
I'm trying to make Seraphine work as a proper midlaner rather than just a enchanter that mainly depends on the team. The goal was to deal with her issues in lane like running OoM, being too easy to kill.
This is the setup I ended up with.
Runes
Primary (Sorcery):
- Summon Aery
- Manaflow Band
- Transcendence
- Scorch
Secondary (depending on matchup):
Into slower lanes / tankier comps:
- Presence of Mind
- Cut Down
Into assassins / heavy engage:
- Bone Plating
- Revitalize/U
Shards:
- Ability Haste
- Adaptive Force
- Scaling HP
Summoner Spells
- Flash + Teleport as default
- Flash + Ignite if the lane is punishable
- Flash + Barrier/Ghost into heavy dive
Build
Start with Doran’s Ring (Almost always) and buy Tear on 1st recall.
Core:
- Rod of Ages
- Ionian Boots of Lucidity
- Seraph’s Embrace
After that:
4. Liandry’s
5. Cryptbloom
6. Rabadon’s Deathcap
How to play it
This setup is built around removing as many of Seraphine’s limitations as possible. You get enough mana to constantly control waves, enough haste to actually use your abilities often, and enough survivability to not get punished instantly.
The damage comes from consistent spell usage and scaling. You’re not trying to force kills in lane, but to stay stable, keep waves under control, and be reliable in mid to late game fights.
Strengths
- Very consistent and hard to punish
- Doesn’t run into mana issues
- Good survivability against assassins and dive
- Scales well into late game teamfights
Weaknesses
- Mid game spike is relatively slow
- Low burst damage
Final thoughts
This build is meant to make Seraphine a stable, scaling presence from a solo lane, with reliable impact once the game progresses. Ofc, there is better and more reliable picks on mid, but if someone really likes Seraphine's kit and want to play her on mid lane I think it's really reliable and blindable build.