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Kali Build
Starting Items
Notes Manikin Scepter upgrades to Manikin Mace, which will be a strong boost to our auto attacks. It also comes with deceptively high Fire Giant/Gold Fury damage.
Notes
Manikin Scepter upgrades to Manikin Mace, which will be a strong boost to our auto attacks. It also comes with deceptively high Fire Giant/Gold Fury damage.
Manikin Scepter
Katana
Healing Potion
3
Blink Rune
Golden Shard
Standard Build
Notes Kali has a auto attacks of "0.5", which means they only do 50% normal damage, but they attack twice as fast. Attacking twice as fast gives extra value to on-hit items, such as Qin's Sais and Odysseus' Bow. This is why these items are standard for Kali.
Notes
Kali has a auto attacks of "0.5", which means they only do 50% normal damage, but they attack twice as fast. Attacking twice as fast gives extra value to on-hit items, such as Qin's Sais and Odysseus' Bow. This is why these items are standard for Kali.
Manikin Mace
Equinox
Qin's Sais
Hastened Fatalis
Odysseus' Bow
Silverbranch Bow
Temporal Beads
Scorching Blink Rune
Crit Build
Notes Deals a slightly higher single target DPS than the other build, but you are vulnerable to Spectral Armor.
If you want crit, go Seer Of The Jungle and Eye Of The Jungle starter item over the Manakin's items, as our objective damage will be much stronger with 35% bonus damage in addition to our crit.
Notes
Deals a slightly higher single target DPS than the other build, but you are vulnerable to Spectral Armor.
If you want crit, go Seer Of The Jungle and Eye Of The Jungle starter item over the Manakin's items, as our objective damage will be much stronger with 35% bonus damage in addition to our crit.
Seer Of The Jungle
Atalanta's Bow
The Executioner
Hastened Katana
Rage
Devoted Deathbringer
Temporal Beads
Scorching Blink Rune
Situational Items
Notes Magi's Revenge can be picked up if the enemies force your relics too much (Serqet, Ne Zha, etc.). Bloodforge or Serrated Edge can replace Hastened Katana, with stronger snowball or tank damage, respectively. You would sacrifice chase to be able to stand your ground.
Notes
Magi's Revenge can be picked up if the enemies force your relics too much (Serqet, Ne Zha, etc.).
Bloodforge or Serrated Edge can replace Hastened Katana, with stronger snowball or tank damage, respectively. You would sacrifice chase to be able to stand your ground.
Magi's Revenge
Bloodforge
Serrated Edge
Kali's Skill Order
Nimble Strike
1 X Y
315161819
Lash
2 A B
14679
Incense
3 B A
28111214
Destruction
4 Y X
510131720
315161819
Nimble Strike
1 X
Kali leaps forward, damaging enemies in the target area. Kali additionally heals herself for a percent of a single enemy's missing Health. Kali always heals from the target that would heal her the most.
Ability Type: Circle, Leap, Damage
Damage: 85 / 135 / 185 / 235 / 285 (+80% of your Physical Power)
Heal: 20/40/60/80/100 + 10% of target's missing Health
Range: 55
Cost: 60
Cooldown: 12s
14679
Lash
2 A
Kali throws several blades, that converge upon the target location. Each does damage and causes bleed. Kali gains Physical Lifesteal against targets affected by this Bleed.
Ability Type: Area, Buff, Damage
Damage Per Blade: 37 / 49 / 61 / 73 / 85 (+20% of your Physical Power)
Bleed Damage: 5 / 10 / 15 / 20 / 25 (+5% of your Physical Power) every .5s
Bleed Duration: 3s
Physical Lifesteal: 12 / 16.5 / 21 / 25.5 / 30%
Range: 70
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 12s
28111214
Incense
3 B
Kali hurls her incense at her feet, exploding it. Enemies hit are Stunned, while Kali gains a Physical Power bonus.
Ability Type: Circle, Stun
Stun Duration: 1.2s
Physical Power Buff: 15 / 20 / 25 / 30 / 35
Buff Duration: 4 / 4.5 / 5 / 5.5 / 6s
Radius: 20
Cost: 60
Cooldown: 14s
510131720
Destruction
4 Y
Kali becomes an unstoppable force of destruction, creating a damage aura around her. During this time, she can be reduced to 1 Health, but cannot die. She is immune to Knockup, Slow effects, and protected from Root, but still vulnerable to Stuns. If Kali is under 15% of her total Health at the end of the duration, she will heal to 15% Health.
Ability Type: Circle, Buff, Damage
Damage: 25 / 30 / 35 / 40 / 45 (+10% of your Physical Power) every 0.5s
Duration: 3.5 / 3.75 / 4 / 4.25 / 4.5s
Radius: 20
Cost: 60 / 70 / 80 / 90 / 100
Cooldown: 90s
Kali Threats
Tap each threat level to view Kali’s threats
Max
1
Major
5
Even
9
Minor
7
Tiny
Kali Synergies
Tap each synergy level to view Kali’s synergies
Ideal
1
Strong
OK
Low
None
Introduction
Kali Basics
Kali's Abilities
Passive - Marked for Death Kali selects an enemy god. She gains extra physical penetration against that god. If she kills the selected god, she heals for a large portion of her health, and gains increased gold. Marked for Death is your target priority. You should almost always make it the enemy mid laner. If they die, your next target will be the closest god to them, hopefully not a support. This ability encourages her to all-in her target, as she gets a big reward for being successful. |
Ability 1 - Nimble Strike Kali leaps, dealing damage to enemies in her landing area. Additionally, she heals for a % of the target's missing health. Nimble Strike is Kali's engage or disengage tool. It rewards you for using it aggressively, as the heal you receive is bigger than the enemies might think. You can also use it to heal off of jungle camps if you need some extra sustain. |
Ability 2 - Lash Kali throws 3 blades, dealing direct damage on hit and a lingering damage over time afterwards. She gains increased lifesteal while hitting affected targets. Lash is your main damage ability, used to clear camps and hit enemy gods. Use it to stop blinks, to hit enemies up close, or when an enemy is out of range. |
Ability 3 - Incense Kali stuns enemies in a small radius around her, while also gaining a physical power bonus. Incense is used to interrupt enemies, and should be used on cooldown while fighting. It makes for a good setup with Lash, as you can confirm all 3 blades will hit on a single target. |
Ultimate - Destruction Kali gains an aura, preventing her from dying while also damaging all enemies surrounding her. She is immune to knockup, slows, incoming roots, but can be stunned. If her health is below 15% at the end, she will heal to 15% health. Destruction is her signature move, where she becomes flat out unkillable. Enemies have to run away, or relic to survive her damage. This ability encourages a heavily aggressive playstyle, and defines how you play every fight. |
Ability Rotations:
Melee Damage:
Incense > Auto Attack > Lash > Auto Attack
Jump Initiation:
Nimble Strike > Incense > Auto Attack > Lash > Auto Attack
Blink Initiation:
Blink Rune > Incense > Auto Attack > Lash > Auto Attack
Use your ultimate Destruction whenever you get focused by the enemies. It's best used as close to death as possible, but many times you may flat out die before you get it off, so use it early if necessary.
Jungle Tutorial
Early Game:
- Star at the Fire Giant side Speed Buff (or Red Buff), and group up the jungle camps with your mid laner. Once the Red and Speed buff jungle camps are cleared together, head towards your remaining speed buff. Your mid laner should help you clear this buff camp. Finally, head towards the exp camp near the Tier 1 Mid tower, presume you will clear this alone.
- You now have 2 choices. You can stay in the Jungle towards the mid lane, looking for a gank on the enemy mid laner or clear the Mid-Harpies. The second option is to head straight to duo lane, and look for a gank on the enemy duo lane (and clear Scorpion). Heading to Duo lane has a greater risk, but much greater reward if successful.
- Kali has a deceptively strong early game, as you have Incense, Lash, and Blink Rune. You don't have your jump to initiate, but blink will do. However, this also means you have no way out, which means you have to play back. If you see a kill opening you could blink in, but otherwise let the enemies pressure as you as you don't want to loose health before the fight starts.
- You have a priority of: Buff Camps > Rotations > Harpies. You won't loose out on farm, but putting Rotations before Harpies will make sure you spend your farm, rather than miss out on opportunities.
- Your ganks are quite strong with your Incense, but don't risk dying to try and get a kill.
Mid Game:
- Begins around ~14 minutes, or when most people have hit Level 12 and unlocked their Second Relic. Most enemy teams have gotten around to warding by now, and team fights become increasingly common. Most builds have started to show effectiveness.
- Mid game will be the true test of a Kali player, as this is when your character is weakest. You don't have enough damage to kill someone with Destruction for free, and many characters will force your relics for stepping up. However, if you get past this phase of the game, very few characters can stop you.
- Still show up to team fights, but don't risk dying to save the fight - play selfishly. Blink on the enemy backline if your solo laner or support makes space, and sometimes you may be able to blink on the enemy jungler to prevent them from diving your team.
- You should think of your job as: stalling out to late game.
Late Game:
- Almost everybody has hit Level 20, Fire Giant is the most important objective on the map. Starter items become unlocked at Level 20, which results in a damage/defensive spike. This means that everybody dies faster, and Team Fights are the most important thing.
- Kali has one of the best 1v1s in the game, and is capable of running down certain characters with no counterplay. Look to Blink Rune on the enemy backline whenever possible, but make sure you protect your Purification Beads.
- If nothing is happening at the Fire Giant pit, you could force a jungler 1v1 by pushing the mid waves. Hover towards the duo side of the map while doing so, just in case multiple people show up. If you see the enemy jungler alone, blink on them.
- During a Siege fight, look to split push the mid phoenix. Don't try and hit the phoenix, but rather try to blink on the enemy jungler when given the chance. Even if you can't kill them, it's unlikely for you to die in the 1v1.
Warding
Green = Early/Rotational wards, you don't go out of your way to place these wards. Place them while already in the area, they are used to prevent blind spots while you rotate. They also double as objective wards
Blue = Late game wards, you want to place them as high as possible without getting caught by the enemy doing so. They cut off chokepoints on the enemies side, which lets you know which side of the map they are on. Good wards for a Fire Giant fight
Final Advice
Kali spends the mid game at a disadvantage, but getting through that unscathed is what sets your team up for victory. She has one of the strongest late games, and the difference maker is not your late, but your early game. It's okay to give up pressure to the hyper aggressive junglers, their time will come later. Focus on stalling out the game and saving your teammates, and slowly, but surely, you become a Destruction war machine.