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(Champion Rework) Kalista, the Spear of Vengeance

Health 517.76 +83 Attack damage 62.92 +2.91
Health regen. 6 +0.55 Attack speed [*] 0.694  (+ 0 +4%)
No resource Armor 19.012 +3.5
Magic resist. 30 +0
Ranged 550 Move. speed 325

This is a tentative rework for Kalista, the Spear of Vengeance. In terms of novelty, Kalista has a lot going for her that is unique: she has an orbwalking paradigm like no other, unparalleled ally synergy, and a really cool vision contribution. Problem is, she's also a bloated mess: her kit is massively overloaded with different mechanics, actives, passives (she has 5 passives in total) and conditionals, many of which are redundant, and none of which contribute that much to kit depth. In fact, she usually has so many options at her disposal that she can at least moderately succeed at any choice she makes, which I think is the opposite of depth (choices need to be meaningful and incur costs or tradeoffs). On top of this, there's a lot to her that is supremely irritating: her perma-jump makes it impossible to fight her as a melee champion most of the time, her Black Spear ritual, while not directly a gameplay feature, is tremendously disruptive, and her Rend allows her to upstage her own jungler, among a great deal many other annoyances. She has no clear identity, and what she does well often comes at a major cost in enjoyment to all other parties involved, including her own allies. On top of this, she is so difficult to balance that Riot has resorted to piling even more bizarre effects onto her kit, such as the atrocious nerf to her autoattack scaling: she is one of the very few champions out there who has had an explicit malus added to her kit just to balance her, the others being Yasuo Yasuo (reduced critical damage), Thresh Thresh (reduced attack wind-up bonuses from attack speed) and Ashe Ashe (cannot crit on her first attack, though I feel her unique crit paradigm justifies that).

Beneath the heap of obnoxious mechanics, though, is a champion who has the potential to genuinely shine as a totally unique marksman. Her kiting is pretty broken right now, but for all the wrong reasons, and could potentially be made a lot more functional. Her ally synergy, which has often been overshadowed by her more technical power, deserves to be brought out more, as does her unique utility. Basically, if she were streamlined a ton, I feel she could have much more depth and be much more fun to play as, play with and play against. I think if Kalista had to have a niche, it would be as the game's best defensive marksman (she has great team synergy, kiting and static objective control), and the following changes are intended to condense her kit into that identity. Additionally, a secondary objective to these changes is to parcel out her ally-based power into timed windows of great power, instead of the current slew of persistent or low-cooldown bonuses, which would not only give her windows of vulnerability as well (she'd be a lot more dependent on her allies for protection, which was supposed to be the case originally) but also give her a broader range of viable Oathsworn, as right now she's constrained to marking the support for reasons that aren't too exciting.


RANGE: Global / 1100
STATIC COOLDOWN: 250 / 200 / 150 / 100

Kalista can select one of her allies to form a death pact with, placing the mark of the Oathsworn above them for 5 seconds. If the ally clicks on the mark, they become immediately bound to her as her Oathsworn. Otherwise, she can select any ally once more until she has bound with an Oathsworn.

Whenever Kalista's Oathsworn damages a large enemy while in proximity to her or a Sentinel.png Sentinel, they exact Vengeance against them, lasting until the target leaves combat with the duo and empowering Kalista's abilities for the duration. Vengeance can only be active on one target at a time, and can only be activated periodically against the same enemy champion.

Ability Details
Oathsworn is an ally-targeted buff.

Additional Information:

Kalista's two innates are among the most frustrating in the entire game: Martial Poise is interesting in the sense that it allows Kalista to orbwalk in a totally unique way, but its implementation is horribly clunky, and causes her to offer little to no options against melee champions past a certain amount of attack speed, particularly since the current way dashes are implemented means she is completely immune to slows in combat. The Black Spear adds a tiny bit of flavor, but is, at best, irritating due to its enforced stun, and at worst, going to get either Kalista, her target or both killed because of horrible timing.

The idea behind the new Oathsworn pact is much more simple: it needs to be consensual, and it needs to be as non-intrusive as possible, so making it a quick, easily usable one-time activation should suffice, without having to go through all the needless pomp of a death animation and its associated stun. In the first iteration of this rework, which you can check with the edit history, the Oathsworn essentially provided blanket buffs to all of Kalista's skills, but in this current version, the Vengeance mechanic is meant to create specific windows of terrifying power against specific targets, which is when Kalista gets to unlock her bunny-hopping murderousness in tandem with her chosen ally. On one hand, this should create windows where Kalista would be genuinely weak and reliant on her allies to defend her, and on the other this should allow Kalista to express greater synergy with her Oathsworn, including synergy that could be exploited in new and interesting ways by non-supports: for example, while her support would allow her to exact Vengeance as soon as it becomes available against her lane opponents, her jungler could gank in new and incredibly powerful ways, extending her influence or rallying to her from massive distances. If she chooses to jungle, which this rework is meant to enable, binding to allies should also allow her to massively improve her clears and ganks in certain situations, turning her naturally good defensive potential into super-strong jungle objective control.

For those of you who noticed, aside from buffing Kalista's attack speed stats to be the the best out of any marksman, I also made her a manaless champion. That might sound horrifying, but the reality is that Kalista's current mana gating is already incredibly weak: out of her four actives, one isn't really meant to be gated by mana (her W), one has an inbuilt mechanic that pretty much negates the mana cost at later levels (her E) and the other two are relatively cheap throughout the game, even with her low mana. Mana isn't really an appropriate gate to her ability use; rather, it should be her weakness when alone and not out for Vengeance that should force her to return to base after taking a beating from the enemy. She should still have options to outplay her enemies even at her weakest, but those options should entail costs, risks and consistent weaknesses. Chiefly among them in this rework is her extreme and visible focus on single targets, which could be exploited to blindside her, while her relationship with her Oathsworn could be exploited by hunting them down before the duo can really get to work together, depriving her of her most valuable ally.

RANGE: 「 525 / 1150 」「 525 / 600 」

Active: Kalista dashes in the target direction, priming her next basic attack to fire on click, launching itself in the target direction, gaining bonus range and stopping at the first enemy hit, dealing bonus magic damage capped at 200 against non-champions.

  • Bonus Magic Damage: 2 / 4 / 6 / 8 / 10% of target's maximum health

Pierce does not reset Kalista's autoattack timer or prevent the use of basic attacks, and always completes its dash in the space of Kalista's attack delay.

Vengeance Vengeance: Pierce's cooldown is refreshed upon striking the target, though it can only be recast once the dash completes.

Ability Details
Pierce is a dash.

Additional Information:

This version of Pierce looks completely different to the original, and has ended up as such after a few iterations: while the ability itself is fine as a generic skillshot, it basically occupies no real function of its own, usually acting like a stronger basic attack. Its pass-through effect, while interesting and potentially hilariously cheesy, doesn't really fit her gameplay, and conflicts with the on-kill effect on Rend, which also encourages her to use a separate ability to finish off her targets. Additionally, the dash component is a little clunky when coupled with the skillshot, and plays even more into this ability's current role as a shinier basic attack. Splitting the effect into a dash and an autoattack enhancer would retain much of its current function, while fleshing out its own contribution (it offers some level of poke, plus more reliable damage against jungle monsters) and placing it at the center of her dash-based gameplay. I don't think Kalista dashing permanently at will is a good idea, but giving her a window of extreme mobility, plus somewhat target-agnostic damage during Vengeance, conditional upon spearing her target repeatedly, would allow her to express that power when it counts.

RANGE: 2000 / 3000 / 4000 / 5000 / 6000
COST: 1 Charge
Recharge Time: 90 / 75 / 60 / 45 / 30

Passive: Kalista stores a charge of Sentinel periodically, up to a maximum of 2 stored at once.

Active: Kalista commands a Sentinel to move to the target location, which then returns to the cast location and repeats its route until it eventually disappears. The Sentinel provides Sight icon sight in a cone in front of it, and if it spots an enemy champion, it screams and stalks them for the next 2 seconds before disappearing.

  • Sentinel Duration: 30 / 60 / 90 / 120 / 150

Up to 2 Sentinels can be active at once, and deploying another causes the oldest Sentinel to disappear.

Vengeance Vengeance: Sentinels Slow icon slow the target while Sight icon revealing them.

  • Slow: 50 / 55 / 60 / 65 / 70%
Ability Details
Sentinel is a skill shot that sends a pet to patrol across the target location.

Additional Information:

While Soul-Marked is popular due to the tremendous trading power it offers in lane, Sentinel's active is itself phenomenally underrated and underused: the vision it offers is totally unique and really good at securing control over objectives, and even at its most basic use it still works as a more interactive ward. I changed the ability a little to make it scale better (Kalista's utility contribution should increase as she levels this up), and also changed its cooldown and recharge time so that it would be reduced by cooldown reduction: it's not a stat Kalista should normally build, but it's weird that this ability's recharge has a static cooldown. Additionally, I also changed the Sentinels' duration so that they'd last a fixed amount of time, instead of a fixed amount of laps, which just creates an unnecessarily huge discrepancy in their lifespan.

As for the passive, I removed it here and shifted its damage onto Pierce. I expanded the interaction with Rend to include Kalista's Oathsworn, but even without that I feel the ability's redundant here, since it effectively makes Kalista both top-tier at poking and trading in lane, when I feel her power should mainly come from staying in prolonged fights. Kalista can also use Rend after a single Q or autoattack for extra poke damage, so I don't think she needs to pile on even more of it, nor does she need additional clearing power when her E is already really good at providing that. However, I also switched Rend's slow onto an Oathsworn-exclusive component here: while Kalista shouldn't have particularly on-demand crowd control, she deserves to make better use of her vision while hunting down targets, as well as open them up to her Oathsworn's attack, and since the activation of Vengeance can also be made while in the proximity of a Sentinel, it means she can open up a window of power for her ally and herself from across huge distances, given proper planning. Essentially, the above changes should mainly give more vengeance-oriented synergy to what is otherwise very interesting out-of-combat utility.


Passive: While Rend is not on cooldown, Kalista's basic attacks leave a spear in her target, stacking infinitely and remaining until she leaves combat with them.

Active: Kalista rips all spears from her enemies, dealing physical damage for each spear within them.

  • Physical Damage Per Spear: 10 / 15 / 20 / 25 / 30 (+ 20 / 22.5 / 25 / 27.5 / 30% AD)

Rend's cooldown is refreshed if it kills a large enemy, and its damage is capped at 「 390 - 1000 」「 390 - 1000 (based on level) (370 + 20 / 30 / 40 / 50 at each level) 」 against non-champions.

Vengeance Vengeance: Kalista's Oathsworn also leaves a spear in the target with each of their basic attacks.

Ability Details
Rend is an auto-targeted ability.

Additional Information:

At its core, Rend is pretty simple: the longer you fight an enemy, the more power you get to use at the end to finish them off. However, currently the ability's loaded with a ton of other effects that, in my opinion, add nothing to the ability: the current full refund on minions means Kalista gets free waveclear on top of semi-random dueling power, the initial damage means she gets to poke really well, which I think is contrary to the whole basis of this ability, and the slow is the worst culprit, since it muddies this effect's success and failure cases: Rend is an execute, so it should work best when killing its target, but the slow means Kalista gets to succeed a fair bit even when she fails to kill her victim, and subsequently finish them off. Coupled with her already amazing kiting potential, she absolutely does not need an additional means of independently keeping enemies at bay or within range. On top of this, the ability's infinite stacking means Kalista can out-Smite.png Smite Smite, which is bad not only due to how it outperforms the central contribution junglers bring to the game, but also due to how it dampens play as a result: once Kalista gets enough marks on Dragon Dragon or Baron Nashor Baron Nashor, the enemy can't Smite-steal it, because she can just deal a ton more damage at the press of a button.

As a result of all this, I stripped off a ton of effects from the ability, and capped its damage against monsters in the same way as Smite (which means it pretty much always deals less damage than the summoner spell, even with a level difference, due to how it deals physical damage relative to Smite's true damage). However, I increased its overall damage per spear (Kalista would be able to execute targets faster, and would quickly override the initial loss in damage in prolonged combat), removed its range limitation (Kalista's other abilities already limit this effect's range enough, I think, and she probably deserves to extend Rend's influence to her Oathsworn from a distance via her Sentinels), and added synergy with her Oathsworn, which would reinforce the latter's contribution to Kalista's power by supplementing her combat strength when focusing the same target (I'm basically condensing Soul-Marked's effect into this). The end result should be a Rend that doesn't provide as much initial damage or utility, but that provides much better execution power, especially when Kalista works in tandem with her Oathsworn ally (as she should). Rend is essentially an autoattack steroid for Kalista, and this change would make it a steroid for her Oathsworn, too.

Fate's Call
RANGE: Global / 1100
COOLDOWN: 200 / 150 / 100
Fate's Call

Active: Kalista activates her Oathsworn Oathsworn ally's mark if they are within range. If they click on it while able to cast abilities within the next 3 seconds, they are drawn next to her and placed in Stasis icon stasis for 4 seconds.

If Kalista cancels Fate's Call before her Oathsworn activates it, or if the ability is not activated, it goes on a 3-second static cooldown.

During Fate's Call, Kalista's bound ally can right-click the target location to dash there, stopping at the first enemy hit, Airborne icon knocking up all surrounding enemies and landing themselves at their maximum attack range from the target.

  • Knockup Duration: 1 / 1.25 / 1.5
Ability Details
Fate's Call is an auto-targeted ability.

Additional Information:

Fate's Call is, as with a lot of abilities here, an interesting effect marred by its implementation: the pull and knockup are both tremendously cool when pulled off right, but the ability can also be really frustrating when used without the Oathsworn's consent (e.g. Kalista pulling her ally away just as they were about to land the killing blow on a champion), and also when used on the Oathsworn when the enemy team spent a lot of resources to lock them down with crowd control. To remedy this, I changed the active to a kind of click-the-Dark Passage.png lantern effect which would give the Oathsworn full control over when they'd get pulled, but only when they'd be in control, so the enemy team would still get a chance to kill Kalista's Oathsworn when focusing them with CC, which would make this less of a get-out-of-jail-free card. Since this means this active wouldn't always activate, I also put a compensatory reduced cooldown just in case. Two pretty significant nerfs, though, are the reduced knockup duration and significantly increased: in general, I don't think Kalista should be particularly strong for her crowd control, but I also find it insulting that, on top of giving her Oathsworn the equivalent of a Malphite Malphite ultimate, she also upstages him in terms of the primary contribution it brings, which is its 1.5-second knockup. I'd rather give Kalista more power on other parts of her kit, such as her basic abilities, as well as different power on here, than give her the better parts of Unstoppable Force.png Unstoppable Force.

Because of this, and in order to foster a broader range of viable Oathsworn options (namely her jungler), I think it would be justified to make the ability's recall range global, allowing her to sort of use Fate's Call as a reverse-Stand United.png Stand United to instantly summon her ally and initiate instant Vengeance. This could potentially make for crazy powerful ganks, hence the massive initial cooldown, and later on could potentially work in splitpushing strats, whether it would be her summoning an ally to aid her in pushing a lane quickly (particularly since she'd have more trouble waveclearing), recalling her Oathsworn as they're about to get caught while pushing down their own lane, or chaining both strats in tandem. This, coupled with Rend's Vengeance effect, could potentially make her synergize really well with AD allies, such as another marksman or a fighter (imagine binding to Yasuo Yasuo), and therefore allow for more varied and nuanced Oathsworn alliances with junglers or even funky AD supports.


Sentinel.png Sentinel
GOLD: 10 gold
EXP: 0 exp
Attack damage 0
Ability power N/A
Attack speed 0
Health regen. 0
Mov. speed 100% of Kalista's movement speed
Magic res.
AoE mitigation 0
Ability Details

A tiny change here is that I'm making Kalista's Sentinels scale with her movement speed: while she'd have really low movespeed, which means pretty much any champion could easily kill these, particularly since their speed would still be halved after taking damage, they'd be able to scale naturally over time and cover more ground, which means more vision overall, and they'd also remain useful at scouting bushes and other parts of the map in advance before diving in. Kalista has an ability that essentially means she never needs to facecheck, and the movespeed scaling would mean she'd get to put that to better use.

What do you think of the above changes? Admittedly, this is the most recent of live champions/champion reworks that I decided to do a custom rework for, but I feel sufficiently enough time has passed to acknowledge that Kalista needs some serious changes to her kit (the recent attempts at balancing her are also evidence in support of this, in my opinion). Do you think these changes would solve Kalista's issues? If not, what am I missing? What would you want to change or keep on her live kit, and the above kit?

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