Guides

Soulrift How to Beat Seraphim

The Sun's keeper, time manipulation, and the scroll he hid on Earth — the final published boss.

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Soulrift Seraphim Boss Guide

Seraphim is the tenth and final named boss in the Soulrift roster. His lore completes the cosmos pair: allied with Nebula, he held dominion over stars — most notably the Sun — and could also manipulate the flow of time. He suffered the same fate as Nebula and was absorbed by the same greater entity. Before losing his power, he preserved a fraction of it in a scroll and hid it on Earth, the only planet with life near his star. Drop: Timekeeper’s Sword (+12% movement speed), Angel Wings (longer dashes), and Divine Crown (−20% cooldown), each at Easy 20% / Hard 40%. This page is the dedicated fight. Hub: named bosses. Lore: Lore.

What is confirmed about Seraphim

Based on lore and Update 1.5 Cosmic Expansion:

  • Stars and time theme. Seraphim’s identity is tied to stars and time manipulation. The Divine Crown accessory (−20% cooldown) reinforces the time-manipulation theme.
  • Three confirmed accessories. Timekeeper’s Sword (movement speed), Angel Wings (longer dashes), and Divine Crown (cooldown reduction). The cooldown piece is notably strong for characters like Lumina and Clockwork who depend on rotation timing.
  • Cosmos pair connection. Seraphim and Nebula are narratively linked. Fighting both in sequence may be the intended experience.
  • Final boss in the roster. Seraphim is listed as the last published boss.

Pre-fight

Before the fight begins, Seraphim uses 2 buffed attacks: Orb Scatter and Light Blades. When it ends, text appears on the screen saying “The real fight begins..” a cutscene plays, and Phase 1 starts.

Phase one moveset (100%–50% HP)

The following attacks are used in rotation:

AttackDamageTypeHow it works
Orb Scatter28Single-targetThrows a light orb toward the player that explodes after travelling for a bit, scattering light orbs in every direction.
Light Blades29Affects EveryoneYellow lines appear near the player on the ground, indicating the trajectory of appearing blades. After a short delay, the lines disappear and the blades shoot out along those paths. The only safe spots are the gaps in between.
Smite30Single-target/AoEAfter an audio cue and a small delay, Seraphim raises his hand and surrounds the area near him in a pillar of light, simultaneously creating a shockwave you have to jump over.
Guiding Orb29Single-targetSeraphim turns into a white orb that circles around the player, before stopping and dashing toward the player’s location. Avoid it by dashing to the side of its trajectory.
Spears of Light29Single-target/AlternatesSeraphim creates 4 light spears that surround the target, following the player’s movement. All four spears shoot toward the center of the target’s position. The only way to avoid them is to dash through the gaps between the spears as they fire.
Entrapment Beams29Single-targetSeraphim traps the player between two beams of light that rapidly close in from both sides, leaving only a small gap in the center. Stay within the gap to survive.

Phase two (below 50% HP)

All abilities of Phase 1 are still present, but all of them are buffed. Additionally:

AttackDamageTypeHow it works
Time Stop28Focuses on one personTime briefly stops as orbs begin appearing around the player at alternating distances. Once time resumes, the orbs fly toward the player in a circular pattern. Move between the orbs to avoid the attack.
Guided Beam20Focuses on one personA beam appears in the center of the arena while orbs begin shooting outward from it. After a short delay, the orbs reverse direction and travel back toward the beam along the same paths they came from.
Smite (Phase 2)—Affects EveryoneThe Pillar of Light is larger and the shockwave travels outward faster.
Spears of Light (Phase 2)—Single-target/AlternatesThere is now an extra spear (5 total), and they shoot forward faster.

After he gets to half HP, music changes and the boss stops moving for a moment — that is when phase 2 begins.

Hardmode-Exclusive Attacks

Hardmode adds additional challenge but specific attacks are still being documented. The core strategy remains the same: watch for telegraphs, dash through gaps, and survive the increasing attack density.

Special Last Stand interaction

Seraphim has a confirmed Special Last Stand interaction with Clockwork. When Clockwork enters Last Stand while Seraphim is at 25% HP or less, a unique lore moment triggers — the shared fate of the cosmos pair connects both characters mechanically. This confirms the narrative connection between the cosmos pair and Clockwork’s special role in the lore.

Lore and Backstory

Nebula’s ally, where she held dominion over moons, he held dominion over stars. The most famous one? The Sun.

Seraphim kept control over the flow of time. But just as Nebula was absorbed, he too suffered the same fate from the same entity.

But Seraphim was no fool. In the final moments before his power was stripped away, he stored a fraction of his power into a scroll, storing it into the lowest depths of the only planet with life next to the Star. Planet Earth.

Drops

AccessoryEffectEasy / Hard
Timekeeper’s Sword+12% movement speed20% / 40%
Angel WingsLonger dashes20% / 40%
Divine Crown−20% cooldown20% / 40%

Divine Crown is the notable drop — cooldown reduction on any character changes rotation timing. Lumina’s long cooldowns become more manageable. Clockwork’s immunity and haste windows compress. This is an A-tier accessory for supports and burst characters alike.

Strategy notes

Seraphim is the end of the published roster. Approach him after other bosses are cleared and accessories are filling slots. The lower drop rate (20% / 40%) means more runs. Divine Crown is worth targeting for any character with meaningful cooldowns.

  • Name the beam charge. When Seraphim lifts, get to a flank immediately.
  • Phase two is the wipe point. Below 50% HP, the attack density increases significantly.
  • Clockwork’s Special Last Stand confirms the lore connection to the cosmos pair.
  • Entrapment Beams — watch for the gap and stay in it.
  • Spears of Light — dash through the gaps between spears, do not try to outrun them.

What Seraphim teaches

  • Late-game build optimization. Divine Crown changes cooldown-dependent rotations.
  • The cosmos pair narrative with Nebula is the thematic throughline of the final tier of the roster.
  • Time-based mechanics reward patience and reading charge animations.

Scripts on scripts. When Update 1.6 Reunion adds content, this page updates. Confirm live data in Soulrift.

Frequently Asked Questions

Frequently Asked Questions

Quick answers for Soulrift players.

What does Seraphim drop?

Timekeeper's Sword (+12% movement speed), Angel Wings (longer dashes), and Divine Crown (−20% cooldown). All at Easy 20% / Hard 40%.

Is Seraphim the final boss?

Yes — he is the tenth and last published boss in the Soulrift roster.

What is the cosmos pair?

Seraphim and Nebula. They share a lore connection — both were absorbed by the same greater entity.

Which accessory should I prioritize from Seraphim?

Divine Crown (−20% cooldown) is the strongest drop, especially for Lumina and Clockwork.

What are Seraphim's phase transitions?

Pre-fight: Orb Scatter and Light Blades. Phase 1 (100-50%): standard attacks. Phase 2 (below 50%): buffed attacks plus Time Stop and Guided Beam.