Seris Comprehensive Guide

  • Seris has undergone some changes in Season 3 update

    Some of the information might be outdated. I am going to thoroughly test new Seris changes on PTS and give my feedback and then update my guide accordingly.

    Here are her most important changes, and my initial first impressions:


    Soul Orb

    • Increased maximum Ammo 12 ➡️ 14 - This is probably nothing. Idk.

    Shadow Travel

    • Reduced time to enter Shadow Travel 1s ➡️ 0.8s - So her cast time was 1s despite what in game description says? Anyway, pretty great, makes Veil less of a must have.
    • Now increases your Movement Speed by 25% - Great, less investing into Dark Whisper

    Restore Soul

    • Reduced Healing over the ability’s 1.5s duration 2,000 ➡️ 1,400 - Sounds fair, they nerf all heals across the board so it's fine.
    • Reduced Cooldown 4s ➡️ 2s - so Soul Forge is no longer a must pick? That opens a lot of build posibilities wow

    Bane [Rend Soul]

    • OLD: Every Soul Charge you detonate reduces the Cooldown of Restore Soul by {0.2|0.2}s.
    • NEW: Every Soul Charge you detonate increases your Movement Speed by {1|1}% for 3s, up to a maximum of 15% - This card sounds trash, but perhaps will become a decent 1pointer. Old bane was better and iteresting

    Dark Sight [Rend Soul]

    • OLD: Activating Rend Soul generates{2|2} Ammo
    • NEW: Every Soul Charge you detonate generates {1|1} Ammo - still trash probably. No card that increases duration of her Soul Stacks, imma cry in a corner.

    Soul Forge [Restore Soul]

    • OLD: Reduce the Cooldown of Restore Soul by {0.5|0.5}s
    • NEW: Increase the range at which Restore Soul Heals adjacent allies by {4|4}% - ok nvm Soul Forge is still a must pick, damn.

    Dusk Walker [Shadow Travel]

    • Increased Cooldown reduction {0.5|0.5}s ➡️ {0.6|0.6}s - Laughable buff. Still billions time worse than Fade to Black

    Veil [Shadow Travel]

    • Reduced cast time reduction {15|15}% ➡️ {10|10}% - As I said, probably not a must pick anymore, need to try it out first.

    Dark Whisper [Shadow Travel]

    • Decreased Movement Speed {20|20}% ➡️ {8|8}% - Huge nerf. Probably trash but need to test it.

    Sorceress [Wep/Armor]

    • Gain {7|7}% Reload Speed
    • NEW: Increase your Ultimate charge rate by {5|5}% - So no Projectile Speed card? I guess this one is nice...

    Overall, those changes seem to increase her loadout possibilities, but I can't seem to see how they make her better character overall, especially at higher tiers. No Talent rework either, means you pick Mortal Reach 100% of the time. Just give her increased projectile speed goddam.


    Seris Guide

    Welcome to guide for Seris, Oracle of the Abyss.

    This guide will be splitted into different parts, each talking about specific game mechanic from Seris' perspective. Here's an overview of what's to come:

    First 5 sections conclude basic knowledge of the character. Those are:

    1. Introduction - short description of who Seris is as a champion of the Realm

    2. Basic Ability Overview - concise description of Seris' abilities, intended to introduce people who never played Seris to her abilities in most basic form, while also specifying nomenclature for the rest of the guide

    3. Talents - here we're going to discuss which Talent (also known as Legendary Card) is best for which situation, and if there is any talent that needs to be avoided at all.

    4. Card Overview - in this section I am going to point out which cards are worth taking and why. Note that I will not give any specific loadout for people to follow, as each person needs to adjust their loadout to their needs (but about that in the overview), instead, I will show some Starter suggestions and showcase all of the builds I currently possess at the end of the section.

    5. Itemization - description of which items from the game's Item Shop are worth taking on Seris

    Last 2 sections are made specifically for people that are experienced with Seris, which are:

    1. Advanced Ability Overview - section similar to Basic Ability Overview, except this time I will not only give additional numerical values and specific gameplay interactions, I will also give additional general-purpose tips and tricks for these abilities that maximize their potential in battle

    2. Champion-specific Tips - This section includes any tips that will help you win more often against specific champion, as well as their interactions with Seris' abilities, assuming there are any in the first place.

    Let's get started.

    #(1. Introduction)

    Seris is a Support champion whose entirety of existence was based on creating a dedicated single target healer with the best burst single target heal in the game.

    This concept of her design, however, is very old and outdated, and with time Seris gained a lot of changes that repurposed her rather vastly.

    As it currently stands, in my eyes Seris can be described as: Dedicated Healer, and Duelist.


    • Highest healing numbers out of all supports hands down. Her healing output in a dedicated build surprasses every other healer easily, and even at base kit it surpasses some of the Supports with their own dedicated healing build.

    • Extreme amount of sustain. Not only Seris has ability to keep her team alive super easily, her ability to heal her own self is unmatched, with only Io being close second.

    • Good escape mechanics. Seris has access to invincible, invisible, omnidirectional escape ability that allows her to stay alive easier than most of supports, and with cards this ability can become a monster of an escape. On top of all that, she has access to high amounts of additional movement speed via her Umbal Gait card, making her very difficult to catch.

    • Good dueling potential. If Seris isn't caught by surprise from flankers and is on full health and ammo, she is one of couple of supports capable of winning her 1v1 fights.


    • Lack of utility. Seris has no other way to help her team other than to heal. She lacks any cards that increase other stats of her allies. Her only access to form of CC is via her ultimate, which on its own is not enough to categorize as utility, and via Talent, which as we will soon find out in Talent section, leaves much to desire.

    • Extremely momentum heavy. All of her abilities can be countered by purchasing counterpicks from the Item shop, making her a character that is very powerful at the start of the match, but as the fight progresses, her power falls down fairly quickly.

    • Mediocre ult. This might sound controversial after reading initial sentence, but we need to address this fact. This ult is not bad by any means, it's "good", but supports are known for having best ultimate abilities in the game, that's their job and moment of power. Seris' ult is way too counterable by anything in the game to be moved to the "great" category. And when everyone else in your role have "great" ult, having only a "good" ult is quite a problem.

    • Bad damage confirmation. Seris primary fire is very slow, and is very difficult to land consistently at longer ranges, making her weapon an unreliable damage source.

    • Bad skill rank scalability. As it currently stands, the things that Seris offers are commonly sought after at lower tiers of play, but as you progress through the ranks, her perks become less relevant, as high tiered players favour utility and great ultimates over raw healing output and survivability.

    #(2. Basic Ability Overview)

    This section is intended for those who don't know what Seris does, and which button selected ability uses (we will use these buttons as nomenclature). Feel free to skip this part if you do know both of these things

    Soul Orbs

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    Seris' primary fire shoots out continuous stream of big-sized yet slow-moving orbs that pierce through enemies but not shields. She fires 1 orb every 0.3 second for a total of 700 Damage Per Second (or "DPS" for short). Each hit applies a Soul Charge that stacks up to 4 times per enemy and lasts 4 seconds. Seris interacts with those Charges via Talents, cards, and her first ability.

    Seris has magazine of 12 at default, and reload speed of 1 second.

    From now on, since it uses your left mouse button at default settings, I will refer to this ability as "LMB" or just "left click".

    Restore Soul

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    Seris' right click locks onto friendly target nearest to your reticle (but the target can be anywhere on the screen) at medium range, healing for 2000 over 1.5 s, resulting in about 1333 healing per second. In addition, allies within 50 ft. receive 30% of the healing bonus, not including yourself. You cannot attack while this ability is in use, but pressing it again cancels it. You require open line of sight with your target initially, but not, when channeling the heal, so feel free to hide behind wall while using it for maximum safety.

    A pretty strong healing ability that just bloats in perks. Arguably the only downside to this ability is that the visuals can easily show your enemies your position, so don't think you can sit in one spot in the corner and expect to never be found.

    You can use its beauty once every 4 seconds by default.

    Since it uses right mouse button by default, I will refer to it as "RMB" or "Right Click" or simply "Heal" from now on.

    Rend Soul

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    If any of the enemies has any stacks applied from your LMB, you can detonate them while being anywhere on the map, dealing 100 damage to victim per charge they possessed, and healing you for 15% of your maximum health per stack. The total number of stacks you can detonate at given moment appear above this ability. It has 10 seconds cooldown, so you need to wait before you can use it again.

    From now on, I will refer to this as "Q" or "Detonate".

    Shadow Travel

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    Seris' escape ability. Upon pressing, Seris goes into 1.5 seconds long animation, and if she does it successfully without any interruption, she becomes invisible and invulnerable to any damage nor CC for up to 4 seconds. You can cancel this ability by pressing it again, or by pressing your LMB (I learnt this one the hard way). Get in habit of cancelling it early, because you just end up being useless for 4 seconds otherwise, because you cannot attack nor use any abilities while it is active.

    It has 14 seconds cooldown, making it the longest recharging escape ability in the entire Support roster.

    I will refer to this as "F" or "Escape" or "ST".


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    Seris' Ultimate Ability throws a curvying projectile that pulls up to 5 closest enemies within 50 ft. range to any flat surface it connects, allowing you to easily deal a lot of damage with your LMB and Q as the enemies are stunned for 1.4 s after the pull. The pull can be blocked by shields and stun is affected by CC reduction and immunity. The projectile can bounce off walls, players and enemy shields.

    I will refer to this as "E" or simply "Ult".

    #(3. Talents)

    I am going to talk about her talents from best to worst. Talents were called "Legendary Cards" previously, so you might find me calling them exactly that couple times in the guide.

    If you're curious on how I would balance the talents in a way that hopefully make them all viable, check out this thread.

    Unlocks at Mastery Level 2

    alt text

    Effect: Increase the range of Restore Soul by 300% and the Duration by 1s.

    Her best general purpose talent hands down. The increase in range is extremely potent, I don't think there is any sightline in the game that you could classify as out of range, maybe only on Fish Market from one spawn to another, or maybe there's an unimportant sightline in Timber Mill that can go outside its range. But the talent might as well stated that range on her heal is infinite and almost nothing would change.

    One would assume that this talent should be extremely situational, used only on long range maps that allow the increased range on her heal to shine, since her base kit range is enough for most medium range maps. One would assume incorrectly.

    The increase in duration is the main reason why you pick this talent. The description is quite misleading but it actually doesn't affect your healing per second, you have additional second of 1333 healing, it doesn't make your heal do 2000 healing over 2.5 second. Having this healing at will is pretty insane on its own for a talent, that is without accounting for the AoE heal. In fact, this is the highest heal boosting talent in the game.

    There's a common misconception among people that don't use this talent, their reasoning of not picking it being that its heavily countered by cauterize. I've had this discussion at least couple of times in the past few months and every time I give the same answer: this talent is actually helps against cauterize. And this is the real reason why you pick this Legendary Card. By giving yourself additional 1 second of healing before your heal goes back on the cooldown, you're giving your ally additional 1 second long time window to get rid off the effect of antihealing, which is a huge advantage.

    I play Seris a lot with both increased duration and without it, and if we count the amount of casts when people got rid off caut while I was healing them vs when I had full cast of cauterized heal, Mortal Reach comes on top as superior in the amount of cauterize-striped heals.

    This is also the safest talent to choose. Many would expect that the other talents, who naturally help you in defeating flankers and increasing your survivability, to have the least amount of deaths compared to heal based talent. According to TheBetterMeta website, however, it's this talent that has least amount of deaths across all the competetive games. It seems like there's no better way of defending yourself than being behind a cover for 1 additional second, at much safer distance.

    Add to it the fact that you have cards that benefits from increased duration pretty significantly, and ... yeah, there's no doubts why this talent has both highest pickrate, and winrate, across all competitive matches.

    Default Talent

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    Effect: Each Soul Charge you detonate increases your Maximum Health and Weapon Damage by 2% until you die. Stacks up to 15 times.

    The amount of stacks you currently possess is visible next to your character portrait.

    Each stack you detonate increases your health by 44 and damage of your LMB by 4,2. It does not boost the damage of your Q nor your Ult pull dmg (the pull deals 10 dmg). At full stacks you gain 660 additional health and your orbs do 273 dmg per shot, resulting 910 DPS. The bonus stays even after round ends.

    Soul Collector is definitely my favourite Legendary Card, which is why you might see some bias while I am describing its strengths and weaknesses.

    I personally don't think it's a bad talent. At all. Once you manage to gain 15 stacks, Seris becomes quite a powerhouse of a character. After playing very safely in the beginning, you can then do things that other supports would be slapped for doing.

    When it comes to your flank duels, most of them you can win with this talent super easily. On top of my head, the only people you can lose at full stacks are Moji, Skye and Andro, as they have enough damage to took you down before you can kill them. I wholeheartedly not recommend picking this talent against Skye, as her dmg is based on % of your max health, rendering your bonuses much less favourable. Using it against Khan is not a great idea either - he will very often focus you with his ult, and we know how his ult is the most balanced thing in the entire game, right?

    One important thing to note is that, supports gain a lot of Ult charge by dealing damage. Making them deal more damage makes their ults charge faster, simple as that, and it is multiplicative with Morale Boost by its very nature. 15-stacked SC Seris with Morale Boost 3 makes her gain about 88.5% more ult charge by damaging compared to a non stacked Seris without Morale Boost. Your ult might not be the greatest, but it is still a support ult, it is still good. Being able to get it every 40 seconds is quite ridiculous.

    Despite all of this, SC is still far from being perfect, as it has a lot of barriers to overcome in order to be the go-to talent.

    Your team tilting hard is the biggest obstacle. Their salt charges faster than your Ultimate Ability, right after pressing your heal on right-clicking inara while having Morale Boost 8. No matter how hard you try, if your team is losing their mind over you picking this talent, they automatically become more unfocused, and can easily lose you fight you wouldn't have lost otherwise.

    But even above the human psyche, this talent can be shut down super fast by simply not allowing Seris to gain stacks fast enough. Competent players can give you hard time maximizing your stacks. This talent is simply too slow to gain its full effect. A decent flank will use this opportunity to shut you completely before you gain its full benefits, and the fun begins all over again.

    Adding the fact that no one of your cards really benefit from this talent, even HP card does not scale from it, I hope it is easy to see why I don't put it higher than easy to use, consistent value talent that is Mortal Reach. I wish this talent got a small push into viability, because it's very close to it, but as it currently stands, consider it your "fun but sparingly used" talent.

    If you still want to use this talent without crippling your team too much, consider using it only on maps where increased healing range does not matter. That could mean that you should only use it on short range maps like Brightmarsh or Jaguar Falls, but often times this is more of a matter of important sightlines you need to cover. For example, Frog Isle is a long map but I prefer to use SC here because there's no sightline on this map that I need for my positioning that needs increased range, unlike, let's say, Ascension Peak, where I want to make sure I can heal my flankers on the other side of the point from my backline, which is where I always use Mortal Reach.

    Obviously, this is also the only talent you run with a damage-oriented loadout, or as I like to call it, the "DPSeris" loadout,

    Unlocks at Mastery Level 8

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    Effect: Rend Soul now applies a 1.5s stun to the victim when they are afflicted with 4 Soul Charges.

    The Unwanted, The Disappointing, The Noobtrap, The Vivian of the talents.

    Agony is absolute garbage and if you're new to Seris that's all you should consider learning about this talent. But I know that there will be some people that will try to either defend this talent, or people that just want to know more about why is my stance so negative about it.

    In that case, fasten your seatbelt and be ready for a long ride, and if you're in the first group of people then take a deep breath, because it seems that you're the type to forget.

    Let's ignore pick-and-tilt situations that exists on this talent as well, and start explaining with talent requirements first. Hitting 4 times with slow moving projectiles is simply unachievable at higher levels of play, or at least in a way that this talent would have value. I can imagine being able to hit 4 times people in 2 scenarios: while you're flanked, and after your ult. Those are the only times where you can consistently hit enemy 4 times. Outside of that, there's very little chance to do so and then stun them out of position. I sometimes manage to stun enemy once or twice in a match outside of these events and I am not even joking, it happens when I am matched against decent players, and I am not talking about stuns that actually bring good value for the team, because remember, even if you hit people those 4 times, you still need to press Q before they go behind cover.

    So you what you gain is additional stun after an ult and a helping hand during duels. Which brings us the question why in the world you didn't pick SC for those instances instead. Not only its uncounterable by items, it also helps you against long range damage while also allowing you to gain faster ult charge. SC is just vastly superior at this job, while offering a lot more as well.

    I never had a good comparison to why this stun requirements are ridiculous, until recently. You see, here's new support, Io. She requires to hit your target once, with a fast moving projectile, and the stun goes through shields as well, and while it's weaker in duration, it's more consistent. I know there are a lot of factors, such as luna's AI and their cooldowns, but it demonstrates how inconsistent Agony is.

    We talked about requirements, let's go over reward. 1.5 Second stun that can go through shields and be applied to multiple characters. Sounds nice. It isn't. Resilience exists and it reduces effects of this talent significantly. One would say, that forcing people to bring Resilience to the fight is a great strategic choice. Unfortunately, Resilience is quite cheap of an item, and 99.9% of Agony Serises are extremely selfish and don't care about their team composition. You can kill your entire team by picking this talent.

    Let's say you have Inara, Torvald, Strix on your team. No one buys resilience for these, allowing their CC abilities to have a lot of value. Unfortunately for them, 1 braindead, struggling to breath Seris brought Agony and made enemy team buy item that counters her entire team, that they wouldn't have bought otherwise. Congratulations, enjoy your defeat screen.

    But let's say your team has no CC. Forcing Resilience is still a bad move, because your ult is CC and for some reason is one of the only ults in the game that doesn't have CC reduction caps, because why bother. So even if perfect conditions for picking this talent align, all you do is kill your own ult, and for real this time, this ult definitely can't afford being any weaker.

    On top of all that, this talents teaches bad habit of holding onto your stacks until you reach 4 of them on enemy, and if you're a newbie, you should avoid bad habits as much as possible.

    I am not saying that Agony has no value. Even if Resilience kick in, you can still use this talent to cancel important abilities like shields, andro reversal, etc. "It's Worki--" - bam!, "YOU CHALLENGE---" - nope! But if you really want to counter these abilities, there are other, better alternatives, and better champions than Seris to do so.

    I could go on and on, and believe me, I would love to, but I think I already proved my point. Agony needs a lot of work with both the talent and Seris base kit changes to ever be a viable pick. It still has lower winrate that those two, and the higher the rank, the lower the winrate, which leads me to believe that the only reason why this talent wasn't buffed all way to heaven is because some incompetent potatoes on enemy team think that Seris orbs are so slow and non-threatening that they want to see them in all their glory. And since they don't even know what an item shop is, they end up bringing its winrate up higher than it should be.


  • #(4. Card Overview)


    I often look through a lot of guides, and I can't help but notice that I don't believe people even know what a guide really is. A tiny bit of guidance: Showing how your build looks is not a guide.

    Which is why instead of showing you a build first I've decided to do double the usual work and go over Seris' loadout cards and explain what cards to use. Cards categories will be easy: there are good cards and bad cards. All of the good cards are up to you to decide which one to use, well, all except one. It varies depending on your needs and preferences, so all I can do is to guide you what needs each card fills, and which ones are not worth taking, and mention ways to optimize your build before you pick Dusk Walker 5 and Fade to Black 1, also known as "Elo-dropping combo".

    A small note, this is targeted specifically for a "main healer" kind of Seris, the one that wants to keep her team alive, not for some funny damage build that you will use in your quickplay matches once in a while. If any of the "bad cards" is not actually bad for "DPSeris", I will probably mention it, so don't worry about it too much.

    Good cards
    pick them, love them, live happily ever after

    Soul Forge

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    Effect: Reduce the Cooldown of Restore Soul by {0.5|0.5}s.


    This is your go-to card, and the only one card you want to make sure you have as a healing Seris. This is also the only one that you must have at level 5. Some people say that going lvl 5 is absolutely pointless because you're healbotting and cauterize exists. Once again, they're wrong. Having higher lvl Soul Forge gives you higher healing output, obviously, but most importantly, allows you to switch to your next important targets much faster. Seris always had problem with healing people in need since she has only one healing ability, so having your heal at only 1.5 second cooldown is a massive advantage.

    That is without mentioning all the cards that benefit you having lower CD on your heal.

    Keep this card and Cherish it forever. Pun intended. Don't think about this card too long, as you have 10 more loadouts points to spend.

    Next on the bank is the legendary trio. Many "guides" have those 3 cards at high levels, so consider what I write here very important in your progression on getting better with Seris.


    alt text

    Effect: Reduce the cast time of Shadow Travel by {15|15}%.


    Pretty self explanatory card. Your F has 1.5 cast time, so each level reduces it by 0.225 (it doesn't affect the visual speed of initial animation). There's no doubt that this card is really good. But I feel there's a misconception on how you should treat this card.

    While playing Seris, ask yourself this question: Have I been dying while casting my F constantly? If the answer is Yes, you should level up this card until this question changes to "No". That being said, I think Veil 4 is overkill even for starters, and Veil 5 suggest me that you have additional chromosome.

    As you get more experienced with Seris and gain better game sense and awareness you will want to try playing with lower levels of this card, getting a feel of your limits, and then spend those points into more important cards.

    I've recently surpassed 400h on playtime with Seris, and I am happy to announce that I got rid of this card entirely, although many players are probably very shocked to hear that. I am still successfully going into my F quite consistently, and end up having least deaths in a match, which suggests me I don't need this card anymore.

    I still have additional loadout with Veil, just in case enemy team has good/multiple flankers, and my team is composed around champions that are very bad at peeling. Or simply are a bunch of potatoes.

    But as for you, since you're reading this guide, you probably want to have Veil in your loadout rather high at all times.

    Dark Whisper

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    Effect: Increase your movement speed in Shadow Travel by {20|20}%.


    Another good card in your arsenal. You should thread it exactly like Veil card.

    While playing Seris, ask yourself this question: Have I been dying right after leaving my F consistently? If the answer is Yes, you should level up this card until this question changes to "No".

    Similarly, you probably will try lower levels of this card sooner or later, and eventually you probably will get rid of this card in favour of making yourself more useful outside your F. Obviously, having no movement speed in your F is a death sentence no matter what, fortunately Seris has other ways of gaining movement speed (via Umbral Gait, but about that card - in a minute).

    Basically, if you don't use Dark Whisper, you need to have Umbral Gait, and vice versa, but using both is viable as well.

    That being said, there is 1 good counter argument for keeping this card at lvl 4-5 despite getting better at the game, and that is being able to proc overtime super easily. I have a loadout with DW 4, and proccing overtime sometimes wins me games, but the 2 questions lie unanswered: Is proccing overtime worth investing 5 points into this card over other important cards? Does it win more than having more standard, useful-to-your-team-all-the-time loadout?

    I leave that answer decision up to you, and your playstyle preferences. For starters, I suggest you just get this card anyway.

    There's one more important thing to note with this card: The movement speed bonus applies also while you're casting your F. Which means having little or no cast time reduction actually allows you to have increased movement speed for longer duration. It is definitely something to consider while building your loadout. Having low Veil sounds suicidal, but keep in mind high bonus of this card will give you an unexpected boost of speed that will throw enemies' aim off.

    Fade To Black

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    Effect: Activating Restore Soul reduces the cooldown of Shadow Travel by {0.8|0.8}s.


    The last of the trio is a card that sound overpowered at first but becomes less useful very fast as you experience progression with Seris.

    There's no doubt that this card is very potent in its CD reduction. But there are some things you should keep in mind.

    This card can easily teach you bad habit of staying too long in your F. Keep in mind, you might be unkillable, but you're useless at the same time. Just because having this card at lvl 5 allows you to have like ~3 second CD on this ability, doesn't mean you should be in your F more than outside. Your team needs healing as well, and being constantly in the midst of fight is what charges your ult the fastest!

    Another thing to remember is that this card has diminishing returns by its very nature. At level 1 you can often fit 4 casts of your right click, with lvl 5 you can fit only 2. So the higher the level, the less time you proc this card anyway. So only low levels is what I recommend.

    While playing Seris, ask yourself this question: Have I been dying just a second before my F got it's cooldown back way too often? If the answer is Yes, you should level up this card until this question changes to "No".

    If nothing's happening on the battlefield and you want to make sure you have your F available quicker in order to help in things like proccing overtime, you can just heal someone and instantly cancel the heal to get as much FtB procs as possible.

    This is the card of the "legendary trio" that will be the first that you probably get rid of completely, as keeping an eye on your cooldown becomes as natural as breathing fairly quickly. I never have a problem of having my F off cooldown when I need it, it happened to me once some time ago and I was super confused.

    Blood Pact

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    Effect: While channeling Restore Soul you heal yourself for {70|70} Health per second.


    I have been an enemy of this card for a very long time. I was often telling myself that I don't need this card, as Seris already has tons of sustain. Not only that but giving a character that is heavily countered by Cauterize form of survivability that is also countered by it sounded like a waste.

    Well, things have changed, and so did my way of thinking. Being a support that is constantly hiding behind walls while healing makes her self healing card unaffected by Cauterize for long periods of time. This card always assures you have full health even after taking heavy poke damage, allowing you to keep firing instead of waiting for your health to regen naturally, which then allows you to gain your ultimate faster, since you're just constantly spamming your damage without any break.

    Not to mention having your health full at all times makes you have easier time when getting ambushed by a flanker.

    This card is not a must have by any mean. You can use your Q to regain health after getting poked, and you can still contribute to fight by healing while you wait for your health to regen. But saving your Q for other uses, and not waiting for regen is already pretty huge value for a simple card.

    This card is good at any level, and the higher, the merrier.

    Umbral Gait

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    Effect: If an enemy is affected with a Soul Charge you move {8|8}% faster.


    My favourite card of all time. I also think this you should add this card to your loadout as soon as you get better with Seris and empty some space from your F cards.

    Seris lack any burst form of mobility other supports have, so any source of increased movement speed is godsend. And this one is just really, really good. With Nimble you can gain almost 60% of movement speed increase total - that's right, this gives you more movement speed than Koga's F ability by simply hitting an enemy. This speed truly can make your healing feel omnipresent, always being able to get to your ally in need.

    I really like the concept of this card, because it teaches players to actually shoot people with Seris, and rewards them with one of the most crucial things Seris want to have.

    This card can substitute your Dark Whisper card, but it requires some practice and good game sense, since you need to shoot first in order to have increased movement speed for your F, but since it takes 0.3 second to shoot your first orb, it is pretty unforgiving if you get caught out of position. Soul Charges last 4 seconds which means you will have the increased speed for most of your escape.

    It is also nice to have a way to escape danger without using your ST in the first place. Many times I am capable of escaping flankers simply by shooting them in the face for movement speed and then using my healthy thighs to get into a safer position.

    Best part about escaping flanker this way, is that I didn't go away from the fight for even a minute. I still managed to heal my team while escaping, and gained some ult charge while shooting. This is a reason why having this card makes you superior over having F based movement speed. There's no doubt this card is much harder to use, but sure as hell rewards you significantly.

    If you ever decide to go for this card, don't go below lvl 3. Level 2 feels so insignificant and pointless, and you have muuuuch better cards that serve you as 1 pointers, but about those in a second.

    Next 2 cards are what I like to call "1-Point Wonders", the effects they give are great just by picking them, but it isn't worth getting more than 1 level for these at all.

    Spirit Leech

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    Effect: Every Second channeling Restore Soul generates {2|2} ammo.


    The first thing you need to know about this underrated by everyone card is that its description is absolutely wrong and was like that ever since Seris was released. This card gives you ammo every half a second, not every second. This is the key difference that makes it a good card, otherwise I would definitely put it in the "Bad Cards" category.

    If you do simple maths, you will realize that a single cast of your heal gives you 6 ammo back with SC/Agony, and 10 ammo with single cast of Mortal Reach. Considering you can only shoot about 5 times between your heals, it essentially gives you access to infinite ammo if you do your job properly, and that is just at level 1!

    One would say, that they can easily live with having to reload every now and then. And they are right, and I thought so too. However, what people don't realize is that if you need to reload in between heals, you don't have time to shoot between heals, every 3 heals you perform. As I said you can throw 5 orbs between heals, and that is more than 5% of your ultimate charge if you hit all of them on a single enemy. This card allows you to indirectly maximize your ultimate charge speed, and that is what makes it so great.

    Another good thing about it is that, if you have full or almost full magazine, you can duel some of the flanks and succeed since you won't be caught with low magazine, or caught when reloading.

    Not having to reload also allows you to have higher uptime on your Umbral Gait card, as Heal->reload->Heal takes up to 6 seconds of your time, which is longer than duration of your Soul Charges.

    This card keeps you active at all times and combos really well with Blood Pact, allowing you to permanently throw your orbs while gathering ult charge.

    I saw some people putting it at level 2 but I don't think it's really worth it. Theoretically it helps you if you cancel your heal to get your ammo full no matter what, but I feel like there are more important cards where that 1 point makes bigger difference.


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    Effect: Every Soul Charge you detonate reduces the Cooldown of Restore Soul by {0.2|0.2}s.


    This description can be a little confusing at first, but basically, if you have any stacks that you can detonate, you can do:

    Heal --> Q --> Heal

    In much quicker succession than usual, depending on amount of stacks you exploded.

    It is definitely a great card that turns otherwise selfish and useless to your team ability into something that actually supports them a little bit more. The amount of times I saved my tank by giving them heal a little faster is borderline impressive, and you can use this card to switch to more important targets even faster than usual as well. It is nice to give another purpose to something that becomes less and less viable as match progresses.

    However, there are some unspoken rules about this card that you should know about.

    Your Q animation lasts exactly 1 second, which means that even if you reduce cooldown of your right click below 1 second with this card, you still have to wait until this animation ends before being able to heal. In other words, Bane caps at 1 second. Trying to achieve CD reduction on your heal any lower than that is pointless.

    Considering your RMB has 1.5 second cooldown, the maximum CD you can reduce is 0.5. As you can see, at lvl 1 of Bane, you can almost get full cap by detonating 2 stacks, and 3 stacks and more gives you full reset.

    I had an argument with a Seris player the other day who picked Soul Forge 4 and Bane 2, and once I pointed it out how inefficient that is s/he got very defensive and angry. So if you're ever reading this, here are some maths that explain why simply switching 1 lvl here and there will make your build more optimized:

    With SF 5 and Bane 1 :

    You have 1.5 sec CD at base, 1.3 CD at 1-stack Q, 1.1 CD at 2-stack and at 3+ you're capped.

    With SF 4 and Bane 2:

    You have 2 sec CD at base, 1.6 CD at 1-stack Q, 1.2 at 2-stack and at 3+ you're capped.

    Which makes the first choice superior every single time. Thank you very much, change your build or stop playing Seris.

    Some people pick Bane 2 with SF 5 to make sure it almost caps just at 1 stack, but it's not really worth 1 point in my opinion, especially if you're not playing passive. Once again, you have much better cards to worry about.

    Bad cards
    they are not worth picking over the ones I mentioned above in literally every single situation available

    If you're wondering how I would help those cards, consider checking out this thread

    Dusk Walker

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    Effect: Reduce the Cooldown of Shadow Travel by {0.5|0.5}s.


    This is a meme of a card. Can we take a moment to address how Fade To Black is just like billion times better than this crap?

    Fade To Black offers much higher CD reduction bonus. Not only that, it can proc multiple times per 1 Cooldown, since you can heal every 1.5 sec. On top of all that, Fade To Black doesn't affect Chronos, because Chronos only takes your Base CD into consideration, which is what Dusk Walker reduces. And before someone asks, no, it is not worth picking both of these cards at the same time. Ever.

    Even for a "DPSeris" meme build, Fade To Black is still better. You're telling me you can't find a moment to quickly heal and cancel it fast within 10 second time window to enjoy bigger CD reduction? I call this bull. Never pick this card. Definitely the worst card in Seris loadout, that is in desperate need of rework

    (I saw someone suggesting it should be changed give increased jump height in your F. Hi-rez pls I want that.)

    Dark Sight, Ebon Dynamo, Sorceress

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    Dark Sight: Activating Rend Soul restores {2|2} ammunition
    Ebon Dynamo Increase your Ammo count by {2|2}.
    Sorceress: Gain {7|7}% Reload Speed.


    Seris is extremely ammo efficient already. Her magazine is giant and she can fire for long periods of time. She also has one of the fastest reloads in the game, rendering Sorceress completely useless, especially since reload speed is cheap in item shop anyway. Dark Sight rework was the most disappointing thing ever..

    Arguably, the only one that can help you is Ebon Dynamo, you can put 1 or 2 points for a Damage oriented loadout to make sure you finish important target. But for healing Seris, all of those cards are useless. If you want ammo then pick Spirit Leech.

    Essence Rip

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    Effect Rend Soul heals you for {8|8}% more.


    The healing bonus is just not worth investing any points into your loadout. At first I expected that it would work kind of like Rejuvenate or any Increased Healing stat in the game, countering effects of Cauterize. Unfortunately that is not the case, and as a result it can enjoy its life in trash compactor.

    Nether Siphon

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    Effect: Heal for {50|50} Health every second while in Shadow Travel.


    This card only teaches a bad habit of staying in your F for way too long. If you're caught right after you leave your F, even additional 1000 healing wont help you survive. And if you don't get caught, Seris will start regenerating out of combat all this health anyway so... what is the point?

    This is not the worst card ever, but it pales in comparison to her good cards. For self sustain purposes Blood Pact is simply superior. You can press right click right after your F and you will get almost the same healing value, while also having this option available every time you use your healing ability...


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    Effect: Increase your Maximum Health by {50|50}.


    HP cards aren't bad by any means, but other Seris' cards have so much to offer, and as a Support you shouldn't be the one taking biggest burst damage this HP card is supposed to stop.

    One would say that since Seris' Q is based on hp %, it can double as increased healing from your detonate. While it is nice way to prove how useless Essence Rip really is, I still don't find it as beneficial as other cards.

    Unfortunately, this card is not affected by Soul Collector at all, it's always flat 50|50 HP, as a result it's not useful even for healing SC Seris. I do use this card with my SC Damage loadout to reach 3k HP breakpoint, but I would say that I might as well use some other card and I wouldn't really miss it.


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    Effect: Reduce the Cooldown of Rend Soul by {0.5|0.5}s.


    This is a small CD reduction for ability that isn't even a good support ability. I use it in my damage loadout to make sure I build my stacks faster, but it's too small of a bonus of CD for healing Seris. And no, Agony isn't viable even if you reduce Q's CD by 25%.

    That would be all of the cards. Hopefully with those descriptions you can make better judgement of what you should build for your own loadout.

    I know I was talking about not showing my build as a guide, but I already covered cards and while you might have better idea, you might be stuck at where to start.

    Here's a starting loadout I suggest:

    Soul Forge 5, Dark Whisper 3, Veil 3, Blood Pact 3, Fade to Black 1.

    Try using this a couple of matches and assess your performance and needs. Don't forget about the questions you have to ask yourself I mentioned earlier, and as you progress consider fitting Umbral Gait somewhere eventually.

    My build is complete opposite of this loadout. My main build is composed of:

    Soul Forge 5, Umbral Gait 4, Blood Pact 4, Bane 1, Spirit Leech 1.

    And its goal is to make your F as bad as possible but really build up your usefulness during the fights. I sometimes even unbind my escape ability as a way to practice my positioning skills. As long as I don't die first, second or third, I call that a success. This build grows your ults really fast, and always makes sure you're ready to fight or escape flankers with huge self healing and ammo regeneration. Since Seris doesn't have utility, I at least make sure I get as much healing and ult charge as possible, and all of these cards allow me to do so at cost of my escape ability.

    Obviously, I can't stop you from trying this build, but if you're new to supports and Seris, you will fail miserably with this loadout, consider starting with the previous one instead.

    I have 2 different variations of this loadout. One of them simply replaces Spirit Leech 1 with Veil 1, in case enemy team has strong dive compositions including multiple aggressive flanks.

    Second variation looks as follow:

    Soul Forge 5, Umbral Gait 3, Blood Pact 2, Bane 1, Dark Whisper 4

    And this is the "Overtime Proccing" build I mentioned earlier.

    For DPSeris, I also have 2 variations for my damage loadout.
    First one consists of:

    Umbral Gait 4, Wickedness 4, Revenant 3, Dark Whisper 3, Veil 1

    I usually tend to experiment with different damage builds, but it usually is a random combination of those 5 cards, sometimes I put 1 or 2 points of Ebon Dynamo into it as well, so adjust it as you prefer.

    This is more of a standard, full damage oriented loadout where you simply replace a Damage role.

    Second one is more of an self-sustaining build:

    Blood Pact 5, Umbral Gait 4, Soul Forge 3, Spirit Leech 2, Veil 1

    Where you use your right click as a self-recovery rather than a healing ability, gaining full ammo back each time you self heal. The self healing is not that bad, 525 healing every 2.5 seconds is pretty decent, Buck has 1000 heal every 10 seconds with the same cast time for comparison. I pick this one if I don't trust my healer at all. And since it has Soul Forge at level 3, you can help your healer if he is doing his job poorly pretty well, too.


    #(5. Itemization)


    Your go-to item as healing Seris is Nimble, not Chronos.

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    Nimble fixes the issue of Seris not having any sort of dash to your allies, making your healing feel, well, omnipresent. You're always where they need you. So consider getting at least Nimble 2 as fast as possible.

    Movement speed from Nimble (and Umbral Gait) also affects Seris survivability and, more intriguingly, your burst damage potential, but about that in Advanced Ability Overview.

    From there on, you need to assess how is your performance during the match and how your team performs.

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    If your damage dealers and tanks don't have at least 3x Cauterize and enemy has a healer, you should take it to fill that gap as soon as possible, Seris has this luxury of being able to Caut multiple people at a time.

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    Otherwise, if you have problem staying alive, pick 1 or 2 defensive items from Haven, Blast Shields, Resilience, and Kill To Heal depending on situation. Blue items have more priority over Kill2Heal, buy Kill2Heal only if you still struggle surviving but only 1 blue item actually helps you. You might skip Kill2Heal completely if you have Blood Pact card, however.

    Illuminate isn't all that helpful even against Skye, damage reduction will help you more since you're not chasing her, but if she is still an issue to you, buy it after Haven as your 2nd defensive item slot.

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    If you don't have trouble staying alive, sacrifice 1 of the defensive slots for Morale Boost as it will allow you to carry your game harder.

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    Wrecker is a situational pick. I was always against picking Wrecker on Seris, since her damage power lies in piercing, which you can't do to shields, but she is actually not that bad at breaking them. Soul Collector Seris has 910 DPS and can melt those shields rather easily. If they have some crazy shield comp, especially with Torvald, and you're using SC, last pick Wrecker.

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    It's your job as Seris to pick Bulldozer for your team if enemy has CC Immunity totem Grohk or cripple field Inara, since you can swipe these almost accidentally with the way your orbs work. For Io's fox or Imani's Dragon bulldozer should be taken by your DPS, but if your team is entirely composed of selfish Life Rip - Deft Hands degenerates, don't let Imani's dragon lose your game.

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    Chronos should only be picked if you assessed your performance in the first round and feel like you're always millisecond away from healing someone but they always die. If you're a millisecond away from saving someone from death, then obviously, making your heal's cooldown millisecond faster will fill that gap of need. Never go above Chronos 2, unless all other items are maxed. Try to keep Chronos as low as possible.

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    Master Riding is only worth on a support when you're on Ice Mines because of how Support position themselves, and thus they don't need it as much as other characters. That map is reaaaally long, however, and buying it on this map is huge advantage to regroup with your team faster, especially on payload push.

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    Veteran, while having more use for Seris than most characters, since you get out of combat more often, have more health with SC than usual, and you can get out of combat in your F, is still a bad item and you should never pick it. (Unless you're running damage build and want to passive-aggressively tell your healer that he is not doing his damn job.)

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    Never pick Deft Hands. Seris has one of fastests reloads in the game. This item is for people whose Reloads have additional perks (Damba is a stun, Dredge deals damage, Buck cancels his reload mid way, allowing him to shoot - reload - shoot with deft hands really fast) or whose reloads are really long. Seris does have interesting reload cancel, and deft hands makes it more rewarding to do, but as we will learn more about it in Advanced Ability Overview, it is still not worth taking.

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    Life rip is a joke of an item. Don't pick it unless you're Dragon Fangs Koga.

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    Since you are the only healer 99% of the time, picking Rejuvenate is absolutely pointless. It is one of best items if you do have other good healer, though. I wish that knowledge was obvious for other people in your team as well. I swear, half of the Seris players would be in Grandmaster already if everyone on your team picked this item, as it allows Seris to heal for 530 heal/sec even with Cauterize 3 applied....


  • #(6. Advanced Ability Overview)


    This section will contain ranging amount of general-purpose tips, tricks related to Support role as a whole, as well as specific Seris mechanics and her ability interactions.

    I am not denying that the amount of information provided might be overwhelming for new Seris users. If you have never played Seris, you haven't bought her yet - I suggest you try her out first, and test her abilities and interactions on your own before reading those last 2 sections, as I doubt you will remember any of these if you struggle to grasp her kit.


    As with every Support, the goal for Seris is to keep everybody alive for as long as possible, while avoiding dying at the beginning of the fight. This can be achieved by having superior positioning and great game sense. If you die first on the battlefield as a Support, you're garbage and you failed your job.

    As a Support, your positioning on the battlefield is quite easy to comprehend, but also very unforgiving for mistakes and must be held very strictly. Many people say, that Supports sit safely in backline, but that's just an immediate conclusion people take. As a Support, you want to be on opposite side of most of enemy team at all times, with the center pivot you're rotating around being your tanks location.

    If most of enemy team is in front of you, and between you and them are your tanks, you're in good position. If most of the enemy goes right flank, you should be on the left flank, with tanks walling you off. If they are in your backline, you rotate closer to their base location, and so on. If you're on the frontline, or on the flank routes when enemy didn't push on the other side, you're an easy target to kill by their damage dealers. So make sure you follow this advice at all times.

    This way, it is very easy mitigate the amounts of damage you take, thanks to damage fall-off enemy's weapons suffer from, thanks to the fact you have longer time to react to projectiles, and, in case of snipers, thanks to reliable cover. Mitigating damage you take is huge for Supports, as there's literally no one else to heal you other than yourself.

    I said "most of enemy team" because there's very often 1 or 2 other enemies that try to hold in different areas of the map, usually from sides, but also sometimes from above. Those flankers are biggest danger to your well-being.

    Fortunately, if you followed the advice above, you can use your positioning to your advantage when fighting flankers. In addition to being on opposite side of enemy team, if you're expecting ambush from specific left/right flank route, consider strafing a little bit to right/left respectively to create additional distance and force enemy flankers to use their precious movement abilities just to be able to move with their effective range to your location. This can be achieved by standing in hard to reach locations, such as higher grounds.

    Most of the characters have only 1 movement ability, if they use it to get to you, they can't get out, simple as that. Meaning you have advantage of you using your movement ability, and then get away with no possibility of being chased by those flankers.

    But what if Flanks didn't use their ability to close distance, or have multiple of them? Then you are forced into duel. Some of the Supports can duel very well, some leave much to desire. In case of Seris, she can use her self heal and easy to apply at close range damage to win her fights rather easily... for as long as high level of Cauterize don't appear. Once it does, you need to figure another way of protection.

    Ideally, if your team has some sort of backline damage dealer, you should position yourself in a way that will make Flanker see the damage dealer first, and not you. This way you create 2v1 situation that Flanker just can't win. The best he can do is trade his life for life of Damage dealer on your team, but that still turns 5v5 into 4v4 with both supports alive.

    Which is also why you don't want to sit in backline too far most of the time. You might have infinite range on your healing, and your F might have 100% increased movement speed, but in the end, against competent flanker, you will need help from your team, it is a team-based shooter after all.

    If all of those tips were applied and flanker still managed to live even tho he was super aggressive and killed you, this is no longer only on your bars to survive. This is the moment when one of your tanks should apply more defensive position and continuously peel from you and your Damagers. Most of the tanks have ability to quickly reposition enemies or protect you in the moment of need. If they aren't doing that then it really is not your fault you die, it's theirs, as they left hole in their space-taking job. But their blame starts ONLY from this point onwards, all your other deaths are all your fault completely. Keep that in mind before you complain about your team not protecting you.

    It is your job as a Support to capture the objective once your team won the fight. This allows your tank to push forward and prevent any enemy from getting to point, allowing for an easier capture. If enemy breaks through your tanks back onto the point, however, it is time for you to fall back and let tank contest/finish capping the point. Similar logic should be treated with payload. If there's no enemy on payload, let your tank push forward while you escort it, earning precious credits along the way. When enemies get on the payload, you simply retreat. As payload gets close to end, the section that payload needs to be pushed here is usually very open and dangerous for a Support character - this is where one of your tanks should start pushing it no matter where enemies are.

    The last thing you need to remember about Support positioning is whether your location allows you to heal your allies well or not. A good position allows you to heal people that are around the point and at least 1 flank route. If it covers all flanks and point, that's amazing, but covering only point, or only one flank, just isn't good of a position and you need to find another place as soon as possible.

    Soul Orbs

    Moving from general positioning guide into ability specific tips and mechanics, let's start with Seris' primary fire.

    I will start with this first, because I feel like this is the worst habit I see among Seris players: use your orbs. If you're not low on health, if you're not escaping, just shoot and hit someone. Too many Serises don't use her weapon and this is a huge mistake on their part. Couple matches ago I had Seris with ~200k heals, which is preeettty good, but literally 0 damage. She literally never used her left click, nor her ult, she was healbotting all the way through.

    I said it multiple times, and I will say it once more. Supports gain a lot more ult charge by damaging in comparison to healing.

    In case of Seris, she gains 1% ult charge per 200 damage she deals. For comparison, she gains 1% ult charge per 500 healing she does.

    Seris orbs literally give her 1.05% ult charge per enemy hit, without Soul Collector. 1 Orb can give you up to 5.25% ult charge if you cleave through all enemies. Supports' Ultimates are their moments of power (as well as utilities but Seris doesn't have any), they are specifically designed to be their "carry" moment, especially compared to every other class. Which is why you have to do damage to work to your full potential.

    I am not talking about chasing kills, because that's not what you want to do as support, it's flanker's job to finish low health targets, but at least use your orbs on that Inara on point to gain that 5% additional ult charge in between your heals.

    On the topic of chasing kills, remember this: Never, EVER, chase low health targets running away behind corners if the fight is not already won. If you die chasing enemy, or even trade with that low health damage, that's still a fight for your team without a support. You're not running damage build, don't chase people that will put you in danger, easy as that.

    Seris LMB is definitely a completely different skill check compared to other characters. At close range, it's ridiculously easy to hit people in their faces with your balls. At medium to long range, however, you need to become a freaking god walking amongst mere mortals just to apply consistent damage, as it moves at speed that is half of Pip's LMB, and 1/4 of Cassie's, sitting at comfortable 150 ft/sec. I love when people complain about how "skilless" her primary fire is to use, only to see them missing every shot on jumping maeve 50 ft. away from them.

    Getting used to her Left Click is something that is achieved by playing her for longer periods of time. But there are some tricks that allow you to damage ranged enemies.

    If enemy is escaping, try to shoot orbs into their nearest escape route, randomizing the landing spots of your orbs. While you can use jump to let the game randomize orbs for you, since you have midair inaccuracy, it is best to have full control yourself. It almost guarantees hitting people at least a couple of times.

    The orbs actually don't disappear until the middle centre of the orbs hit a wall, allowing them to cleave through walls slightly and hitting enemies behind a corner. All those chokepoints and specific locations are something that you learn if you invest some time into Seris, but one prime example I can give is when you push payload on Brightmarsh. At the start of the payload push, there's this little wooden fence in the middle of the map that is like your head level at best, it has some signs above it. You can actually shoot over that fence to damage everyone hiding behind this cover, giving you easiest ultimate charges of your life.

    At longer ranges, Seris LMB become more of a zoning tool rather than a damaging tool. You can prevent people from passing certain open sightlines, as well as stop enemies from moving through corners to finish that low health ally. The effectiveness and limitations of this tactic lie in your heavy brain, but dare I say that too many Seris players don't use this to their advantages.

    I mentioned previously that movement speed affects Seris' burst potential. It might be quite difficult to relate those 2 thing together at first, but here's an explanation.

    Seris' primary fire is made of slow moving projectiles. In fact, they are so slow, that you can manipulate them by your own movement. By moving in a straight line forward, you can tighten the distance between each orb shoot, and on static enemy, this reduced distance between orbs means each orb will hit that enemy slightly faster than normal. The more speed you have, the tighter the gap is of the orbs you spawn.

    Similarly, going backwards will enlarge the gap between orbs and slow your time to kill. The time to kill added is not really great even with highest movement speeds, but it does add a bit. In fact, the time to kill is faster/slower by the same amount of time it required you to go towards your enemy from your original location.

    Here are 3 gifs at highest movement speed available for Seris, that start shooting at the same time and from the same spot, notice how moving forward kills enemy fastest, and backwards slowest.

    So if you want kill your opponent faster, running quickly in straight line towards them is the best possible way to reduce your ttk, however, all at cost of you moving in a predictable way, and therefore being much easier target to shoot.

    The last thing those orbs can do is work as a signal flare for your allies. If your ally is sitting behind the corner, low health, waiting for out of combat regeneration and you just can't force yourself out of position to reach him/her, what I usually do is throw some orbs in his line of sight. Many people just snap out of that "waiting zzzz" game they play and quickly peak you for a heal.

    You can also use this tactic to warn enemy flankers you know they're coming. This alone might actually prevent them from flanking in the first place, as they know they can ambush only when they're unnoticed.

    Reload Cancel

    Seris reload is rather fast, as it only takes you exactly 1 second to reload her magazine, but there is a way to improve it just by a slight margin.

    I call this animation cancel, because what I think is happening is that reload animation completely replaces animation of you throwing an orb, while still reloading, but from a programmer's perspective, this might actually be classified as a bug. This is a disclaimer of some sort, as I don't want to be a person that just encourages people to use bugs. But I want to be a person that encourages people to use animation cancels, so....

    There are 2 ways of doing this cancel technique:

    First one requires to you to use any ability, except your Shadow Travel. It's faster and easier to do compared to the second option.

    While holding your LMB, use any ability except your F (in the gif I used my Q), while you still have at least 1 ammo in the magazine. Keep holding LMB all the time, and either press your reload right after your ability ends, or just mash reload and hope it does it for you.

    As you can see, at the end of reload you have 11/12, which might actually classify it as a bug.

    The second way to do is is harder to do, but simpler to write. While you're holding your LMB, release it and then quickly press LMB + Reload. This allows you to do similar cancel, but there's an obvious delay in your shoots, which is perhaps why it's "weaker".

    Both of those cancels benefit from Deft Hands. At Deft Hands 3 it seems almost as if you had no reload at all, although the second version has even more delay with it purchased.

    Is this cancel any good? I don't think so. It might have some uses and niche scenarios where it helps, but honestly, I keep forgetting this thing exists. This in no way puts Seris at higher place in the Meta. It's unimpactful, I still stand strong about Deft Hands and it's uselessness.

    Perhaps it was just a cool way of showing off that I have a lot of experience with the character.

    Restore Soul

    You better like this ability, as you will use it a lot.

    As I said earlier, this ability has fairly long reach, having range of 120 ft. It requires line of sight initially, but not when channeling heal, so most obvious and safest way to use this ability is to peek for a split second and then hide behind wall until it's duration ends. It's not worth peeking your head out while channeling this ability, you can't do much while healing, can't attack or use other abilities, only move.

    A good way to make your positioning unpredictable for flankers, is to use 2 sightline points that you constantly rotate around in between heals, for as long as those vintage points qualify as "good positioning". You can't do it anywhere you want, but such simple idea can yield into great results.

    Your heal has visuals that work like a shining yellow arrow pointing to your location, you better use anything that will make flanker guess your location.

    Don't forget you can cancel your healing ability. The moment someone reaches full health, it is not worth to continue healing them unless you want to gain bonuses your loadout cards bring. It is never worth precasting either. Even if they start taking damage again while your ability is on cooldown, the chance of them dying within those 1.5 sec are still fairly low, because, fortunately for us, Time To Kill in this game didn't crash through the floor yet. As you continue playing Seris you will eventually get a feeling when people will gain full health from your RMB without even looking at their healthpool, canceling your heal, dare I say, accidentally, right when they get their HP full.

    Your heal does not put you in combat mode, allowing you to contribute to fight while still restoring your health without any risk. Use this technique if you don't have any healing cards, and your Q is on cooldown.

    Probably the biggest cause of Seris players' deaths, me included, is chasing allies that constantly get out of position to heal them, and thus getting Seris out of position as well.

    Don't do it. It's not worth it. Don't heal people that are overextending way out there in enemy backline. If healing person requires you to drop from your high ground, requires you to peek snipers' line of sight for way too long, there's no other way to get into their line of sight, then don't do it. Don't heal them, mute them if they spam VHS after dying, they probably didn't use they VGS system for good anyway, focus your healing on people who will win your fight instead.

    I know that in times like this one would want to play Jenos instead, and sometimes line of sight requirement truly feels like a burden, but this is the character you choose. Fortunately, we can get our ways around that.

    Many people don't know this, but if you hold your heal button when noone is in your Line Of Sight (LoS for short), Seris will attempt to heal at the earliest possible moment when an ally actually does get into her LoS. This almost completely makes the "perhaps I pressed my right click too late" issue pretty irrelevant when trying to get into LoS of your allies.

    Do keep in mind, however, that her autolock is really forgiving, and this technique can actually make you heal someone that you didn't even notice running in the corner of your camera. What is even worse, her autolock is so generous, it can actually target person that is in close proximity behind the Seris, as ridiculous as that is. Watch out for it.

    Another great tech that might help and that is never used by anyone, is to use Superjumps to achieve desired LoS. As you might have already realized, if you jump close to a wall, or at least an obstacle that is on about your chest level, your character actually jumps twice as high compared to normal jump.

    What that means is that you can jump while looking at nearest wall, then rotate your camera 180 degrees, and while in air you can target an ally that would otherwise be impossible to target without moving away from your position.

    I use it all the time, and almost every fight it has its uses. It is jarring to see that no one ever does that to help themselves. There are a lot of interesting spots for Seris superjumps that you will learn over time, for example, while capping point in the Frozen Temple map, you can use nearest wall to achieve line of sight with people in the cave that is covered by the wooden palisade.

    If you want to gain bonuses from your cards (for example, maybe you were caught in an ult that didn't kill you and the only thing you care about is self healing from your Blood Pact card), then hold your right click and spin your mouse 360 degrees. Autolock will do the job for you.

    When it comes to heal target prioritization, there are 3 rules, 2 of them make you a nice person, and third one wins you games.

    1. If Tank and squishy are both high HP, heal squishy, as tank has higher chance to survive upcoming damage.
    2. If tank and squishy next to each other are low, heal tank, as he is more important role to keep alive.
    3. If someone carries your game more than rest, no matter what role, focus his healing on him more than others.

    In addition, almost every Tank in the game has an ability that allows them to counter effects of Cauterize, a shield, or things like Inara's increased healing. This is their way of saying "I need your heal focus right now", and you should adjust accordingly.

    Almost every Flank has access to a short duration cleanse ability. This is the only moment in the entire fight where you should try your best to use your heal on them. That's not to say that's the only moment you should heal them, but that's the only one you should consider moving into a little bit riskier position to do so.

    Now about healing under effect of Cauterize... this is very situation-specific.

    While most of the times it's probably better to just damage instead, you will probably still try to heal your allies with a view to them lose the effect of Caut for even a brief moment, mainly due to muscle memory.

    But you definitely want to heal people during caut in those circumstances:

    • Flanker diving onto a bursty character. With caut 3, you heal for enough to achieve a health breakpoint for your squishy Flank that will let them survive all this burst, even if at 30 hp.
    • Your ally has Rejuvenate 3 and is not taking too much damage. With reju 3, you heal for about 530 health/sec even when they have caut 3. It is still good healing amount. Note how some Tanks have in-built Rejuvenate effect in their loadout cards, makes sure to check if they have it.

    Probably the best tip I can give you that will boost your healing capabilities by reducing your tunnel vision is to turn on your Team Bar UI in the Options menu. This is the part of UI in the upper left corner that shows their Champion icons, names, ult charge %, but most importantly for you, their current health.

    Take a look at health of your team every now and then. There's so much information you would miss otherwise.

    But all in all, as you gain experience with Seris, healing with her becomes as natural as breathing, nothing more than formality. In fact, I sometimes forget I am healing someone, it's all tied to my muscle memory at this point. As I said, it becomes your second nature, person that plays Seris really well looks like a some sort of damage dealer that simply heals during his downtime, as if he knew he is going to lose LoS with enemy or reposition himself at the same exact moment his teammates need healing, always doing something impactful and never having any downtime. Sometimes even I amaze myself when I have this gut feeling and do some sort of crazy flick shot with my healing ability in general direction without even stopping looking at enemy for a moment, only to heal my drogoz who was retreating back into the most unguessable position.

    This image I described is definitely your playstyle goal eventually, but for now, just make sure you don't hear VHS spam too often.

    If you're wondering what kind of healing numbers you should consider "good", there's a recipe for that. Take your match time, remove all ":" symbols and add "0" twice. For example, if your match lasted for 14:37, the healing you should aim for should be around 143 700.

    This obviously depends on things like how many tanks you had, how much damage your team took, etc. But it should be a good approximation for your personal assessment.

    Rend Soul

    While everyone else on the Support roster have access to amazing healing abilities or incredible utilities on their first ability, Seris preferred to go the selfish route and decided to put there a self healing ability instead.

    Most obvious way to use this ability is to recover health from any damage you take during the fight. Usually, detonating 3 stacks is already enough to fill your health to full as it heals you for 45%, so considering how early you tend to press this button, it is more than enough. If you're low on health and have 1 or 2 stacks, it's usually better to try to shoot once or twice to get better amount of healing before the detonation, but if you're caught in awkward place don't hesitate to press it.

    This ability is amazing early game, but once enemy team starts stacking higher levels of Cauterize, even detonating 20 stacks is not enough to heal through all the damage they do. In that case what you have to do is go behind cover for 1.5 seconds and then press this ability. Some people try to time it, but it's easier to simply look at the Cauterize timer in the middle of the screen, instead of guessing whether they applied Caut again within that 1.5 second window or not.

    While dueling, find a pillar or any cover that will allow you to strip Cauterize even for a brief moment, if possible. What I like to do is use wall superjump to mess with people's aim, which hopefully will allow me to remove Caut for additional split second and gain a little bit of additional healing before I get Cauted again. Note that the more stacks you have, the longer it takes your Q to self heal you, so adjust your time accordingly.

    Obviously, this ability has far more uses than that. Excluding the obvious uses of this ability offered through your Talents and cards, Rend Soul can be used to burst enemies fairly well.

    When on offense, the perfect scenario to detonate this ability is when you catch enemy in a current of your Soul Orbs. The ideal moment happens when one of your orbs manages to drop enemy's health below 610 (673 with SC), and if you time it correctly, enemy will experience the instantaneous 400 damage your Q deals, and then be hit with one orb that has already been fired that he just can't avoid, dealing lethal damage in a way that he will never predict. Essentially you're turning 400 damage burst into 610 (673 with SC) unavoidable damage, and this is not something people expect Seris to do, especially if you moved towards the enemy in a straight line, like I explained in Soul Orbs section, speeding up time-to-kill even more. This tactic provides most kills of all strategies I use. If you don't need the self-heal, then time it this way, instead of using it as soon as enemy gets stacked 4 times.

    This ability can also be used to finish enemies behind a corner. It's kind of obvious, but it seems that too many Serises prefer to chase enemy into their base instead of pressing Q...

    Last but not least, this ability can show you location of stacked enemies. Not only damage numbers that pop up give you general direction of their location, the character silhouette actually flashes revealed as they get damaged for a split second. It is very useful when you noticed enemy that retreats, but has multiple paths of escaping the situation. If you're on mic you can even use this to inform your Flankers where their easy kill is.

    If you use the abomination that is Agony talent, and proc stun successfully on a flank, then move behind him to force him to rotate his camera before he can shoot you. As he tries to do so, jump to his right or left, depending which direction he rotated his camera (you want to jump opposite direction). If there's a wall nearby, you can even consider using it to jump over him. All of it while still dealing damage to that target. There's no way he's living through that. You reminded him why he should buy Resilience in a more appropriate way.

    Shadow Travel

    On paper, this should be the best escape ability in the entire game. In reality, competent players listen to loud sound effects that will let them locate you super easily, not to mention the first thing you do after your F is RMB 99% of the time, which works as an arrow pointing enemies into your location. And if everything fails for them, people can buy Illuminate, completely shutting this ability down. I swear, buying Illuminate is so efficient and crazy good against Seris. If every flanker in the game actually bothered to buy cheapest item in the game, Seris winrate would drop even lower than it already is. Of these reasons alone, I actually don't bother in making this ability any good via cards.

    Then there's this issue of people who tend to sit in this ability for way longer than they should. If you have crossed that dangerous sightline, if flanker forgot about your existence after your pressed F, if positioning is good enough and there's nothing that can hurt you easily - then you should cancel this ability as soon as possible. Too many Serises let their team die while they hold onto this ability. As I said previously, you can cancel it by pressing it again, or pressing LMB.

    You can actually decloak yourself by using your Spray button as well. This way of decloaking only breaks stealth and not the ability itself - which means you are visible, but still immune to all damage and CC. It can be used as a bait in niche scenarios.

    This ability has huge skill ceiling, contrary to popular belief. There's a lot of nuances and tricks that can make your escapes more successful.

    You need to think about 2 positions constantly whole match. The position you are in, and position you want to end in when you use your F. The second position should still follow the advices of good positioning, but where that position actually is depends on map, composition of both teams, enemy position and their movement, as well as movement speed in your F. If your movement speed is rather low, consider moving closer to your tanks. This also can work as a psychological benefit. If your tank manage to see low health Seris that is using her F to reposition, there's a big chance they will turn back and peel the danger away from your team.

    Best tip for this ability that no ones makes use of for some reason: Use wall superjumps to preserve your momentum. Seris is more "slippy" than other characters, it takes her longer to accelerate after standing still, or strafing left to right. This is also true when you bump into a wall. If there's a platform that you want to jump on, then instead of bumping into it, losing all your speed and acceleration, use nearest wall to jump over it instead. This is especially useful at higher levels of Dark Whisper. Here's comparison in distance:

    This distance might look small, but it often is the difference between hiding behind a corner, surviving successfully, and between dying. Many other characters waste 2-3 levels of their cards to gain such distance advantage. Use your escape smartly.

    Don't forget that it takes exactly 4 seconds for a champion to start regenerating out of combat, which is the exact duration of this ability. You will start regenerating after fully leaving this ability, so consider healing over shooting right after it to make sure you gain full benefits from that regen. A higher IQ strat is to delay your escape as long as possible even if being chased, in order to activate regen while you are in this ability. Do you see why Nether Siphon is put in "bad category" now?

    A tip to enter your escape successfully without dying midcast more often, is to use wall jumps to do a more unpredictable movement that will throw enemy aim off. If a person is a flanker and is very close to you, you can even try to jump over their head and guarantee going into the shadow dimension.

    Your Shadow Travel cleanses all harmful effects when you enter it successfully, including Cauterize. I saw someone suggesting you can use it to cleanse cauterize for your Q ability. Personally, I don't think it is a good combo. If you're in a situation that forces you to press Q after leaving shadow realm, that means you left your F in a position in which you shouldn't be leaving in the first place. Doing this combo makes both of your survivability tools go into a cooldown, which is something you want to avoid at almost all times of playing.

    Someone would counterargument that if I left early and pressed that Q to self heal in an awkward spot, that would let me heal a person that would otherwise die if I were to reposition, right? Well not really. Your Q has 1 second cast time, so you might as well hold onto that Shadow Travel for 1 second longer, being in better position, and then uncloak. Doesn't that make more sense? Your decloak has also 0.5 long animation were you can't do anything, so canceling your F to heal a person 1.5 second late in total doesn't sound like the most profitable way of using those abilities to me.


  • ||


    Seris' ultimate ability. It definitely is the most difficult part of her kit to use.

    It takes a fairly decent amount of playtime on Seris to actually land this projectile in exact place you wanted it to start pulling, so don't worry if you fail to connect it where you wanted when you're starting. The orb is shot from your left side, which can often make it bounce on anything that was situated there close to you, not to mention the orb can bounce of enemies and their shields as well.

    A great tip for this ult, is when you think this is a good moment to activate it, then delay pressing the key for 1 second to think about all counters that can completely negate it, that is, ults, shields, cc reduction/immunity, their escape abilities, etc. This alone will make you ults more successful.

    You can also time your throw just as enemy shield/wall/ult is going down. Enemies tend to get clumped after safety those provide, allowing for an easy wipe. Don't forget some characters have increased shield duration cards, making your ult impossible to time by gut feeling alone.

    The most common practice used is to prefire your orbs at the direction of landing your ultimate in order to guarantee damage confirmation. Seris can deal up to about ~1400 damage on her own before enemy can actually start escaping this ability. Unfortunately, people forget to heal their teammates while they're doing this, and while it is good thing to do most of the time, healing should take priority, even after ulting.

    This prefiring technique is also the most common reason as to why Seris players die right when they ult, and I was one of these players. However, once I learned that Seris can delay this prefiring for up to 1 second, depending on distance, I minimized my deaths to almost 0. If you shoot a distant ult, you can literally hide behind wall for additional 1 second, take time to breathe, and then you can still shoot in a way that will time my orbs perfectly with the pull. It is also more ammo efficient to prefire with a small delay.

    This way, you still can easily hit every enemy caught in the pull for about 5-6 times per enemy, and as they try to run away, detonate your Q for additional 400 damage. If you're using, bleh, Agony, you should press Q as soon as everyone gets hit 4th time, making them clumped together still for longer, allowing you and your team to damage them for even longer.

    As I said, Seris can deal 14 hundreds worth of damage by herself alone, so comboing AoE ults with others is almost completely pointless. Instead of using her ult, Lian can just use her Q and RMB and achieve exact same kill confirmation, Victor can just throw a grenade instead of wasting his ultimate, etc.

    But if you, as in, the one that wants to combo with ally Seris, really want to combo it, then don't press your ult right when you hear "Gather 'round!". Instead, assess the situation and start pressing it only after you see the pull. You have more than enough time to confirm your ultimate damage with the 1.4 second stun it has.

    One bad habit I see players do is to never use their ultimate, they all wait for those highlight worthy six-man(?) pulls. Don't do this. Pulling one squishy, if it allows for an easy kill, is already great value. If you make 5v5 into 5v4, especially if you kill support, is already amazing, fight winning value. As a general rule, if you didn't have any great chance for high man pulls within last 1 min of getting the ultimate, that means enemy is very competent with their positioning and you should focus on pulling 1 or 2 people at best. By the time that minute has passed, you would have another ult anyway, since Seris gets those rather quickly.

    One of the best uses of this ult are: counter-aggression, and point retakes.

    When there's overtime about to proc on point capture, no matter if you try to capture or defend the said objective, people tend to forget about their positioning in order to guarantee proccing that overtime/defending that point. This is the time when they like to group up, and your ult really shines against people that are out of position, and together.

    Try to get into habit of targeting a spot that is outside of the point, as it will allow you to buy more additional time for your team that is respawning, instead of letting enemy pressure point while you're ulting them.

    Another excellent use for your ultimate is to buy some space and time. Simply throwing it at your dying tank or squishy will force people to run away, or get stunned for 1.4 seconds. This allows you to save and heal that ally, and even if that ult did almost no damage nor confirmed any kill, it was already a good ult, even tho your dumb teammates will point out how bad this specific ult was. Ignore them, they don't play Seris as much as some of us do, they're too uninformed and judge value of our ults very recklessly.

    You can also use it to save yourself from flankers, or other threats, like being caught out of position. People say that's a very noob-like tactic, and bad value of your ult. That's because the value of saving yourself with it depends on many different aspects. If you're starting the fight as 5v5 and you see get caught by surprise, or out of position, and you have high amounts of hp, then don't hesitate to ult. You save yourself and also can kill that flank/enemy who caught you, that's a value of 2 people affected in total that turns 5v5 into 5v4.

    However using it after fight is at your advantage even if you die, for example, you are at 4v3 and enemy support is dead, or at very low health, it is not worth doing at all. It is very difficult to assess the situation for ults like these and I am not denying that, and that is something that hopefully improves as you play the character.

    If running Soul Collector, it is also a viable strategy to ult just to gain your stacks. But only if you can guarantee at least 8 stacks.

    The orb has projectile time, and then after it there is 0.5 delay before the pull. So throwing it right under your feet will speed up the pull, and throwing it high in the air delays it.

    Throwing it at your feet allows for the fastest possible pull. The pull will be so quick, Seris won't even have time to finish half of the word "Gaze" before the pull is already done. This is best used when caught in bad position, or when being ambushed by flank, as it allows you to stun them before they can react and escape before the burst damage you're about to take can kill you.

    Throwing it in the air delays it for what is about 3 seconds. The orb will land a little bit in front of you after that time. There are some niche situations when this strategy is actually better than any other use of your ult, for example, if you're the only one alive, and allies respawn or are on their mouns running towards the point as you try to proc overtime, sacrificing yourself in place. You can use that split second of time where you are alive after F to aim upwards and pull enemies with a delay away from the point, allowing for a chance to recapture.

    Probably the best use of this technique that happened to me is in this video from Paladins WTH (R.I.P. this great channel):

    at 0:57, this is me who sent this clip to this channel, doing this tactic with amazing results.

    Now about, the "DON'T"s of this ultimate.

    Don't ult at low health, it never works and you just die.

    Don't ult when everyone else is 100% dead and not respawning soon. You're not going to achieve anything with that ult.

    Don't panic ults. They almost never work.

    Don't ult when attack of payload push is below 1 minute, and especially when it is overtime and you don't have 99.9% chance the push will be successful. even 99.8% chance is not enough of a reason to ult.

    Don't ult when defense of payload push is below 1 minute, and especially when it is overtime. Ulting on overtime/under minute should be only used if they're about to success and get a win from that push, it's better get another chance to cap point even without your ult instead of losing game completely.

    Don't use your F ability to go behind your enemy backline, to ult them from behind. You're loud and easy to counter, and even if you kill 2 people with that ult, you're bound to die right after, and let it be known that enemy team can win even 3v4 if they have support alive and your team doesn't, not to mention you dying is not worth at all if they have spawn distance advantage. Anything you achieve being behind enemy with your ult can be achieved in your own backline, only much safer.


    #(7. Champion-specific Tips)


    This section will be full of short but concise tips and interactions, friendly or not, between Seris and any character, assuming that character has any interaction worth mentioning at all.


    • His reversal can block pull of your Ultimate.
    • If using Agony, interrupting his Reversal is best possible value of that stun.
    • Don't bother using your F after hearing his ultimate if you have roof above you
    • Friendly Andro who uses his ult is top priority for a heal over anything else.
    • Jumping over enemy Andro is generally not as helpful as against other flankers, due to his no aim punch


    • If Ash is not using her Fortress Breaker talent, you can actually shoot her above her shields even at ground level by abusing the cleaving hitbox of orbs.
    • Ash is not CC immune in her ult, you can pull her out of her immunity zone.

    Bomb King

    • You can decloak your stealth by spraying, as mentioned in Advanced Ability Overview, and use your visible immunity as a bait for his Ult.
    • If his ult hit a tank and he starts stacking bombs, try to make your tank full health. Don't bother healing squishy if he is stacking them, however.


    • Your F ability actually does not remove the reveal effect of Cassie's ult upon activation, despite the reveal icon going away.
    • Cassie is CC immune in her ult, she can use it avoid yours.


    • Releasing the Kraken can be avoided simply with your Umbral Gait and Nimble, don't waste your F on it.


    • The key to survive against Drogoz is to find a Roof that will force him fall down to fight you at close range. Don't bother hitting him from afar unless he is literally 1 orb away from dying.


    • If Evie blinked in a way to you saw her initial location, you can rotate the fight so that your orbs pierce her current, as well as initial blink location, always guaranteeing damage, even if she blinks back.
    • If you predict Evie has her ultimate ready for you, stand next to a ledge, and drop down as she casts ultimate on you, this will allow you to F instantly.
    • Otherwise, combination of Nimble + Umbral Gait + Resilience shuts Snow Globe down easily.


    • Agony can be used to cancel his shield hold
    • Timing ult right after his ult ends is super easy and almost always profitable
    • It's pretty much trivial to keep this midget at your arm's length by the use high movement speed


    • If he has Totemic Ward talent, it's your job to buy bulldozer and focus his totem.
    • Try to avoid LoS of your teammates when you're low on health, as he can finish you easily with bounces of his Shocking Pulse. Self healing from Blood Pact helps a lot here.


    • You're actually the best person to look for the place of ulting Imani, with high Dark Whisper you can get to her super easily. If Dragon sees you, cast your F going backwards to trick him into thinking you retreat, instead go forward while you're fully invisible.


    • You can heal through both friendly and enemy Inara's walls with no problem whatsoever, unlike every other support in the game.
    • It is your job to buy Bulldozer and deal with crippling field Inara


    • As much as I would love to have a reliable counterplay for this broken Ult, being in Shadow Travel does not allow you to bodyblock his throw, so don't bother wasting your abilities


    • His dashes cleanse your Q, so against submachine Koga it's best to just detonate your Q as soon as possible.
    • Against claw Koga, position yourself in a way that will force him to use Skewer for biggest advantage in dueling


    • Your F cleanses her ult completely, use freely if you are in a great position anyway


    • Against Makoa, pick build with Umbral Gait. Then, when he ults, throw an orb to proc it, then rotate 180 degrees because running forward is faster than backwards. This should help you survive it if he didn't have his hook available.
    • I need confirmation of this, since I don't have any friendly makoa that I can test it with, but if you manage to place ult on top of his rotund shield, the ult will fall through it right into the ground, pulling the turtle and anyone inside the shield


    • If he is not using Unauthorized Use talent, you can move onto his flare while casting your F. This will remove both burn damage and his Reveal effect for your entire team


    • Talus cannot ult targets that are in stealth nor CC immunity
    • Talus is not CC immune during his ult and thus you can stun him with Agony or your ult
    • You actually don't need to worry about Talus flanking you. If you're in your F, you can be invincible for up to 4 seconds, which usually forces him to rune back to his place with no kill gained


    • Similarly to Makoa, proc Umbral Gait and start running with your back towards him to survive encountering him in melee
    • If running Agony, do not stun him when he is using his F if his F won't kill anybody, as you will just give him a second charge on his jump. Instead, use it right after he landed so he can't follow up to his CC


    • You can bait him into using his ult on you while you're in your F, either by running towards him almost like a nobrainer to cover his vision as much as possible, since he can target invisible targets with his ult, or just Spray and make yourself visible for easier bait. Both ways have their pros and cons.


    • If any of teammates touches Deadzone, instantly cancel the heal. By the time they move away from the no-fun zone, you will have your heal available anyway.
    • Treat ulting Willo similarly to Drogoz, looking for roof that will give you cover and force Willo to get lower to the ground.


    • Remember when I was describing in Ability Overview that ult can pull up to maximum of 5 closest enemies? I did it on purpose. Since Ying's clones count as pullable players, she can save up to 2 of her teammates with them, so keep that in mind before you scream "Hi-Rez!" really loudly as 2 of enemies don't get pulled while being in its range.


  • Wow. This is quite a guide. Thanks for the effort you put into this. The gameplay and strategy notes are really helpful. I wish more guides offered this kind of...guidance.

  • PC

    I'm glad to see how good it looks, really nice job, I'm gonna add some tips to mine (like the fact you can bounce your ult on walls)
    I wish I was able to do such good looking guides, but I'm already making so many guides (we ain't many to make them and since I'm quite flex^^) it would take sooo long to make them all like that
    I'll upgrade them eventually tho

  • Added my thoughts on Seris season 3 changes. I will update the guide after testing them out on the PTS. So far, nothing exciting, wholeheartedly disappointed in no Talent Rework. No 3 stack Agony, which means it is still trash. And with reduced healing Mortal Reach will be the go-to talent 99% of the time, since Soul Collector won't sustain anything anymore. Soul Forge change is promising though.

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