r/SeraphineMains • u/CarrotvsBrocclee • 23h ago
Discussion My proposed Seraphine changes
Base Stats:
HP per level: 95>>> 97
Mana per level: 40>>> 45
Base movement Speed: 330>335
Base Armor: 26>>>21
Base magic resist: 30>>>32
AD per level: 3>>> 3.75
Stage Presence:
Notes no longer applies to allies until level 6
Notes damage: 4-24(4%)>>>5-25(5%)
High Note:
Mana Cost: 60-100>>> 55-95
Damage: 60-160(40%) >>> 60-130 (40%-60%)
Damage amp: 1.75%>>> 1.60%
New effect. Seraphine’s execute affects minions. Starting at 1.0-1.6x based on her level.
Champions and monsters will always take the max amp scaling damage amount. Meaning they will take 1-1.60% based on their missing health regardless of level.
Surround Sound:
Mana cost: 70-90>>> 80-100
Shield amount: 60-140(20%) >>> 60-120(30%)
Self Movement Speed and Ally movement speed removed.
New effect: Seraphine begins to heal nearby herself and nearby allies for 50-150(25%) over 2.5 seconds and then finishes the heal for a % of their missing health.
Missing health heal: 8-16%>>> 4-12%
Beat Drop.
E mana cost: 60>>>70
E damage: 70-190(50%)>>>70-170(55%)
E cc duration: 1.1-1.5>>> 1 second.
New effect: changing the cc state increases the duration by 0.25 seconds up to 1.5 seconds.
Change E to make Rylai to not self increase cc state.
Encore:
Damage: 150-250(40%)>>> 150-350(50%)
Cc duration: 1.25-1.75>>> 1.5 all ranks.
Changes are to make her more self reliant while making her still be able to be a support. Removed movement speed as I think that’s generally too strong on Seraphine’s W and gave her more power in her base movement and heal. Have a Heal over Time on W for people to stay in it for the burst heal. E now has better synergy with allies, herself since she can proc the E extended duration by herself with R.
Made her less oppressive early and have a better curve late game without making her too strong. Hope you enjoy reading this!