Normal order: R > E > Q > W.
Recommended Build
Items / Win rate / Pick rate
Build Setup
26.9Core items
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
- 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.
- 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.
- 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.
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
- 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.
- 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.
- 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.
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
Situational itemstop 12
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
49.88%- 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%- Total Price
- 3,500
- Price
- 725
+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage
47.85%- 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%- Total Price
- 3,400
- Price
- 325
+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.
54.45%- 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%- 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%- 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%- 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%- 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%- 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%- 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
- Total Price
- 1,000
- Price
- 300
+20 Attack Damage 10 Lethality
55.05%- Total Price
- 1,300
- Price
- 1,300
+40 Attack Damage
45.32%- Total Price
- 50
- Price
- 50
Consume Restores +120 Health over 15 seconds.
54.68%- Total Price
- 1,000
- Price
- 300
+20 Attack Damage 10 Lethality
54.68%Core items
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
- 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.
- 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.
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
- 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.
- 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.
- 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.
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
- 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.
Situational itemstop 12
- 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%- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
56.92%- 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%- 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%- 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%- Total Price
- 2,800
- Price
- 550
+50% Attack Speed +45 Magic Resist 20% Tenacity Fray Attacks deal bonus magic damage On-Hit.
56.43%- Total Price
- 3,400
- Price
- 325
+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.
56.72%- 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%- 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%- 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%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
57.41%- Total Price
- 3,500
- Price
- 725
+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage
57.34%Starting items
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
56.81%- Total Price
- 900
- Price
- 550
+15 Attack Damage 7% Life Steal
56.83%- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
53.52%Core items
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
- 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.
- 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.
- 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.
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
- 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.
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
- 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.
- 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.
Situational itemstop 12
- 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%- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
54.69%- 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%- 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%- Total Price
- 3,500
- Price
- 725
+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage
55.71%- 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%- 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%- Total Price
- 2,800
- Price
- 550
+50% Attack Speed +45 Magic Resist 20% Tenacity Fray Attacks deal bonus magic damage On-Hit.
56.18%- Total Price
- 3,400
- Price
- 325
+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.
58.51%- 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%- 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%- 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
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
57.07%- Total Price
- 1,000
- Price
- 300
+20 Attack Damage 10 Lethality
53.39%- Total Price
- 50
- Price
- 50
Consume Restores +120 Health over 15 seconds.
59.01%- Total Price
- 1,000
- Price
- 300
+20 Attack Damage 10 Lethality
59.01%Core items
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
- 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.
- 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.
- 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.
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
- 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.
- Total Price
- 2,950
- Price
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
- 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.
Situational itemstop 12
- 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%- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
44.83%- 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%- 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%- 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%- 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%- 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%- 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%- 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%- 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%- Total Price
- 2,800
- Price
- 550
+50% Attack Speed +45 Magic Resist 20% Tenacity Fray Attacks deal bonus magic damage On-Hit.
44.94%- 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
- Total Price
- 1,000
- Price
- 300
+20 Attack Damage 10 Lethality
43.52%- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
45.65%- Total Price
- 50
- Price
- 50
Consume Restores +120 Health over 15 seconds.
46.12%- Total Price
- 1,000
- Price
- 300
+20 Attack Damage 10 Lethality
46.12%Best ARAM Mayhem Augments
Hextech recommendations / Combo value
| Name | Rarity | Tier | Pick Rate | Games | |
|---|---|---|---|---|---|
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 | Gold | T1 | 59.27% | 9.90% | 1,294 |
You can no longer be healed by allies and your health regeneration is set to 0 . Gain 25% omnivamp . View augment details | Gold | T1 | 58.96% | 10.93% | 1,428 |
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 | Prismatic | T1 | 58.48% | 11.00% | 1,438 |
Gain 15% omnivamp . View augment details | Silver | T1 | 58.26% | 7.04% | 920 |
After dashing , blinking , or exiting stealth , gain 300 bonus movement speed for 2 seconds. View augment details | Silver | T1 | 58.15% | 10.57% | 1,381 |
Gain one random Prismatic augment, excluding the other two offerings in your current assortment. View augment details | Gold | T1 | 57.71% | 6.01% | 785 |
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 | Gold | T1 | 56.91% | 16.73% | 2,186 |
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 | Gold | T1 | 56.82% | 19.58% | 2,559 |
Gain ( 200 / 100) bonus attack range. View augment details | Gold | T1 | 56.61% | 18.30% | 2,392 |
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 | Prismatic | T1 | 55.84% | 6.62% | 865 |
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 | Prismatic | T1 | 55.50% | 12.67% | 1,656 |
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 | Silver | T1 | 55.28% | 6.74% | 881 |
Gain ( 250 / 150) bonus attack range. View augment details | Prismatic | T1 | 54.90% | 8.35% | 1,091 |
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 | Gold | T1 | 53.73% | 7.89% | 1,031 |
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 | Prismatic | T1 | 53.55% | 9.04% | 1,182 |
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 | Silver | T1 | 53.44% | 9.56% | 1,250 |
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 | Gold | T1 | 53.30% | 16.37% | 2,139 |
Grants 60% bonus attack speed . View augment details | Silver | T1 | 52.50% | 14.54% | 1,901 |
Basic attacks launch a Firecracker at a nearby enemy champion that deals 30% AD physical damage and applies on-hit effects. View augment details | Silver | T1 | 52.12% | 14.08% | 1,840 |
Gain ( 75 / 50) bonus attack range. View augment details | Silver | T1 | 51.38% | 8.06% | 1,053 |
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 | Gold | T1 | 51.27% | 14.74% | 1,927 |
Gain the Conqueror and Lethal Tempo keystone runes. View augment details | Prismatic | T1 | 51.06% | 6.83% | 893 |
Scoring a champion takedown grants you 100% bonus movement speed and 15% total attack speed for 4 seconds. View augment details | Gold | T1 | 50.22% | 8.52% | 1,113 |
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 | Gold | T1 | 46.70% | 4.98% | 651 |
Gain 3 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. View augment details | Gold | T2 | 58.64% | 2.70% | 353 |
Basic attacks that critically strike apply on-hit effects an additional time. Additionally, gain 25% critical strike chance . View augment details | Gold | T2 | 57.92% | 4.49% | 587 |
Gain 2 Stat Anvils . View augment details | Silver | T2 | 57.65% | 1.50% | 196 |
Gain one random Gold augment, excluding the other two offerings in your current assortment. View augment details | Silver | T2 | 57.65% | 2.80% | 366 |
Gain 1750 upon acquiring this augment. View augment details | Gold | T2 | 57.64% | 1.55% | 203 |
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 | Gold | T2 | 57.50% | 1.84% | 240 |
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 | Silver | T2 | 56.23% | 2.03% | 265 |
Grants 50% critical strike chance . View augment details | Gold | T2 | 55.38% | 2.85% | 372 |
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 | Gold | T2 | 54.98% | 3.08% | 402 |
Heal for 12% of the post-mitigation damage dealt by your critical strikes . Additionally, gain 25% critical strike chance . View augment details | Gold | T2 | 54.67% | 3.36% | 439 |
Your current augments transform into an equal number of completely random Prismatic ones. View augment details | Prismatic | T2 | 54.22% | 1.27% | 166 |
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 | Prismatic | T2 | 53.14% | 1.34% | 175 |
Gain 60% bonus movement speed towards enemy champions below 40% of their maximum health . View augment details | Silver | T2 | 53.05% | 1.63% | 213 |
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 | Silver | T2 | 52.94% | 1.30% | 170 |
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 | Silver | T2 | 52.60% | 1.32% | 173 |
Abilities with dashes or blinks gain 175 ability haste . View augment details | Prismatic | T2 | 52.52% | 2.13% | 278 |
Gain two completely random augments, excluding the other two offerings in your current assortment. View augment details | Prismatic | T2 | 51.99% | 2.31% | 302 |
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 | Prismatic | T2 | 51.83% | 2.51% | 328 |
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 | Gold | T2 | 51.51% | 4.56% | 596 |
Increases attack damage by 20% . View augment details | Silver | T2 | 51.20% | 1.60% | 209 |
Gain 50 bonus movement speed and 40% slow resist . View augment details | Silver | T2 | 50.69% | 1.66% | 217 |
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 | Gold | T2 | 50.00% | 1.64% | 214 |
Grants 18% armor penetration and magic penetration . View augment details | Gold | T2 | 49.17% | 4.15% | 543 |
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 | Silver | T2 | 49.16% | 4.11% | 537 |
Heal for 0. 2 – 1. 2 (based on level) (+ 0. 01 % maximum health) per 10 units travelled. View augment details | Gold | T2 | 49.09% | 1.26% | 165 |
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 | Gold | T2 | 48.19% | 1.27% | 166 |
Basic attacks on-hit reduce the remaining cooldowns of your abilities by 1. 25 seconds. View augment details | Prismatic | T2 | 48.05% | 1.96% | 256 |
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 | Gold | T2 | 47.96% | 1.69% | 221 |
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 | Prismatic | T2 | 46.86% | 2.92% | 382 |
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 | Gold | T2 | 46.71% | 3.95% | 516 |
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 | Gold | T2 | 46.52% | 4.06% | 531 |
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 | Silver | T2 | 46.41% | 1.60% | 209 |
Gain the Hail of Blades and Press the Attack keystone runes. View augment details | Prismatic | T2 | 46.37% | 3.48% | 455 |
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 | Gold | T2 | 45.63% | 1.93% | 252 |
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 | Prismatic | T2 | 45.18% | 1.27% | 166 |
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 | Gold | T2 | 44.44% | 3.24% | 423 |
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 | Prismatic | T3 | 63.89% | 1.10% | 144 |
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 | Prismatic | T3 | 56.06% | 0.50% | 66 |
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 | Gold | T3 | 55.93% | 0.45% | 59 |
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 | Silver | T3 | 55.86% | 0.85% | 111 |
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 | Prismatic | T3 | 55.65% | 0.88% | 115 |
Grants 3 random Dragon Souls . View augment details | Prismatic | T3 | 53.01% | 0.64% | 83 |
Gain 100% bonus movement speed . This bonus is lost for 6 seconds after taking damage from champions. View augment details | Silver | T3 | 52.00% | 0.77% | 100 |
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 | Prismatic | T3 | 51.43% | 0.80% | 105 |
Your abilities apply on-hit effects (1 second cooldown per target). View augment details | Gold | T3 | 51.06% | 0.72% | 94 |
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 | Gold | T3 | 50.67% | 0.57% | 75 |
Basic attacks deal bonus physical damage equal to 75% AP . View augment details | Gold | T3 | 50.41% | 0.93% | 121 |
Grants 20 bonus attack damage , 10 ability haste , and 5 lethality . View augment details | Silver | T3 | 49.44% | 0.68% | 89 |
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 | Prismatic | T3 | 48.84% | 0.66% | 86 |
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 | Prismatic | T3 | 47.78% | 0.69% | 90 |
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 | Gold | T3 | 47.25% | 0.70% | 91 |
Grants the Infernal Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T3 | 47.22% | 0.55% | 72 |
Deal 1% increased damage per 10 movement speed you have more than the target. View augment details | Silver | T3 | 47.19% | 0.68% | 89 |
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 | Gold | T3 | 46.77% | 0.47% | 62 |
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 | Prismatic | T3 | 46.55% | 0.44% | 58 |
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 | Prismatic | T3 | 46.51% | 0.99% | 129 |
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 | Silver | T3 | 46.07% | 0.68% | 89 |
Your champion's third basic ability (E) gains 100 ability haste . View augment details | Gold | T3 | 45.98% | 0.67% | 87 |
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 | Gold | T3 | 45.00% | 1.07% | 140 |
Gain the Dark Harvest and First Strike keystone runes. View augment details | Gold | T3 | 44.74% | 0.58% | 76 |
Whenever you damage an enemy champion with an ability, gain 200 bonus movement speed decaying over 0. 75 seconds. View augment details | Silver | T3 | 44.00% | 0.57% | 75 |
Grants the Hextech Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T3 | 42.03% | 0.53% | 69 |
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 | Prismatic | T3 | 40.65% | 0.94% | 123 |
获得?技能急速(40%%i:scaleCrit%)。 View augment details | Silver | T3 | 40.32% | 0.47% | 62 |
Your champion's first basic ability (Q) gains 100 ability haste . View augment details | Gold | T3 | 39.36% | 0.72% | 94 |
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 | Gold | T3 | 31.33% | 0.64% | 83 |
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 | Silver | T4 | 61.11% | 0.41% | 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 | Gold | T4 | 59.26% | 0.41% | 54 |
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 | Gold | T4 | 58.49% | 0.41% | 53 |
Grants 1000% base health regeneration , increased to 2000% while below 25% maximum health . View augment details | Gold | T4 | 56.86% | 0.39% | 51 |
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 | Silver | T4 | 54.72% | 0.41% | 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 | Gold | T4 | 54.72% | 0.41% | 53 |
Basic attacks deal bonus physical damage equal to 3. 5 % of your maximum health . View augment details | Silver | T4 | 51.85% | 0.41% | 54 |
Gain 60 ability haste , increased by 3 each time you score a champion takedown . View augment details | Prismatic | T4 | 43.64% | 0.42% | 55 |
Grants 35% bonus health , 15% adaptive force , and 50% increased size. View augment details | Prismatic | T4 | 40.74% | 0.41% | 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 | Gold | T4 | 40.74% | 0.41% | 54 |
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 | Gold | T4 | 40.35% | 0.44% | 57 |
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 | Gold | T4 | 32.14% | 0.43% | 56 |
Kalista Skill Combos
Extracted from the skill order guide
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.
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
5Kalista counters these champions in ARAM: Mayhem.
Read counter detailsCountered By
5Kalista is countered by these champions in ARAM: Mayhem.
Read counter detailsKalista Team Comp Highlights
Partner patterns extracted from the team comp 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 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 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 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 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
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Rend Timing Discipline | Kalista 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 Tempo | She 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 Usage | It 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 Usage | Many 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 Flexibility | She 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
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
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.
Read full guidePlaystyle Guide
Playstyle / Team structure
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.
Read full guideStrengths and Weaknesses
Strengths / Weaknesses
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.
Read full guideChampion Background
Lore / Identity / Text block
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.
Read full guideMistakes to Avoid
Common mistakes / Risk control
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.
Read full guideFAQ
Kalista
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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