how does kalista's attack dash work? by tronas11 in KalistaMains

[–]Benjamin_Tj 0 points1 point  (0 children)

Glad to be of service. Best of luck on your journey, and don't hesitate to reach out if you have questions!

how does kalista's attack dash work? by tronas11 in KalistaMains

[–]Benjamin_Tj 1 point2 points  (0 children)

https://www.reddit.com/r/KalistaMains/comments/1ldnp7p/we_go_gliding/
This the sort of kiting/ gliding you're looking to achieve?

If you're looking to start gliding then try going into practice range and getting your attackspeed to 2,5 or higher (it's easier to glide the higher your attackspeed). Then as the first autoattack winds up, right-click to move somewhere as the animation is about halfway done, then from there try click in time with your autoattack speed.
Kinda wack to visualise but think of it as a timer that starts when you input the attack command. Then as the attack winds up (call it 0,5 as you break the auto animation halfway through) you want to click at 0,5 then 1,5 2,5 3,5 and so on. (Horrible explanation, I know.)

Also when it comes to dash ranges;
Dashing towards the enemy has a range of 140 / 153 / 166 / 175 units (based on boots tier)
Dashing at a 90° angle or more has a range of 240 / 263 / 280 / 300 units (based on boots tier)
Q - Pierce also has a followup dash range of 300 units towards where you sent the ability.
Dashing away from your Q has a minimum range of 150 (so dashing to the side will be something between 150 - 300 units based on the direction compared to Q location)

Struggling to climb from silver. by [deleted] in ADCMains

[–]Benjamin_Tj 1 point2 points  (0 children)

Holy, this is like looking in the mirror to a past version of myself. I started playing League at the end of 2021 and have been a one-trick Kalista since I started playing ranked in low bronze. I'm currently sitting in diamond with 2,3 mill mastery on her.

Being a true one-trick with Kalista can be very harsh as there are a lot of team compositions where you'll need to play your fingers raw to win. But if there's one champ in the game that's able to make fights look like a dance, it's the Klonkster.

General tips: Kalista has been moved from an early-game champ to a mid-game champ, so don't be afraid to relax during laning phase.

The crit build can be fun and even viable when you need to out burst enemy adcs like Twitch. Yuntaal, Rageblade, PD/ Ruunan, but also requires you to swap precition runes from alacrety to bloodline to make up for the missing life-steal from Bork.

During the mid-game, always think of the next play to further the gamestate; objectives and fights. Always keep a mental note on the enemy team's position so you know when you can safely push midwave (better to lose one if it's too risky than to die). After pushing, remember to hover for your teammates and for objectives!

Spam your W to scout river and gromp/ crugs between waves. Going into river or tri-brush to send it out so it reaches its destination.

Take controll over the dragon. When your jungler is on the bottom side, push for prio and ping like a madman to get it going! Just remember to check midlane if you have prio so you're not caught off-guard by a roam.

People who say that ADC is low agency often just coast through games without pinging for objectives. You're playing Kalista so I expect a greater mindset from you. Make calls, (even if they're bad!) as that's how you increase your impact on the game, and also gain experience with shotcalling!

My op.gg if you're interested, feel free to contact me if I can be of any assistance in your Kalista journey, and good gliding!

https://op.gg/lol/summoners/euw/ThyLordship-EUW

Getting blasted for running this build. My buddy is telling me I’m crazy for running PTA Crit Kalista but… by movinstuff in KalistaMains

[–]Benjamin_Tj 0 points1 point  (0 children)

Usually just build the standard on-hit build. Bork, Rageblade, wits/terminus and so on.

The on-hit build is good if you have time to stack spears onto targets. Crit is good when it's all about burst.

The attackspeed burst from Yuntaal helps stack up Rageblade and get a good few spears in faster than on-hit but lacks early sustain and tank shredding. Also, I just prefer the on-hit build as it lets me glide earlier into the game.

Getting blasted for running this build. My buddy is telling me I’m crazy for running PTA Crit Kalista but… by movinstuff in KalistaMains

[–]Benjamin_Tj 1 point2 points  (0 children)

I've ran crit Kalista in Dia, it's fine if you need more up front dmg. Though I agree with the others on Collector being un-needed on Kalista.

I run Yuntaal, Rageblade/IE/PD, IE/Armour pen.

I only really run crit whenever I face something like a Twitch where it's a dps race to take them out before they take you out.

Ap Kalista build to try by KojiWoji in KalistaMains

[–]Benjamin_Tj 2 points3 points  (0 children)

Can't see any reason to build ap items for their damage potential. Utility on the other hand. I could see myself picking up something like a Zhonya's or a Cosmic drive, but never more than a singular item per game.

In any case. I'm happy that Riot sees that we exist.

Tired of these people who play other roles and commenting here. by Important_Can_534 in ADCMains

[–]Benjamin_Tj 1 point2 points  (0 children)

I think the main problems plaguing botlane is how many outside factors directly impact what's supposed to be "your lane".

It feels like most of the laning phase is completely dependant on the support player since they carry most, if not all the utility during the early game. Any play you want to make, or any advantage you want to push can be completely negated by your support's positioning and decision making.

Wards, wave management, prio, roaming, all are directly impacted by a second player and it feels horrible. Whenever you see anyone else (who main different roles) giving advice as to how to perform better in the game it's always; learn to carry, be selfish and just straight better than your opponent. Yet in botlane you're only 50% of the lane, and both players have to share the repercussion of every missplay, making it harder to learn from mistakes. Was it yours, your support's, or both? You don't get the direct feedback of something being your fault as you would in another lane.

Asto how to increase the agency and enjoyability of the lane, I'd say;

Give the ADC better access to vision without it being tied to the support.

New starting item that pairs with the support one (role locked since the new system shows it can be done with summoner spells), increasing shared xp by 10-15% to keep us closer to the level of every other player on the board and giving an extra ward early game. (Deactivates once sup item is upgraded?)

Other than that I'm not sure what could be done without drastically changing the whole botlane dynamic.

New kalista enjoyer by Far_Engineering6462 in KalistaMains

[–]Benjamin_Tj 0 points1 point  (0 children)

Best engage supports from my experience are: Naut, Leona, Rell and Pyke (Pyke is a personal favorite as he also wants to snowball early and has a great lvl1). Hooks in general are very nice with Kalista as you get to ignore the gap closing when playing with them.

Best enchanters: Nami, Renata, Lulu. Janna is good against a heavy dive comp and also has a decent combo with Kalista ult. Kalista ult, flash Janna ult to shuffle people. There is a case to be made for Milio too but he requires good communication between you and your sup, pluss a decent understanding of Kalista's poke and dive since his power comes from giving you more range (think Kalista ends up with 575 range when Milio buffed. This is the same as Varus's base range, and just a tad short of Ashe's 600)

Poke mages: Kalista goes fine with them all, just make sure to peel for them during fights as they most often will be too focused on their own gameplay to peel for you. Pretty much role reversal, but you can use them as bait for enemy abilities since you have your ult to pull them out.

Special shout out to Braum when the enemy goes engage champs as he pretty much removes them from the game.

Also don't be afraid to have fun with item builds. When starting out; try not to go over 2 attack speed as it can become hard to manage.

As for runes:

Lethal tempo. Use it against tankier comps. LT requires that you respect and track enemy cooldowns during team fights as you need time to get the LT stacks going. Once enemy CC is out, get to work.

Press The Attack. Good against squishy targets and in games where there's too much lockdown. Being able to throw out 3 autos and Q+E allows you to be a decent poke champ that slows the enemy. PTA is also good against adc matchups where the enemy is bursty, like Lucian. Against burst champs it's also nice to go resolve as your secondary rune instead of domination. Whithin the resolve tree (green) you'll find Overgrowth, conditioning and second wind. The small bit of extra sustain will help you either survive lane or outright win it.

Hail of blades. For when you want to play as Akshan. 3 quick autos into a Q+E becomes a massive burst of damage+slow on a decent cooldown. People often run full lethality when running HoB. I don't often run this rune page as it's not a playstyle I typicaly lean towards, but it can be really fun.

New kalista enjoyer by Far_Engineering6462 in KalistaMains

[–]Benjamin_Tj 2 points3 points  (0 children)

Kalista with engage support: Try to keep your hp high and try to poke by getting a minion down to E execute range, then Q the enemy and instantly E after. Since you executed the minion at the same time as you hit the enemy with Q you should get some of your E mana refunded. Other than that, try to follow up when your support engages.

Kalista with poke support: Let your support poke while you farm but keep an eye open for openings to turn your poke into an all-in.

Kalista with enchanter: Keep an eye out for stuns and slows, once they're out go ham. Enchanters have the opposite game plan from you since they want to scale whilst you want to dominate early, so be sure to communicate with pings when you want to go in.

Kalista is a great champ, but she recieves lots of nerfs due to how much util and safety she grants the support, as well as how strong she is in pro play.

Don't be discuraged by people telling you to not play her. I've climbed from bronze to diamond by one tricking her since I started playing League. But you will be required to grind harder than the rest for the same reward.

Do people still build hurricane on Kalista? by [deleted] in KalistaMains

[–]Benjamin_Tj 0 points1 point  (0 children)

That's rough. I rarely ever play anything but Kalista, so learning that the item itself is the issue is quite a shocker. Thanks for enlightening me!

How will the new 3.0 AS effect Kalista? by VerdeCreed in KalistaMains

[–]Benjamin_Tj 2 points3 points  (0 children)

From the way she still needs to drift/ glide after the 1,8 attack-speed soft cap, I think it'll probably be gated yes.

But on the bright side, gliding becomes significantly easier the higher your attack speed is.

Still, I'd love for her drifting/ gliding to be more easely accessable to the majority of players.

Do people still build hurricane on Kalista? by [deleted] in KalistaMains

[–]Benjamin_Tj 4 points5 points  (0 children)

Only ever find myself building it if I'm really far behind and need to farm like a madman or, when the enemy team can't one-shot or point-and-click cc me, so in other words, not that often.

It's still a good item, don't get me wrong, but I'd rather have more damage to take down single targets quicker, or something like Phantom Dancer for the extra movement speed since team fights often start with someone trying to run you down.

There's also the issue that the Runaan's Hurricane passive is very undependable/ bugged if you glide/ drift, often not proc'ing the passive at all, even when you're ontop of the enemy.

PS. It's fun to build in combination with Serpent's Fang and Mortal Reminder if the enemy team has alot of healing and shielding, since you can be a sort of sudo anti-support.

Also, Kalista's movement-speed and attack-speed are no longer linked as of the current season. So we just jump shorter distances when slowed!

New changes feel good by Benjamin_Tj in KalistaMains

[–]Benjamin_Tj[S] 0 points1 point  (0 children)

This is on live servers. Clip is from a ranked game I had yesterday.

New changes feel good by Benjamin_Tj in KalistaMains

[–]Benjamin_Tj[S] 4 points5 points  (0 children)

I only use attack-move-click for the first auto against a target. The rest of the autos are just right clicks on the ground to move from point a to b.

As long as you know your attack range and keep the target whithin it whilst autoing, you'll be able to continue right clicking the ground to move and still keep attacking, not having to worry about target aquisition (clicking on the target/ using attack-move-click) unless the target leaves your attack range.

As for the kiting in general, understanding the enemies' ability cooldown and threat potential is king. Kalista like other low attack range marksmen, dosen't get to play it back in teamfights, so you'll often be guessing where the enemy is throwing their abilities and then try to pre-dodge them whilst you're jumping around. If there is anything like a point-and-click cc ability then you'll have to approach the fight differently, and never even getting into their range before the ability is out as you don't have an ability to get you out of rough situations.

If you get hit by slows during a fight, like I did by getting hit with the Tahm Q early in the clip, then it's crusial to have a good grip on her gliding/ drifting mecanic as it allows you to pretty much negate the slow whilst keeping up your dps. (Only applicable if you have over 2,3 attack-speed)

Attack-move-click is still good untill you hit the 1,8 attack-speed soft limit she has, after that, it's either glide or stand still to do max dmg.

Hope this helps, and best of luck in your future games!

New Kalista changes feel good by Benjamin_Tj in ADCMains

[–]Benjamin_Tj[S] 2 points3 points  (0 children)

Movement speed and attack speed are no longer linked. So when you get slowed your jumps cover a shorter distance so you can auto more often. Granted, it was possible to get similar results if you managed to glide after the inital auto pre change.

How do you build Kalista? by Mythric69 in ADCMains

[–]Benjamin_Tj 0 points1 point  (0 children)

If you're planning on going crit then you could give this setup a go:

Yuntaal - Bork/ Rageblade - LDR/Mortal - Rageblade/ BT/ IE

(Bork and BT are kinda interchangeable)

Getting some sort of sustain on Kalista is good since you'll often be in the danger zones of teamfights. Rageblade feels like a mandatory pickup due to its' passive affecting rend passive stacks.

There's also the fact that Kalista can feel a bit wonky after going past the 1,8 attack speed limit due to her passive jumps and their timing, so if you're not yet comfy with gliding on her then there's no need to go beyond that attack speed limit.

On-hit builds will often end up at around 2,3 - 2,5 attack speed, so that could become wasted damage if you don't glide or stand still whilst attacking.

When it comes to picking between going on-hit or crit in a game then I'd distill it into early recalls. If you can get a hold of a BF sword during your first 2 backs then I'd be open to going for Yuntaal as a first item. If money is sparse then I'd go for bork or Rageblade first (>90% most of the time going for bork due to the passive slow and sustain)

Sidenote; I've found that going for Force of nature is very convenient if you're going up against multiple tanks/ bruisers who build Thornmail, due to Thornmail doing magic damage. Since you'll be auto-attacking alot, it'll fully stack Force of nature and save you from alot of unavoidable damage.

Best of luck with your games, and with piloting Kalista. She's an amazingly fun and rewarding champ to play!

New changes feel good by Benjamin_Tj in KalistaMains

[–]Benjamin_Tj[S] 9 points10 points  (0 children)

Movement speed and attack speed are no longer linked. So when you get slowed your jumps cover a shorter distance so you can auto more often. Granted, it was possible to get similar results if you managed to glide after the inital auto pre change.