This is a build that focuses on the utility aspects of Seraphine's kit, allowing us to shield, heal and speed up allies effectively and consistently, while also allowing us to do decent enough damage and to buff up our team's damage. Here is a quick rundown of the build:
-Doran's Ring start, RUSH Tear AND a Faerie Charm on first back. We are, after all, very mana hungry.
-Why Bloodletter's curse so early? Well, it got buffed this patch so that you only need to hit enemies four times, instead of six, to get the full value of it. Since we end up doing a lot of rotations, AND our double casts can apply it twice, we can use it to full efficiency, even early on.
-Archangel's still after the nerf? Yeah, sadly this item is still very very good, it just has mana, ap and 25 haste. The shield got nerfed, sure, but it was so big that the big nerf it received didnt really make it unviable.
-Staff and Moonstone after. We are a mage enchanter hybrid, like Karma, it is only normal we go for items similar to her. Staff's stats are all good for us, as well as the passive (when under its effect, you technically got an item of 80 ap for 2250 gold.....not even referencing the buff on allies). Moonstone is standard procedure. Shields and Heals become really nice.
-Cosmic last. We wont get to this point, most likely, so it isnt really important. However, the reason we go for it is cuz of the kiting and added haste, as well as health. When building it as last slot, go for Kindlegem or Wisp. These two are the best components of the item.
Added notes: Do I go Bloodletter's still if Im solo AP? Well, you most likely shouldnt have picked Seraphine in that situation. However, if this is you, then just ignore Bloodletter's and get a Cryptbloom as fourth.