Allegiance: Seraphon

Mortal Realm: Ghur


Slann Starmaster (260)

- General
- Trait: Great Rememberer 
- Artefact: Incandescent Rectrices 

Engine of the Gods (220)

Skink Starpriest (80)

Skink Starpriest (80)


10 x Skinks (60)

- Boltspitters & Star Bucklers

10 x Skinks (60)

- Boltspitters & Star Bucklers

10 x Skinks (60)

- Boltspitters & Star Bucklers

10 x Skinks (60)

- Boltspitters & Star Bucklers


6 x Ripperdactyl Riders (280)

6 x Ripperdactyl Riders (280)

3 x Salamanders (120)


Shadowstrike Starhost (180)

Shadowstrike Starhost (180)

Endless Spells

Chronomantic Cogs (60)

Soulsnare Shackles (20)

Total: 2000 / 2000

Extra Command Points: 2

Allies: 0 / 400

Wounds: 110


I’m Rob, I play Seraphon (and soon to be Sylvaneth) on Team Ireland. Barring any major changes, this is my go-to Seraphon list at the moment having tried out a lot of the other lists like Thunderquake, Thunder/Shadow combo, and single Shadowstrike. 

I’ve been playing this list for a while now to good success. I feel it is one of the better Seraphon lists on the scene at the moment. It takes advantage of the main strengths of Seraphon in AoS2: Speed, Control, Summoning power. Its based on a list Carl Martin was running in AoS 1 with a few tweaks.

Artefacts, Command Traits & Abilities

Command Traits

For this list I recommend taking Great Rememberer on your Slann. Ideally he wont be casting anyway so its the only one with any benefit. You’ll be using it to teleport your units into advantageous positions and out of bad ones. Using it to get your salamanders close to high toughness targets is what I find it most useful for.


Artifacts in this list are up for debate based on the current meta. I favor retrices on the slann to keep him alive as long as possible to generate more summoning points. The engine should also have a relic to boost its survivability, either a hit debuff item such as Gryph-feather charm or a defensive one such as ignax’ scales or ethereal amulet, depending on what you typically face. If you face a lot of high rend, then the amulet pulls ahead, vs mortals the same is true of scales. Feather charm is my default pick as it stacks well with the Summon Starlight spell from your priests. However it is becoming a little devalued as more units move to the unmodified 6s model.

For your final artifact I like Light of Dracothian on one of the starpriests for the auto-unbind. With shadowstrile and their already quick move theyll be close enough to be in range.


Pretty standard stuff here, either common to all seraphon lists or mandated by battalions.


Always take a slann. They give you access to summoning, something that is key in seraphon. They can also unbind board-wide. Dont leave home without one.


Great unit at the moment. Either summon a unit or do mortals. Pretty tasty. Makes its points back quickly and isnt too bad in a scrap. Id take two if I had the points.

You will either summon rippers or skinks, based on whether you need more damage output, or more board control. Part of playing Seraphon in 2.0 is understanding what units to summon in what situations. A well-chosen summon can win a game, and always going for the ‘strongest or fightiest’ unit will definately lose you games.


Mandated by the battalion but great for 80pts regardless. Excellent spell, and fast enough to jump onto objectives early. Your primary spellcasters in this list.

Other Units


Your main boys. These guys are super quick and hard to tie down. Honestly the shadowstrike is mainly to buff these guys and the rippers are a bonus. In a lot of missions you can get on objectives t1 with shadowstrike move and their 8″ move plus a run. They give fantastic board control. Just dont expect them to do any damage.


Hard hitters. These guys will clear off units before they can hit back. A unit of 6 does on average 48 wounds before saves. Keep that in mind when chosing your alpha strike targets. They lack rend and are very reliant on the toad buff so keep them in range of it. Picking targets with these guys is key, if anything hits them back they crumble. 3 wounds with a 5+ does not make them very survivable. Also, avoid anything that reflects wounds on successful saves, rippers are all about mass of attacks.


For dealing with anything with a decent save, treelords, stardrakes, etc. Theyll support the rest of your army as their 8″ move lets them keep pace. Be aware of their short range and dont be afraid to summon handlers if your need the extra 3″ in a niche scenario.


Shadowstrike Starhost

The best battalion in the Seraphon book Imo. Buffs your skinks, your rippers, and lets them deep strike outside of 3″. I can not stress how good this is. It is extremely hard to screen against a 3″ deepstrike without giving up major board control. If your opponent tries to protect against the rips by bunkering up, then your skinks run rampant taking objectives. Use it to push your skinks forward early, establishing control of the board, or redeploying them into more advantageous positions. On the plus side, even if you do end up playing Total Commitment, the pregame move applies to the rippers too, so they can get close enough for that early charge.

Magic, Endless & Realm Spells

Chronomatic Cogs

An extra spell for summoning points and reroll saves? Yes please. Cast with one of your starpriests so your slann doesnt have to give up a spell. Allows you to generate 12 points a turn, thats a whole unit of rippers or two units of skinks.


Fills 20 points and is pretty useful for locking down enemy units, letting your skinks run circles around them.

In-Game Guide

This list relies a lot on board clearing and control. Using rippers to clear off blobs allowing your small units of skinks to claim objectives is how you win games. Keep summoning skinks or rippers to clog up the board and screen enemy units. 

For the love of god do not deep strike both ripper units in the same turn. One unit will always have to strike after your opponent and they are far too squishy for that.

Honest Goblin