Kalista General Guide by iLLUMINATIMouse
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
Threats to Kalista with this build
|Vayne||Vayne is an auto attack based champion. Meaning kalista ha's nothing to dodge (Not letting her utilize her passive to the maximum)|
Introduction (Who am I?)
Hello everyone . I'm yoshimitsu . I main adc in daimond 5 . With the exprince of over 4k games in rank with marksman . And over all playing for 4 years now.
I decided to make this guide , From seeing the lack of knowledge in solo on kalista .
So let's get to it ! :)
Getting to understand kalista .
My definition for kalista:
"Kalista is A mobile marksman , With A big Versatile Kit of Arsenal "
Basically meaning the more attack speed and mobility (AKA move speed) The "beast-yer" you will get.
While other might argue ... I feel there is no counter for kalista Atm.
The only thing she does have is champions she is better against , And some she is less.
An importent thing to note . Kalista is mustly not A very good 1vs1 skirmisher.
Since In must cases kalista would not have any Critical strike chance .
She could , But it's not always recommended.
A good example of A 1vs1 where kalista in around 25 min aganst An enemy adc , After the 2 outer torrents will be destroyed . On A fed kalista you would probbly have by now A the bloodthirst and A Runaan's Hurricane , And on must adc ... An Infinity Edge And A Statikk Shiv/ Phantom Dancer , Even tho she could some times out damage the other adc it is very unlikely ... Of curse in some cases sorten adc like Ezreal, Corki and other skill shot based could be outplayed Utilizing Martial Poise .
INNATE: Kalista cannot cancel her basic attack wind-up except by selecting a new attack target who's in range; and her attacks will miss if she loses sight of her target before they hit.
THE BLACK SPEAR - ACTIVE: Kalista hurls The Black Spear at an allied champion, beginning a ritual that takes a short duration. During the ritual, both Kalista and her target are unable to act and the target will perform their death animation. Upon finishing the ritual, the target becomes Oathsworn for the remainder of the game. Kalista requires an Oathsworn ally to utilize Sentinel's The Black Spear Soul-Marked, and Fate's Call.
If Kalista enters a movement command while winding her basic attack or Pierce, she will drive through that direction when she launches her attack, dashing a short distance. Martial Poise's range scales with boot tiers, and is increased by 25% when dashing backwards (the amount of speed Kalista has does not affect the distance). (Taking away from Lol wiki) .
This basicly ha's both A passive and A negative Attribute .
No abilty to cancle An auto attack after casting it , While missing an auto attacks on A non sighted enemy.
While still getting this great mobilty power from auto attacking and moving .
The Black spear basicly could also go either way , Since you could have A good/bad support that could be there for you Or not :/
Pierce RANGE: 1200 COST: 50 / 55 / 60 / 65 / 70 MANA COOLDOWN: 8
ACTIVE: Kalista hurls a fast and narrow spear, dealing physical damage to the first enemy struck.
PHYSICAL DAMAGE: 10 / 70 / 130 / 190 / 250 (+ 100% AD)
If Pierce scores a kill, the spear will continue onward, passing all Rend.png Rend stacks from the dead victim to the next enemy it hits
Sentinel RANGE: 5000 COST: 25 MANA COOLDOWN: 30 RECHARGE TIME: 90 / 80 / 70 / 60 / 50
SOUL-MARKED - PASSIVE: If Kalista and her The Black Spear item.png Oathsworn ally attack the same target within 2 seconds of each other, the target will take additional magic damage equal to a percentage of their maximum health. This effect cannot occur on the same target for 6 seconds. Damage is capped against minions and monsters. Soul-Marked will execute minions with 125 health or less.
MAGIC DAMAGE: 12 / 14 / 16 / 18 / 20% of target's maximum health
MAX. DAMAGE VS. MONSTERS: 75 / 125 / 150 / 175 / 200
ACTIVE: Kalista commands a soul sentinel to the target location within range, gaining sight in a ~450-length cone in front of it. The sentinel's sight is obstructed by terrain and brush. Upon reaching the target location, it will return to a point within ~1400 units of cast location. The sentinel will perform a total of 7 laps, including the first two lengths. The sentinel is vulnerable from behind and will die if attacked twice by an enemy champion or once by a tower. If the sentinel spots an enemy champion it will scream and stalk them for the next 4 seconds - Jens Ingels LoL- Sight1 revealing them for the duration.
Kalista stores a charge of Sentinel every few seconds, and can store up to 2 charges.
Rend COST: 40 MANA COOLDOWN: 14 / 12.5 / 11 / 9.5 / 8
PASSIVE: Kalista's basic attacks and Pierce.png Pierce leaves her target speared for 4 seconds. This passive is unavailable while Rend is on cooldown.
ACTIVE: Kalista rips all spears from nearby enemies, dealing physical damage and Slow icon slowing them for 2 seconds. Spears beyond the first deal reduced damage.
PHYSICAL DAMAGE: 20 / 30 / 40 / 50 / 60 (+ 60% AD)
DAMAGE PER ADDITIONAL SPEAR: 10 / 14 / 19 / 25 / 32 (+ 20 / 22.5 / 25 / 27.5 / 30% AD)
SLOW: 25 / 30 / 35 / 40 / 45%
If Rend scores a kill, the cooldown is refreshed and refunds 20 mana for each target killed, up to 40 mana.
Fate's Call RANGE: 1200 COST: 100 MANA COOLDOWN: 90 / 75 / 60
ACTIVE: Kalista draws her The Black Spear item.png Oathsworn ally next to her, vanishing them and disabling their spells for 4 seconds. Kalista's Oathsworn ally must be within 1400-range to cast Fate's Call.
During Fate's Call, Kalista's Oathsworn can right-click a target location to dash there, stopping at the first enemy hit, Airborne icon knocking up all surrounding enemies and landing themselves at their maximum attack range from the target.
Best combos support for kalista
Kalista works well with
I put A number from 1-5 On the left side of each support to define how good he/she works with kalista . 1 Is bad And 5 is excellent :
(5) Thresh (5) Morgana (4) Braum (4) Soraka (5) Sona (4.5) Blitzcrank
Items utilization :
Kalista as said before excels the must with attack speed And mobility , However this goes with out saying , Damage and critle strike chanse Are importent as well.
And in the end ... The only argument I ever see coming in to kalista builds is :
Blade of the Ruined King or The Bloodthirster?
Blade of the Ruined King means more stacks of rend , While dealing less damage with your rend . Auto attacks are stronger.
While The Bloodthirster: Gives you the bonus physical damage and life steal , Some what of A shield And must impotently scales best with your rend .
The rend scales with Ad . In my game style I prefer BT , Since it gives you the physical to scare enemys with your rend stacks and rest it's cooldown.
However lately I saw meany kalista player , Don't have an issue with this dilemma since they just build both . It's legit and it changes from player too player . I would must likely build this when it's situationally needed (Against A massive poke comp or A hp tank Gragas )
Source : http://leagueoflegends.wikia.com/wiki/Kalista
Introduction to Skill Sequence
Skill sequence with kalista are pretty hard to hit , And yet there are does that are much easier to hit .
The combos that kalista usely use in must cases are based on around her E.
Hiitting an enemy gives A stack of rend on A target lasting A sorten time before disapering or being poped by kalista. Meanning auto attack A single champion And rending does more damage based on the amount of rend stacks on the target , If the enemy unit dies when using rend , The rend cooldown is rest , Giving kalista the abilty to keep on going and using this skill As li
The 8 inner gates of kalista. (Skill Sequence)
GATE 1 : Gate of Opening :
At the start of Level 1 , Put A point in E Rend . Use 2 to 3 stack on A minion (Untell you reach the sweet spot*) and auto attack A near by champion .
Standing close enough to both of the rending enemy use Rend , Killing of the minion and dealing damage and slowing your enemy. Pushing the lane fast enough get level 2 by killing off the enemy melee minions .
*Sweet spot : The amount of rend stacks needed to kill A sorten unit .
GATE 2 : Gate of Healing :
Once reaching level 2 put A point on Pierce , Using it's momentum with the
passive Martial Poise to move kalsita close to the enemy while auto attacking and gaining Rend stacks on them.
As your support should be able to enage and put the enemy target in A crowed control stat.
Once reaching the sweet spot with your rend , Use rend to finsh off the target. If you some how missed The kill this gate is still open and This can go two ways :
1.You could use Rend stacks on A minion getting it low enough and using your q to peirce through the minion. If succeeding allows you to transfer all the stacks on the enemy minion to the enemy champion .
2. Hitting A minion behind , Giving you A safe enough free Rend stacks to secure Rending the enemy champion with even 1 stack of rend.
GATE 3 : Gate of Life :
Once leveling your w Sentinel , Every auto attack you and your support hit on the same target , Will get A pretty big damage off of your lane opponents health as A % of there max health as magic damage .
At this point must match ups kalista faces now all turns to A skill match up, Manning , If you aren't getting ganked , There is no excuse for losing . Weather it's you getting Caught and cced or You mistaking in the lane , If non of the above happened you should always come out on top.
GATE 4 : Gate of Pain :
This gate opens once the user reached he's BF . At this point your over-all damage is increased , But is still not at it's max for the lanning phase . B. F. Sword allows you to secure enemys with your rend A whole lot easier as well as champions and Objectives such as dragon (Later on baron And random buffs] .
GATE 5 : Gate of Limit :
This is your over-all strongest Damage spike on A reasonable snowballing lanning phase.
Finishing Berserker's Greaves and having A B. F. Sword allows you to maximize your utilization of kalsita's kit... Being always on the move and Allowing you to greatly increase the pusher on your lane opponents. By this point you should be level 6 . Using kalista ult you could engage fairly easy with A good support you should be able to feast on your lane opponents quit easily. After your suuport shots himself at the enemy , Start auto attacking them and reaching A sweet spot on either one of them .
GATE 6 : Gate of View :
This gate opens once you have bought your Runaan's Hurricane
Not only giving you multiple Rend stacks on different enemys , Give your support move targets to auto and applying damage from Sentinel. One of the greatest bounces of this item is The attack speed bouns allowing you to jump fast and more frequently, Making you A real hard target for skill shots.
At team fights Use your ult to quickly get your support at your side protecting you , This requires A lot of practicing , Thinking is impotent at this stage , As easliy as you can get kill, You could also kill your self or your support.
GATE 7 : Gate of Wonder :
This gate is you Reaching out your full Potential with kalista , Reaching your core items or full build , You should be able to kill every target you choose , If built right .
However this gate is not about you getting stronger , But understanding why you should never get caught at this point , As it maybe be elementary not to get caught At all, Kalista I feel is even A stronger factor in your team , That should never get caught.
Depending on your experience with kalista consider getting A Quicksilver Sash or Banshee's Veil or even A Guardian Angel , But for my exprince , Only on very rare octions i got A defensive Item , For the simple Reason : Kalista is A very elusive marksman.
Getting that last hyper-carry item make her A complete monster at late game .
GATE 8 : Gate of Death :
This is what I belive is kalista highest point in the game . An exprince kalista would be able to take risks that would make her rank as the must elite adc in this game ATM.
I could keep typing about how this works , But I much rather give an example .
One of my best games with kalsita still early phases of learning her, I was able to open all 7 gates . And at this point I felt invinceble , My score was about 24/0/12 fullty built from 28:00 min in already .
I came A cross A station where I had to choose Beetwen fighting there whole team with my support , Or playing in safe t'ill the end . I choose to fight , As I was pounding at my enemys I realized I could get A pentakill , Greed overwhelem my jugment and I ended up auto attacking the enemy Rammus under the enemy nexus towers . I've died , But won the game .
in conclusion : If you're like me , Always try to control yourself , Not to get carried away with this champion .
Inspired+source by http://naruto.wikia.com/wiki/Eight_Gates.
A video of me and my duo partner showing you the basics.
This video will just go through the basics , Of timing, Skill sequence and damage spike .
However take in too consideration this video is not yet very detailed in all the basic
elements. I will keep this guide up too date with different videos and new information regarding kalista's changes or new discovers :)
Credits And sources .
Thanks to the Lordness my duo partner :)