Kalista
KALISTASkills
Tier by Rank
Official- TierWinPickBan
- DiamondA51.0%4.7%5.0%
- MasterA50.8%4.5%4.5%
- GrandmasterA50.9%3.9%2.9%
- ChallengerB51.4%3.2%2.1%
Tencent official (CN server) / ADC / 2026-09-22
Tier moves A → B across ranks, a 0.6 point spread in win rate.
- TierWinPickBan
- DiamondC51.3%1.9%5.0%
- MasterD50.9%1.9%4.5%
- GrandmasterD49.2%1.6%2.9%
- ChallengerD50.5%1.1%2.1%
Tencent official (CN server) / Top / 2026-09-22
Tier moves C → D across ranks, a 2.1 point spread in win rate.
Stats
Drag slider to switch levelRanked 87 of 142 at level 1 and 36 at level 15. Climbs the ranking as levels go up.
Combat Power from stats 9,114 78%
Combat Power from skills 2,569 22%
This ability is only a dash, so it is counted in Mobility as a dash.
- Physical damage2,014G
Combat only: 50%
Effects that only work in combat or under a condition are counted as active half the time. The same rule applies to every rune and spell.
At most once per 8s
Effects that re-trigger on attacks are counted at most once every 8 seconds, since a single fight only allows so many procs.
Skill ranks from level
A champion's ability values depend on rank, so rank is derived from level. The ultimate ranks up at levels 5 / 9 / 13. Remaining points go to abilities 1 → 2 → 3 in turn (1 / 0 / 0 at level 1, 4 / 4 / 4 at level 15). Which ability to max first is a judgement call, so every champion uses the same order. Abilities with a different number of ranks (such as Jayce's 5) follow the same rule, raising the lowest-ranked ability one point at a time; an ability learned from level 1 starts at rank 1.
- Magic damage (16-19% of max health)1,135G
- Vision (read as death avoidance)225G
Combat only: 50%
Effects that only work in combat or under a condition are counted as active half the time. The same rule applies to every rune and spell.
At most once per 8s
Effects that re-trigger on attacks are counted at most once every 8 seconds, since a single fight only allows so many procs.
Conditional bonus: 50%
Bonuses that depend on the target's or your own state (extra effects on burning enemies, detonating marks, "if already ..." bonuses) and effects tied to a position or situation (near turrets, in brush, moving toward a low-health ally) assume the condition holds 50% of the time, so they count at half. Effects triggered by your own death are assumed once per 90 seconds, like takedowns. Empowerments spent by another ability (such as Karma's Mantra) count the bonus once per that ability's cooldown.
Read as a similar price
Effects without a price are read as the closest existing formula: vision as avoiding a gank death (half an escape tool's chance), blocking attacks or projectiles as a shield for the same time, untargetable time (invisibility, etc.) as crowd control on the enemy, range as the move speed of the approach distance saved, experience as gold (1 = 0.5 gold), and stolen or reduced enemy stats as stats (or defense) you gain.
Six risky moments
Summoner spells are saved for risky moments, so at most 6 uses in a 15-minute match are counted.
One death = 300G
Avoiding a death saves the 300 gold base kill bounty (official patch notes 4.2). Half the match total is counted as the mid-match average.
Stacks at half the cap
Effects that build up over time are counted at half their cap as the mid-match average.
Skill ranks from level
A champion's ability values depend on rank, so rank is derived from level. The ultimate ranks up at levels 5 / 9 / 13. Remaining points go to abilities 1 → 2 → 3 in turn (1 / 0 / 0 at level 1, 4 / 4 / 4 at level 15). Which ability to max first is a judgement call, so every champion uses the same order. Abilities with a different number of ranks (such as Jayce's 5) follow the same rule, raising the lowest-ranked ability one point at a time; an ability learned from level 1 starts at rank 1.
- Physical damage (first spear)819G
- Physical damage (second spear)573G
- Slow769G
Combat only: 50%
Effects that only work in combat or under a condition are counted as active half the time. The same rule applies to every rune and spell.
At most once per 8s
Effects that re-trigger on attacks are counted at most once every 8 seconds, since a single fight only allows so many procs.
Survival factor
Moving faster by some % is counted as that % more effective health, since speed lets you dodge and escape. Value = median max health × the speed gain × the health price.
Move speed % as flat
Move speed % is converted to flat move speed against the median base speed of 350, then priced at the flat rate.
Champion median
Values that depend on the champion, such as health, use the median of all champions at level 1 and level 15.
Skill ranks from level
A champion's ability values depend on rank, so rank is derived from level. The ultimate ranks up at levels 5 / 9 / 13. Remaining points go to abilities 1 → 2 → 3 in turn (1 / 0 / 0 at level 1, 4 / 4 / 4 at level 15). Which ability to max first is a judgement call, so every champion uses the same order. Abilities with a different number of ranks (such as Jayce's 5) follow the same rule, raising the lowest-ranked ability one point at a time; an ability learned from level 1 starts at rank 1.
- Crowd control (knock-up)1,613G
One fight per 90s
A 15-minute match is assumed to have 10 fights. Shields and damage blocks that work once per fight are counted as extra health in every fight.
Fight length: 10 s
Crowd control that stops the enemy (stun, charm, etc.) is treated as time you aren't being hit. A fight is assumed to last 10 s, so it counts as holding seconds ÷ 10 × median max health in extra health each fight. Uses are capped like shields: the fewer of cooldown uses and fights.
Champion median
Values that depend on the champion, such as health, use the median of all champions at level 1 and level 15.
Skill ranks from level
A champion's ability values depend on rank, so rank is derived from level. The ultimate ranks up at levels 5 / 9 / 13. Remaining points go to abilities 1 → 2 → 3 in turn (1 / 0 / 0 at level 1, 4 / 4 / 4 at level 15). Which ability to max first is a judgement call, so every champion uses the same order. Abilities with a different number of ranks (such as Jayce's 5) follow the same rule, raising the lowest-ranked ability one point at a time; an ability learned from level 1 starts at rank 1.
Converted to gold with the same formula as runes. These are bare values, so ratios such as AP grow with the build you make in the Build Lab. Dashes are counted in Mobility as a dash count. Tap a row to see the formula and assumptions.
Build Trends
Items
Physical
Magic
Boots
Runes
Keystone
Domination
Resolve
Available Skins
—Videos
11 · YouTube
ユーミはカリスタ×スレッシュでレーン戦できないようにしてあげて!!【ワイリフ】BCS ふみやっちょ
新年あけましておめでとうございます!バフされたカリスタはレーン戦超強くなりました!!【ワイリフ】BCS ふみやっちょ
サポートスウェインが強いからカリスタでぶん投げることによってかなり強いですww【ワイリフ】BCS ふみやっちょ
カリスタまだまだ強くはないと思うけど序盤のレーン戦うまくやればしっかり活躍できますぞ!【ワイリフ】BCS ふみやっちょ
【ワイリフ】カリスタ強くね!?舐めてる敵を全員ブチ○ろしていくカリスタがもうもはや狩りスタwwww【ワイルドリフト/wildrift】alponあるぽん
少しだけバフされたカリスタさん。序盤育てば結局強いんだよなぁ【ワイリフ】BCS ふみやっちょ
ナーフされたカリスタ、リーサルテンポのナーフも相まって少しきつくなりましたね…【ワイリフ】BCS ふみやっちょ
カリスタのリーサルテンポがしゅっごいのぉおおお!敵が柔らかいときはカリスタ最強です【ワイリフ】BCS ふみやっちょ

