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Kalista Build Guide by ColdStuff
Kalista Season 8 - The Spear of Vengeance Strikes!
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Threats & Synergies
Ashe is perhaps one of Kalista's hardest counters in lane when she is strong. Martial Poise's dash is slowed by (P) Frost Shot, and her immense power and range can be felt whenever she is meta.
In typical Caitlyn fashion, Kalista gets hard bullied by Kalista in a consistent 1v1 situation. Her immense range as well as fast disengage with (E) 90-Caliber Net, as well as the immense damage available from (P) Headshot. However, Caitlyn is really squishy and her base attack damage is somewhat poor. Spec into the Resolve tree as your secondary tree.
It's really hard to consistently outtrade Draven as Kalista. Going for short, slow trades as well as using Rend for disengage can help. However, getting all-inned by Draven with the help of his support is usually guaranteed death unless you are ahead.
Ezreal's kit revolves greatly around spellcasting, Martial Poise is a great tool for avoiding most harass from Ezreal
Corki is a pushover ADC, but a potent midlaner. Early game is pretty easy, but mid-game after he gets TriForce is a bit harder. Push your lane advantage and kill him quickly
Vayne is quite easy to kill before Level 6 due to her frailty, unfortunately, due to Martial Poise's interactions with invisibility, Vayne has the potential to dodge Kalista's AAs and has immense dueling presence for most of the game. Go for early skirmishes and try to end the game quickly!
Kalista is designed to be a Sivir counter. Easiest lane ever. Dodge (Q) Boomerang Blade with Martial Poise and chase her down with AAs and Pierce if she dares step up to farm.
Aatrox's New Q, The Darkin Blade,is pretty easy to dodge with Martial Poise, especially if you already can mind game the positioning of it. Don't get too close for Q3, and you'll generally be fine.
Ahri functions as a burst mage with Assassin like mobility. Keep her at bay by dodging (E)- Charm and (Q) Orb of Deception.
Akali's stickiness and prowess to insta-delete ADCs still exists within today's world. Your support or some other champion should pin her down so that you can DPS her to death. Play cautiously when she is around.
Alistar's Headbutt-Pulverize combo can be extremely damaging to Kalista in lane as that disrupts a great deal of rhythm that Kalista needs to function as an Attack Damage Carry, while he becomes very kitable after he uses his primary gapclosers be wary of when he wants to go in and look to disengage before he can maximize (W) Trample's stun.
Amumu's (R) Curse of the Sad Mummy makes him quite difficult to deal with as Kalista, as it takes away your ability to auto attack and sets you up for certain death. Stay away from the sad mummy like the plague.
Anivia is rather difficult thanks in part to her excessive slows with her ultimate
Annie has high burst, but this is offset by the fact that Kalista can build defensively in contrast to most other ADCs. Add the fact that she can't really get on top of you without Flash and her rotation is windowed by bursts, and you get this sad kid
Stars, in your multitude... Just dodge them with ease, they are very telegraphed. Watch for his roams from the mid lane early-mid game
Following Azir's rework, Azir provides an esxtremely potent damage profile whilst still remaining a hyper scaling threat. Take care of his dps, range, and all in potential with (R) Emperor's Divide
Bard has rather high damage for a support, especially via auto attacks and Q-Cosmic Binding. Use Martial Poise to evade skillshots and evade damage as well
Martial Poise gives access to better positioning while attacking. This makes you somewhat harder for Blitzcrank to hook you, if he keeps on pushing towards you AFTER he misses his hook; hop, skip, and jump him to death.
Brand is very high damage as both a support and midlaner, and as a result is a very high priority target. He is somewhat shorter range, and his success is primarily determined by whether or not
Braum has extremely high power when it comes to slows and kill pressure, but that is restricted by whether he lands a Q- Winter's Bite or not.
Kalista can duel Camille provided that Camille doesn't land W- Tactical Sweep or E- Hookshot. But the primary threat comes from Hextech Ultimatum, which restricts Kalista's movement to a small space.
Cassiopeia is more difficult due to her relatively high DPS and her ability to ground Kalista with W- Miasma
Cho'Gath is probably one of the easier juggernauts to kite PROVIDED he does not get in range to land Righteous Glory's active or lands Q- Rupture. Kalista can offset his massive single target burst with a couple of health purchases, but this leaves her with lower dps.
Darius is a juggernaut. Kite.
Diana's power is judged primarily by whether or not she killed your midlaner or jungler at level 6, whether she lands Q- Crescent Strike or not, or whether she has enough mana to R- Lunar Rush.
Dr. Mundo is also a juggernaut. Kite, dodge cleavers.
Ekko is similar to Diana, but he has more safety and overall more burst, and the expense of a longer burst window. Watch out for W- Parallel Convergence.
Elise's E- Cocoon is easily dodgeable by Martial Poise. But if she gets on top of you with Rappel, you're pretty much donezo if she has a lead.
Don't let her charm you or you're 100% dead. Buy QSS
While Fiddlesticks isn't particularly that strong per se. The fear in conjunction with various things such as R- Crowstorm and W- Drain can make him a bit of a hassle
Fiora's actually not all that bad too deal with, especially if she has not garnered a lead and you have. While her tendencies to be sticky to Kalista do exist, it's very easy to outplay her if she misses Lunge or Riposte.
Fizz is hard to deal with due to his invulnerability with E-Playful/ Trickster, and high burst. If he lands shark on you, you are done.
Galio is a stickier tank that most, but Kalista can easily hop away from his engages as they are not targetted. Unlike a certain tree.
Gangplank's barrels can easily destroy Kalista with high burst and crits.
Garen is on a kite!
Due to his extremely spammable slow, Kalista will have an extremely hard time running away or kiting from Mini Gnar
Gragas' immense access to a wide variety of CC through his dash, Q and ultimate
Graves' immense burst and marksman capabilities make him quite difficult to fight, especially if he is ahead. He is able to kited, but watch out for that burst!
Hecarim can dive a team easily, but he's not as tanky not has as many defensive tools as many other divers.
Heimerdinger is annoying due to the part fact that you can't push against him. The fact is is that Kalista can provide strong enough engage to kill him. Dodge his rockets and grenade and you should be fine
Illaoi is also a juggernaut. Try to not let her land E- Test of Spirit because you're going to be in a world of hurt
Irelia's rework gave her quite a few tools to reliably reset her Q - Bladesurge, and R-Vanguard's Edge will cripple your ability to fight her. Take care of your positioning so that she can't dive on you easily.
Ivern is cancer incarnate, similar to Janna he has a great deal of protective abilities which make him difficult to chase and engage on
With top-tier disengage, similar to Ivern she has a great deal of protective abilities which make her difficult to chase and engage on
Jarvan IV, when speccing into AD or tank is a nuisance, but he is still fairly manageable. Hop out of R- Cataclysm with Martial Poise and dodge Q-Dragon Strike when he links it with his flag
Jax can easily kill Kalista if isolated, but with a little disenage he becomes a non factor. Still, don't 1v1 him, you have next to 0 ability to kill him
It's not Cannon Form that has the most power to crush Kalista, it's his accursed Hammer Time when he swoops in to smash you. He is fairly difficult to kite, and can quickly burst you down to a pile of armor.
Khada Jhin excels at taking excellent trades through expert management of his 4th shot and precise timing with (Q) Dancing Grenade. Take short trades after he has spent his 4th shot and is busy reloading.
You can just take a big long dump on Jinx, provided she doesn't get a reset because your stupid (insert player) got caught.
Karma's poke is rather strong, watch out for her (W) Focused Resolve and (RW) Renewal as that is a targetted root, the latter of which can be used to cheese heal and is also the longest root in League of Legends. Her kill pressure is fairly low however.
Karthus is boom. Try to not kill him in a place where he can layer the pain. He scales pretty well
Kassadin is of pretty significant danger to Kalista. R-Riftwalk and E- Void Pulse is extremely crippling for Kalista
Kalista can easily get oneshot and crippled by a good Katarina, R- Death Lotus kills Kalista's abilities to fight back adequately due to the GW application and daggers will straight up chunk you, if not remove your healthbar.
Kayle's main weakness is CC. However, more often then not there is another pressing target that needs to be CC'd. Her invulnerability and her ability to DPS down entires teams is matchable only by Twitch and Kog'Maw.
Shadow Assassin Kayn is more problematic to deal with than
Kennen deals high damage, and has a devastating ultimate.
Kha'Zix is a pretty good bug. He has good single target damage and very high burst.
Kindred is too dependent on her Mark collecting minigame to adequately pressure or repel it in any game.
Oof. Kled is an ADC Killer
Kalista can wreck Kog'Maw in lane, look for windows f trading after he has expended W- Bio-Arcane Barrage
LeBlanc is high burst, but her burst is so heavily delayed that she can be relatively easy to deal with. Still as an assassin, and with brief invisibility, you'll have to keep track of her if she snowballs, dodge the chain and you'll be signifcantly better off.
Lee Sin des possess a great many deal of tools to pressure junglers and laners in the early game, but Lee Sin is dependent on gap-closing which Kalista can somewhat ffset with her superiorreposition with Martial Poise. The only sort of semblance of dom with Lee Sin is if he Flash-Rs behind you. Other than that, Cripple can and will Cripple your ability to fight back effectively
Leona possess a ton of CC to kill and lock down Kalista. Use QSS to avoid her CC chain
while Lissandra isn't really that strong. Her kit often sets Kalista up for doom, W- Ring of Frost and R- Frozen Tomb are extremely strong single target cc
Lucian's early game is strong, but his dependence on his power from (Q) Piercing Light can be his ultimate downfall as you can dodge the ability fairly easily early game with Martial Poise and then dance and ram him with spears for a Rend-secured Kill.
Lulu's power against Kalista comes frm the extreme power of E- Help, Pix! in both of its uses (offensively and defensively
All of Lux's burst is weighted on her landing Q-Light Binding, followed by R-Final Spark
With a host of hard cc, resistance to your pitiful basic attacks and immense attack speed slow. You're going to need a miracle by the form of intense peel to survive this monster.
Malzahar's ability to one shot carries under suppression is unparalleled. Build an early QSS and transition that into a Mercurial Scimitar quickly.
Maokai's ability to tank, root and cc you for eternity doesn't go unspoken for.
Miss Fortune is a strong lane bully, and buys lethality, stay in front of your creeps, or mind low health caster minions so you don't lose your health bar if she Q- Double Ups on one of the creeps
Mordekaiser is so easy to kite. Just beware if he gets fed, because that can happen sadly, and then he becomes a bit of a menace with R- Children of the Grave.
Her (Q) Dark Binding should be easy to dodge as it is a very slow ability so you have plenty of time to dodge it, the main issue is her (R) Soul Shackles, because of Kalista's short range she can easily attack her ultimate onto you and it's going to be very hard to escape
Nami has strong heal power and disengage/engage tools, however, a decent portion of her power is concentrated in her (Q) Aqua Prison, and getting hit by that skill shot should be a bit of a rarity
Dodge. If you can't dodge, buy QSS after your core. You'll need it.
Nautilus's host of cc is mostly counterable with exception of (R) Depth Charge. Kite him out and don't get hooked!
You really shouldn't get hit by spears...
Nocturne really sucks, he can block your ulti really easily with his spell shield and then proceed to chop you up with his fear and passive.
Nunu & Willump
ARGH! Dodge before this MOFO cripples your ability to do anything.
Olaf is rather difficult, due to his synergistic ability with [[Righteous Glory]] and Undertow's ability to cripple Kalista, it can be difficult, but Undertow can be easily dodged and if successfully kited, you can laugh your way all the way back to the bank with your sweet 300 gold.
Orianna may dick on most ADCs with her immense AoE burst, but you aren't most ADCs. Due to Martial Poise, you are often too slippery to catch with (Q) Command: Attack or (R) Command: Shockwave. You still must be wary of the ball or else you will get pulsed and thrown about like a puppet.
Curse this Spartan wannabe. Due to his host of targetted cc, binary kit, and host of damage, he is really hard to deal with. Come with your support!
Poppy can cripple Kalista's ability to jump freely.
Quinn can be difficult if she snowballed her lane, but if she's rather even then your primary worry should be whether or not she prioritizes you and whether she lands her Q.
Rakan's entirely skill shot based kit, with delays on both his knockup and
Because Rammus often rolls in faster than you dash and often rushes Thornmail. You'll often do more damage to yourself than you do to him. Build a quick Mercurial Scimitar and pray your midlaner can hopefully chunk him or your support and tanks can peel him off you.
Rek'Sai has a ton of early ganking potential with her tunnels and knockup.
Following the revert in Patch 8.4, Rengar brings a degree of potency in terms f how well he can burst down targets. Critgar, Pengar, and Tankgar have changed significantly. Pengar and Critgar have probably benefited, whilst Tankgar fell a little off the map.
Riven is a high threat champion, and one of the few bruisers that can instantly gapclose to instakill you.
Rumble deals a crap ton of damage if you don't have any MR as he stacks magic pen, respect his harpoon damage, and stay out of his (Q) Flamespitter, and (R) Equalizer
Targetted CC is one of Kalista's biggest banes as a champion
Sejuani's immense host of crowd control makes
Shaco can be one of those champs that feel like a roll of the die.
Reworked Swain brings plenty of threat through the utilization of his passive, and his R. Unfortunately, new Swain feels a bit to clunky to properly utilise in most cases.
Tristana isn't a particularly big problem for Kalista in lane, as Kalista can normally shut her down. Avoid getting smushed by (W) Rocket Jump, and take opportune trades based on her timing with her sticky bomb, and your Rend.
Twitch in his current state will flat out , outdps Kalista in most phases of the game. You will need to be quick and clever with your trades in order to beat this lane.
New Urgot is quite difficult compared to the old one. Dodge his Q and try not to get flipped.
Kalista and Yasuo 1v1ing is like a duel of dashing. You will need to outmanoeuvre his Wind Wall and his dashing to stomp him.
In combat, she fulfills a niche that Lucian and Ashe simultaneously occupy. Highly mobile, and high utility. While Kalista doesn't have the amount of CC on demand Ashe does, or the burstiness of Lucian, she brings unparalleled mobility that can only be matched by a select few high mobile champs, such as Riven or Lee Sin.
Kalista requires knowledge of mechanical nuances, cooperative ability, and the ability to make split-second decisions and high calibre focus on the area between you, your team, and the enemy.
There are a couple of important guidelines though.
[*] The speed of your jump animation scales with your movement speed and attack speed. If either one is reduced, you will jump slowly ( Nami's Tidecaller's Blessing) or wish you were stunned instead ( Nasus' Wither)
[*] The jump frequency scales with your attack speed! The more you auto attack, the more you will jump
The jumprange values are close to:
[*] No boots - 250 units
[*] Boots - 300 units
[*] Berserker's Greaves or other Tier 2 boots - 350 units
That being said, here are the important options for Kalista
Berserker's Greaves- nice boots, very good for beginners to prioritize. Gives you a good chunk of attack speed. These are Kalista's quintessential boots for most games.
Ninja Tabi- Good at negating physical threats whether by auto attacking or casting abilities, good pick up against Graves or Jhin
Mercury's Treads- When there is simply so much CC flying around that it's very hard to dodge.
Boots of Swiftness When you're against Nunu & Willump or Nasus. Gives you nice rotating power too.
Potential Candidates for Additional Items:
Mercurial Scimitar -> This item is heavily prioritized in almost every game. The stats are nifty against all magic damage and crowd control threats that sit in the midlane and the jungle, and enhance your ability to cleanse negative status effects, such as stuns or slows. This item is a must have if you're against a champion such as Malzahar or Skarner. The Quicksilver Sash component is the most important part of the item.
Bloodthirster -> A very nice item indeed, it amplifies your survivability by giving you a shield that is utilized as a hybrid offensive and defensive staple for many ADCs.
Phantom Dancer-> This item is very common to take on Kalista, especially in the Far East and Europe. It amplifies your dueling power and gives you additional attack speed and critical strike chance. I would take it against the likes of Draven, Vayne and Yasuo.
Maw of Malmortius -> This item greatly amplifies your survivability against heavy magic damage burst. The CDR is very nice and the shield is just the icing on the cake, extra combat stats greatly increase the value of this item for Kalista. Take it against your favorite (or least favorite) magic damage nuker, such as Syndra, Diana, Veigar and LeBlanc.
Guardian Angel-> Is Zed making you go poof? Is Talon bming /all chat because you died instantly? Yes? Well buy this, and you'll have a 27% higher chance of killing them instead! Guaranteed!
Death's Dance-> Still instapopping? Death's Dance has you covered, not only is it super effective against AD threats like Zed and Talon, it also gives you the time you might need to survive an AP mage's burst, Timberlake style!
Guinsoo's Rageblade-> a fun item, it's good for end game builds and enables you to stack Rend very quickly and deal a touch of magic damage.
Armor Penetration Itemization
Black Cleaver-> Very useful against teams that are instakillng you, but you still need armor shred.
Lord Dominik's Regards-> Very useful against the likes of supertanks, such as Cho'Gath, Sejuani, Braum or Zac
Mortal Reminder -> Very useful against drain-tanks,healing supports, and lifesteal gods such as Swain, Vladimir, Soraka, or Draven
From then on, it becomes stylistic and contextual, Keystones determine your overall playstyle, but secondary runes dictate your preferences. Triumph is my personal preference, but Overheal is still a viable option. Overheal is probably better against more heavy poke threats like Varus or bursty champions like Graves or Talon. Whereas Triumph is a solid choice for transitioning from a fight to a fight. Presence of Mind is unimportant on most champions, so we won't consider that.
On the Legend side, you can pick between Legend: Alacrity, Legend: Tenacity, and Legend: Bloodline. All three are really nice choices, but most will spec into Legend: Alacrity, you can model your rune choices by the proplayer examples given below.
The final slot is reserved for the Combat Tree of Precision. In general, Coup de Grace is generally the way to go, but there are fringe cases where Cut Down would be better
From then on, it becomes a little more contextual I like Taste of Blood because it synergizes amazingly well with Kalista's excellent early game, and Ravenous Hunter because it grants healing on your abilities like Pierce and Rend. Try some other runes down the Sorcery, Resolve or Inspiration if you're looking to experiment with playstyles.
If you're looking to copy the best pro runes, here is what a collection of them run.
KZ PrAY:Arguably Best ADC of All Time
Precision + Sorcery: Lethal Tempo, Overheal, Legend: Alacrity, Cut Down
Celerity, Gathering Storm
SKT Bang: SKT ADC
Precision + Inspiration: Lethal Tempo, Overheal, Legend: Bloodline, Coup de Grace
Magical Footwear, Biscuit Delivery
SKT Faker: Best Midlaner in the World (?) - has not played Kalista recently
Precision + Domination: Press the Attack, Triumph, Legend: Bloodline, Coup de Grace
Sudden Impact, Zombie Ward
KSV Ruler: 2017 World Champion! (?) - has not played Kalista recently
Precision + Domination: Press the Attack, Triumph, Legend: Alacrity, Coup de Grace
Taste of Blood, Eyeball Collection
Precision + Resolve: Press the Attatck, Overheal, Legend: Alacrity, Coup de Grace
Iron Skin, Second Wind (Iron skin has been removed! Consider a different resolve rune!)
KT Deft: Alpaca Boy (?) - has not played Kalista recently
Precision + Inspiration: Fleet Footwork, Overheal, Legend: Bloodline, Coup de Grace
Biscuit Delivery, Minion Dematerializer
Precision + Sorcery: Lethal Tempo, Overheal, Legend: Alacrity, Coup de Grace
Celerity, Gathering Storm
Precision + Inspiration: Lethal Tempo, Triumph, Legend: Alacrity, Coup de Grace/ Magical Footwear, Biscuit Delivery
Kalista hurls a fast and narrow spear, dealing physical damage to the first enemy hit. If Pierce kills its target, the spear continues onward, transferring all of the dead victim's Rend.png Rend stacks to the next enemy it hits. This can repeat indefinitely until the spear reaches its maximum distance. It both applies and triggers Sentinel, and applies a stack of Rend
Use Pierce to poke from long distances, CS far away while your support is roaming or in base, etc. etc.
Neat Trick! This is pretty rare occurrence, and but you can stack Rend on a neutral monster, such as gromp or krug and continuously reset the camp over with help from Martial Poise if an enemy champion approaches, get the monster low, kill the camp with Pierce and pass all stacks of Rend onto the enemy target. You'll instantly apply a huge amount of Rend stacks and are able to an immense amount of burst.
Another Neat Trick!
Pierce enhances Kalista's mobility outside of combat, as it can trigger Martial Poise when there are no nearby enemies. Use it to hop over narrow walls, such as Dragon or Baron Pit, the wall behind Krugs or blue buff, etc.
PASSIVE: While Kalista and her Oathsworn are near each other, she gains 5/10/15/20/25 attack damage. Additionally, Kalista and her Oathsworn's auto attacks apply Soul-Mark
If both apply Soul-Mark within 2 seconds of each other, the target takes bonus magic damage, capped against non-champions, and cannot be Soul-Marked for 10 seconds. Soul-Mark executes minions below 125 health.
ACTIVE: Kalista summons a Sentinel by her side to scout the target area.
Neat Trick! Use Sentinel to scout Baron and Drake Pit, it's one of the freest forms of vision in the game. (except maybe Hawkshot, or Heightened Senses)
Kalista's basic attacks and Pierce each lodge a spear in her target for up to 4 seconds, stacking up to 254 times. (let's be real, you're not getting to 254 stacks in a teamfight)
If Rend kills a target, the cooldown is refunded, and Kalista gains back 10/15/20/25/30 mana.
Rend composes the vast majority of Kalista's burst, so keep an eye on how many rend stacks you have in the targets you want to DPS and chop up.
Neat Trick! Rend's range is not fixed, it can be extended by attaching a Rend stack on another enemy in the general direction of your primary rend target.
Kalista draws her Oathsworn ally next to her, placing them in Stasis for 4 seconds.
During Fate's Call, Kalista's Oathsworn can click on the target location to dash there, stopping at the first enemy hit, Airborne icon knocking up all surrounding enemies and landing themselves at their basic attack range relative to the target hit.
Most of Fate's Call's power is concentrated into the level that your support is on with you. Communcation will be key into the timing and usage of good Fate's Call
1. Be wary of threats to you.
Where's Zed? Where's Shaco? Where's Twitch? Good ward coverage can help, but it won't really help much if they just ignore all wards because they're snowballing. Stay with your Soulbound or team, coordinate well and be careful. You're the squishiest ADC in League barring Ezreal or Vayne.
2. Please don't dive the back line.
I can't stress it to you enough, you need to kite tanks so that way you can shred through them and hopefully avoid their immense host of CC, which will often defeat the purpose of diving backline, and get you killed which results in an approximate effective damage of 0!
3. Use Martial Poise well
It's more of a mechanical issue than a raw gamesense idea, time your clicks so you get an excellent feeling of what to do what, when and where.
4. Know the individual match-up, and adapt
Often times, you'll be facing a champion that is either weaker Vayne, or stronger Draven than you in the early game. So while you might want to normally go really aggro on Vayne normally, or passively against Draven, individual skill will probably matter a lot. Is the Vayne somehow way better than you in lane? Play a little back and wait for your jungler to come. Is the Draven dropping axes like hell? Play aggro against him. Don't let your ego get to you and be RATIONAL and LOGICAL.
In addition, botlane is a 2v2 lane, don't ever underestimate the power that the support brings within that lane, even if it is a relatively weaker early game support like Taric. Supports can make or break a bot lane, so respect their own damage output.
In general, ranged supports are inferior to melee ones for Kalista, primarily because of the fact that they can't engage as hard with Fate's Call due to their frailty, however, they have an easier time to proc Sentinel than melee ones.
Annie support is fairly uncommon nowadays botlane, but she is an effective engage tool with Fate's Call- Summon: Tibbers or Incinerate.
Brand support brings a bursty, unusual form of botlane in which in most games, Brand will probably out damage you. Use Fate's Call in a 2v2 to protect Brand from an ultimate or CC, or elongate the CC chain he does when he Sear a target afflicted with Blaze. You'll need to primarily play around what Brand does in these situations?
Lulu support is quite good with Kalista, Whimsy in both it's offensive and defensive applications and Help, Pix! help significantly with Kalista's lacklustre late game. Engaging with Fate's Call and Wild Growth can quickly both engage and disengage fights.
Janna support is fair with Kalista, Fate's Call and Monsoon can make for some really nutty plays. It's up to Janna to make tactical decisions with Fate's Call
Karma support is rather bad with poor Kalista. You may establish the dominance in lane with Karma's poke from Inner Flame and Soulflare, but her kill pressure is super low compared to how much damage she deals with Q and RQ, and the MS buff on Inspire and Defiance isn't very useful because Kalista doesn't benefit as much from Movement speed as she does with Attack Speed
Zilean support offers situationally good engage power if he happens to land Double Time Bomb and a very broken ultimate in Chronoshift at the expense of lower utility compared to most supports. Still, if he manages to pull a dime-in a dozen double bomb, a quick Fate's Call can quickly send the enemy team into grey screens.
Thresh support is on paper quite good, you have the extra range on his auto attack so he can apply and trigger Sentinel with relative ease. The problem is his lack of innate tankiness that is supplemented by his passive which is based on time, and his inconsistency in the echelons of solo Q.
Blitzcrank is in the same power point as Thresh, with more raw pick potential as opposed to lower utility and AoE cc. Still Rocket Grab in combination with Fate's Call can quickly pull a backline carry into the direct middle of your team. Offering no possible chance of escape.
Braum is an excellent partner with Kalista, Braum brings decent kill pressure in lane with Winter's Bite and Concussive Blows, given how easily Kalista can stick to her target, in tandem of Braum’s tankiness with Unbreakable and the additional engage power with Glacial Fissure gives high amounts of playmaking potential. Excellent support.
Rakan is an absolute nightmare with Kalista, the immense engage with Grand Entrance and the accessibility of The Quickness in tandem of Fate's Call practically guarantees a Charm + Knock-Up combo that guarantees havoc on both the frontline and backline of any team. Gleaming Quill provides sustain in lane. also Excellent support.
Alistar makes excellent plays in tandem with Kalista. Fate's Call and Pulverize creates a super-hard engage that is both disorienting and effective to set up for time to stack Rend and Trample. Triumphant Roar gives good sustain in lane. Their 2v2 all-in is amazing.
Pyke is a good play-maker and pairs well with Kalista due to his long range engage potential with his hook and her ability to cover him when he's in danger.
Avoid picking with:
Low DPS/ Burst compositions:
utility midlaners such as Karma, most tanks toplane or in the jungle, non-scaling jungle bruisers such as Elise or Lee Sin.
REASONING: Kalista already has mediocre late game DPS as it stands due to her lack of steroids and 90% AA scaling.
INSTEAD PICK: Twitch, Vayne, Tristana
Split pushing compositions:
Tryndamere, Fiora, Zed
REASONING: Kalista likes to force 5v5 with her powerful engage with Fate's Call, splitpushers force her team to play back and waveclear. In the case of midlane assassins, if they group up with their team, then it maybe acceptable with Kalista, but more often then not, it's not going to happen in higher elo, and you're also not playing to a champion's strength.
PICK INSTEAD: Sivir, Caitlyn
Avoid picking against:
Heavy Slow Compositions:
I.E. Nasus, Nunu & Willump, Ashe, Braum, Gragas, Lulu, Singed
PICK INSTEAD: Caitlyn, Vayne, Jinx, Jhin, Twitch
31st of October, 2017 - Spooky edits
7th of November, 2017- Preseason is go.
20th of November, 2017- TLC
6th of December, 2017[/b}- a bit of readability
6th of July, 2018- midseason update