Normal order: R > E > Q > W.
N/A
elementy / Procent zwycięstw / Popularność
N/A
26.9N/A
- Cena łączna
- 1,100
- Cena
- 300
+25% Attack Speed +45 Move Speed
- Cena łączna
- 3,000
- Cena
- 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.
- Cena łączna
- 2,650
- Cena
- 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.
- Cena łączna
- 3,000
- Cena
- 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.
- Cena łączna
- 1,100
- Cena
- 300
+25% Attack Speed +45 Move Speed
- Cena łączna
- 2,650
- Cena
- 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.
- Cena łączna
- 3,000
- Cena
- 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.
- Cena łączna
- 2,650
- Cena
- 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.
- Cena łączna
- 1,100
- Cena
- 300
+25% Attack Speed +45 Move Speed
N/Aelementy
- Cena łączna
- 1,100
- Cena
- 300
+25% Attack Speed +45 Move Speed
49.88%- Cena łączna
- 3,000
- Cena
- 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%- Cena łączna
- 3,500
- Cena
- 725
+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage
47.85%- Cena łączna
- 2,650
- Cena
- 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%- Cena łączna
- 3,400
- Cena
- 325
+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.
54.45%- Cena łączna
- 3,300
- Cena
- 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%- Cena łączna
- 3,200
- Cena
- 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%- Cena łączna
- 3,100
- Cena
- 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%- Cena łączna
- 3,000
- Cena
- 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%- Cena łączna
- 2,650
- Cena
- 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%- Cena łączna
- 3,000
- Cena
- 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%- Cena łączna
- 3,000
- Cena
- 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%N/A
- Cena łączna
- 1,000
- Cena
- 300
+20 Attack Damage 10 Lethality
55.05%- Cena łączna
- 1,300
- Cena
- 1,300
+40 Attack Damage
45.32%- Cena łączna
- 50
- Cena
- 50
Consume Restores +120 Health over 15 seconds.
54.68%- Cena łączna
- 1,000
- Cena
- 300
+20 Attack Damage 10 Lethality
54.68%N/A
- Cena łączna
- 1,100
- Cena
- 300
+25% Attack Speed +45 Move Speed
- Cena łączna
- 3,200
- Cena
- 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.
- Cena łączna
- 3,000
- Cena
- 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.
- Cena łączna
- 1,100
- Cena
- 300
+25% Attack Speed +45 Move Speed
- Cena łączna
- 3,200
- Cena
- 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.
- Cena łączna
- 2,650
- Cena
- 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.
- Cena łączna
- 3,200
- Cena
- 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.
- Cena łączna
- 1,100
- Cena
- 300
+25% Attack Speed +45 Move Speed
- Cena łączna
- 3,000
- Cena
- 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.
N/Aelementy
- Cena łączna
- 3,200
- Cena
- 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%- Cena łączna
- 1,100
- Cena
- 300
+25% Attack Speed +45 Move Speed
56.92%- Cena łączna
- 3,000
- Cena
- 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%- Cena łączna
- 2,650
- Cena
- 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%- Cena łączna
- 3,000
- Cena
- 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%- Cena łączna
- 2,800
- Cena
- 550
+50% Attack Speed +45 Magic Resist 20% Tenacity Fray Attacks deal bonus magic damage On-Hit.
56.43%- Cena łączna
- 3,400
- Cena
- 325
+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.
56.72%- Cena łączna
- 3,200
- Cena
- 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%- Cena łączna
- 3,000
- Cena
- 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%- Cena łączna
- 3,000
- Cena
- 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%- Cena łączna
- 1,250
- Cena
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
57.41%- Cena łączna
- 3,500
- Cena
- 725
+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage
57.34%N/A
- Cena łączna
- 1,100
- Cena
- 300
+25% Attack Speed +45 Move Speed
56.81%- Cena łączna
- 900
- Cena
- 550
+15 Attack Damage 7% Life Steal
56.83%- Cena łączna
- 1,100
- Cena
- 300
+25% Attack Speed +45 Move Speed
53.52%N/A
- Cena łączna
- 1,100
- Cena
- 300
+25% Attack Speed +45 Move Speed
- Cena łączna
- 3,000
- Cena
- 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.
- Cena łączna
- 2,650
- Cena
- 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.
- Cena łączna
- 3,000
- Cena
- 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.
- Cena łączna
- 1,100
- Cena
- 300
+25% Attack Speed +45 Move Speed
- Cena łączna
- 2,650
- Cena
- 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.
- Cena łączna
- 1,100
- Cena
- 300
+25% Attack Speed +45 Move Speed
- Cena łączna
- 3,200
- Cena
- 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.
- Cena łączna
- 2,650
- Cena
- 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.
N/Aelementy
- Cena łączna
- 2,650
- Cena
- 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%- Cena łączna
- 1,100
- Cena
- 300
+25% Attack Speed +45 Move Speed
54.69%- Cena łączna
- 3,200
- Cena
- 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%- Cena łączna
- 3,000
- Cena
- 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%- Cena łączna
- 3,500
- Cena
- 725
+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage
55.71%- Cena łączna
- 3,300
- Cena
- 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%- Cena łączna
- 3,000
- Cena
- 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%- Cena łączna
- 2,800
- Cena
- 550
+50% Attack Speed +45 Magic Resist 20% Tenacity Fray Attacks deal bonus magic damage On-Hit.
56.18%- Cena łączna
- 3,400
- Cena
- 325
+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.
58.51%- Cena łączna
- 3,000
- Cena
- 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%- Cena łączna
- 3,000
- Cena
- 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%- Cena łączna
- 3,000
- Cena
- 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%N/A
- Cena łączna
- 1,100
- Cena
- 300
+25% Attack Speed +45 Move Speed
57.07%- Cena łączna
- 1,000
- Cena
- 300
+20 Attack Damage 10 Lethality
53.39%- Cena łączna
- 50
- Cena
- 50
Consume Restores +120 Health over 15 seconds.
59.01%- Cena łączna
- 1,000
- Cena
- 300
+20 Attack Damage 10 Lethality
59.01%N/A
- Cena łączna
- 1,100
- Cena
- 300
+25% Attack Speed +45 Move Speed
- Cena łączna
- 3,000
- Cena
- 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.
- Cena łączna
- 2,700
- Cena
- 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.
- Cena łączna
- 3,000
- Cena
- 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.
- Cena łączna
- 1,100
- Cena
- 300
+25% Attack Speed +45 Move Speed
- Cena łączna
- 2,700
- Cena
- 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.
- Cena łączna
- 2,950
- Cena
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
- Cena łączna
- 1,100
- Cena
- 300
+25% Attack Speed +45 Move Speed
- Cena łączna
- 3,000
- Cena
- 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.
N/Aelementy
- Cena łączna
- 3,000
- Cena
- 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%- Cena łączna
- 1,100
- Cena
- 300
+25% Attack Speed +45 Move Speed
44.83%- Cena łączna
- 2,700
- Cena
- 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%- Cena łączna
- 3,000
- Cena
- 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%- Cena łączna
- 3,000
- Cena
- 850
+50 Attack Damage 15 Lethality +250 Health Annul Grants a Spell Shield that blocks the next enemy Ability.
45.25%- Cena łączna
- 3,200
- Cena
- 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%- Cena łączna
- 2,950
- Cena
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
49.01%- Cena łączna
- 3,000
- Cena
- 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%- Cena łączna
- 2,800
- Cena
- 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%- Cena łączna
- 3,300
- Cena
- 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%- Cena łączna
- 2,800
- Cena
- 550
+50% Attack Speed +45 Magic Resist 20% Tenacity Fray Attacks deal bonus magic damage On-Hit.
44.94%- Cena łączna
- 2,500
- Cena
- 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%N/A
- Cena łączna
- 1,000
- Cena
- 300
+20 Attack Damage 10 Lethality
43.52%- Cena łączna
- 1,100
- Cena
- 300
+25% Attack Speed +45 Move Speed
45.65%- Cena łączna
- 50
- Cena
- 50
Consume Restores +120 Health over 15 seconds.
46.12%- Cena łączna
- 1,000
- Cena
- 300
+20 Attack Damage 10 Lethality
46.12%Ulepszenia
Ulepszenia / Procent zwycięstw
| Nazwa | Rzadkość | Tier | Pick rate | Gry | |
|---|---|---|---|---|---|
Wybierz Outlaw's Grit, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 59.27% | 9.90% | 1,294 |
Wybierz Vampirism, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 58.96% | 10.93% | 1,428 |
Wybierz Dual Wield, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T1 | 58.48% | 11.00% | 1,438 |
Wybierz Goredrink, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T1 | 58.26% | 7.04% | 920 |
Wybierz Shadow Runner, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T1 | 58.15% | 10.57% | 1,381 |
Wybierz Transmute: Prismatic, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 57.71% | 6.01% | 785 |
Wybierz Critical Missile, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 56.91% | 16.73% | 2,186 |
Wybierz Lightning Strikes, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 56.82% | 19.58% | 2,559 |
Wybierz Scopier Weapons, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 56.61% | 18.30% | 2,392 |
Wybierz Giant Slayer, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T1 | 55.84% | 6.62% | 865 |
Wybierz Tap Dancer, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T1 | 55.50% | 12.67% | 1,656 |
Wybierz Swift and Safe, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T1 | 55.28% | 6.74% | 881 |
Wybierz Scopiest Weapons, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T1 | 54.90% | 8.35% | 1,091 |
Wybierz Firebrand, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 53.73% | 7.89% | 1,031 |
Wybierz Fan the Hammer, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T1 | 53.55% | 9.04% | 1,182 |
Wybierz Light 'em Up!, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T1 | 53.44% | 9.56% | 1,250 |
Wybierz Critical Rhythm, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 53.30% | 16.37% | 2,139 |
Wybierz Deft, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T1 | 52.50% | 14.54% | 1,901 |
Wybierz Typhoon, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T1 | 52.12% | 14.08% | 1,840 |
Wybierz Scoped Weapons, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T1 | 51.38% | 8.06% | 1,053 |
Wybierz Twice Thrice, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 51.27% | 14.74% | 1,927 |
Wybierz Symphony of War, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T1 | 51.06% | 6.83% | 893 |
Wybierz Get Excited, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 50.22% | 8.52% | 1,113 |
Wybierz Shrink Ray, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 46.70% | 4.98% | 651 |
Wybierz Stats on Stats!, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 58.64% | 2.70% | 353 |
Wybierz Double Tap, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 57.92% | 4.49% | 587 |
Wybierz Stats!, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 57.65% | 1.50% | 196 |
Wybierz Transmute: Gold, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 57.65% | 2.80% | 366 |
Wybierz Donation, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 57.64% | 1.55% | 203 |
Wybierz Red Envelopes, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 57.50% | 1.84% | 240 |
Wybierz EscAPADe, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 56.23% | 2.03% | 265 |
Wybierz It's Critical, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 55.38% | 2.85% | 372 |
Wybierz Upgrade Infinity Edge, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 54.98% | 3.08% | 402 |
Wybierz Soul Siphon, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 54.67% | 3.36% | 439 |
Wybierz Pandora's Box, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 54.22% | 1.27% | 166 |
Wybierz Draw Your Sword, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 53.14% | 1.34% | 175 |
Wybierz Kill Secured, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 53.05% | 1.63% | 213 |
Wybierz ReEnergize, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 52.94% | 1.30% | 170 |
Wybierz Tank It Or Leave It, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 52.60% | 1.32% | 173 |
Wybierz Dashing, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 52.52% | 2.13% | 278 |
Wybierz Transmute: Chaos, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 51.99% | 2.31% | 302 |
Wybierz Jeweled Gauntlet, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 51.83% | 2.51% | 328 |
Wybierz Magic Missile, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 51.51% | 4.56% | 596 |
Wybierz Blunt Force, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 51.20% | 1.60% | 209 |
Wybierz Leg Day, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 50.69% | 1.66% | 217 |
Wybierz Critical Healing, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 50.00% | 1.64% | 214 |
Wybierz Thread the Needle, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 49.17% | 4.15% | 543 |
Wybierz Upgrade Collector, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 49.16% | 4.11% | 537 |
Wybierz Restless Restoration, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 49.09% | 1.26% | 165 |
Wybierz Spiritual Purification, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 48.19% | 1.27% | 166 |
Wybierz Mystic Punch, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 48.05% | 1.96% | 256 |
Wybierz Vulnerability, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 47.96% | 1.69% | 221 |
Wybierz Earthwake, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 46.86% | 2.92% | 382 |
Wybierz Shrink Engine, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 46.71% | 3.95% | 516 |
Wybierz Executioner, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 46.52% | 4.06% | 531 |
Wybierz Wind Beneath Blade, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 46.41% | 1.60% | 209 |
Wybierz Cerberus, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 46.37% | 3.48% | 455 |
Wybierz Nightstalking, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 45.63% | 1.93% | 252 |
Wybierz Upgrade Sword of Blossoming Dawn, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 45.18% | 1.27% | 166 |
Wybierz Upgrade Hubris, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 44.44% | 3.24% | 423 |
Wybierz Stats on Stats on Stats!, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 63.89% | 1.10% | 144 |
Wybierz Glass Cannon, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 56.06% | 0.50% | 66 |
Wybierz Tank Engine, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 55.93% | 0.45% | 59 |
Wybierz Escape Plan, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 55.86% | 0.85% | 111 |
Wybierz Clown College, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 55.65% | 0.88% | 115 |
Wybierz Omni Soul, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 53.01% | 0.64% | 83 |
Wybierz Homeguard, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 52.00% | 0.77% | 100 |
Wybierz Back to Basics, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 51.43% | 0.80% | 105 |
Wybierz Ethereal Weapon, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 51.06% | 0.72% | 94 |
Wybierz Divine Intervention, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 50.67% | 0.57% | 75 |
Wybierz Marksmage, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 50.41% | 0.93% | 121 |
Wybierz The Brutalizer, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 49.44% | 0.68% | 89 |
Wybierz Quest: Urf's Champion, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 48.84% | 0.66% | 86 |
Wybierz Blade Waltz, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 47.78% | 0.69% | 90 |
Wybierz Growth Spurt, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 47.25% | 0.70% | 91 |
Wybierz Infernal Soul, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 47.22% | 0.55% | 72 |
Wybierz Don't Blink, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 47.19% | 0.68% | 89 |
Wybierz Nightstalking, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 46.77% | 0.47% | 62 |
Wybierz Biggest Snowball Ever, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 46.55% | 0.44% | 58 |
Wybierz Dropkick, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 46.51% | 0.99% | 129 |
Wybierz Buff Buddies, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 46.07% | 0.68% | 89 |
Wybierz Bread And Cheese, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 45.98% | 0.67% | 87 |
Wybierz Cheating, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 45.00% | 1.07% | 140 |
Wybierz From Beginning to End, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 44.74% | 0.58% | 76 |
Wybierz Speed Demon, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 44.00% | 0.57% | 75 |
Wybierz Hextech Soul, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 42.03% | 0.53% | 69 |
Wybierz King Me, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 40.65% | 0.94% | 123 |
Wybierz Crit Ncast, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 40.32% | 0.47% | 62 |
Wybierz Bread And Butter, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 39.36% | 0.72% | 94 |
Wybierz Slow and Steady, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 31.33% | 0.64% | 83 |
Wybierz Erosion, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 61.11% | 0.41% | 54 |
Wybierz It's Killing Time, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 59.26% | 0.41% | 54 |
Wybierz Quest: Steel Your Heart, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 58.49% | 0.41% | 53 |
Wybierz Perseverance, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 56.86% | 0.39% | 51 |
Wybierz Ocean Soul, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 54.72% | 0.41% | 53 |
Wybierz Pinball, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 54.72% | 0.41% | 53 |
Wybierz Heavy Hitter, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 51.85% | 0.41% | 54 |
Wybierz Infinite Recursion, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 43.64% | 0.42% | 55 |
Wybierz Goliath, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 40.74% | 0.41% | 54 |
Wybierz Flashy, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 40.74% | 0.41% | 54 |
Wybierz Snowball Upgrade, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 40.35% | 0.44% | 57 |
Wybierz Skilled Sniper, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | 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
Rola / Procent zwycięstw
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.
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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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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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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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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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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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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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