ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T1 Rank #19

Kalista ARAM Mayhem Build & Best Augments

Kalista role and playstyle: baseline role is AD support, with a core identity built around teamfight utility and damage output. E often defines catch potential, mobility, or poke control. Hextech augment reliance: High: this champion depends heavily on the right augments to unlock peak damage or survivability. Execution difficulty: Execution varies by matchup, but positioning and cooldown discipline remain important. For an English ARAM Hextech Mayhem audience, this positioning supports SEO-friendly champion pages focused on best augments, build direction, teamfight role, counters, and practical playstyle guidance.

Kalista Kalista the Spear of Vengeance Mage / Marksman / Support
TierT1
Rank#19
Win Rate53.58%
Pick Rate0.44%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

#1
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

Runaan's Hurricane Runaan's Hurricane Runaan's Hurricane
Total Price
2,650
Price
850

+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Wind's Fury Attacks fire bolts at 2 additional enemies near the target. Each bolt deals physical damage and applies On-Hit effects.

Win Rate42.15%
Pick Rate11.31%
#2
The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

Runaan's Hurricane Runaan's Hurricane Runaan's Hurricane
Total Price
2,650
Price
850

+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Wind's Fury Attacks fire bolts at 2 additional enemies near the target. Each bolt deals physical damage and applies On-Hit effects.

Win Rate48.67%
Pick Rate10.56%
#3
The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

Runaan's Hurricane Runaan's Hurricane Runaan's Hurricane
Total Price
2,650
Price
850

+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Wind's Fury Attacks fire bolts at 2 additional enemies near the target. Each bolt deals physical damage and applies On-Hit effects.

Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

Win Rate44.30%
Pick Rate3.93%

Situational itemstop 12

Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

49.88%
The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

47.90%
Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage

47.85%
Runaan's Hurricane Runaan's Hurricane Runaan's Hurricane
Total Price
2,650
Price
850

+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Wind's Fury Attacks fire bolts at 2 additional enemies near the target. Each bolt deals physical damage and applies On-Hit effects.

47.42%
Bloodthirster Bloodthirster Bloodthirster
Total Price
3,400
Price
325

+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.

54.45%
Lord Dominik's Regards Lord Dominik's Regards Lord Dominik's Regards
Total Price
3,300
Price
550

+35 Attack Damage +35% Armor Penetration +25% Critical Strike Chance Giant Slayer Deal up to 15% bonus damage against champions based on their bonus Health. Maximum damage bonus reached at 1500 bonus Health.

50.00%
Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.

53.97%
Yun Tal Wildarrows Yun Tal Wildarrows Yun Tal Wildarrows
Total Price
3,100
Price
850

+50 Attack Damage +40% Attack Speed +0% Critical Strike Chance Practice Makes Lethal On-Attack, gain Critical Strike Chance permanently up to 25%. Flurry On-Attacking an enemy champion, gain +30% Attack Speed for 6 seconds (30 second cooldown). Attacks reduce this cooldown by 1 second, increased to 2 seconds for Critical Strikes.

51.81%
Mortal Reminder Mortal Reminder Mortal Reminder
Total Price
3,000
Price
150

+35 Attack Damage +30% Armor Penetration +25% Critical Strike Chance Grievous Wounds: Dealing physical damage applies 40% Wounds to enemy champions for 3 seconds.

45.00%
Rapid Firecannon Rapid Firecannon Rapid Firecannon
Total Price
2,650
Price
850

+35% Attack Speed +25% Critical Strike Chance +4% Move Speed Sharpshooter Your Energized Attack deals 40 bonus magic damage and gains 35% bonus Attack Range.

46.20%
Kraken Slayer Kraken Slayer Kraken Slayer
Total Price
3,000
Price
325

+45 Attack Damage +40% Attack Speed +4% Move Speed Bring It Down Every third Attack deals bonus physical damage On-Hit, increased based on their missing Health.

45.10%
Statikk Shiv Statikk Shiv Statikk Shiv
Total Price
3,000
Price
625

+40 Attack Damage +45 Ability Power +30% Attack Speed +4% Move Speed Electrospark Your Energized Attacks fire chain lightning, applying On-Hit effects and dealing magic damage to nearby targets. Electroshock Basic Attacks grant extra Energized stacks.

48.49%

Starting items

Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

55.05%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

55.05%
B. F. Sword B. F. Sword B. F. Sword
Total Price
1,300
Price
1,300

+40 Attack Damage

45.32%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

54.68%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

54.68%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

54.68%

Core items

#1
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.

Guinsoo's Rageblade Guinsoo's Rageblade Guinsoo's Rageblade
Total Price
3,000
Price
1,025

+30 Attack Damage +30 Ability Power +25% Attack Speed Wrath Attacks deal 30 bonus magic damage On-Hit. Seething Strike Attacks grant +8% Attack Speed for 3 seconds. (stacks 4 times). While fully stacked, every third Attack applies On-Hit effects twice.

Win Rate57.37%
Pick Rate33.51%
#2
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.

Runaan's Hurricane Runaan's Hurricane Runaan's Hurricane
Total Price
2,650
Price
850

+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Wind's Fury Attacks fire bolts at 2 additional enemies near the target. Each bolt deals physical damage and applies On-Hit effects.

Win Rate58.50%
Pick Rate16.36%
#3
Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.

Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

Guinsoo's Rageblade Guinsoo's Rageblade Guinsoo's Rageblade
Total Price
3,000
Price
1,025

+30 Attack Damage +30 Ability Power +25% Attack Speed Wrath Attacks deal 30 bonus magic damage On-Hit. Seething Strike Attacks grant +8% Attack Speed for 3 seconds. (stacks 4 times). While fully stacked, every third Attack applies On-Hit effects twice.

Win Rate57.58%
Pick Rate6.67%

Situational itemstop 12

Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.

56.89%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

56.92%
Guinsoo's Rageblade Guinsoo's Rageblade Guinsoo's Rageblade
Total Price
3,000
Price
1,025

+30 Attack Damage +30 Ability Power +25% Attack Speed Wrath Attacks deal 30 bonus magic damage On-Hit. Seething Strike Attacks grant +8% Attack Speed for 3 seconds. (stacks 4 times). While fully stacked, every third Attack applies On-Hit effects twice.

56.98%
Runaan's Hurricane Runaan's Hurricane Runaan's Hurricane
Total Price
2,650
Price
850

+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Wind's Fury Attacks fire bolts at 2 additional enemies near the target. Each bolt deals physical damage and applies On-Hit effects.

57.15%
Terminus Terminus Terminus
Total Price
3,000
Price
1,100

+30 Attack Damage +35% Attack Speed Shadow Attacks deal 30 bonus magic damage On-Hit. Juxtaposition Alternate between Light and Dark Attacks against champions: Light Attacks grant Armor and Magic Resist for 5s. Dark Attacks grant +10% Armor Penetration and Magic Penetration for 5s.

57.71%
Wit's End Wit's End Wit's End
Total Price
2,800
Price
550

+50% Attack Speed +45 Magic Resist 20% Tenacity Fray Attacks deal bonus magic damage On-Hit.

56.43%
Bloodthirster Bloodthirster Bloodthirster
Total Price
3,400
Price
325

+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.

56.72%
Jak'Sho, The Protean Jak'Sho, The Protean Jak'Sho, The Protean
Total Price
3,200
Price
650

+350 Health +45 Armor +45 Magic Resist Voidborn Resilience After 5 seconds of champion combat, increase your bonus Armor and Magic Resist by 30% until end of combat.

58.07%
Kraken Slayer Kraken Slayer Kraken Slayer
Total Price
3,000
Price
325

+45 Attack Damage +40% Attack Speed +4% Move Speed Bring It Down Every third Attack deals bonus physical damage On-Hit, increased based on their missing Health.

55.77%
The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

51.76%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

57.41%
Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage

57.34%

Starting items

Dagger Dagger Dagger
Total Price
250
Price
250

+10% Attack Speed

56.81%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

56.81%
Dagger Dagger Dagger
Total Price
250
Price
250

+10% Attack Speed

56.83%
Vampiric Scepter Vampiric Scepter Vampiric Scepter
Total Price
900
Price
550

+15 Attack Damage 7% Life Steal

56.83%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

53.52%

Core items

#1
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

Runaan's Hurricane Runaan's Hurricane Runaan's Hurricane
Total Price
2,650
Price
850

+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Wind's Fury Attacks fire bolts at 2 additional enemies near the target. Each bolt deals physical damage and applies On-Hit effects.

Win Rate53.98%
Pick Rate14.72%
#2
The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

Runaan's Hurricane Runaan's Hurricane Runaan's Hurricane
Total Price
2,650
Price
850

+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Wind's Fury Attacks fire bolts at 2 additional enemies near the target. Each bolt deals physical damage and applies On-Hit effects.

Win Rate52.07%
Pick Rate10.51%
#3
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.

Runaan's Hurricane Runaan's Hurricane Runaan's Hurricane
Total Price
2,650
Price
850

+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Wind's Fury Attacks fire bolts at 2 additional enemies near the target. Each bolt deals physical damage and applies On-Hit effects.

Win Rate57.14%
Pick Rate9.88%

Situational itemstop 12

Runaan's Hurricane Runaan's Hurricane Runaan's Hurricane
Total Price
2,650
Price
850

+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Wind's Fury Attacks fire bolts at 2 additional enemies near the target. Each bolt deals physical damage and applies On-Hit effects.

54.55%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

54.69%
Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.

54.94%
The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

53.37%
Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage

55.71%
Lord Dominik's Regards Lord Dominik's Regards Lord Dominik's Regards
Total Price
3,300
Price
550

+35 Attack Damage +35% Armor Penetration +25% Critical Strike Chance Giant Slayer Deal up to 15% bonus damage against champions based on their bonus Health. Maximum damage bonus reached at 1500 bonus Health.

58.14%
Guinsoo's Rageblade Guinsoo's Rageblade Guinsoo's Rageblade
Total Price
3,000
Price
1,025

+30 Attack Damage +30 Ability Power +25% Attack Speed Wrath Attacks deal 30 bonus magic damage On-Hit. Seething Strike Attacks grant +8% Attack Speed for 3 seconds. (stacks 4 times). While fully stacked, every third Attack applies On-Hit effects twice.

53.46%
Wit's End Wit's End Wit's End
Total Price
2,800
Price
550

+50% Attack Speed +45 Magic Resist 20% Tenacity Fray Attacks deal bonus magic damage On-Hit.

56.18%
Bloodthirster Bloodthirster Bloodthirster
Total Price
3,400
Price
325

+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.

58.51%
Kraken Slayer Kraken Slayer Kraken Slayer
Total Price
3,000
Price
325

+45 Attack Damage +40% Attack Speed +4% Move Speed Bring It Down Every third Attack deals bonus physical damage On-Hit, increased based on their missing Health.

53.13%
Mortal Reminder Mortal Reminder Mortal Reminder
Total Price
3,000
Price
150

+35 Attack Damage +30% Armor Penetration +25% Critical Strike Chance Grievous Wounds: Dealing physical damage applies 40% Wounds to enemy champions for 3 seconds.

58.89%
Terminus Terminus Terminus
Total Price
3,000
Price
1,100

+30 Attack Damage +35% Attack Speed Shadow Attacks deal 30 bonus magic damage On-Hit. Juxtaposition Alternate between Light and Dark Attacks against champions: Light Attacks grant Armor and Magic Resist for 5s. Dark Attacks grant +10% Armor Penetration and Magic Penetration for 5s.

51.31%

Starting items

Dagger Dagger Dagger
Total Price
250
Price
250

+10% Attack Speed

57.07%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

57.07%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

53.39%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

53.39%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

59.01%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

59.01%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

59.01%

Core items

#1
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

Opportunity Opportunity Opportunity
Total Price
2,700
Price
475

+55 Attack Damage 18 LethalityPreparationAfter being out of combat with Champions for 8 seconds gain Lethality. This Lethality lasts for 3 seconds after dealing damage to champions.ExtractionWhen a champion that you damaged within 3 seconds dies, gain 200 decaying Move Speed for 1.5 seconds.

Win Rate45.00%
Pick Rate34.60%
#2
The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

Opportunity Opportunity Opportunity
Total Price
2,700
Price
475

+55 Attack Damage 18 LethalityPreparationAfter being out of combat with Champions for 8 seconds gain Lethality. This Lethality lasts for 3 seconds after dealing damage to champions.ExtractionWhen a champion that you damaged within 3 seconds dies, gain 200 decaying Move Speed for 1.5 seconds.

Win Rate43.48%
Pick Rate27.85%
#3
Hubris Hubris Hubris
Total Price
2,950
Price
900

+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.

Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

Win Rate45.86%
Pick Rate1.38%

Situational itemstop 12

The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

45.62%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

44.83%
Opportunity Opportunity Opportunity
Total Price
2,700
Price
475

+55 Attack Damage 18 LethalityPreparationAfter being out of combat with Champions for 8 seconds gain Lethality. This Lethality lasts for 3 seconds after dealing damage to champions.ExtractionWhen a champion that you damaged within 3 seconds dies, gain 200 decaying Move Speed for 1.5 seconds.

45.25%
Voltaic Cyclosword Voltaic Cyclosword Voltaic Cyclosword
Total Price
3,000
Price
963

+55 Attack Damage 10 Lethality +10 Ability Haste Galvanize Damaging an Enemy Champions with an ability triggers Energized if it is ready. Firmament Your Energized Attack deals % target's Current Health as bonus physical damage and grants you bonus Lethality for 4 seconds.

47.45%
Edge of Night Edge of Night Edge of Night
Total Price
3,000
Price
850

+50 Attack Damage 15 Lethality +250 Health Annul Grants a Spell Shield that blocks the next enemy Ability.

45.25%
Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.

46.82%
Hubris Hubris Hubris
Total Price
2,950
Price
900

+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.

49.01%
Serylda's Grudge Serylda's Grudge Serylda's Grudge
Total Price
3,000
Price
500

+45 Attack Damage +35% Armor Penetration +15 Ability Haste Bitter Cold Damaging Abilities Slow enemies below +50% Health by 30% for 1 second.

45.10%
Youmuu's Ghostblade Youmuu's Ghostblade Youmuu's Ghostblade
Total Price
2,800
Price
675

+55 Attack Damage 18 Lethality +4% Move Speed Haunt Gain Move Speed while out of combat. Wraith Step Gain Move Speed and Ghosting for seconds.

41.29%
Lord Dominik's Regards Lord Dominik's Regards Lord Dominik's Regards
Total Price
3,300
Price
550

+35 Attack Damage +35% Armor Penetration +25% Critical Strike Chance Giant Slayer Deal up to 15% bonus damage against champions based on their bonus Health. Maximum damage bonus reached at 1500 bonus Health.

47.84%
Wit's End Wit's End Wit's End
Total Price
2,800
Price
550

+50% Attack Speed +45 Magic Resist 20% Tenacity Fray Attacks deal bonus magic damage On-Hit.

44.94%
Serpent's Fang Serpent's Fang Serpent's Fang
Total Price
2,500
Price
625

+55 Attack Damage 15 Lethality Shield Reaver Damaging an enemy champion reduces Shields they gain by % for 3 seconds. If they were not already affected by Shield Reaver, reduce Shields on them by %.

42.85%

Starting items

Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

43.52%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

43.52%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

45.65%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

46.12%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

46.12%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

46.12%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Outlaw's Grit Outlaw's Grit Outlaw's Grit Gold
Rarity
Gold
Tier
T3
Win Rate
59.27%
Pick Rate
9.90%
Games
1,294

Dashing or blinking grants 12 bonus armor and bonus magic resistance , stacking up to 5 times for a total of 60 bonus resistances. Stacks are reset every 60 seconds since acquiring the augment.

View augment details
GoldT159.27%9.90%1,294
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
58.96%
Pick Rate
10.93%
Games
1,428

You can no longer be healed by allies and your health regeneration is set to 0 . Gain 25% omnivamp .

View augment details
GoldT158.96%10.93%1,428
Dual Wield Dual Wield Dual Wield Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
58.48%
Pick Rate
11.00%
Games
1,438

Your basic attacks launch a bolt at the target that fires after a 0. 225 -second delay on-attack , deals 40% of the triggering attack's pre-mitigation damage, and applies on-hit effects at 40% effectiveness. Additionally, increase your total attack speed by 10% .

View augment details
PrismaticT158.48%11.00%1,438
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
58.26%
Pick Rate
7.04%
Games
920

Gain 15% omnivamp .

View augment details
SilverT158.26%7.04%920
Shadow Runner Shadow Runner Shadow Runner Silver
Rarity
Silver
Tier
T3
Win Rate
58.15%
Pick Rate
10.57%
Games
1,381

After dashing , blinking , or exiting stealth , gain 300 bonus movement speed for 2 seconds.

View augment details
SilverT158.15%10.57%1,381
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
57.71%
Pick Rate
6.01%
Games
785

Gain one random Prismatic augment, excluding the other two offerings in your current assortment.

View augment details
GoldT157.71%6.01%785
Critical Missile Critical Missile Critical Missile Gold
Rarity
Gold
Tier
T1
Win Rate
56.91%
Pick Rate
16.73%
Games
2,186

Critical strikes against enemy champions launch 1 (+ 1 per 33. 33 % critical strike chance) Firecrackers at the target that each deal 20 – 100 (based on level) magic damage (4 second cooldown). Additionally, gain 25% critical strike chance .

View augment details
GoldT156.91%16.73%2,186
Lightning Strikes Lightning Strikes Lightning Strikes Gold
Rarity
Gold
Tier
T1
Win Rate
56.82%
Pick Rate
19.58%
Games
2,559

Increase your bonus attack speed gained from all sources by 20% . While at 1. 75 attack speed or higher, your basic attacks deal 40 bonus magic damage on-hit.

View augment details
GoldT156.82%19.58%2,559
Scopier Weapons Scopier Weapons Scopier Weapons Gold
Rarity
Gold
Tier
T1
Win Rate
56.61%
Pick Rate
18.30%
Games
2,392

Gain ( 200 / 100) bonus attack range.

View augment details
GoldT156.61%18.30%2,392
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
55.84%
Pick Rate
6.62%
Games
865

Become tiny, reducing your size by 75% and granting you 20% bonus movement speed . Additionally, deal 10% / 15% / 25% / 30% (based on target's size) bonus damage against enemy champions with greater size than you.

View augment details
PrismaticT155.84%6.62%865
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
55.50%
Pick Rate
12.67%
Games
1,656

Basic attacks on-hit against enemy champions and minions grant 10 bonus movement speed , lasting for 5 seconds, refreshing on subsequent triggers, and stacking infinitely. Additionally, gain bonus attack speed equal to 10% total movement speed .

View augment details
PrismaticT155.50%12.67%1,656
Swift and Safe Swift and Safe Swift and Safe Silver
Rarity
Silver
Tier
T3
Win Rate
55.28%
Pick Rate
6.74%
Games
881

After dashing or blinking , gain a shield that lasts for 2 seconds and absorbs 65 – 290 (based on level) (+ 65% AD) (+ 26% AP) damage (5 second cooldown).

View augment details
SilverT155.28%6.74%881
Scopiest Weapons Scopiest Weapons Scopiest Weapons Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
54.90%
Pick Rate
8.35%
Games
1,091

Gain ( 250 / 150) bonus attack range.

View augment details
PrismaticT154.90%8.35%1,091
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
53.73%
Pick Rate
7.89%
Games
1,031

Basic attacks apply a Burn for 5 seconds that deals bonus magic damage equal to [ 0. 4 % of the target's maximum health per second.] This Burn stacks infinitely and refreshes with each application.

View augment details
GoldT153.73%7.89%1,031
Fan the Hammer Fan the Hammer Fan the Hammer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
53.55%
Pick Rate
9.04%
Games
1,182

Your next basic attack in each cardinal direction within 750 range additionally on-attack fires 5 Firecrackers at the target that each deal 8 – 51 (based on level) (+ 14% bonus AD) physical damage , for a total of 40 – 255 (based on level) (+ 70% bonus AD) physical damage (5 second cooldown per direction). Firecrackers' damage is increased by 0% – 50% (based on distance travelled). Each Firecracker can critically strike for (200% + 30% ) damage and applies on-hit effects at 20% effectiveness.

View augment details
PrismaticT153.55%9.04%1,182
Light 'em Up! Light 'em Up! Light 'em Up! Silver
Rarity
Silver
Tier
T2
Win Rate
53.44%
Pick Rate
9.56%
Games
1,250

Basic attacks generate a stack, up to 4. The fourth stack consumes them all to quickly launch 4 Firecrackers at the target that each deal 11 – 80 (based on level) (+ 35% bonus AD) (+ 19% AP) bonus magic damage on-hit, for a total of 44 – 320 (based on level) (+ 140% bonus AD) (+ 76% AP) .

View augment details
SilverT153.44%9.56%1,250
Critical Rhythm Critical Rhythm Critical Rhythm Gold
Rarity
Gold
Tier
T1
Win Rate
53.30%
Pick Rate
16.37%
Games
2,139

Your critical strikes grant you 6% bonus attack speed for 6 seconds, stacking up to 10 times for a total of 60% . Additionally, gain 25% critical strike chance .

View augment details
GoldT153.30%16.37%2,139
Deft Deft Deft Silver
Rarity
Silver
Tier
T1
Win Rate
52.50%
Pick Rate
14.54%
Games
1,901

Grants 60% bonus attack speed .

View augment details
SilverT152.50%14.54%1,901
Typhoon Typhoon Typhoon Silver
Rarity
Silver
Tier
T1
Win Rate
52.12%
Pick Rate
14.08%
Games
1,840

Basic attacks launch a Firecracker at a nearby enemy champion that deals 30% AD physical damage and applies on-hit effects.

View augment details
SilverT152.12%14.08%1,840
Scoped Weapons Scoped Weapons Scoped Weapons Silver
Rarity
Silver
Tier
T2
Win Rate
51.38%
Pick Rate
8.06%
Games
1,053

Gain ( 75 / 50) bonus attack range.

View augment details
SilverT151.38%8.06%1,053
Twice Thrice Twice Thrice Twice Thrice Gold
Rarity
Gold
Tier
T2
Win Rate
51.27%
Pick Rate
14.74%
Games
1,927

Basic attacks generate a stack, up to 2 times. At 2 stacks, your next basic attack consumes all stacks to apply on-hit effects again at 150% effectiveness.

View augment details
GoldT151.27%14.74%1,927
Symphony of War Symphony of War Symphony of War Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
51.06%
Pick Rate
6.83%
Games
893

Gain the Conqueror and Lethal Tempo keystone runes.

View augment details
PrismaticT151.06%6.83%893
Get Excited Get Excited Get Excited Gold
Rarity
Gold
Tier
T2
Win Rate
50.22%
Pick Rate
8.52%
Games
1,113

Scoring a champion takedown grants you 100% bonus movement speed and 15% total attack speed for 4 seconds.

View augment details
GoldT150.22%8.52%1,113
Shrink Ray Shrink Ray Shrink Ray Gold
Rarity
Gold
Tier
T4
Win Rate
46.70%
Pick Rate
4.98%
Games
651

Basic attacks on-hit reduce the target's damage dealt by 15% for 3 seconds, refreshing with each hit. Their size is also reduced significantly for the duration.

View augment details
GoldT146.70%4.98%651
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
58.64%
Pick Rate
2.70%
Games
353

Gain 3 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils.

View augment details
GoldT258.64%2.70%353
Double Tap Double Tap Double Tap Gold
Rarity
Gold
Tier
T2
Win Rate
57.92%
Pick Rate
4.49%
Games
587

Basic attacks that critically strike apply on-hit effects an additional time. Additionally, gain 25% critical strike chance .

View augment details
GoldT257.92%4.49%587
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
57.65%
Pick Rate
1.50%
Games
196

Gain 2 Stat Anvils .

View augment details
SilverT257.65%1.50%196
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
57.65%
Pick Rate
2.80%
Games
366

Gain one random Gold augment, excluding the other two offerings in your current assortment.

View augment details
SilverT257.65%2.80%366
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
57.64%
Pick Rate
1.55%
Games
203

Gain 1750 upon acquiring this augment.

View augment details
GoldT257.64%1.55%203
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
57.50%
Pick Rate
1.84%
Games
240

Red envelopes will now randomly appear around you every 25 – 15 (based on level) seconds. You can pick up these envelopes by moving over them, granting you between 8 – 15 (based on level) and 22 – 46 (based on level) gold , and 100 bonus movement speed for 3 seconds. Additionally, whenever you pick an envelope, you gain one of the following stats by random: 5 bonus attack damage 5 ability power 5 ability haste 5 bonus armor 5 bonus magic resistance 50 bonus health 10% bonus attack speed 5 bonus movement speed 5 Lethality 5 magic penetration

View augment details
GoldT257.50%1.84%240
EscAPADe EscAPADe EscAPADe Silver
Rarity
Silver
Tier
T3
Win Rate
56.23%
Pick Rate
2.03%
Games
265

Convert all of your ability power into bonus attack damage at a rate of 1 bonus attack damage per 1. 66 ability power . Additionally, increase your total attack damage by 15% .

View augment details
SilverT256.23%2.03%265
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
55.38%
Pick Rate
2.85%
Games
372

Grants 50% critical strike chance .

View augment details
GoldT255.38%2.85%372
Upgrade Infinity Edge Upgrade Infinity Edge Upgrade Infinity Edge Gold
Rarity
Gold
Tier
T2
Win Rate
54.98%
Pick Rate
3.08%
Games
402

Upgrades Infinity Edge , empowering it to gain Sword of the Divine's Excoriate . Additionally, gain 500 and 25% critical strike chance . Excoriate: Gain a random amount of bonus critical strike damage that scales up to 50% of your critical strike chance , with the value of this amount changing every 0. 25 seconds.

View augment details
GoldT254.98%3.08%402
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
54.67%
Pick Rate
3.36%
Games
439

Heal for 12% of the post-mitigation damage dealt by your critical strikes . Additionally, gain 25% critical strike chance .

View augment details
GoldT254.67%3.36%439
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
54.22%
Pick Rate
1.27%
Games
166

Your current augments transform into an equal number of completely random Prismatic ones.

View augment details
PrismaticT254.22%1.27%166
Draw Your Sword Draw Your Sword Draw Your Sword Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
53.14%
Pick Rate
1.34%
Games
175

Become melee , modifying your attack range to 200 units. Additionally, gain 30% bonus attack damage , 25% bonus attack speed , 30% bonus health , 25% bonus movement speed , and 20% life steal. These bonuses are increased by 0% – 30% (based on champion's default attack range). This augment is only available for ranged champions.

View augment details
PrismaticT253.14%1.34%175
Kill Secured Kill Secured Kill Secured Silver
Rarity
Silver
Tier
T4
Win Rate
53.05%
Pick Rate
1.63%
Games
213

Gain 60% bonus movement speed towards enemy champions below 40% of their maximum health .

View augment details
SilverT253.05%1.63%213
ReEnergize ReEnergize ReEnergize Silver
Rarity
Silver
Tier
T5
Win Rate
52.94%
Pick Rate
1.30%
Games
170

Your Energized attacks against targets not hit by your previous Energized attack do not consume any Energize stacks on-hit. Additionally, when fully Energized , your next basic attack deals bonus magic damage on-hit equal to 10% of the target's current health .

View augment details
SilverT252.94%1.30%170
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
52.60%
Pick Rate
1.32%
Games
173

Gain Critical Defend Chance equal to 100% critical strike chance , up to 50%. Additionally, gain 25% critical strike chance . Critical Defend Chance: Grants you a chance to reduce an instance of damage taken by 20% (5 second cooldown per enemy spell cast instance ).

View augment details
SilverT252.60%1.32%173
Dashing Dashing Dashing Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
52.52%
Pick Rate
2.13%
Games
278

Abilities with dashes or blinks gain 175 ability haste .

View augment details
PrismaticT252.52%2.13%278
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
51.99%
Pick Rate
2.31%
Games
302

Gain two completely random augments, excluding the other two offerings in your current assortment.

View augment details
PrismaticT251.99%2.31%302
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
51.83%
Pick Rate
2.51%
Games
328

Your abilities can now critically strike for (145% + bonus critical damage ) damage. Additionally, gain 25% (+ 4. 5 % per 100 AP) critical strike chance . If both Jeweled Gauntlet and Vulnerability are equipped, only rolls the critical strike chance of the augment that has the higher critical damage (or either if equal).

View augment details
PrismaticT251.83%2.51%328
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
51.51%
Pick Rate
4.56%
Games
596

Dealing damage to an enemy champion with an ability fires 3 Firecrackers at them that each deal true damage equal to 0. 3 3 % of the target's maximum health , increased to up to 1% based on distance travelled (maximum damage reached at 1000 units). This effect can only trigger once every 6 seconds from the same cast.

View augment details
GoldT251.51%4.56%596
Blunt Force Blunt Force Blunt Force Silver
Rarity
Silver
Tier
T3
Win Rate
51.20%
Pick Rate
1.60%
Games
209

Increases attack damage by 20% .

View augment details
SilverT251.20%1.60%209
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
50.69%
Pick Rate
1.66%
Games
217

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT250.69%1.66%217
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
50.00%
Pick Rate
1.64%
Games
214

Your heals and shields now have a chance equal to your critical strike chance to increase in effectiveness by 40% (5 second cooldown per cast instance ). Additionally, gain 25% critical strike chance .

View augment details
GoldT250.00%1.64%214
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
49.17%
Pick Rate
4.15%
Games
543

Grants 18% armor penetration and magic penetration .

View augment details
GoldT249.17%4.15%543
Upgrade Collector Upgrade Collector Upgrade Collector Silver
Rarity
Silver
Tier
T2
Win Rate
49.16%
Pick Rate
4.11%
Games
537

Upgrades The Collector , empowering Death to have its execution threshold increased by 0. 5 % each time you kill an enemy champion, capped at a threshold of 12.5% of the target's maximum health , and Taxes to generate a further 25 (total 50 ) from kills. Additionally, gain 250 .

View augment details
SilverT249.16%4.11%537
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
49.09%
Pick Rate
1.26%
Games
165

Heal for 0. 2 – 1. 2 (based on level) (+ 0. 01 % maximum health) per 10 units travelled.

View augment details
GoldT249.09%1.26%165
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
48.19%
Pick Rate
1.27%
Games
166

Scoring a champion takedown causes the area around the slain champion to explode in a 500 unit radius, dealing adaptive damage to enemies within equal to 15% of their current health and leaving behind a zone for 1. 5 seconds that slows enemies within by 60%.

View augment details
GoldT248.19%1.27%166
Mystic Punch Mystic Punch Mystic Punch Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
48.05%
Pick Rate
1.96%
Games
256

Basic attacks on-hit reduce the remaining cooldowns of your abilities by 1. 25 seconds.

View augment details
PrismaticT248.05%1.96%256
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
47.96%
Pick Rate
1.69%
Games
221

Damage dealt by items and damage over time effects can now critically strike for (145% + bonus critical damage ) damage (5 second cooldown per cast instance ). Additionally, gain 25% critical strike chance . If both Jeweled Gauntlet and Vulnerability are equipped, only rolls the critical strike chance of the augment that has the higher critical damage (or either if equal).

View augment details
GoldT247.96%1.69%221
Earthwake Earthwake Earthwake Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.86%
Pick Rate
2.92%
Games
382

Dashing or blinking causes you to leave behind a trail from the location you moved to your destination that detonates after 0. 75 seconds in a 300 radius, dealing 70 – 210 (based on level) (+ 125% bonus AD) (+ 60% AP) physical damage per explosion to enemies hit, reduced to 70% against minions . Enemies can be affected only once every second from all cast instances , and the effect is not triggered if you move beyond 2000 units with the dash or blink. This augment is only offered to up to 2 players on each team for a given game.

View augment details
PrismaticT246.86%2.92%382
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
46.71%
Pick Rate
3.95%
Games
516

Scoring a champion takedown generates a stack, stacking infinitely. For each stack, gain 8 ability haste and 1% bonus movement speed , and reduce your size by 4%. Lose 65% of stacks on death. Size reduction is capped at 80% (20 stacks).

View augment details
GoldT246.71%3.95%516
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
46.52%
Pick Rate
4.06%
Games
531

Deal 10% increased damage to enemies below 30% of their maximum health . Scoring a champion takedown resets the cooldown of all your basic abilities.

View augment details
GoldT246.52%4.06%531
Wind Beneath Blade Wind Beneath Blade Wind Beneath Blade Silver
Rarity
Silver
Tier
T4
Win Rate
46.41%
Pick Rate
1.60%
Games
209

Gain 1. 5 bonus movement speed per 1 Lethality or flat magic penetration , and 5 bonus movement speed per 10% armor penetration or magic penetration .

View augment details
SilverT246.41%1.60%209
Cerberus Cerberus Cerberus Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
46.37%
Pick Rate
3.48%
Games
455

Gain the Hail of Blades and Press the Attack keystone runes.

View augment details
PrismaticT246.37%3.48%455
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
45.63%
Pick Rate
1.93%
Games
252

Scoring a takedown against an enemy champion within 3 seconds of damaging them renders you invisible for 1. 5 seconds. Attacking or casting abilites ends the stealth immediately.

View augment details
GoldT245.63%1.93%252
Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
45.18%
Pick Rate
1.27%
Games
166

Upgrades Sword of Blossoming Dawn , empowering Peppermint to have its healing increased by 250%. Additionally, you gain 100% bonus attack speed , but your basic attacks against champions now deal 50% damage.

View augment details
PrismaticT245.18%1.27%166
Upgrade Hubris Upgrade Hubris Upgrade Hubris Gold
Rarity
Gold
Tier
T1
Win Rate
44.44%
Pick Rate
3.24%
Games
423

Upgrades Hubris , empowering Eminence to heal you for 2. 5 % (+ 0. 5 % per stack) maximum health upon being triggered and grant you 10 (+ 5 per stack) bonus movement speed for its duration. Additionally, gain 250 .

View augment details
GoldT244.44%3.24%423
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
63.89%
Pick Rate
1.10%
Games
144

Gain 4 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. Additionally, on the next round of augment selection, you gain an additional reroll per augment slot.

View augment details
PrismaticT363.89%1.10%144
Glass Cannon Glass Cannon Glass Cannon Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
56.06%
Pick Rate
0.50%
Games
66

You gain a health threshold equal to 70% maximum health which cannot be modified nor exceeded by any means. In return, you deal bonus true damage equal to 15% of all of the damage you deal pre-mitigation.

View augment details
PrismaticT356.06%0.50%66
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
55.93%
Pick Rate
0.45%
Games
59

Scoring a champion takedown generates a stack, stacking infinitely. For each stack, increase your maximum health and size by 5%. Lose 65% of stacks on death.

View augment details
GoldT355.93%0.45%59
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
55.86%
Pick Rate
0.85%
Games
111

Upon dropping below 35% of your maximum health , gain a shield for 65% of your maximum health , 150% bonus movement speed , and reduced size (75 second cooldown). These effects all decay over 5. 5 seconds.

View augment details
SilverT355.86%0.85%111
Clown College Clown College Clown College Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
55.65%
Pick Rate
0.88%
Games
115

Gain Shaco's Backstab , Deceive and Hallucinate's explosion. Replace a summoner spell with Deceive . Passive - Backstab: Your basic attacks deal 20 – 35 (based on level) (+ 50% bonus AD) (+ 35% AP) bonus physical damage on-hit when hitting an enemy from behind. Active - Deceive: Become invisible for up to 3 seconds and blink to the target location within 400 units after a 0. 125 -second delay. Your next basic attack while in stealth deals 100 (+ 150% bonus AD) (+ 55% AP) bonus physical damage , increased to [ 155 (+ 232. 5 % bonus AD) (+ 85. 25 % AP) bonus physical damage ] if Backstab was applied (45 second cooldown). Passive - Hallucinate Death: Upon your death, release an explosion in a 350 radius of your death location, dealing 25% of target's maximum health true damage to enemies within. Additionally, you deploy a box at the location of your death that instantly fears nearby enemies for 1 second. This box does not attack but lasts for 3 seconds.

View augment details
PrismaticT355.65%0.88%115
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
53.01%
Pick Rate
0.64%
Games
83

Grants 3 random Dragon Souls .

View augment details
PrismaticT353.01%0.64%83
Homeguard Homeguard Homeguard Silver
Rarity
Silver
Tier
T4
Win Rate
52.00%
Pick Rate
0.77%
Games
100

Gain 100% bonus movement speed . This bonus is lost for 6 seconds after taking damage from champions.

View augment details
SilverT352.00%0.77%100
Back to Basics Back to Basics Back to Basics Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
51.43%
Pick Rate
0.80%
Games
105

Your champion abilities deal 35% increased damage and you gain 70 ability haste and 35% increased healing and shielding from all sources, but your ultimate ability is permanently sealed .

View augment details
PrismaticT351.43%0.80%105
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
51.06%
Pick Rate
0.72%
Games
94

Your abilities apply on-hit effects (1 second cooldown per target).

View augment details
GoldT351.06%0.72%94
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
50.67%
Pick Rate
0.57%
Games
75

Automatically cast Taric's Cosmic Radiance , calling down a protective star upon you that descends over 2. 5 seconds. Afterwards, you and all allied champions within 400 units become invulnerable for 2. 5 seconds (35 second cooldown).

View augment details
GoldT350.67%0.57%75
Marksmage Marksmage Marksmage Gold
Rarity
Gold
Tier
T2
Win Rate
50.41%
Pick Rate
0.93%
Games
121

Basic attacks deal bonus physical damage equal to 75% AP .

View augment details
GoldT350.41%0.93%121
The Brutalizer The Brutalizer The Brutalizer Silver
Rarity
Silver
Tier
T3
Win Rate
49.44%
Pick Rate
0.68%
Games
89

Grants 20 bonus attack damage , 10 ability haste , and 5 lethality .

View augment details
SilverT349.44%0.68%89
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
48.84%
Pick Rate
0.66%
Games
86

Quest: Score 18 champion takedowns . Reward: Upon completing your Quest , you receive The Golden Spatula . If your inventory is full at the time of quest completion, the item will be granted as soon as a slot in the inventory is available.

View augment details
PrismaticT348.84%0.66%86
Blade Waltz Blade Waltz Blade Waltz Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
47.78%
Pick Rate
0.69%
Games
90

Replace a summoner spell with Blade Waltz . Blade Waltz: Blink to the target enemy champion. After 0. 25 seconds, you then blink to the nearest other enemy champion every 0. 25 seconds over the next 1. 75 seconds, blinking up to 7 additional times. Each time you blink to a target, deal 30 – 150 (based on level) (+ 10% bonus AD) (+ 6% AP) physical damage to them and apply on-hit effects at 50% effectiveness, up to a total of 240 – 1200 (based on level) (+ 80% bonus AD) (+ 48% AP) . While Blade Waltz is active, you are untargetable and unable to act . This effect will end prematurely if there are no longer any nearby valid targets to blink to. A target can be blinked to more than once if there are no other valid targets in range.

View augment details
PrismaticT347.78%0.69%90
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
47.25%
Pick Rate
0.70%
Games
91

Replace a summoner spell with Growth Spurt . Growth Spurt: Enlarge yourself, causing you to knock up enemies within 400 units for 1 second. For the next 7 seconds, you gain 300 (+ 20% maximum health) bonus health and 50% increased size.

View augment details
GoldT347.25%0.70%91
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
47.22%
Pick Rate
0.55%
Games
72

Grants the Infernal Dragon Soul , or a different Dragon Soul if you aleady have it.

View augment details
SilverT347.22%0.55%72
Don't Blink Don't Blink Don't Blink Silver
Rarity
Silver
Tier
T5
Win Rate
47.19%
Pick Rate
0.68%
Games
89

Deal 1% increased damage per 10 movement speed you have more than the target.

View augment details
SilverT347.19%0.68%89
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
46.77%
Pick Rate
0.47%
Games
62

Scoring a takedown against an enemy champion within 3 seconds of damaging them renders you invisible for 1. 5 seconds. Attacking or casting abilites ends the stealth immediately.

View augment details
GoldT346.77%0.47%62
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
46.55%
Pick Rate
0.44%
Games
58

Upgrades your Mark into a massive snowball, empowering it with an increased size radius and the ability to pass through non-champions. The snowball additionally explodes upon impact of the target hit to deal 200 – 350 (based on level) (+ 100% bonus AD) (+ 60% AP) magic damage to all nearby enemies, knock them up for 0. 75 seconds, and slow them by 20% for 2 seconds. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . Non-champions hit by the snowball are stunned for 1. 25 seconds.

View augment details
PrismaticT346.55%0.44%58
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
46.51%
Pick Rate
0.99%
Games
129

Your basic attacks and abilities execute enemy champions below 5% (+ 3. 5 % per 100 base AD) (+ 2% per 1000 bonus health) of their maximum health , which causes their corpse to be sent flying away in a line. Upon collision with an enemy champion or terrain, the target's corpse explodes to deal 150 – 500 (based on level) (+ 100% bonus armor) (+ 100% bonus magic resistance) magic damage to nearby enemies. Successful executions heal you for 100 – 300 (based on level) (+ 25% bonus health) . The execution may also be triggered by the explosion and goes through shields .

View augment details
PrismaticT346.51%0.99%129
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
46.07%
Pick Rate
0.68%
Games
89

Grants the Crest of Cinders and Crest of Insight buffs permanently. Crest of Cinders: Empowers your basic attacks to slow the target by ( 10% / 15% / 25% / 5% / 7. 5 % / 12. 5 %) (based on level) for 3 seconds and inflict them with a burn for 2 seconds, which deals 8 – 76 (based on level) total true damage over 3 instances over the duration. Each instance deals 2. 67 – 25. 33 (based on level) true damage , with the first instance being applied on-hit and the second and third instances dealt each second over the burn's duration. Subsequent attacks against a burning target will only refresh its duration. While out-of-combat with enemy champions and turrets , you regenerate [ 0. 5 % / 1% / 3% / 9% (based on level) maximum health every 5 seconds.] This effect counts as a Burn source. Crest of Insight: Grants 10 ability haste . If your champion uses mana , restores [ 5. 5 % of maximum mana every 5 seconds;] if your champion uses energy , instead restores [ 5. 5 % of maximum energy every 5 seconds.]

View augment details
SilverT346.07%0.68%89
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
45.98%
Pick Rate
0.67%
Games
87

Your champion's third basic ability (E) gains 100 ability haste .

View augment details
GoldT345.98%0.67%87
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
45.00%
Pick Rate
1.07%
Games
140

Your Recall is now functional and is upgraded to Empowered Recall . Completing an Empowered Recall channel enables the shop . Additionally, the spawn platform will now provide healing and resource restoration for you.

View augment details
GoldT345.00%1.07%140
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
44.74%
Pick Rate
0.58%
Games
76

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT344.74%0.58%76
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
44.00%
Pick Rate
0.57%
Games
75

Whenever you damage an enemy champion with an ability, gain 200 bonus movement speed decaying over 0. 75 seconds.

View augment details
SilverT344.00%0.57%75
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
42.03%
Pick Rate
0.53%
Games
69

Grants the Hextech Dragon Soul , or a different Dragon Soul if you aleady have it.

View augment details
SilverT342.03%0.53%69
King Me King Me King Me Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
40.65%
Pick Rate
0.94%
Games
123

Upon entering the enemy team's gate or Catapult for the first time, either of which are located near their spawn , you become Kinged , causing you to gain one random Prismatic-tier augment and the first eligible Legendary item in your inventory to be upgraded with improved stats. The gold value of all upgradeable stats on the item is increased by exactly 1000 . King Me prioritize upgrading the first Legendary item eligible for a upgrade based on its position in the inventory, detecting each slot until an eligible item is found.

View augment details
PrismaticT340.65%0.94%123
Crit Ncast Crit Ncast Crit Ncast Silver
Rarity
Silver
Tier
T5
Win Rate
40.32%
Pick Rate
0.47%
Games
62

获得?技能急速(40%%i:scaleCrit%)。

View augment details
SilverT340.32%0.47%62
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
39.36%
Pick Rate
0.72%
Games
94

Your champion's first basic ability (Q) gains 100 ability haste .

View augment details
GoldT339.36%0.72%94
Slow and Steady Slow and Steady Slow and Steady Gold
Rarity
Gold
Tier
T4
Win Rate
31.33%
Pick Rate
0.64%
Games
83

Your base attack speed is set to a static amount of 0. 625 and your attack rate no longer benefits from any source of attack speed bonuses. In return, you gain 25 bonus attack damage and convert every 1% bonus attack speed into 1 bonus attack damage .

View augment details
GoldT331.33%0.64%83
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
61.11%
Pick Rate
0.41%
Games
54

Each instance of damage dealt to an enemy reduces their armor and magic resistance by 1. 5 % for 4 seconds, stacking up to 20 times for a total of 30% resistances reduction.

View augment details
SilverT461.11%0.41%54
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
59.26%
Pick Rate
0.41%
Games
54

Upon casting your ultimate ability, you apply Zed's Death Mark to all enemy champions (8 second cooldown). The mark stores 40% of all post-mitigation damage you deal to the affected target, detonating after 5 seconds to deal true damage equal to the damage stored against them.

View augment details
GoldT459.26%0.41%54
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
58.49%
Pick Rate
0.41%
Games
53

Quest: Obtain Heartsteel and accumulate over 300 bonus health from Colossal Consumption . Reward: Upon completing your Quest , increase the bonus health gained from Heartsteel's Colossal Consumption by 200%.

View augment details
GoldT458.49%0.41%53
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
56.86%
Pick Rate
0.39%
Games
51

Grants 1000% base health regeneration , increased to 2000% while below 25% maximum health .

View augment details
GoldT456.86%0.39%51
Ocean Soul Ocean Soul Ocean Soul Silver
Rarity
Silver
Tier
T3
Win Rate
54.72%
Pick Rate
0.41%
Games
53

Grants the Ocean Dragon Soul , which has a modified base heal value of 100, or a different Dragon Soul if you aleady have it.

View augment details
SilverT454.72%0.41%53
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
54.72%
Pick Rate
0.41%
Games
53

Your Mark is empowered to instead throw a pinball, which deals 100 – 500 (based on level) bonus true damage and ricochets off of terrain that it collides with. Each time the pinball ricochets, its remaining travel distance is reset, it increases in radius by 25%, deals 20% increased damage, and reduces Mark's remaining cooldown by 30% of its total. The pinball can ricochet up to 4 times, for a maximum radius increase of 100% and a damage increase of 80%. Additionally, your Mark's cooldown is reduced equivalent to 50 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark .

View augment details
GoldT454.72%0.41%53
Heavy Hitter Heavy Hitter Heavy Hitter Silver
Rarity
Silver
Tier
T2
Win Rate
51.85%
Pick Rate
0.41%
Games
54

Basic attacks deal bonus physical damage equal to 3. 5 % of your maximum health .

View augment details
SilverT451.85%0.41%54
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
43.64%
Pick Rate
0.42%
Games
55

Gain 60 ability haste , increased by 3 each time you score a champion takedown .

View augment details
PrismaticT443.64%0.42%55
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
40.74%
Pick Rate
0.41%
Games
54

Grants 35% bonus health , 15% adaptive force , and 50% increased size.

View augment details
PrismaticT440.74%0.41%54
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
40.74%
Pick Rate
0.41%
Games
54

Your Flash now has 3 charges with a 2-second cooldown between casts (120 seconds recharge time for all 3 charges). If Flash is not equipped, you will be prompted to replace one of your summoner spells with Flash .

View augment details
GoldT440.74%0.41%54
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
40.35%
Pick Rate
0.44%
Games
57

Your Mark is empowered to hail a snowstorm at the location where the target was hit for 2 seconds, granting sight of the area and dealing [ 200 (+ 200% bonus AD) (+ 120% AP) magic damage ] to enemies within over the duration, as well as slowing them by 50% (+ 6% per 100 AP) . Additionally, your Mark's cooldown is reduced equivalent to 50 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark .

View augment details
GoldT440.35%0.44%57
Skilled Sniper Skilled Sniper Skilled Sniper Gold
Rarity
Gold
Tier
T2
Win Rate
32.14%
Pick Rate
0.43%
Games
56

Hitting an enemy champion with a basic ability while located at least 700 units away from them at the time of the hit reduces its current cooldown by 80% of its total cooldown, modified to 65% for damage over time abilities.

View augment details
GoldT432.14%0.43%56

Kalista Skill Combos

Extracted from the skill order guide

Skill Order
REQW

Normal order: R > E > Q > W.

RQEW

Order: R > Q > E > W can be correct when your augments clearly improve spell trading, projectile pressure, or safe ranged damage, and the enemy team makes auto-attacking dangerous.

REQW

Put points in R whenever available, then max E first, Q second, and leave W last in most games.

Kalista Counters

Counters and threats extracted from the matchup guide

Counters

Counters

5

Kalista counters these champions in ARAM: Mayhem.

Darius Darius Darius T4
Tier
T4
Rank
#149
Win Rate
47.24%
Pick Rate
0.50%

Darius the Hand of Noxus Darius is a juggernaut designed to run people down and execute them. His entire identity revolves around bleed stacks and his ultimate, Noxian Guillotine. You hit things, you stack passive damage, and you dunk them when they get low. In ARAM: Mayhem, he becomes a lane bully with terrifying reset potential. He plays as a frontliner who wants extended fights. Unlike burst mages or assassins, Darius needs time to stack his passive, Hemorrhage. Once he hits five stacks on a target—or max stacks on anyone—he gains massive attack damage and applies bleed instantly to everyone he hits. This is his "win condition" in every skirmish. Mayhem mode accelerates his strengths. Faster gold and experience mean he hits his item spikes sooner. The constant fighting gives him endless opportunities to stack his passive and heal off crowds. His biggest weakness—getting kited—still exists, but the mode's chaos often lets him close gaps when enemies overextend for poke. You pick Darius when your team needs a durable threat who can clean up fights. He excels at punishing squishies who get caught by Snowball or crowd control. If enemies clump up, his Q healing and passive spread turn him into a raid boss. Just don't expect to dive five people alone without backup. View champion guide

Sett Sett Sett T1
Tier
T1
Rank
#11
Win Rate
54.29%
Pick Rate
0.70%

Sett is a frontline bruiser who wins by walking into the fight, forcing someone to deal with him, then turning that pressure into a big counterpunch. He is simple to start: grab targets when they step too close, keep punching through the brawl, and save your hardest hit for the moment enemies commit into you. His signature pattern is all about timing. If Sett reaches the enemy backline or catches a diver near his team, he can start a fight fast and make the return damage hurt. In ARAM: Mayhem, the constant grouped fights give him more chances to find those scrappy moments, but they also punish bad entries harder. Go in when your team can follow, use the chaos to soak pressure, and do not waste your big turn-around tools before the enemy has actually committed. View champion guide

Sion Sion Sion T1
Tier
T1
Rank
#26
Win Rate
53.11%
Pick Rate
0.60%

Sion is a front-line tank and brawler who wins space by walking straight into the fight, charging heavy crowd control, and forcing enemies to deal with him before they can hit his backline. His signature pattern is simple: soak pressure, look for a clean engage, land the big knock-up or stun, then keep fighting even after death if the enemy overcommits.In ARAM: Mayhem, Sion likes the constant teamfighting because there is always someone to threaten and always a wave to contest. The downside is that the mode is faster and more crowded, so missed engages get punished hard. Play him as the team’s battering ram: start fights when allies can follow, block space for carries, and turn messy brawls into a problem the enemy has to answer immediately. View champion guide

Tahm Kench Tahm Kench Tahm Kench T3
Tier
T3
Rank
#99
Win Rate
49.20%
Pick Rate
0.73%

Tahm Kench is a front-line protector and brawler who wins fights by standing between danger and his team. His signature pattern is simple: walk up, threaten picks with crowd control, soak damage, then use his save tools to deny the enemy’s best engage or burst window. In ARAM: Mayhem, the constant fighting makes Tahm more active than a normal slow tank. He wants short, messy skirmishes where enemies overcommit into his range and his team can hit whoever he locks down. Play him as a bodyguard when your carries are winning, or as a bully when the enemy backline steps too close. If he wastes his protection early, he can be punished hard, so patience matters. View champion guide

Mordekaiser Mordekaiser Mordekaiser T4
Tier
T4
Rank
#91
Win Rate
48.50%
Pick Rate
0.68%

Mordekaiser is a durable AP juggernaut who wins by walking into the fight, forcing enemies to deal with him, and turning one target into a private problem. His signature pattern is simple: land Death's Grasp to pull someone in, keep hitting to activate his passive damage zone, then use Realm of Death to remove a key carry, diver, or frontline anchor from the main fight. In ARAM: Mayhem, Mordekaiser likes messy, close-range fights where enemies cannot kite forever. Snowball and augments can help him reach priority targets, but he still gets punished hard if he walks in before cooldowns are spent. Play him as a patient brawler: wait for someone to step too far forward, drag them in, survive the first burst, then ult the target your team most wants isolated. View champion guide

Read counter details

Countered By

5

Kalista is countered by these champions in ARAM: Mayhem.

Nasus Nasus Nasus T4
Tier
T4
Rank
#114
Win Rate
47.89%
Pick Rate
0.37%

Nasus the Curator of the Sands Nasus is a scaling juggernaut who turns time into a win condition. His entire identity revolves around Siphoning Strike—stacking permanent damage on every last-hit until a single Q deletes health bars. In standard modes, he suffers from a weak early game and gets kited endlessly. ARAM: Mayhem fixes both problems. The single-lane format guarantees constant minion waves. You never run out of stacks. The Mayhem pacing means you hit your power spikes faster, and the mode's specific augments give Nasus tools he never gets on Summoner's Rift: gap-close, crowd control reduction, and enough sustain to walk through poke. Play him as a mid-range bully who transitions into a raid boss. You don't chase kills early—you chase stacks. Once the damage ramps up, you force fights on your terms, wither priority targets, and take objectives in seconds. View champion guide

Malphite Malphite Malphite T4
Tier
T4
Rank
#127
Win Rate
47.50%
Pick Rate
0.92%

Malphite – Shard of the Monolith Malphite is a tanky engage champion built around one devastating combo: Unstoppable Force into everything else. His identity is simple—he runs at you, becomes impossible to kill, and turns teamfights with a single well-timed ultimate. In standard modes, he's known as "the press R to win champion," and that reputation follows him into ARAM. What changes in ARAM: Mayhem is how often he gets to do it. The accelerated gold and experience means Malphite hits his power spikes faster and stays relevant longer. He's not stuck farming for twenty minutes waiting for a chance to flash-ult. Instead, he's constantly looking for angles, constantly threatening the engage, and constantly forcing the enemy team to respect his cooldown. The single-lane format actually helps him—there's nowhere to run when a giant rock monster crashes through your entire backline. His role is frontline disruptor. He soaks damage, peels for carries, and creates openings with Ground Slam and Unstoppable Force. He doesn't deal massive sustained damage, but he doesn't need to. One good ultimate can set up his entire team to clean up a fight. The trade-off is that when his ultimate is down, he's much less threatening. Smart enemies will track that cooldown and play aggressively when they know he can't engage. Mayhem's faster pacing also means Malphite has to be more decisive. He can't afford to sit back and wait for the perfect engage forever—the game moves too quickly. He needs to recognize when a good opportunity becomes a great one, commit fully, and trust his team to follow up. Passive play loses games in this mode, even on a tank. View champion guide

Nautilus Nautilus Nautilus T3
Tier
T3
Rank
#73
Win Rate
50.39%
Pick Rate
0.83%

Nautilus is a frontline engage tank who turns one good catch into a full team fight. His identity is simple: walk up with threat, hook the target that steps too far forward, then layer crowd control so your carries can finish the job. His signature pattern is hook, lock down, and stand in the way. If an enemy carry mispositions, Nautilus can start the fight immediately. If your team is being dived, he can peel just as well by anchoring himself between the threat and his backline. In ARAM: Mayhem, the constant brawling makes Nautilus feel very natural. There is less time to play slow lane games and more value in forcing clean all-ins, protecting damaged allies, and punishing anyone who uses mobility too early. He is entry-level friendly because his job is clear, but good Nautilus players win by choosing the right target instead of throwing every hook on cooldown. View champion guide

Vi Vi Vi T3
Tier
T3
Rank
#98
Win Rate
49.02%
Pick Rate
0.36%

Vi is a straightforward bruiser-diver who starts fights by punching a path into the enemy backline. Her identity is simple: charge in, lock onto a priority target, and force the enemy team to answer you. She is best for players who want clear engage tools, strong follow-up, and a champion that rewards decisive timing more than fancy spacing. Her signature pattern is to look for a clean angle, commit onto a carry or exposed squishy, and let her team collapse while the target is pinned down. In ARAM: Mayhem, fights break open faster and augments can make engages much more explosive, so Vi has to pick her moments carefully. Go too early and you get burned down in the middle of the enemy team; wait for a target to step forward, a key defensive tool to be used, or your own team to be close enough, and Vi turns one good punch into a full fight win. View champion guide

Veigar Veigar Veigar T3
Tier
T3
Rank
#81
Win Rate
50.14%
Pick Rate
0.98%

Veigar is a scaling burst mage who controls space with his cage and deletes targets once they are forced to stand still. His usual pattern is simple: punish clumped enemies, trap priority targets, then stack damage through repeated spell hits and takedown pressure.In ARAM: Mayhem, Veigar gets more chances to fight than on a normal map, but he also has less room to hide. Play him as a backline control mage: hold your stun for engages or escapes, farm stacks safely when the wave is contested, and use the chaos of Mayhem to land huge area damage on enemies who overcommit. View champion guide

Read counter details

Kalista Team Comp Highlights

Partner patterns extracted from the team comp guide

Team Comp
Alistar Alistar Alistar T3
Tier
T3
Rank
#87
Win Rate
49.65%
Pick Rate
0.65%

Alistar is a frontline engage tank who wins fights by forcing the enemy to stand where they do not want to be. His signature pattern is simple: go in, knock targets up, shove a priority enemy into danger, then soak the return damage while his team follows. He is easy to understand, but the timing matters. If you commit before allies are in range, you just donate your health bar. In ARAM: Mayhem, Alistar plays faster and more aggressively than a standard tank because fights break out constantly and augments can push him toward harder engage, better durability, or more disruptive peel. Look for clumped enemies, punish carries who step past their frontline, and use Snowball-style access when available to start from angles they cannot comfortably dodge. When your team is behind, shift from hard engage to bodyguard duty: interrupt divers, peel for your main damage dealer, and only re-engage after the enemy spends key crowd control. View champion guide

Alistar

Alistar is one of Kalista’s cleanest partners because he can start fights, absorb the first counter-hit, and become a dangerous Fate’s Call delivery target. Kalista gives him an extra way in, while he gives her the hard stop she needs when divers reach her.

Nautilus Nautilus Nautilus T3
Tier
T3
Rank
#73
Win Rate
50.39%
Pick Rate
0.83%

Nautilus is a frontline engage tank who turns one good catch into a full team fight. His identity is simple: walk up with threat, hook the target that steps too far forward, then layer crowd control so your carries can finish the job. His signature pattern is hook, lock down, and stand in the way. If an enemy carry mispositions, Nautilus can start the fight immediately. If your team is being dived, he can peel just as well by anchoring himself between the threat and his backline. In ARAM: Mayhem, the constant brawling makes Nautilus feel very natural. There is less time to play slow lane games and more value in forcing clean all-ins, protecting damaged allies, and punishing anyone who uses mobility too early. He is entry-level friendly because his job is clear, but good Nautilus players win by choosing the right target instead of throwing every hook on cooldown. View champion guide

Nautilus

Nautilus gives Kalista point-and-click style threat, layered crowd control, and a body that can occupy the front of the lane. His engage is easier for Kalista to read than many flank champions because he usually commits in a straight line, which makes follow-up spear stacking simple.

Thresh Thresh Thresh T5
Tier
T5
Rank
#161
Win Rate
45.37%
Pick Rate
0.86%

Thresh the Chain Warden Thresh is a ranged support catcher who controls fights through displacement, isolation, and peel. His identity centers on the lantern: a unique tool that repositions allies and turns bad engages into instant escapes. In ARAM: Mayhem, he becomes a relentless playmaker who can fish for hooks constantly without running dry on mana or cooldowns. He plays as a frontline-adjacent warden. You stand near your carry, threaten hooks to zone enemies off the wave, and look for grabs that drag someone out of position into your team. The lantern gives your team a safety net most supports cannot offer, letting allies play aggressive and still have a bail-out button. Mayhem accelerates his hook pattern. Faster ability cycles mean Death Sentence comes up often enough to spam, miss, and still have another chance shortly after. The lantern becomes a repeated repositioning tool rather than a long-cooldown emergency button. Flay's knockback is available frequently enough to disrupt dashes and channels on reaction, making him much harder to dive. His signature pattern is simple: land a hook, pull twice, then Flay the target sideways or backward into your team. If the fight turns, drop the lantern for a threatened ally. The Box creates a zone that punishes enemies trying to chase or escape, slowing anyone who touches a wall. In Mayhem, the lower cooldowns and higher resource regeneration let you cycle this entire sequence multiple times in one extended fight. View champion guide

Thresh

Thresh gives Kalista both engage and a rare escape pattern. Lantern helps solve one of Kalista’s biggest ARAM problems: when her hop pattern gets interrupted by crowd control or terrain pressure, she needs a teammate who can reposition her without asking her to win a footrace.

Rakan Rakan Rakan T3
Tier
T3
Rank
#112
Win Rate
49.18%
Pick Rate
0.25%

Rakan The Charmer Rakan is a mobile support designed to set up plays and keep his carry alive. He pairs naturally with Xayah, but in ARAM: Mayhem, he functions as a strong independent engager. His identity revolves around dancing in and out of fights, layering shields, and locking down multiple enemies with his crowd control. In Mayhem, the faster pace and reduced cooldowns make his engage pattern much safer. He can dive the backline, ult, and dash back to an ally without waiting long for his cooldowns to reset. Expect to see him build tanky with ability haste, constantly looking for the angle to start a fight. View champion guide

Rakan

Rakan adds speed, chain engage, and flexible peel. He is not as durable as a true tank, but he is excellent at creating the first half-second Kalista needs to begin stacking safely. His mobility also makes him a strong Fate’s Call partner because he can enter, disrupt, and then retreat before Kalista is forced to overextend.

Lulu Lulu Lulu T4
Tier
T4
Rank
#121
Win Rate
47.27%
Pick Rate
0.46%

Lulu the Fae Sorceress Lulu is a whimsical enchantress who controls fights through disruption, buffs, and crowd control rather than raw damage. She excels as a support or utility mage, turning enemy engages into chaos while amplifying her allies. Her signature pattern revolves around Polymorph—shutting down divers or assassins the moment they commit—and using Whimsy to speed up engages or peel threats. In ARAM: Mayhem, her constant poke and shielding become even more oppressive, and the faster pace means her ult and polymorph are available for nearly every skirmish. View champion guide

Lulu

Lulu gives Kalista the defensive layer she often lacks. Kalista can deal strong sustained damage when she is allowed to keep moving and attacking, but hard dive, slows, and burst can cut that off. Lulu helps her survive the first contact and punish enemies who commit too far.

Kalista ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Rend Timing DisciplineKalista can often hold Rend greedily because fights are slower and there are more minions to manage resets for extended trades.You need to be less greedy and use Rend sooner to secure kills, create slows, or create space before targets escape or divers reach you.Cash out Rend early for control rather than waiting for perfect stacks.
Fight TempoShe has time to build waves, trade around minions, and threaten resets after poke lands in a stable front-to-back rhythm.Skirmishes happen before everyone is ready and enemies may re-engage immediately, so she must convert small openings without waiting.Push advantages quickly and retreat immediately if you lack Rend pressure.
Fate's Call UsageIt is often saved for your support's engage or as a rescue button, used somewhat lazily compared to Mayhem.It must serve as both engage tool and rescue button; hold it for dangerous divers rather than spending on flashy openers.Communicate with your Oathsworn and save Fate's Call for critical peel.
Snowball UsageMany players barely think about Snowball on Kalista because she usually prefers standard marksman spacing.Snowball works as a delayed commit, chase tool, or escape route, but never as an opener before your team's crowd control lands.Use Snowball for late entries after cooldowns are spent, not as engage.
Build FlexibilityShe often leans into attack speed, on-hit damage, lifesteal, and anti-tank tools depending on the enemy team composition.You must value survivability and access more honestly; greedy damage builds can leave you unable to play the fight at all.Add survival or safer access when the enemy comp demands it.

Champion Analysis

Role / Current performance

Overview

Kalista the Spear of Vengeance is a ranged ADC in Hextech Mayhem, defined by extraordinary mobility and sustained damage output. Her passive, Martial Poise, lets her hop in a chosen direction after every basic attack, granting exceptional repositioning while attacking and dodging skillshots. This mobility is central to her identity, allowing continuous kiting and aggressive play in the chaotic ARAM environment. Her primary poke tool, Pierce, is a spear that deals physical damage with bonus damage against targets already marked by spears. Sentinel deploys a spectral scout that provides vision and marks discovered enemies, valuable for checking brush in the single-lane mode. Rend is Kalista’s most critical ability: she must first stack spears on enemies using basic attacks and Pierce, then detonate them all with Rend for devastating burst damage. Rend also executes targets below a health threshold, making it a powerful finisher. Fate’s Call, her ultimate, pulls an ally to her, making them untargetable, and then allows that ally to dash in a chosen direction. This can protect a key teammate or launch them into the enemy team for engage, giving Kalista unique utility beyond raw damage. Her overall pattern is a high-mobility, high-burst physical carry who excels at stacking and detonating spears, weaving attacks with hops, and using her ultimate for both defense and offensive setup. Practical strategic value lies in her ability to dominate extended fights through sustained dps, outplay skillshots with continuous movement, and execute low-health targets without counterplay. Her mobility and burst potential make her one of the most feared ADCs in Hextech Mayhem, rewarding players who can maintain positioning and stack spears efficiently while coordinating with an ally for optimal Fate’s Call usage.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Kalista wins Mayhem fights by staying barely out of reach while stacking spears on the right target. Attack, hop sideways, check who can still reach you, then decide whether to keep stacking or pull Rend early. Let someone else start the fight unless the enemy is already split—Kalista punishes a bad step hard but is not a front-to-back initiator. Wait for your tank, Snowball user, or bound ally to force the first reaction, then enter after enemy crowd control is spent. Use your first attacks to test the fight; if the backline walks backward and divers turn toward you, kite back and keep spears on the closest threat. If carries stay in range after using mobility, shift hops forward and chase. Save Rend for a real decision point: when the target is about to leave range, when a reset or slow helps your team finish, or when you need to secure a low-health champion before shields land. Do not burn it just because spears are visible. For counter-engage, hop diagonally away from the enemy team rather than straight backward into your own carries, making follow-up skillshots harder and keeping your support from being body-blocked. Stack spears on the diver first if they are the only champion hitting you—chasing the enemy carry while a melee champion is on top of you is how Kalista dies. If your bound ally can re-engage, let the enemy overstep first, then use the ally displacement as a punish tool. Hop with purpose: short side hops dodge narrow skillshots, backward hops buy space from melees, forward hops are only safe after key lockdown misses. Keep one escape lane open before attacking, toward a health relic, turret, or peel teammate. When caught, attack the nearest target and Rend at the last useful moment. Stand slightly off-center to give your hops room and attack around minions. Rotate away from walls or terrain edges that can trap you. Use minion waves as temporary cover, stacking spears and threatening Rend pressure, then back up when the wave thins. Hit what you can hit safely first; if a tank or bruiser crosses into your range without their team close, stack them until they retreat. Switch to carries only when their escape tools are gone and at least one major enemy crowd control is unavailable. Do not split spear stacks across too many champions. Use Snowball as a follow-up tool more often than an opener—taking the dash alone usually puts you inside every enemy answer. It can also buy a new angle defensively off a summoned unit or safe target. Play around your augments while keeping spacing first: attack-speed and on-hit augments shine in extended front-to-back fights, while mobility augments let you take sharper angles rather than careless ones. Push when the enemy wave blocks their engage, then step back before a clean hook hits. Pull back when your frontline is on cooldown. After winning a trade, do not overstay. Dive only after the target is committed to retreating, keeping Rend available for the finish, and exit diagonally toward allies. When behind, stop forcing backline access—shred whoever walks into your safe range, farm waves with discipline, and hold defensive tools for the fed threat. The clean Kalista game is patient aggression: pressure every step but fully commit only when the enemy engage line is broken, keeping the lane wide and one exit open.

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Playstyle Guide

Playstyle / Team structure

Play guide

Kalista the Spear of Vengeance approaches Summoner's Rift with a clear early plan: win space before trying to win fights. From levels one to six, she starts slightly behind her front line, using the minion wave as a lane to hop after every auto attack. Her best trades are short—one or two autos, a sideways hop, and a Q when the line is clear—then she backs out before the enemy can reply. She treats Rend as both damage and a farming tool, cashing out on a low minion and a marked champion for tempo but respects the punish window after a weak Rend that secures nothing. Early Snowball is defensive or follow-up; she holds the recast unless the target is isolated or her bound ally covers her landing. Augments in this phase help her attack safely: attack speed, on-hit damage, range, movement, lifesteal, or defensive triggers all fit. She pushes when her team has stronger poke or a durable tank, and stalls when the enemy has hooks or long roots. If she falls behind, she stops contesting every spear stack, farms with Q and autos through minions, and saves Snowball for disengage or cleanup. By level six, she aims to have health, summoners, and a clear idea of her bound ally's playstyle. At levels seven through eleven, Kalista turns short trades into forced fights. She stands close enough to her bound ally that Fate's Call is real but not so close that area spells hit both. Her trading rhythm becomes oppressive if allowed to attack continuously: she hits the nearest safe target, stacks spears, and switches only when necessary. She looks for fights after the enemy misses a key crowd control spell, then hops forward. Fate's Call either delivers her ally deeper or pulls them out after they absorb cooldowns. Mid-game Snowball becomes a cleanup or repositioning tool, never an engage into five people. She uses offensive augments during extended fights, not random poke, and saves defensive augments for the first diver. She pushes when she wins front-to-back fights and stalls when the enemy has stronger wombo or her ally is dead. When ahead, she plays like a spear wall, attacking the closest champion and using Rend to finish or force retreat. When behind, she stays near peel, hits whoever enters first, and saves Rend for when they try to leave. After each fight, she decides quickly: push if multiple enemies are down, clear and reset if her frontline is low. In the late game from level twelve onward, Kalista protects her attack uptime above all else. She stands one step behind her tank, with hops angled away from walls and enemy crowd control. She stops taking low-value poke trades and only commits repeated autos when her team can protect the space. Fate's Call is saved for saving her ally from lethal focus, starting a fight, or interrupting a dive path—she does not hold it forever. Late Snowball is selective, used only when the landing spot is safer or the target dies before the enemy collapses. She times damage augments with real teamfight commitment and saves defensive augments for the first diver that reaches her. She pushes hard after a won fight but never hits structures while enemies can engage freely. When ahead, she ends through clean front-to-back fights, punishing anyone who steps forward. When behind, she plays for a single overextension, hiding behind her strongest control champion and stacking spears while kiting toward her base.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

When ahead, Kalista should not play like a normal backline marksman. Instead of chasing deep, she uses the lead to take space one hop at a time, stacking spears on the nearest safe target while forcing the enemy to choose between backing off or eating an Rend finish. She holds the middle of the lane, not the enemy fountain, and only steps forward far enough that her support or Oathsworn can still reach her; chasing past peel turns the lead into a shutdown. Kalista stacks Rend pressure before committing by hitting an approaching tank or bruiser while hopping sideways, but does not cash out early unless it kills, resets the fight, or denies escape—holding it creates threat, while wasting it creates a punish window for the enemy. Fate’s Call should be used as a throw-prevention tool first, saving it to save the Oathsworn after key enemy crowd control is used, or to peel against divers, rather than for flashy engages. She converts poke leads into controlled all-ins by focusing one low target and forcing Rend for the first reset, but avoids diving deep alone. She respects slows and grounding-style control more than raw damage, baiting them with short forward steps and immediate side hops before committing. Snowball is used defensively unless the fight is already won, marking a target to threaten rather than forcing the recast without team follow-up. Augments should protect the lead—mobility, shield, cleanse, lifesteal, or anti-burst options—rather than only inflating damage, especially against repeated dive. She does not greed Rend resets on minions during siege fights, keeping cursor and attack pattern ready for champions. Fights end through the front line when the backline is protected, shredding the tank to open the lane rather than diving past it. When behind, Kalista cannot brute-force fights. She gives up space before giving up life, standing behind minions and near her best peel champion to survive first contact. She attacks the closest safe target—even a tank or diver—and uses Rend only when it secures a kill, forces a retreat, or resets the fight; she does not Rend early out of fear, as low-damage Kalista needs stacks to matter. Fate’s Call is saved for the enemy’s committed engage, used defensively to interrupt their follow-up or pull out a caught Oathsworn. Minions serve as a movement plan for reliable hopping, and she retreats before being stranded in open lane after the wave dies. She lets allies start the damage check, waiting for enemy crowd control to be spent before entering. Augments fix access and survival, prioritizing durability, movement, healing, shields, or cleanse safety over pure damage when being slowed or burst every fight. Snowball is used as a dodge or follow-up, not a desperation button, and she only takes it when her team is already moving or Fate’s Call is available. Trading health for cooldowns is done only with an exit—checking Oathsworn position, minion wave, and available peel before posturing. Behind Kalista plays for the first clean reset, killing the overextended diver and surviving with space, then regrouping before chasing to avoid handing back shutdowns. The consistent rule is that ahead, Kalista makes the enemy walk through spear stacks before they can play; behind, she makes the enemy spend engage tools before she fully commits, and the throw happens when she leaves her peel, burns Rend without impact, or uses Fate’s Call for style instead of control.

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Champion Background

Lore / Identity / Text block

Background copy

Kalista the Spear of Vengeance is a marksman whose entire combat pattern revolves around constant repositioning and spear-stacking pressure. In ARAM: Mayhem, fights become chaotic quickly, and Kalista thrives when she can use her hop after every basic attack or Pierce to stay one step ahead of skillshots and enemy engage. Her hop is her real defensive tool; she does not win by standing still and trading like a normal marksman. Instead, she attacks, hops at an angle, and makes skillshots land behind her. If she wastes a hop by moving forward greedily or failing to issue a clean movement command, she becomes a short-range marksman with no escape, giving the enemy a free engage window. Her line skillshot, Pierce, adds spear stacks and can punch through a dying unit to threaten enemies hiding behind minions or bruisers. In Mayhem, where enemies often cluster, looking for low-health targets to open a line into the backline is essential. Sentinel provides vision utility that is especially valuable on a single-lane map, letting Kalista check dangerous brush or fog pockets before her team walks into a trap. Blind face-checks are brutally punished in Mayhem, and Kalista does not want to discover an engage champion by hopping into them. The shared-damage pattern with her oathsworn ally matters most when both focus the same target, but the primary value in teamfights is preparation—scouting before the clash rather than forcing a low-impact cast mid-fight. Rend is her execute and zone control, turning many small hits into a kill. In Mayhem, where enemies may gain extra tools from augments and fights reset quickly, Kalista must hold Rend long enough to matter but not so long that the target escapes or she dies before casting. Tracking who actually has spears is critical in chaotic fights where her autos may be split across a tank, a minion, and a diver. Fate’s Call pulls her bound ally to her, making them untargetable, then lets that ally launch to a chosen area and knock up enemies. Choosing an oathsworn ally with hard engage or follow-up is key in Mayhem, as the ultimate can save an ally who drew key cooldowns or force a decisive engage when enemy carries are grouped. If Fate’s Call is burned with no save and no knockup, Kalista loses her biggest protection against dives, and her bound ally loses their emergency exit, making the next engage much easier for the enemy to punish. Every ability in Kalista’s kit reinforces a kiting, stacking, and decision-making identity that rewards patience and punishes overextension, especially in the high-stakes, fast-paced environment of ARAM: Mayhem.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Kalista is punished harder than most marksmen when her rhythm breaks. In Mayhem, fights get messy fast, so the goal is to avoid the mistakes that make you stand still, lose Rend value, or throw your bonded ally into a bad fight. Mechanical mistakes often start with auto-attacking without choosing a hop direction first, which drifts you forward into enemy engage range; the correct habit is to pick the direction before the spear leaves your hand, hopping sideways or backward in neutral fights. Spamming attack commands so fast that movement becomes random cancels your rhythm and gives skillshots a predictable path; a steady target-hop-target-hop pattern matters more than raw speed. Holding Rend too long for a perfect execute is a common greed error: the target leaves range, becomes untargetable, gets shielded, or you die before cashing out. Rend should be used when it secures a kill, forces a major retreat, or guarantees a reset on a low-health unit nearby. Conversely, using Rend early on a healthy frontline target just because stacks are visible removes your main threat; keep Rend available while the fight forms and cash out when the damage changes the fight state. Pierce should not be thrown through the wave without checking what happens after it lands, as stepping up for poke can leave you exposed when the spear misses and the enemy engages. Standing still to finish one more auto into heavy crowd control or burst is fatal because Kalista’s survival relies on constant repositioning; if the next auto requires standing in the danger zone, skip it and keep moving. Fate’s Call should not be used on your bonded ally with no landing plan; treat it as a rescue, a setup, or a guaranteed follow-up, not a random pull. Re-engaging after being slowed, blinded, or heavily zoned because you still have spear stacks is another trap—she is strongest when controlling spacing, not fighting through every negative effect. Decision mistakes compound these mechanical errors. Bonding with the wrong teammate because they look like a “standard” choice leads to awkward Fate’s Calls; bond with a reliable engager, a peel support who needs saving, or a durable champion who can turn a fight after repositioning. Playing Kalista like a long-range poke carry contributes low pressure; look for controlled windows to auto the closest safe target, stack Rend, and threaten a reset. Chasing a marked low-health enemy past your team turns a kill into a shutdown; chase only when your next hop keeps you inside ally support range or when Rend can finish without overcommitting. Ignoring the minion wave denies safe spear targets and Rend reset opportunities; use the wave as a spacing tool. Augments should be chosen with a plan for how you will actually fight—sustained auto value if you have peel, survival tools if fights are chaotic. Saving Fate’s Call only for the perfect engage leaves your bonded ally dead with your best defensive tool unused; a clean save is often better than a risky knockup. Front-to-back fighting with no target discipline spreads spears and loses kill pressure; lock onto the nearest safe target and swap only when a higher-value target enters safe range or Rend can finish. Starting fights when your bonded ally is dead, too far away, or unable to follow loses a huge part of your fight control; check your ally’s position before stepping into threat range.

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FAQ

Kalista

FAQ

Is Kalista a good pick in ARAM: Mayhem? Yes, if you are comfortable attacking while constantly repositioning. Pick her when your team can give you a stable front line or at least one reliable partner to bind with, then play around repeated spear stacks and clean Rend finishes. The tradeoff is that she is much harder to pilot than most marksmen, and a single slow, root, or bad hop can turn your damage window into a death sentence. Who should Kalista bind with? Bind with the teammate most likely to enter fights on purpose: a tank, engage support, bruiser, or any champion that wants to be delivered into the enemy team. If your team has no true engager, bind with the player who can peel you or survive long enough to be pulled out. Binding with a fragile carry can work, but it usually wastes your best engage and rescue tool. How should I play the first few minutes? Play patiently and stack spears on minions and frontliners instead of forcing deep trades. If the enemy lacks hard engage, use your hop movement to take short autos and back out before they answer. If they have long-range poke or instant crowd control, give ground early, farm safely, and wait for your team to create a real opening.

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