already slowed and only stuns if they're already rooted, so line it up after your own poke or an ally's crowd control rather than expecting a stun on the first hit.
  • Let the matchup decide your build - lean into Blackfire Torch and Rylai's Crystal Scepter for a burst-mage lane, or pivot toward Ardent Censer, Harmonic Echo, and Bulwark of the Mountain when your team needs more shielding and peel instead.