- Seviye
- T1
- Sıra
- #3
- Kazanma oranı
- 54.24%
- Seçilme oranı
- 0.33%
Gwen mevcut ARAM Mayhem verilerinde T1 olarak listelenir. Şampiyon rehberini gör

Seraphine mevcut ARAM Mayhem verilerinde T1 olarak listelenir.
Seraphine the Starry-Eyed Songstress
Play her as a teamfight mage first, poke mage second. If your team can hold space, use your long-range damage to soften people before they commit; if the enemy has dive or engage, save more of your tools for the moment they step in. The tradeoff is simple: heavy poke gives you safer early pressure, but holding spells for the fight usually wins the bigger swing.
Your job is to stay healthy, clear waves, and make every enemy walk through awkward spacing. If the other side is stronger early, do not force long trades; just thin the wave and chip when they step up. You lose some early kill threat by playing safely, but you keep your health pool and avoid giving them an easy snowball lead.
Use it when an enemy commit is already visible, like a dive, a dash in, or a frontline step too far forward. If you throw it just for damage and miss, the other team gets a free engage window on you and your backline. Saving it feels passive, but it usually gives your team a much cleaner counterplay angle.
Look for ultimates through clumped targets, choke points, or after someone else has already started the fight. If the enemy is spread out, wait a beat instead of firing first, because a rushed ult often hits only one person or gets blocked by spacing. The risk of waiting is losing the first cast, but the reward is a fight-winning multi-hit setup.
You can step up when your spells are up and the enemy has already used key engage tools. If those tools are still available, stay behind your frontline and let the other team show their hand first. Playing too far forward gives assassins and divers a clean punish, but backing off too much can waste your range advantage.
The biggest mistake is treating her like a pure damage turret and ignoring positioning. If you stand still to fish for poke, you become the easiest target on the map, especially once opponents look for one clean gap-close. Keep moving, play around your team, and accept slightly lower damage if it means you survive long enough to cast again.
Stay near teammates who can peel, and hold your key control for the first diver that shows. If they jump in together, do not panic-cast everything at the front line; wait until their formation actually breaks, then punish the overcommit. You give up some early poke by playing tighter, but you force them to spend their dive without getting an easy reset.
Play for wave control and anti-engage angles instead of trying to front-to-back like you have a tank wall. If you have no body in front, every step forward matters more, so clear from distance, kite back after each cast, and avoid standing in the same lane of fire for too long. The downside is less aggressive pressure, but it keeps you alive long enough to matter in the late fight.
When they spread, stop forcing big wombo angles and start farming free damage on the closest target or the wave. If they refuse to group, that usually means they are respecting your teamfight threat, so punish the space they give instead of chasing impossible setups. You trade highlight plays for steady pressure, and that is often the better result in ARAM Mayhem.
Use Snowball as a way to confirm pressure, not as a blind all-in button. If a target is already chunked or mispositioned, Snowball lets you reach a better angle or follow up on your team, but if the enemy still has all their control ready, you can get trapped instantly. The upside is a sudden catch; the downside is exposing a squishy mage to a bad close-range fight.
Choose damage when your team already has enough peel and just needs more pressure to break the enemy line. Choose utility when your team lacks protection or your backline keeps getting jumped, because staying alive and extending fights is more valuable than chasing one more spell. The tradeoff is clear: damage makes your poke scarier, utility makes your whole team harder to crack.
Save them when the enemy team is clearly waiting for your cooldowns to fade before committing. If they are playing slow, it is fine to throw a few spells to force movement, but do not empty yourself just to win a small health trade. Holding back means less immediate chip damage, yet it keeps you ready for the real fight that decides the round.
Fall back into waveclear, safe poke, and fight extension rather than trying to brute-force a comeback alone. If you are behind, every greedy step gets punished harder, so let your team start the fight and use your range to add value from safety. You may lose lane-style pressure, but Seraphine can still swing a game by surviving, clearing, and landing one clean fight turn.