Kalista: Champion Spotlight | Gameplay – League of Legends


Welcome to the League of Legends Champion
Spotlight, featuring Kalista, the Spear of Vengeance. Only a shadow of her former self, Kalista
relentlessly hunts traitors and oathbreakers across Runeterra, collecting their souls and
growing her strength. Kalista’s a uniquely mobile and cooperative
marksman who excels when working in concert with her Soul-Bound ally. Kalista begins every game with the Black Spear.
This item serves only one purpose: to establish a link between Kalista and an allied champion, usually her lane partner. When Kalista casts the Black Spear on her chosen ally, the pair are Soul-Bound for the rest of the game. Having a Soul-Bound is like having a soulmate, but
for killing things! The link grants unique passive and active abilities only available to the pair. Kalista’s passive is Martial Poise and it
has two important parts: First, Kalista cannot cancel her basic attacks. Once she’s winding
up that spear, there’s no going back. Second, entering a move order during Kalista’s basic
attack windup makes her hop in that direction after the attack is complete. Martial Poise
will probably take some getting used to, especially as Kalista builds attack speed but it gives
her incredible mobility in combat. Note that if Kalista leaps backward, she gets
a bit of extra distance. Martial Poise’s hop distance scales with your
boots rank. For example, Boots of speed and Berserker’s Greaves each increase the range. Outside of combat, Kalista’s movement is limited,
but Martial Poise makes her really slippery in a fight. Constantly using the short hops
lets her kite bruisers while consistently dealing damage. Kalista’s abilities and their interactions
are best explained out of order. Lets start with Rend, her E. Rend passively causes Kalista’s basic attacks
to lodge spears in her targets. These spears can stack infinitely on as many targets as
she wants but will fall off any target Kalista hasn’t attacked for a few seconds. On activation, Kalista rips the spears away,
slowing and dealing damage to all nearby Rended enemies. The damage is increased for every
Rend spear lodged in the target, meaning you can hypothetically deal infinite tons of damage. If any foe, even a minion, is killed by the
activation, the cooldown is immediately refreshed. But if no target is killed, the ability goes
on cooldown and Rend’s passive is disabled until it comes back up. Rend has a considerably low mana cost, making
it an efficient tool for last hitting and shoving lanes at all phases of the game. Kalista’s W, Sentinel, has a passive and an
active. The passive only works with Kalista’s Soul-Bound
partner-in-crime. If the pair attack the same target within a very brief window, they deal
bonus damage based on the target’s max health and apply a stack of Rend. Sentinel cannot
be triggered on the same target for several seconds. If Sentinel deals the killing blow, Kalista gets the credit and gold, regardless of who triggered it. The active part of the ability operates on
an ammo system with a substantial cooldown. Kalista sends a Sentinel on a scouting mission.
Sentinels patrol back and forth between Kalista’s initial cast location and the targeted area
a few times before expiring. Sentinels only grant vision in a cone in front
of them. When they spot an enemy champion, Sentinels shriek and follow them for a brief period. However, enemies can destroy Sentinels with basic attacks, and can sneak up behind them to do so undetected. Cardboard boxes work too. Send Sentinels to patrol common gank paths
while you’re laning. They’ll give you a heads-up when they spot baddies. Kalista’s Q, Pierce, fires a spear that deals
damage, applies Rend, applies or triggers Sentinel, and stops on the first target struck.
Additionally, Pierce triggers Martial Poise so she can dash right after casting. If Pierce kills an enemy that has active Rend
stacks, Pierce… pierces through that enemy, adding all those stacks to the next target
struck. Pierce enhances Kalista’s mobility because
it can trigger Martial Poise outside of combat, allowing her to leap over walls. Here’s some examples
of walls you can hop over. Kalista’s ultimate is Fate’s Call and is only
castable when the Soul-Bound pair are near enough for the tether to be visible. When cast, Fate’s Call pulls Kalista’s Soul-Bound
to her and makes that ally untargetable and pacified for a short time. The next part of
the ult is controlled by the Soul-Bound ally. After a moment, the Soul-Bound can right-click
to launch themselves in any direction, causing an AoE knockup on impact before rebounding
slightly. Basically, Kalista says ‘when’ and her Soul-Bound ally says ‘where’. Ranged champions casting the second-half of Fate’s Call rebound slightly farther away than melee ones. If the ally doesn’t cast the ability after
a few seconds, keep in mind they will automatically rocket forward in the direction Kalista’s facing! Kalista’s the rare marksman that can dictate
engages. A max-range Fate’s Call gets fights started in a hurry. Use it in tandem with
your Soul-Bound to initiate or make a pick. Teamwork. Moving backward or forward, Kalista’s spears
always find their target. Collect the souls of your enemies with these elite maneuvers. Spear-Stepping is the essential Kalista combo.
Basic attack and Pierce as often as possible, hopping in the intended direction after each
attack. If you’re retreating, save Rend for when your opponent is about to reach you. If you’re chasing, instead hang onto it for maximum damage, using it as an execute. Because Rend’s cooldown resets on minion kills,
try to get a stack on a minion as well as an enemy champion, popping Rend to kill the
minion and get the reset. Continue attacking the enemy champion and pop Rend again before peacing out. This way you get twice the slow and even more damage. When searching out a vulnerable enemy, send
a Sentinel ahead. If it sniffs out a baddie, use Pierce and Martial Poise to hop forward, slowing your foe with Rend to get into basic attack range. If your Soul-Bound’s nearby,
give ’em a Fate’s Call and let them launch ahead so you can sink the killing blow together. Martial Poise helps Kalista float like a butterfly
and sting like a spirit hellbent on vengeance. Try to hop after every basic attack, even
in lane. This allows you to dodge skill shots and get aggressive with your own abilities. Kalista’s level six power spike is huge, both
for herself and her Soul-Bound, especially when combined with other all-in friendly ults
like Morgana’s. Here, Sentinel catches Caitlin out of position and Kalista does two things: first, she activates Fate’s Call to get Morgana into the fray, then demoralizes Sona by
dodging Crescendo with Martial Poise. Morgana follows-up, crushing the fight with the second
half of Fate’s Call and Soul Shackles, allowing the Soul-Bound lane to pick up a 2-0. Fate’s Call has utility beyond engages. If
your Soul-Bound is about to give up the ghost, pull them to safety with Kalista’s ultimate.
That’s for all those lanterns, Thresh. SHADOW ISLES 4 LYFE. Kalista must trust her Soul-Bound ally to
make tactical decisions with Fate’s Call. Here, she initiates the ult to yank Braum
out of Janna’s Tornado, giving him the chance to make a play. Braum’s got a real choice
here: Go aggro and rock the Lucian and Janna or play it safe and ensure that the enemy
Darius can’t get to Kalista. Braum makes the right play, splitting the enemy team and allowing
his other allies to handle Darius. The teamwork pays off, allowing Kalista’s team a clean
4-0 fight. Kalista’s hops allow her to be extremely opportunistic
as well as stay in range for consistent basic attacks, giving her kills on both Gangplank
and Veigar. Kalista waits for minions so she can tower dive when they arrive. Spotting
Caitlyn out of position, Kalista takes her down immediately, using Martial Poise to leave
turret range right after the kill. While attacking Evelynn, Kalista simultaneously leaves turret
range, Evelynn’s range, and cuts off the retreat path to ensure a safe and clean quadrakill. Thanks for tuning in to the Kalista Champion
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