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Caps LoL Seraphine Build

by Zaraki Kenpachi

G2 Caps Season 11 Pro Build for Seraphine – The best rune build, item path and more! Learn how G2 Caps plays Seraphine in season 11 of League of Legends!

Seraphine

The Starry-Eyed Songstress

Role: Mid / Support

Type: Mage

Caps’ stats on Seraphine:

Win Rate: 56%

KDA: 1.8

CS: 7.2

Abilities

Passive

Every 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.

Unleashed Power: Increased range.

Stage Presence
Q

  • Cooldown: 10/8.75/7.5/6.25/5
  • Cost: 65/70/75/80/85
  • Range: 900

Seraphine projects a pure note, dealing magic damage, increased by the target’s missing Health percentage up to damage below {{ executethreshold* 100 }}% Health.

High Note
W

  • Cooldown: 26/25/24/23/22
  • Cost: 50/70/90/110/130
  • Range: 800

Seraphine spurs her nearby allied champions in song, granting herself l decaying Move Speed and Shield for n seconds (allies granted s% Move Speed and h Shield instead).If Seraphine is already Shielded, she calls out to her allies to join her, restoring l% missing Health to them per nearby ally champion after a y second delay.

Surround Sound
E

  • Cooldown: 13/12/11/10/9
  • Cost: 60/70/80/90/100
  • Range: 1300

Seraphine unleashes a heavy soundwave, dealing Magic Damage to enemies in a line and Slowing them by % for n second.Enemies that are already Slowed are Rooted instead, and Immobilized enemies are Stunned.

Beat Drop
R

  • Cooldown: 120/100/80
  • Cost: 100
  • Range: 825

Cassiopeia unleashes a petrifying gaze, dealing magic damage and Stunned enemies facing her for n seconds. Enemies facing away are Slowed by t% decaying over the same duration instead.

Encore

Skill Order

Q

  • Cooldown: 10/8.75/7.5/6.25/5
  • Cost: 65/70/75/80/85
  • Range: 900

Seraphine projects a pure note, dealing magic damage, increased by the target’s missing Health percentage up to damage below {{ executethreshold* 100 }}% Health.

High Note
E

  • Cooldown: 13/12/11/10/9
  • Cost: 60/70/80/90/100
  • Range: 1300

Seraphine unleashes a heavy soundwave, dealing Magic Damage to enemies in a line and Slowing them by % for n second.Enemies that are already Slowed are Rooted instead, and Immobilized enemies are Stunned.

Beat Drop
W

  • Cooldown: 26/25/24/23/22
  • Cost: 50/70/90/110/130
  • Range: 800

Seraphine spurs her nearby allied champions in song, granting herself l decaying Move Speed and Shield for n seconds (allies granted s% Move Speed and h Shield instead).If Seraphine is already Shielded, she calls out to her allies to join her, restoring l% missing Health to them per nearby ally champion after a y second delay.

Surround Sound

Summoners Spells

After channeling for 4 seconds, teleports your champion to targeted allied structure, minion, or ward and grants a Movement Speed boost. The cooldown of Teleport scales from 420-240 seconds depending on champion level

Cooldown: 300 seconds

Teleport

Teleports your champion a short distance toward your cursor’s location.

Cooldown: 300 seconds

Flash

Runes

Sorcery

Damaging a champion with an ability hurls a comet at their location dealing 30 – 100 (based on level) (Adaptive ratio: +35% of Bonus Attack Damage or +20% of Ability Power) adaptive damage.

If Arcane Comet is on cooldown, damaging a champion with an ability reduces its cooldown (cannot occur more frequently than once every 0.5 second) as follows:

Single target spells: 20%

Area of effect and multi target spells: 10% per enemy hit

Damage over time: 5%

20 – 8 seconds Cooldown (based on level).

Arcane Comet

Hitting enemy champions with a spell grants 25 maximum Mana, up to 250 Mana.

Upon earning 250 Mana, Manaflow Band restores 1% of your missing Mana every 5 seconds.

15 seconds cooldown.

Maneflow Band

Gain bonuses upon reaching the following levels:

Level 5: 5 ability haste.

Level 8: 5 ability haste.

Level 11: On champion takedowns, reduce the remaining cooldown of your basic abilities by 20%.

Transcendence

Your next ability hit sets champions on fire dealing 15 – 35 (based on level) bonus magic damage after 1 second.

10 seconds cooldown.

Scorch

Inspiration

You get free

Slightly Magical Boots at 12 minutes (-45 seconds per takedown), but you cannot buy boots before then.

Slightly Magical Boots give you an additional +10 Movement Speed.

Magical Footwear

Gain a

Total Biscuit of Everlasting Will every 2 minutes, until 6 minutes. If the inventory is full while receiving a biscuit, it will appear as soon as a place in the inventory is freed.

Biscuits restore 10% of your missing Health and Mana over 5 seconds (Calculated upon consuming the biscuit). Consuming any Biscuit increases your Mana cap by 50 permanently.

You will also gain the increased mana if you sell the biscuit for 30 gold.

Manaless Champions restore 12% missing Health instead.

Biscuit Delivery
Bonus

OFFENSE – +9 Attack Speed

OFFENSE – Adaptive Force+9

FLEX – +8 Magic Resist

Starting Items

  • 15 Ability Power
  • 70 Health

Focus: Attacks deal an additional 5 physical damage to minions.

Siphon: Killing a minion restores 6 Mana. If you can’t gain Mana, restore 3 Health instead.

Cost: 400 (400)

Doran’s Ring

Active – Consume: Drink the potion to restore 150 Health over 15 seconds.

You may carry up to 5 Health Potions.

Cost: 50 (50)

Health Potion x 2

Core Items

  • 80 Ability Power
  • 600 Mana
  • 20 Ability Haste

Torment: Dealing damage with Abilities causes enemies to burn for (15 + 1.5% Ability Power) + 1% max Health magic damage per second for 4 seconds. Whilst burning, they lose 5% Magic Resist per second (max reduction 15%).

Mythic Passive: Grants all other Legendary items 5 Ability Haste.

Cost: 3400 (1200)

Luden’s Tempest

  • 20 Ability Power
  • 100 Health

Glory: Gain 4 stacks for a champion kill or 2 stacks for an assist (up to 25 stacks total). Lose 10 stacks on death.

Dread: Grants 5 Ability Power per stack of Glory. Gain 10% Move Speed if you have at least 10 stacks.

Obtained Glory stacks are preserved between this item and Dark Seal.

Cost: 1600 (1250)

Mejai’s Soulstealer

  • 65 Ability Power

40% Magic Penetration

Cost: 2500 (400)

Void Staff

Full Build

  • 80 Ability Power
  • 600 Mana
  • 20 Ability Haste

Torment: Dealing damage with Abilities causes enemies to burn for (15 + 1.5% Ability Power) + 1% max Health magic damage per second for 4 seconds. Whilst burning, they lose 5% Magic Resist per second (max reduction 15%).

Mythic Passive: Grants all other Legendary items 5 Ability Haste.

Cost: 3400 (1200)

Luden’s Tempest

  • 20 Ability Power
  • 100 Health

Glory: Gain 4 stacks for a champion kill or 2 stacks for an assist (up to 25 stacks total). Lose 10 stacks on death.

Dread: Grants 5 Ability Power per stack of Glory. Gain 10% Move Speed if you have at least 10 stacks.

Obtained Glory stacks are preserved between this item and Dark Seal.

Cost: 1600 (1250)

Mejai’s Soulstealer

  • 65 Ability Power

40% Magic Penetration

Cost: 2500 (400)

Void Staff

  • 80 Ability Power
  • 10% Move Speed

Spellblade: After using an Ability, your next Attack is enhanced with an additional (150% base Attack Damage + 40% Ability Power) magic damage (2.5s cooldown).

Cost: 3000 (600)

Lich Bane

  • 120 Ability Power

Magical Opus: Increases your total Ability Power by 35%.

Cost: 3800 (1300)

Rabadon’s Deathcap

  • 18 Magic Penetration
  • 45 Move Speed

Cost: 1100 (800)

Sorcerer’s Shoes

Situational Items

  • 90 Ability Power
  • 350 Health

Rimefrost: Damaging Abilities Slow enemies by 30% for 1 second.

Cost: 3000 (815)

Rylai’s Crystal Scepter

  • 65 Ability Power
  • 45 Magic Resist
  • 10 Ability Haste

Annul: Grants a Spell Shield that blocks the next enemy Ability (40s cooldown).

Item cooldown is restarted if you take damage from champions before it is completed.

Cost: 2500 (400)

Banshee’s Veil

  • 65 Ability Power
  • 45 Armor
  • 10 Ability Haste

Active – Stasis: You become Invulnerable and Untargetable for 2.5 seconds, but are prevented from taking any other actions during this time (120s cooldown).

Cost: 2500 (50)

Zhonya’s Hourglass

Quick Analysis

SUMMONER SPELLS:

In the mid lane, Caps plays Seraphine with Teleport and Flash. This is a very useful combination for this champion since it enables Caps to be present everywhere and win skirmishes around the map.

RUNES:

Contrary to many players, Caps’ go-to keystone for Seraphine mid in season 11 is Arcane Comet. Seraphine’s abilities have an extremely long range, but they lack initial damage. But with the help of Arcane Comet, Caps is pretty much secured in the laning phase.

The rest of the runes provide Caps with necessary mana and health regeneration, as well as some ability haste through Transcendence. Also, Magical Footwear is an awesome way to save up gold for the first item upgrade.

ITEMS:

Luden’s Tempest is the mythic item Caps runs on Seraphine in the mid lane. It has a very strong burst and grants both ability haste and mana, two key stats for any mage, including Seraphine.

Another important element is that Caps always tries to sneak in the Mejai’s Soulstealer whenever he plays Seraphine. This item can have a tremendous impact if stacked early, so make sure to not die in vain.

Lich Bane is another must-have item for Caps on Seraphine, as well as Sorcerer’s Shoes. Rylai’s Crystal Scepter, Rabadon’s Deathcap, and Banshee’s Veil can also be bought, and the order will depend on the current situation.