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Kalista Build Guide by Mehazcorpsegas

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League of Legends Build Guide Author Mehazcorpsegas

Kalista, The Spear of Vengance

Mehazcorpsegas Last updated on November 21, 2014
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

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.



Offense: 21

Legendary Guardian

Defense: 9


Utility: 0

Threats to Kalista with this build

Show all
Threat Champion Notes
Malzahar His ult ruins Kalista's mobility, rendering her useless.
Master Yi He can jump onto you and melt you down before you can create space.
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Hi! My name is Mehazcorpsegas and this is my guide on the newest and best champion: Kalista! In this guide I hope to provide you with lots of information you can use to wreck everybody in your games.

This guide is a work in progress as I experiment with Kalista more!

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Pros and Cons of Kalista


-Extremely Mobile
-Great Poke with Pierce
-Amazing Ultimate
-Great Chase Potential


-No Hard CC
-Low Auto Attack Range
-Hard to Master Martial Poise

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Skill Information

Skill Information

Passive: Martial Poise

Rather than cancelling the basic attack animation, a move order hops Kalista in the direction of the click after she completes her attack. Kalista leaps farther when moving away from her target.

Q: Pierce

Kalista hurls a spear, damaging the first enemy struck and adding a stack of Rend. Pierce also procs Martial Poise. If Pierce scores a kill, the spear will continue onward, passing all Rend stacks from the dead target to the next enemy it hits.

COOLDOWN: 8 seconds
MANA COST: 50 / 55 / 60 / 65 / 70
PHYSICAL DAMAGE: 10 / 70 / 130 / 190 / 250 (+ 100% AD)
RANGE: 1450

This ability has high scaling making it very painful for enemies when poking with it. You can also use it to leap over say the wall of dragon pit since it procs your passive.

W: Sentinel

Passive: Soul-Marked—When Kalista and her bound ally attack a minion, monster or enemy champion at the same time, they deal bonus magic damage.

Active: Kalista commands a sentinel to keep watch over an area. The sentinel patrols back and forth in a line 7 few times. Vulnerable to attacks from behind, sentinels see in a cone in front of them and scream if they spot an enemy champion and then follow them for 4 seconds.

COOLDOWN: 30 seconds
PASSIVE (magic) DAMAGE: 12 / 14 / 16 / 18 / 20% of target's maximum health
MAX PASSIVE DAMAGE VS MONSTERS: 100 / 125 / 150 / 175 / 200
RECHARGE TIME: 90 / 80 / 70 / 60 / 50 seconds and a max of two charges
RANGE: 5500

E: Rend

Passive: Kalista’s basic attacks and the spear from Pierce lodge in their target for a short time.

Active: Rend causes her to rip the spears from her enemies, slowing them and dealing increased damage for each spear rent from the target. Rend’s cooldown resets if it secures a kill on an enemy unit. The spears stack infinitely, only disappearing if Kalista fails to keep up her assault.

COOLDOWN: 14 / 12.5 / 11 / 9.5 / 8 instant if rend kills a unit.
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%

R: Fate's Call

Kalista repositions her bound ally next to her, making them untargetable and disabling their spells. During Fate’s Call, Kalista’s Soul-Bound gains a new ability, which allows the Soul-Bound to dash in a target direction, knocking up enemies they strike.

COOLDOWN: 90 / 75 / 60 seconds
RANGE: 1400

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For runes:

9x Attack Damage Marks:

This is just standard AD stuff, no real explanation is needed.

9x Armor Seals:

This armor will help against that early damage your lane opponents put out.

5x Magic Resist Glyphs:

I like to take 5 of these because that magic damage from the enemy support can really put you behind in lane.

4x Scaling Magic Resist Glyphs:

I take these to help reduce the damage you take from the enemy mid laner as the game progresses.

3x Attack Speed Quintessences:

I take these to help out with that slow auto attacking early. These can also save your life because attacking faster means jumping more which can get you out of sticky situations. These also help proc Rend more.

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-As you head to the bottom lane, you'll want to soul-bond with your support.

-Don't use Pierce too much in the early game. The poke it offers is very nice, but it has a high mana cost and if your constantly using it you'll be out of mana quite quickly.

-Rend is a very important skill to have up when you need it. It's got tons of uses and a long cooldown. So don't use it when your lane opponents have just 1 stack of Rend. Its got a 14 second cooldown at level 1 so use it wisely.

-Rend is also able to be used in abundance when farming. It's got a low mana cost and comes instantly off cooldown if you kill something that was rended. So make sure to save it, but still use it if you know its going to kill something and get you that extra cs.

-Sentinel's passive is amazing. Try to coordinate auto attacks with your support to get that extra damage off. Also remember that no matter what, you will always get credit for the kill when Sentinel is proced.

-Sentinel's active is quite nice to have for keeping your lane safe. It's got a long cooldown, so only use it when you or your support have no wards left.

-Try to use Martial Poise whenever you auto or Pierce. It gives practice with the ability and sometimes unexpectedly dodges skills.

-Last of all, don't be afraid to go back. People might think backing will give you a distinct disadvantage, but it can sometimes turn to your advantage. You will come back with a health advantage and items. Usually opponents bot lane will stick around to get that early damage on the turret. It turns out to be next to no damage and they are left with a disadvantage against you.