

Kalista vs Seraphine Counter Pick
Matchup Summary
What the Data Means
Kalista posts 42.4% from a 366-game sample on patch 16.13.1, which grades Hard. The gap is wide enough that the pick is worth avoiding rather than optimizing around.
- No range advantage to lean on. Both champions attack from 525, and Stage Presence temporarily pushes Seraphine’s next basic attack past that whenever she casts near allies.
- Mixed damage breaks the build. Seraphine’s damage profile is split between physical and magic, so the headline defensive stat on the other side, 112.4 armor at level 18, answers only part of what arrives.
- Movement control beats a lunge. Beat Drop impairs movement in a line, and Martial Poise depends entirely on being able to move during an attack wind-up.
The compounding factor is Stage Presence double-casting every third basic spell, which turns the Surround Sound shield and heal rotation into far more effective health than 570 base and 2,185 at level 18 would suggest. Kalista’s damage is entirely physical and entirely dependent on accumulating spears for Rend, so an opponent who removes health from the equation counters the way she kills rather than the numbers she has. Trades belong before Surround Sound is available, and Fate’s Call is better used to pull an ally out of a landed Encore than to start a fight. The cast-order rules are on the Seraphine champion page.
FAQ
No — current data marks this as a counter matchup: Seraphine has the statistical edge. Kalista wins 42.4% of the recorded games.
42.4% from Kalista's perspective, measured on patch 16.13.1.
366 ranked games at Emerald rank and above, across all regions.
The current Kalista build — items, runes and skill order from the same data set — is on the Kalista build page.