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Generating matchup guide for Seraphine vs Rell...
Analyzing champion abilities and cooldowns...




Win by attrition. Poke her out so she is too low to engage, and use your to turn her dives into teamfight wins for your side.
This is a classic 'Artillery vs. Vanguard' matchup where spacing is everything. Rell wants to find a single decisive engage to burst you, while you want to poke her down from long range and use your CC to negate her dive. If you maintain your distance, you can poke her out of lane, but one mistake with your positioning leads to a grey screen.
While you have a massive range advantage, is a direct counter to your because it instantly destroys shields before applying its stun.
| Ability | Threat | What It Means For You |
|---|---|---|
| Low | steals your armor and MR; don't let her auto you for free during trades. | |
| High | breaks all shields and stuns; it makes your much less effective in all-ins. | |
| High | is a jump that knocks you up; use to slow her mid-air and sidestep the impact. | |
| Med | provides a massive speed boost; back off if you see her and her ADC glowing with the tether. | |
| High | pulls you in and prevents escape; stay spread out so she can't catch both you and your ADC. |
Let the wave push toward you slightly. This makes her engage riskier as she has to dive closer to your tower.
Keep the wave neutral. Pushing too hard makes you vulnerable to her run-down, but being under tower makes you a target for her dive.