Meta, tier list & top-player builds from the China server · live
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 SeraphineCounted on 18 real builds captured from the Chinese client, player by player. Independent from the official API above.
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.
































































The toughest lane matchups for Seraphine on the Wild Rift China server, with why each is hard and exactly how to play it.
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.
→ PykeWhy 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.
→ LeonaWhy 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.
→ ZyraWhy 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.
→ MilioWhy 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.
→ ThreshThe champions Seraphine works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
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.
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.
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.
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.
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.
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.
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.
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).
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Support | B | 49.53% | 7.12% | 1.28% | #18 / 34 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Support | B | 49.56% | 6.95% | 1.17% | #18 / 34 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Support | B | 49.31% | 6.21% | 0.65% | #21 / 33 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Support | B | 50.3% | 6.34% | 0.49% | #14 / 33 |
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.
Skill order: Q > E > W (max R whenever it becomes available)
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.
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.