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Kalista
the Spear of Vengeance

Kalista

Passive · Martial Poise

Each of Kalista's basic attacks lets her dash a short distance after the spear is launched.

DamageDurabilityMagicDifficultyMobilityCC
Champion profile (Riot)
  • Damage8
  • Durability2
  • Magic4
  • Difficulty7
  • Mobility8
  • CC8
Counters by laneEach lane has counters + tips
Top

How to play as Kalista

Top: hold CS, run TP or Ghost depending on the matchup.

How to beat Kalista

Top: punish wave-states and ward river/jungle to dodge ganks.

Jungle

How to play as Kalista

Jungle: track Scuttle, gank weak lanes, scale to objectives.

How to beat Kalista

Jungle: ward objectives, never walk blind into brush.

Strong against

No data yet

Weak against

No data yet

Mid

How to play as Kalista

Mid: shove wave fast and roam to side lanes.

How to beat Kalista

Mid: watch for roams and save Flash for the next gank.

ADC
Primary

How to play as Kalista

ADC: kite the frontline, hit the closest tank then the carries.

How to beat Kalista

ADC: stay behind minions and focus the enemy ADC in fights.

Support

How to play as Kalista

Support: keep vision + peel for ADC, build Locket Enchant + Knight's Vow.

How to beat Kalista

Support: dodge hooks/engages, buy Mikael's into heavy CC.

Abilities

Martial Poise

PC
Passive

Innate: Whenever Kalista inputs a movement command during her Basic Attack windup or the cast time of Pierce, she will dash in the target direction. Kalista's dash from Martial Poise will be knockdown by any immobilize or polymorph crowd control, excluding sleep.

The range and speed of Martial Poise are modified by the tier of Kalista's Boots. The base range when dashing from a basic attack is 250;265;280% units. This base distance is reduced when dashing toward the direction of her attack, to a minimum of 150;165;180% units.

The base range when dashing from Pierce cast is increasedIf dashing away from the point of cast, the dash range is reduced, to a minimum of 165;180;195% units.

Pierce

PC
Q

Active: Kalista launches a spear in the target direction that deals physical damage to the first enemy hit.

If Pierce kills the target, the spear continues onward to transfer all of the target's Rend stacks to the next enemy it hits. This can repeat indefinitely until the spear reaches its maximum range.

Cooldown8

Sentinel

PC
W

Passive - Soul-Marked: While Kalista and her ' are tether, their basic attacks and Pierce apply a Soul-Mark to the target hit for 4 seconds.

If both Kalista's and the Oathsworn's Soul-Mark are applied to the same enemy, the marks are consumed to deal magic damage to the target, capped against non-champions. Soul-Mark cannot affect an enemy more than once every few seconds.

Active: Kalista summons a Sentinel that patrols back and forth on a path along the target location, granting sight of its surroundings as it travels.

Cooldown30

Rend

PC
E

Passive: Kalista's basic attacks on-hit and Pierce apply a stack of Rend to enemies for 4 seconds, refreshing on subsequent hits and stacking up to 254 times.

Active: Kalista rips all lodged spears from nearby enemies, consuming all of their stacks to deal them physical damage and slow them for 2 seconds. Each additional spear on the target deals reduced damage. Rend deals 50% reduced damage against epic monsters.

If Rend kills at least one target, the cooldown is reset and Kalista restores mana.

Cooldown10 to 8

Fate's Call

PC
Ultimate

Active: Kalista invokes her to retrieve and hold her Oathsworn for 4 seconds. Kalista cleanse the Oathsworn from all crowd control and renders them invulnerable and untargetable for the duration, and dash them to her over 1 second.

While held, the Oathsworn is vanish and may select a target location to dash to with displacement immunity, ending Fate's Call's invocation and reappearing at the location. If the invocation ends without the Oathsworn selecting a target location, they will automatically do so at maximum range from Kalista's facing direction.

The Oathsworn's dash stops upon colliding with an enemy champion, airborne all nearby enemies for a duration and landing to their base attack range from the target collided with.

Cooldown160 to 120