Kalista Build Guide by
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.
Skill info:Martial Poise (P)
INNATE: Kalista cannot cancel her basic attacks and they will miss if she loses sight of her target before they hit.
If Kalista enters a movement command while winding her basic attack or Pierce.png Pierce, she will drive through that direction when she launches her attack, dashing a short distance. Martial Poise distance scales with Enhanced Movement, and is increased by 25% when dashing backwards.
Additionally, Kalista begins the game with a unique item, The Black Spear.
THE BLACK SPEAR - ACTIVE: Kalista offers a pact to an allied champion. Should they agree, the item is consumed and binds them together, turning the target into a Oathsworn ally for the remainder of the game. Kalista requires an Oathsworn ally to utilize Sentinel.png Sentinel's The Black Spear item.png Soul-Marked and Fate's Call.
Kalista's best "skill" in my opinion. Like a vayne Tumble (Q) but without bonus damage, just better positioning.
Cooldown: 8 seconds ; Cost: 50 / 55 / 60 / 65 / 70 MANA
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 stacks from the dead victim to the next enemy it hits.
Its high scaling makes it very painful for enemies, you can use it for waveclear if you auto attack before, you can use it to harass and to proc your Rend (E).
SOUL-MARKED - PASSIVE: If Kalista and her Oathsworn ally attack the same target within 1.5 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 8 seconds. Damage is capped against minions and monsters.
MAGIC DAMAGE: 12 / 14 / 16 / 18 / 20% of target's maximum health
MAX. DAMAGE VS. MONSTERS: 100 / 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 - revealing them for the duration.
The active effect helps you with vision, similar to Quinn's W or Ashe's E, instead this lasts longer.
The passive helps you winning trades with the considerable amount of damage. Very useful for fargmin in tower range too (using your support, you can deal tons of damage).
PASSIVE: Kalista's basic attacks and Pierce leaving a spear lodged in her target for 4 seconds. There is no cap on the number of spears Kalista can lodge in her target. This passive is unavailable while Rend is on cooldown.
ACTIVE: Kalista rips all spears from nearby enemies, dealing physical damage and slowing them for 2 seconds. Rend's damage is increased by a percentage for every spear beyond the first that Kalista ripped from them.
PHYSICAL DAMAGE: 20 / 30 / 40 / 50 / 60 (+ 60% AD)
DAMAGE PER ADDITIONAL SPEAR: 5 / 9 / 14 / 20 / 27 (+15 / 18 / 21 / 24 / 27% AD)
SLOW: 25 / 30 / 35 / 40 / 45%
If Rend scores a kill, the cooldown is refreshed.
Good for farming, securing objectives as dragon/baron, infinite stacking amount means long term trades are good for you, but Kalista is good at short term trades too.
Fate's Call (R)
ACTIVE: Kalista draws her Oathsworn ally next to her, making them untargetable 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, knocking up all surrounding enemies and landing themselves at their maximum attack range from the target.
Useful to engage, and even better to save your support from sticky situations.