Meta, tier list & top-player builds from the China server · live
卡莉丝塔 · 复仇之矛 Marksman A
✅ Patch 7.2e · stats updated 2026-09-12 · real builds of 23 top-ranked China server players captured 2026-09-11
Difficulty Damage Toughness Utility
How the strongest players on the Wild Rift China server (国服) build Kalista: live win/pick statistics by rank bracket, the most-used item and rune sets, and the real loadouts of the top ranked Kalista players, captured in-game.
📖 How to play KalistaCounted on 25 real builds captured from the Chinese client, player by player. Independent from the official API above.
Taken from the official in-game China leaderboard. Spells, runes and items of every public top player.
23 of the top 30 players have a public match history; the others keep theirs private.




























































































The toughest lane matchups for Kalista on the Wild Rift China server, with why each is hard and exactly how to play it.
Why Caitlyn counters Kalista: Her range taxes your hops: every hop toward the minions is a free Headshot for her.
How to play Kalista into Caitlyn: Hop sideways, never forward. Rend minions to match her shove. Your all-in with your support wins: call it the moment you both hit 5.
→ CaitlynWhy Samira counters Kalista: Your hop disengage does not hold against her reset dashes, and in melee her burst processes you instantly.
How to play Kalista into Samira: Throw your support IN with Fate's Call when she commits: the knock-up interrupts her R. The early levels are yours: use them.
→ SamiraWhy Ashe counters Kalista: Her constant slow switches your hops off: your dance becomes a walk under arrow rain.
How to play Kalista into Ashe: Never trade while slowed. Shove with Rend and move the pressure onto objectives: your early game towers over hers.
→ AsheWhy Ezreal counters Kalista: Crossed dodges: your hops against his Qs, his blink against your charged Rend.
How to play Kalista into Ezreal: Hop by reading his Q pattern: on minions it is predictable. All-in with Fate's Call while his blink is on cooldown.
→ EzrealWhy Vayne counters Kalista: Two movement champions: your hops against her Tumbles. You win the early with Rend, she wins the late with 3 items.
How to play Kalista into Vayne: Constant pressure in the first 10 minutes: Rend every wave and all-in on every enemy support cooldown. Do not let her breathe until you are 2 items ahead.
→ VayneThe champions Kalista works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Your entire defence is the hop from Martial Poise (P), and it stops working the instant you get slowed or rooted. Shadow Dash (E) taunts the diver before he reaches you, and Stand United (R) shields you and brings Shen to bot from anywhere on the map.
Unstoppable Force (R) pins a whole group: that is the window where you plant spears with Pierce (Q) and autos across several bodies at once, then rip them all out with a single Rend (E). Ground Slam (E) cuts the attack speed of whoever gets up on top of you.
Bond him as your Oathsworn and Fate's Call (R) catapults him into their team, knocking up everyone he clips: you open the fight, he lands with The Darkin Blade (Q)'s tip on the clumped group, and Deathbringer Stance (P) keeps him alive in there.
Brittle from Bellows Breath (W) adds 30% to any immobilising effect, including the knock-up Fate's Call (R) leaves on landing: that is extra time with spears in the ground before Rend (E) rips them all back out at once.
Situational but precise: Fling (E) grabs whoever is chasing you and hurls him behind Singed, and Mega Adhesive (W) nails him there - the one way your hop starts working again. Singed lives in a side lane, though: in the fights where you need him he often is not there.
Infinite Duress (R) suppresses for a full second: no dashes, no exits, exactly the time to plant two spears and blow them with Rend (E). And that detonation drops the target under 50% health, the threshold where Blood Hunt (W) switches on his speed.
The hop from Martial Poise (P) only works while you are attacking, not while you are being focused: Crescent Guard (R) knocks back everyone except his marked target and blocks ranged damage - it clears your position instead of engaging somewhere else.
Before your first on-hit item a single spear does little and bot is where you are fragile: Powerball (Q) gets down there fast. In fights, Frenzying Taunt (E) forces the diver to hit Rammus instead - the only thing that gives you back the time to attack and hop.
Rend (E) rips out every planted spear at once: Curse of the Sad Mummy (R) freezes a whole group for a second and a half, long enough to land Pierce (Q) and a few autos across several bodies and then detonate all of them with one button.
Worth it around objectives: Biggest Snowball Ever! (W) knocks up the group and Snowball Barrage (E) roots whoever is left, and a stationary group is a group full of spears. Absolute Zero (R) is a long channel that gets interrupted, though, and there is no peel in it for you.
Bond him instead of your support: Fate's Call (R) hurls him into the enemy team and the impact knocks up everyone he hits, which is exactly the condition Last Breath (R) is waiting for. You open the fight, he closes it, and Wind Wall (W) covers your half of it.
You have no hard crowd control of your own and the hop dies the moment anything lands on you: Hero's Entrance (R) shields you from across the map and knocks up everyone standing on you, and Justice Punch (E) shoves the diver off before he can lock you down.
A single spear is worth little: you need them held still long enough to stack two or three. With Pyromania (P) charged, Annie's next spell is a guaranteed stun rather than a skillshot, so your Rend (E) window comes when you decide it does.
Ring of Frost (W) roots the group and Frozen Tomb (R) freezes whoever already reached you: nearly three seconds where nobody moves, which is peel and spear window in one. She is the mid who defends you instead of engaging on the far side of the map.
The Gold Card from Pick a Card (W) is a stun that cannot be dodged: a motionless target is a target you can load with spears before Rend (E). And Destiny (R) shows you the flank that is coming. In a brawl, though, he protects you in no way at all.
The textbook bond: Fate's Call (R) launches him in with a knock-up on impact, then Pulverize (Q) knocks up again and Headbutt (W) shoves their carry back into your spears. Unbreakable Will (R) strips every crowd control off him, so the landing does not kill him.
Death Sentence (Q) stuns for a second and a half: two spears planted before Rend (E), every single time. And bonded as your Oathsworn, Fate's Call (R) drops him into their backline with The Box (R), which shuts the exit on everyone you just knocked up.
From the moment Fate's Call (R) drops her in the middle of them, one target never moves again: Zenith Blade (E) roots, Shield of Daybreak (Q) stuns, Solar Flare (R) extends the chain. Eclipse (W) gives her the resistances to survive being thrown in there.
Your own card says a hard slow switches Martial Poise (P) off: Black Shield (E) blanks exactly that hook or root. Dark Binding (Q) is the longest 2-second window you will get for planting spears, and bonded to you she lands with Soul Shackles (R) where it matters.
Bonded as your Oathsworn he lands with Glacial Fissure (R), knocking up a whole line right where you throw him. And when a slow lands and the hop stops saving you, Unbreakable (E) intercepts the projectiles aimed at you and cuts incoming damage by 35%.
Rocket Grab (Q) rips a carry out of position and Power Fist (E) knocks it up: a motionless body you can load with spears before Rend (E). But the hook is his whole kit: miss it and as an Oathsworn he is just a slow body to throw.
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Baron | A | 52.21% | 1.5% | 4.5% | #10 / 41 |
| Duo (ADC) | B | 49.83% | 5.05% | 4.5% | #9 / 20 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Baron | A | 52.06% | 1.39% | 4.43% | #10 / 41 |
| Duo (ADC) | B | 49.82% | 4.81% | 4.43% | #9 / 20 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Duo (ADC) | B | 51.69% | 1.1% | 2.67% | #12 / 22 |
| Baron | B | 49.27% | 4.3% | 2.67% | #23 / 41 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Duo (ADC) | B | 47.89% | 3.21% | 1.25% | #11 / 22 |
Kalista, the Spear of Vengeance, is a hyper-mobile marksman in Wild Rift built entirely around momentum: Martial Poise lets her hop a short distance in whatever direction you push the stick after every basic attack or Pierce (Q), so she's always repositioning while dealing physical damage. She isn't a stand-and-crit ADC — she's a spear-and-reposition duelist who plants Rend stacks with autos and Q, then rips them back out with Rend (E) for a burst of damage and a slow. Her identity is also tied to the Oathsworn ally she bonds with at the start of the match, since both Sentinel (W) and her ultimate revolve around that partnership.
Skill order: E > Q > W
Poke from max Pierce range to start planting Rend stacks before you commit to a full trade, and remember that even the Q lets you hop, so you can throw damage and immediately create separation rather than standing in minion range. Wait for a target to already carry one or two Rend stacks before you fire Rend (E) — a stacked detonation is real damage, a single spear is just wasted mana. Vayne is a lane you can bully hard early, since your Rend burst outpaces her scaling before she has three items, while Caitlyn's range and Ashe's permanent slow demand more caution — respect the poke and don't hop into open ground against either. Rush your first on-hit item (Blade of the Ruined King is the standard start) so your autos start hurting, and treat level 5 as your first real all-in window once Fate's Call gives your support a knock-up-capable engage or escape.
Kite from just outside the front line — auto, hop, auto, hop — while tracking who already has spears planted so you know exactly which target a Rend will burst and slow. Reach squishies with Pierce and on-hit damage rather than walking into melee range, since your mobility only works while you're attacking, not while you're being focused — dash-heavy duelists like Samira or Ezreal will punish you the moment you're standing still. Fate's Call is often the single biggest decision in the fight: use it defensively to snatch your Oathsworn out of a bad dive, or offensively to launch them into the backline for a multi-target knock-up that opens a pick — reading which one the fight needs separates a good Kalista from a great one.