The latest member of the K/DA supergroup, Seraphine comes to League of Legends as a champion designed to play in the midlane or as a support. Her kit has shades of Sona and Senna, with a little Ahri charm worked in for good measure.
Here's how she'll play:
Every third basic ability Seraphine casts will echo, automatically casting a second time.
Additionally, whenever she casts an ability nearby an ally, she will create a Note. Each Note gives her basic attacks more attack range and deal additional magic damage, consuming the Note.
Seraphine projects a pure note, dealing magic damage that's increased by the target's missing health percentage.
Seraphine surrounds her nearby allies in a song, granting herself and her allies movement speed and a shield.
If Seraphine is already shielded, she can heal her nearby allies, restoring health based on how many allies are near her.
Seraphine unleashes a heavy soundwave, dealing magic damage to enemies in a line and slowing them.
Enemies that are already slowed are rooted, and already rooted enemies are stunned.
Seraphine takes the stage, projecting a captivating force that charms enemies and deals magic damage.
Any champions struck (allies included) become part of the performance, extending the range of the ability and granting allies maximum Notes.
A Unique Performance
As always, Riot like to throw in a little bit of flair when it comes to interactions with other champions or passive animations.
With Seraphine, her platform will play music according to proximity to her teammates, changing the default music of Summoner's Rift to a more stripped down, chilled beat.
As you can see in the video below, this also changes according to point-of-view, with teammates only hearing the new music the closer they are to the songstress.
There are shades of Sona about this, but unlike that Ultimate-quality skin it doesn't seem to be a global change.
Seraphine hits the Rift with Patch 10.22.