Champion sheet · ADC

Seraphine

Patches 16.19 to 16.21 · NA
Tournament presence · pick + ban
30.0%#10 of 173 champions
Pick
15.5%picked in 409 of 2,644 games
Ban
14.5%283 bans over 1,958 games, against 6.6% in soloQ
Win rate as ADC51.2% between 38.9% and 63.3% over 43 gamesSoloQ 50.3%: no clear gap
Median length29.9 minsoloQ 28.6 min

Amateur: 2,664 games from amateur tournaments, last 60 days, NA. SoloQ Master+: 215,636 games on the same patches. An amateur figure in gold clearly differs from soloQ.

At a glance

Four answers, each one opens its chapter.
01 — What changes in tournaments

What changes in tournaments?

One clear gap between soloQ and amateur tournaments as ADC.

  • DraftBanned more often in amateur play
    Amateur
    14.3%
    SoloQ
    6.6%
    14.3% ban rate in amateur play over 1,329 games, against 6.6% in soloQ over 82,299 games.

Not enough games to judge: core.

02 — How to play it

How to play it?

Arcane Comet, then Blackfire Torch, Archangel's Staff, and Rylai's Crystal Scepter: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesArcane Comet76% · 3,093
Same in amateur play
SpellsFlash + Teleport78% · 3,191
Same in amateur play
SkillsQnot collected in soloQ
Amateur: 100% · 84 games
Core (3 legendaries)29% · 347
29%of soloQ games
  1. Blackfire Torch
  2. Archangel's Staff
  3. Rylai's Crystal Scepter
Same in amateur play

Not collected in soloQ: starting items, 4th item, and skill order.

03 — In a comp

What does it bring to a comp?

Plays teamfights first: more teamfights than 100% of ADC.

  1. Plays teamfightstop1%63% · ADC: 56%
  2. Lets allies carry killstop1%rank 100 of 100
  3. Crowd control (CC)top13%1.1 · ADC: 0.6

Read on tournament games from 2026-04-15 to 2026-10-12 (44,638 games) · same reading as the draft review · compared with other ADC

What marks it

  • Teamfight
  • Lets allies carry
  • CC

Like other ADC

  • Absorbs damage

What it is not

  • Few duels
  • Little damage
  • No poke

Damage / min by phase · at equal gold

Rank 14 in lane, 16 in mid game and 22 in late game, out of 100 ADC.

476-49 vs 525
828-88 vs 915
1,279-87 vs 1,366
Lane · 5–14 minMid game · 15–22Late · 23–30
SeraphineADC

Gold vs. direct opponent

At 20 min, behind 98% of ADC against the direct opponent.

ADC

Where it stands among ADC · every measure

0 ← less · median · more → 100
  • Damage in lane · rank 14 of 100 among ADC476 · median 525
  • Damage in mid game · rank 16 of 100 among ADC828 · median 915
  • Damage in late game · rank 22 of 100 among ADC1,279 · median 1,366
  • Gold at 15 min · rank 2 of 100 among ADC-741 · median -54
  • Gold at 20 min · rank 2 of 100 among ADC-1,223 · median -85
  • Absorbs damage · rank 47 of 100 among ADC346 · median 361
  • Plays teamfights · rank 100 of 100 among ADC63% · median 56%
  • Takes its kills in duels · rank 6 of 100 among ADC12% · median 19%
  • Lets allies carry kills · rank 100 of 100 among ADCrank 100 of 100
  • Crowd control (CC) · rank 87 of 100 among ADC1.1 · median 0.6
  • Team damage · rank 18 of 100 among ADC18% · median 23%
04 — With / against

With whom, against whom?

No opponent with a clear gap to expected in amateur play: win rates remain ranges.

in

Best results

Ranked by the gap to expected in amateur play, at the lower bound of its interval, at most 5 per role. The other source is a reference.

Against

Junglegap to expected

No positive gap in amateur play.

Midgap to expected

No positive gap in amateur play.

ADCgap to expected

No positive gap in amateur play.

Supportgap to expected

No positive gap in amateur play.

With

Junglegap to expected

No positive gap in amateur play.

Midgap to expected

No positive gap in amateur play.

Supportgap to expected

No positive gap in amateur play.

Matchups and allies

One group per role of the other champion, five cards first. The bar is the win rate range, the tick marks 50%; the colour of the gap gives our reading, it sorts nothing.

Sort by
Jungle3 champions
  • Jarvan IV5 games
    —SoloQ: 52.2% · 134 g
  • Wukong5 games
    —SoloQ: 46.0% · 150 g
  • Nocturne5 games
    —SoloQ: 47.3% · 55 g
Mid1 champion
  • Syndra8 games
    —SoloQ: 58.6% · 181 g
ADC2 champions
  • Jinx5 games
    —SoloQ: 51.9% · 314 g
  • Tristana5 games
    —SoloQ: 44.9% · 214 g
Support2 champions
  • Milio7 games
    —SoloQ: 57.0% · 149 g
  • Nautilus5 games
    —SoloQ: 51.1% · 227 g
05 — In draft

Ban it or pick it?

Not enough series to settle it: raw counts only.

Pick rate as ADC

Amateur tournaments, compared with soloQ
  • SoloQ Master+0.8%3,252 picks of 431,271ban 6.6% · patches 16.19 to 16.21
  • Amateur tournaments0.7%24 picks of 3,686ban 14.3% · patches 16.19 to 16.21
  • Pro0.4%9 picks of 2,204bans not published · patches 16.17 to 16.20

Presence by patch

19.6% on 16.21
16.1216.21
Pick + ban, all regions, one point per patch; a patch without a measure leaves a gap.

Within the series

Fearless series only · as ADC
Once picked, the series moves on to

Not enough series yet: published from 30.

Amateur: amateur tournaments created with tournament codes; soloQ: Master+, same patches. An amateur figure in gold and each card of “What changes” flag a gap that the volumes of both sources settle. Build: shares only, no win rate, which mostly follows game length. Gap to expected (lolalytics' Delta 2): the pair's win rate minus the one the two champions' own strength predicts, their win rate in their role in the same source; it is coloured when its 90% interval excludes 0, teal favourable, orange unfavourable. Under 30 games: games only.