Basic attacks and cannot be cast while dashing, unless animation cancelled with a movement command.
Kalista must wait for her auto attack windup or cast animation to finish, before she dashes. However, Kalista will dash immediately if the movement command to dash is input after her auto attack windup finishes.
also "remembers" your auto attack target after dashing, letting you dash repeatedly by only clicking the ground.
cannot keep up with attack speed values greater than 2.1, due to the combination of her auto attack windup taking too long, and her dashes being too slow. Movement speed bonuses make it less of an issue.
Sufficiently high attack speeds can also cause to interpret movement inputs as dash inputs, during the dash of a previous auto attack (such as jumping towards attack-move inputs).
Move commands inputted during an attack windup or the cast time of while Kalista is immobilized or grounded will fail to cast and thus prevent the dash from triggering.
If multiple move commands are inputted during the attack windup, the most recent one is used for the dash's targeting.
If the most recent input is not a move command, the dash will not trigger.
In this case, the buffer for the previous move command was cancelled by a new non-move command such as an input for an attack or ability cast.
The move command will still be buffered to the end of the immobilization or the end of the attack windup or cast time of while grounded if it has not been overridden by other inputs.
Kalista's facing direction will change immediately on move command even among multiple inputs, but will not visually update until the dash.
The facing direction when dashing is considered to be in the direction of the dash, not her apparent facing direction based on her model's animation state.
Dash distance decreases as the dash direction becomes closer to the minimum direction. This defines a forward distance for basic attacks and a backwards distance for .
Basic attack dash range given the angle θ:
\begin{cases}(175 + (125 \times \sin(\theta))) \times T \end{cases}
Where T = 0.800, 0.875, 0.950, 1.000 depending on the tier of Boots (T0, T1, T2, T3)
Minimum dash range of 225 units when dashing backwards
dash range given the angle θ:
\begin{cases} 150 + (150 \times \sin(\theta)) & \mathrm{Backwards} \\ 300 & \mathrm{Otherwise} \end{cases}
There is a very brief grace period after completing a basic attack windup wherein Kalista can still input a movement command to trigger the dash.
The dash speed is unaffected by additive movement speed modifiers.
There are a total of 24 different dash ranges based on direction with and being cast.
Kalista will automatically be issued an attack command on her attack target at the end of the dash, as long as they remain in her attack range by then.
The attack move (default A + MB1) click feature checks for targets in brief intervals only if Kalista is not dashing.
Sleep does not count for knocking the dash down.