

Seraphine vs Lux Counter Pick
Matchup Summary
What the Data Means
Two control mages with similar silhouettes, and the small details decide it. Lux reaches 550 units to Seraphine’s 525, opens with a bind rather than a slow, and finishes with Final Spark, a beam that damages everything in its path and triggers her passive. Seraphine wins 46.5% from 288 tracked matches on patch 16.13.1, graded Hard, and the deficit is built out of three small advantages rather than one large one.
- Light Binding roots up to two enemies at once, and Seraphine owns no dash with which to break the follow-up.
- Illumination charges a damaged target so the next attack detonates it, adding damage that costs no mana.
- Prismatic Barrier shields on the way out and again on the way back, blunting the poke High Note is meant to build.
Defensively the two sit close: 580 base health and 21 armor for Lux against 570 and 26, ending at 2,263 and 109.4 versus 2,185 and 97.4. Lux deals pure magic damage while Seraphine’s is mixed, so an early magic resistance item on a 30 base is a cleaner purchase than anything available in the other direction. Footspeed is level at 330, both pay Mana for their casts, and Lux’s 54 base attack damage against 50 is the sort of margin that decides an early trade neither wants to lose. Execution reads 5 against 0, meaning the losing side is also the simpler one to pilot and the deficit is positional.
FAQ
No — current data marks this as a counter matchup: Lux has the statistical edge. Seraphine wins 46.5% of the recorded games.
46.5% from Seraphine's perspective, measured on patch 16.13.1.
288 ranked games at Emerald rank and above, across all regions.
The current Seraphine build — items, runes and skill order from the same data set — is on the Seraphine build page.