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Duration
Synergy
Deep dive
Status: Player guide only. Base stats / skill numbers not yet pulled from in-client. Fill from screenshots on next ADB pull. Specialty: Pickoff puller / Water-zone passive
Source: YouTube
5410TMbolPQ(Hajun, "Solo Rank Kalea — How to Play Her Even Though She's Bad"), ingested 2026-04-29.
"She's not one of the best solo-rank roamers right now. Cho can do everything Kalea does — but better — for solo. If you're picking pickoff, just pick Cho."
Pick Kalea only when you specifically want her water-zone passive enhanced auto-attacks AND your team has a burst hero (Kadita, Eudora, Aurora) ready to follow up the ult-pull.
"Always max S2 first — it's a dash + CC. Her S1 alone doesn't do as much as S2."
Skill-up order: Ult > S2 > S1.
Kalea's passive: enhanced basic attack when standing on a water circle (spawned by S1 or S2). Loop: punch → spawns a small water → S1 onto it → enhanced auto. Loops forever.
"Honestly, in solo I'm too lazy. In 5-man I'd do it every cooldown."
Practical: ignore the loop in solo unless you're sieging an objective. Too much APM cost for marginal return.
"In solo, peel with Kalea — her ult engage rarely gets follow-up. Use ult to YANK an enemy assassin away from your carry, not to start fights."
When to engage: only when your team has burst follow-up already cooldown-ready (Kadita ult, Eudora ult, Vale ult). Otherwise the ult-pull is a wasted cooldown.
When jumping S2 (slam toward target), you can flicker mid-air, before landing. Lets you reposition the slam location — useful for dragging a low-HP target deeper under their tower for a guaranteed kill.
VOD example: Hajun S2'd Alucard, flicker'd mid-air to land DEEPER under tower → Alucard couldn't escape → kill confirmed.
S2 also activates on water circles (spawned by S1 hits), not just walls. You can launch from a water source if no terrain is nearby.
Only with burst pickoff teammates ready to follow up:
Don't pick into mobile carry comps — your ult-pull misses or gets cleansed.
Hajun: support phone with middle finger underneath, index finger ALWAYS hovering over the map, thumbs for skills. Lets you pan during skill use. Takes ~1 week to adapt; once trained, is the load-bearing skill for high-level play across all heroes (not Kalea-specific).
"Kalea is not the best for solo — pick Cho if you want pickoff. But if she's a hero you enjoy, the strategy here works."
Ling nerfed — reversing his 2.1.86 buff. S2 cooldown is no longer a flat 2s at every level (now starts 2.5s) and energy cost 30 → 35. Last week's "Ling is finally good" buff is being walked back before it ever shipped live.



+13Ling buffed — basic attack speed up (faster jungle clear) and Skill 2 cooldown shortened + energy cost reduced. Aimed squarely at his slow/clunky early game. (This is the change people are asking about — it is advance-server only, not live.)



+12Enhanced basic attack base damage reduced in early game, but now gains extra damage scaling with hero level, shifting power from early aggression to late game.