3 Seraphine combos explained key by key: in which order to cast the abilities, when to use them and what each step does. The main combo is Q › E › AA. Further down: every ability's cooldown, cost and range, and the skill max order measured over ranked games.
When: An enemy is within area range.
High Note deals area damage, Beat Drop hits in a line and restricts their movement, then your attack benefits from the bonus range of your passive.
When: Your allies are under threat.
Surround Sound gives haste and a shield to nearby allies; if you already have a shield, it also heals allies. Place it in the middle of the fight.
When: Enemies and allies are lined up.
Encore deals damage and charms the enemies hit; its range extends with each champion hit, ally or enemy. Aim to hit as many as possible.
A combo only comes back once its abilities are off cooldown: these values (rank 1 to max rank, in seconds) tell how long to wait between two combos. Source: Data Dragon 16.19.1.
| Ability | Cooldown (s) | Cost | Range |
|---|---|---|---|
| 8/7.5/7/6.5/6 | 60/70/80/90/100 Mana | 900 | |
| 22 | 70/75/80/85/90 Mana | 800 | |
| 11 | 60 Mana | 1300 | |
| 160/140/120 | 100 Mana | — |
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The order shows which abilities reach rank 5 first; the grid shows the most-played level-up sequence with that order (measured over 129 games).
Harassment: Q › E › AA. An enemy is within area range. High Note deals area damage, Beat Drop hits in a line and restricts their movement, then your attack benefits from the bonus range of your passive.
The most-played max order is Q > W > E (42 games, 64.3% win rate).
Encore has a 160/140/120 second cooldown depending on its rank.
Build, runes and counters: full Seraphine guide · every champion's combos · tier list