Seraphine Reshape final version- Artillery Mage/Enchanter Hybrid

This rework keeps the essence of Seraphines kit while giving her viable options for different playstyles but depending on how you build her the kit will move in that direction instead of making problems.. ( Like APC orFull Heal Shield power Seraphine) but make her go rather a higher AP variant with situational utility item ( A moonstone or Staff/Ardent).

A few things to touch:

Passive functionality: Impact from allies and from Seraphine, more solo power less duo power to lower duo lane frustration and make it actually not useless outside of apc.
Seraphine now mostly scales with ability rank ups and her ratios do also.

Has good base stats for a Support but the scaling is kept in check to not feel overtunned

her W gets a revamp that if someone wants to go more enchanter they can focus more on her W rather than to build weird toxic builds with a magelike kit and they be lackluster or just impossible to balance.

E: More catch tool potential lower scaling damage and waveclear output.

R: A few changes but much higher CD and a bit higher impact. Rewards more aggressive plays and set ups.. with R + E to catch out multiple enemies.

Base stats reshape to attune more to AP Mid and Support rather than ADC.

1 Base stats:

Base Armor Lowered to 21 from 26

Base AD increased to 53 from 50 ( was 55 pre nerf)

Mana per level increased to 40 from 25.

MP5 growth from 0.95 to 0.7.

HP per level increased to 96 from 90.

2: Passive : Stage Pressence

Max notes on allies reduced from 4 to 2.

Ally note damage reduced to 20% from 25%

Note duration increased to 7 seconds from 6.

Note AP ratio increased from 4% to 4/5/6/7% AP scaling with ranks 1/6/11/16

Max self note hold increased from 4 to 4/5/6 scaling with levels 1/6/11.

New: Encore now grants maximum self notes once per enemy champion hit. ( 4/5/6 depending on level)

Q: High Note

Range increased to 950 from 900

AOE reduced from 350 to 320 ( A bit larger than Lux E: 310)

Projectile speed increased to 1400 from 1300

Mana cost changed to 90 flat from 60-100.

Base damage increased to 65/95/125/155/185 from 60-160

AP ratio changed to 40/45/50/55/60% AP

Max damage dealt modifier now at 35% HP from 25% HP.

Cooldown changed to 10-5 from 8-6.

Damage amp modifier reduced from 60% to 50%.

W: Surround sound

Move speed bonus on allies besides Seraphine on single cast removed.

Shield AP ratio increased to 30% from 20%

Base Shield lowered from 60-140 to 60-120.

Self move speed bonus AP ratio increased from 2% to 3.5% per 100 AP.

Cooldown changed from 22 at all ranks to 26-19.

Mana cost changed to 80 at all ranks from 70-90.

Heal changed from 3-5% missing hp per ally to 3% + 0.5/0.55/0.6/0.65/0.7% missing hp per 100 AP per ally.

New: When no allies around in the note granting radius ( 800 units) second cast of beat drop has its shielding increased on Seraphine by 30/35/40/45/50%.

New: Double casting Surround sound grants allies 10% + 2.5% per 100 AP bonus move speed

( Old value on double cast: 16% + 4% per 100 AP)

E: Beat Drop

AP ratio lowered from 50% to 40%.

Base damage increased to 80/110/140/170/200 from 70-190.

Disable duration changed to 1.25 sec at all ranks from 1.1 to 1.5.

Minion damage reduced from 70% to 50-70% scaling with rank.

Slow strength changed from 99% at all ranks to 79/84/89/94/99%

Cooldown changed to 10 seconds at all ranks from 11-9.

New: Double casting beat drop increases the projectile width of the second beat drop from 140 to 180. Projectile speed on second beat also increased from 1200 to 1300.

R: Encore

Cooldown increased from 160/140/120 to 180/165/150.

Second cast time lockout reduced from 0.5 sec to 0.25.

Primary cast time still the same 0.5 sec.

Damage increased from 150/200/250 + 40% AP to 150/225/300 + 75% AP

Charm duration changed from 1.25- 1.75 to 1.5 seconds flat.

New: Encore now Interrupts dashes on hit.

New: Encore now cleanses slows and roots from allies hit.

The changes help out both Seraphine Mid and Seraphine support.

The W does not feel useless anymore when maxing but got its stats shifted and the way you use it will correspond with the output the ability has rather than the heal and shield power items. No double cast? no move speed bonus for allies? No AP? lower heal value? No AP? lower shield value. This would push her builds into more Raw AP with some situational moonstone or Ardent/Staff rather than forcing her into a shield bot with full heal+ shield power builds.

Passive: Made less problematic in duo lanes and more impactful in solo lanes. A few new mechanics to help her out in her combos while trading with enemies in solo lanes.. Make her more potent when she commits to a fight.

Q: Buffed up the base damage a bit for support so she feels better when poking down in the lane but made her Q AP ratio scale with ranks so the damage value is tied to the playstyle of her choosing.. Also mostly a midlane buff since APC Sera gets less XP than Mid Sera. Support Sera roughly unchanged or a slight power + change. Poke range increased but radius reduced as compensation.. Projectile speed also increased a bit. A bit higher reach for Seraphine to indulge more into the Artillery Mage/Enchanter champion. Cooldown also increased early to make her more manageable to play against early in the game as she is supposed to scale into late game and not crush you early.

E: A better catch tool. Less damage scaling, less minion clear power ( up until rank 5) but higher projectile speed and width to catch off enemies. Makes it feel super charged when you use it.

R: a few interesting changed to make the ult more impactful and and give it versatility in its use. taken some power from the CC duration later in the game and Cooldown at all ranks in compensation for the gained power.

Base stats: Simple power shift favoring Midlane and Support more rather than APC.
base Armor reduced making her struggle much more early in the game against ADCS, also her health growth increased to rewards her more in the solo lane. Some Extra AD added to help out in her early CS in midlane while slightly reducing MP5 growth to increase her mana per level as her spellcast can come out as quite costly.