Hello everyone, as an auxiliary, Seraphine's appearance rate in the bottom lane is not high. In fact, Seraphine's skill mechanism is very good. The key is that the skill CD is relatively long, and it becomes cumbersome after the skills are used up during the laning period, especially 6 Before the level, only the enhanced E skill can have a control effect, and it is not easy to hit, so the laning experience of this hero is not good, and it relies more on proficiency, but today I will teach you a new way to play.
In this version, the ice staff is a very cost-effective piece of equipment. First of all, it only costs 2,600. It can provide health, magic power, and skill slowdown effects at the same time. Seraphine's E skill has a special mechanism, which is that the opponent's hero will be imprisoned after being decelerated by the E skill. Therefore, usually only by passively dual-casting the E skill to the E skill can the imprisonment effect be achieved, but this way Lost the very powerful double W team fighting skill. The deceleration effect of the ice staff allows Seraphine's ordinary E skill to directly trigger the imprisonment effect, allowing Seraphine's team battle to have the effects of double W and double E at the same time, greatly improving the team battle ability.
After Seraphine has the Ice Staff, she has more ability to retain people. In the animation, after the ultimate move is empty, she uses a normal E to hit Jinx and still cooperates with the ADC to complete the kill.
Another very important skill of Seraphine is the R flash. This skill can greatly improve the hit rate of Seraphine's ultimate move. In fact, under normal circumstances, Seraphine's ultimate move is relatively slow. It is difficult to hit the target under certain circumstances, so at this time, Seraphine can pretend to miss with her ultimate move and then use flash to change the position of the ultimate move and the time when the ultimate move reaches the opponent. After the ultimate move hits, the E skill Confinement has the ability to change the situation of the battle. .
For Seraphine's equipment, choose blue auxiliary equipment, which provides blue magic power, vision and economy. The first big item is directly made into an ice staff. The price of 2600 is already a very friendly price for auxiliary equipment. It has the blessing of ice staff. Afterwards, Seraphine has higher teamfight fault tolerance. You must choose CD shoes for shoes. Seraphine's skill CDs are relatively long, so CD equipment is very cost-effective. For the mythical equipment, I choose the crown because the skill CD is relatively long and the moonstone is not very cost-effective. Then there is the Serious Wound Gun. This version has too much recovery. If the opponent doesn't have much recovery, it can be replaced with a golden body. Finally, add the True Eye Stone.
Choose Alley for the Seraphine rune. If the opponent breaks out in the bottom lane or has a strong force attack, bring a guardian. The guardian paired with double W can effectively resolve the opponent's offensive. Below is the list of Mana Flow Ribbon that adds blue, Transcendence that reduces CD, and Scorch that increases consumption capacity. For the secondary department, choose Enlightenment and click on Biscuits and Astral Insight.
Seraphine adds some main Q and secondary W skills. In fact, Seraphine's Q skill combined with the enhanced flat A has a stronger consumption ability, but the consumption frequency is not high. After the E skill is slowed down, it can be played once with double Q and flat A. consumption.
Seraphine is an auxiliary that prefers team fights. Because of her ultimate move and W skill, she has strong counterattack ability and high fault tolerance. She is a field control auxiliary, so as long as the line can be stabilized, she can wait until the team fight. Period does not lose to any support.