13 days ago
1
Patch 2.4
Player Avatar

Free Agent - NA

Hello! Some of you may know me; I’m a Seris One-Trick and a Dilettante Support Main. I’ve been playing Seris almost exclusively since 2018, and have accrued a mastery level of over 400 — currently one of the highest in Paladins. I play Seris in a very fast-paced environment. Usually in Casuals, with a stack of 2 or more people. I’ve played alongside great names in paladins including ex-PMLs of NA and a few major Paladins Streamers.

Let’s begin by looking over the basics.
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ABILITIES:

Left Click: Soul Orb || Area Damage

Fire magical projectiles every 0.3s that pierce and apply a Soul Orb Stack (up to 4) to the enemy. Orbs pass through enemies and will affect those in front/behind dealing 210 per Orb (up to 273 with Soul Collector). Soul Orb stacks will only last 4s.

Right Click: Restore Soul

Seris' primary healing ability. Auto-target an ally, restoring 2000HP over 1.5s. Nearby allies within 50 units will be healed for 30% (of 2000) done to your main target.
With Soul Collector and Agony, your primary target will receive the 2000. The Nearby ally will receive 600. With Mortal Reach, your primary target will receive 3000, and the nearby ally will receive 900. You will need Line-of-Sight to be able to use this, but not to channel it. Meaning, you can move freely throughout the 2-3 duration. However, You will not be able to use any other abilities. This ability can be cancelled prematurely. 4s cooldown.

F: Shadow Travel

Fade into another plane of existence for 4s. While in Shadow Travel, you become invisible, and immune to all harmful effects. This ability can be cancelled prematurely. 14s cooldown.

Q: Rend Soul || Area Damage

Detonate all active Soul Orb Stacks on enemies dealing 100 damage per stack and heal you for 15% of your max health. With Mortal Reach and Agony, 15% of 2200 is 330. With Soul Collector, it can be anywhere from 330 to 430. For instance, if you land 4 shots and detonate, it will deal 400 damage and heal you for 1320HP. 10s cooldown.

E: Convergence || Area Damage

Cast your soul core onto the battlefield, causing a tear in reality to manifest, and drag in nearby enemies. Also deals 10 Damage, when drawing in an enemy.

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BASICS OF SERIS:

There’s a lot of gimmicks to learn playing Seris as her move set is unlike any other in the game, therefore, are a little more difficult to familiarize yourself with.

1) Seris is NOT the type of champion you can just hold W + L Click into a group of people and accomplish anything with. Like any support character, She thrives on being out-of-sight-out-of-mind. That said, you don’t always have to play safe way in the back. Playing closer to the point and participating in getting eliminations is possible, as well. Fortune will favor those who can be hyper-aware of their surroundings. You’ll need to make sure you’re in a safe, hidden spot where have LOS on most everyone the majority of the time.

2) Contrary to popular belief, Seris is capable of adequate DPS. Her Damage output isn’t that great comparable to the other supports because it’s not intended to be used as a direct attack. In fact, ALL of her abilities are classified as “Area of Effect” which means she majors in Crowd Control.

3) While Damage Loadouts can be created; at the end of the day, Seris is a support role champion.

She’s not an ideal replacement to stand in the stead of a designated Damage Role. Doing the one thing for your teammates that they can’t do for themselves — which is heal them — will prove to be the most successful overall.

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ABILITIES AND HOW TO USE THEM:

Left Click: Soul Orb || Area Damage

Seris’ primary fire, as mentioned earlier, isn’t intended to be used a direct attack. Instead, it’s meant to be used as a Crowd Control method. I encourage you to use this whenever you’re not healing, hiding, or hauling ass. You can use them to keep enemies from zoning too close, you can use them to spread auxiliary damage onto, or in the path of the objective, and you can use them to attack and obstruct the view of snipers and force them to look for a different vantage point (Unless they’re gunning for you; in which case, run like hell).

Right Click: Restore Soul
This is Seris’ healing ability. You’ll be using this the most out of any other ability she has. It will most often lock onto the nearest ally. Missing a heal can mean life and death in some cases. Make absolutely sure you know where it’s going. I advise you to prioritize healing the foreground and the background.
Foreground usually consists of the Tanks and the Beefy Damage Roles that are making way for the objective and need help making it past the oncoming damage. The background or those coming closest to you (especially with low HP), have retreated and need to be healed right away. The middle ground implies margin where allies have to make a conscious decision to either retreat or intentionally feed. It’s your job to heal them, not save them.

F: Shadow Travel
This ability grants you use of the greatest escape maneuver in Paladins. You can use this to leave combat or completely avoid a dangerous situation without getting caught in the crossfire. Whether you’re using it to get away from a flank, or using it to get to a vantage point without being seen, It’ll prove very useful. You’ll get the most out of it by having it up as often as possible.

Q: Rend Soul || Area Damage
It’s important to remember that this is what you’ll use to sustain yourself in combat and NOT a tool to use to inflict more damage! Regardless of your positioning, taking hits from direct attacks, flanks, or getting caught in the crossfire will inevitably happen. Alternating from Healing to Primary fire will improve the chances of you having active soul charges on enemies that you can use to heal yourself.

E: Convergence || Area Damage
This is a great tide-turner for numerous different situations. Ideally, it’s best used by heading for their back line (or a group of them) and tossing it into the center of them when they least expect it. It’s also great for gaining advantage during a 1v1. Use that at your own risk though; this can be easily diffused if the enemy you’re trying to ULT has a CC-immunity ability.

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TALENTS:

Soul Collector || Default Talent

“Each Soul Charge you detonate with Rend Soul increases your maximum Health and weapon damage by 2% until you die. Stacks up to 15 times.”

This is classified as an Armor Talent and is wonderful to use if you’re used to playing more aggressively. This talent will require you to be closer to your teammates in order to heal them. This’ll keep you out of the backline and easier for help to reach you if you get dived, but simultaneously, it may also make you susceptible to getting attacked and taking damage more frequently as a result. At max, your health will increase from 2200 to 2859 and your damage will increase from 210 to 273.

Mortal Reach || Unlocked at level 2
“Increases the range of Restore Soul by 300% and its duration by 1s.”

This is the talent you’ll be using more than the other two. Not only does it increase the range of your healing ability exponentially — to the point where if you can see them, you can heal them — it also delivers an extra 1000HP. Restore Soul duration increases from 1.5s to 2.5s. Primary target healing increases from 2000 to 3000 and nearby ally healing increases from 600 to 900.

Agony || Unlocked at level 8
“Rend Soul stuns enemies for 1.5s when they're afflicted with 4 soul charges.”


This is a talent that doesn’t shine as bright as the other two. Landing orbs 4 at a time in rapid succession can be rather difficult especially if the target is very mobile.
Unless you make an adjustment in her loadout, you’ll only be able to stun someone every 10s. Not to mention, once the enemy team catches on and starts to purchase resilience, this talent becomes effectively useless. An additional 1000 Healing or increased HP/DMG has much more value. I recommend staying away from this talent.

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Post Edit:
LMAO someone just pointed out that I mixed up the cooldown on Seris' Restore Soul, and I fucked up the Left-Click and Right-Click! I swear I know what I'm doing! ~ ♪

Main Build
Build Section
Notes

I didn't include the popular card Blood Pact in this loadout, as it offers little use unless it's set at 2 or higher. I prefer to omit it, and opt to use the points elsewhere. I agree that it's a great card to implement for beginners, but later on, if you need any more healing done beyond Rend Soul and Kill to Heal, I think it's a positioning issue that needs to be addressed.

Main Loadout
Soul Forge

Soul Forge

Restore Soul

Reduce the Cooldown of Restore Soul by 2.5s.

Level 5

Dark Whisper

Dark Whisper

Shadow Travel

Increase your Movement Speed by 60% while Shadow Travel is active.

Level 3

Veil

Veil

Shadow Travel

Reduce the cast time of Shadow Travel by 45%.

Level 3

Fade to Black

Fade to Black

Restore Soul

Reduce the Cooldown of Shadow Travel by 2.4000000000000004s after activating Restore Soul.

Level 3

Spirit Leech

Spirit Leech

Restore Soul

Regenerate 2 Ammo for each second spent channeling Restore Soul.

Level 1

Notes

CARDS:

Soul Forge:
You’ll always want this at 5. This allows you to get the most out of your healing ability, and ensures you’re able to fulfill your obligation as a support role as effectively as possible. It also goes hand-in-hand with Fade to Black, which mitigates the cooldown of Shadow Travel.

Fade to Black:
This card is a necessity for me, as it allows me the ability to have Shadow Travel up as often as I could need it.

Veil:
This card, you never, EVER want to have below 3. This is the card that speeds up the activation of Shadow Travel, reducing the possibility of you getting killed trying to use it.

Dark Whisper:
This card will allow you movement speed during Shadow Travel. This will allow you to be faster, and go further.

Spirit Leech:
This card will eliminate the need for you to reload, making for a seamless transition between your primary fire and your healing ability.

Items
Nimble

Nimble

Armor

Gain 30% Movement Speed.

Level 3

Life Rip

Life Rip

Weapon

Your weapon shots gain +30% Lifesteal.

Level 3

Notes

ITEMS:

Your Go-Tos are going to be Nimble and Kill-to-Heal first. Being agile and getting 300-900 HP back for every elimination you receive is going to be very useful no matter what part of the game you're in. Other Items such as Haven/Blast Shields, Resilience, Wrecker and Cauterize are situated as situational items and should be evaluated on a case-by-case basis.

For Instance, Haven/Blast Shields and Resilience for Self-preservation and CC mitigation; Wrecker to take down shields quicker for the DMGs & Tanks and Cauterize for dual healers.

CHRONOS WILL NOT LOWER THE COOLDOWN OF RESTORE SOUL ANYMORE BEYOND THE 2.5s WITH SOUL FORGE 5. IF YOU CHOOSE TO PURCHASE IT, KNOW THAT IT IS ONLY GOING TO MITIGATE THE COOLDOWNS OF SHADOW TRAVEL AND REND SOUL!

(It'll bring Rend Soul from 10s ► 7s, and Shadow Travel from 14s ► 9.8s)