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All Guides Kled Guides A Savage and A Coward {Jungle, Match ups and Tips soon}
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Updated
2 years ago
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Kled Statistics for NotASloth

Author's performance with Kled compared to the ranked average.

Value
Average
Games Played
3
9
Win %
33
41
Kills
2.0
5.7
Assists
1.7
7.5
Deaths
3.0
6.0
KA:D Ratio
1.2
2.2
Gold Earned
7.6K
11.3K
Creep Score
126.0
149.9
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

Recommended - Flash/Teleport - This is your standard summoner set-up vs fighters and tanks. Teleport creates so much map pressure that it's hard to pick another summoner, unless you need the help vs range, burst or high sustain champs.


Flash/Exhaust - This set-up is for vsing assassins and range mages that will otherwise de-mount you before you get into range of them. Baiting exhaust on your opponent when you demount is good for making them over commit before your boy skarrl comes and turns the tides for you.

Flash/Ignite - Only for Vlad/Mundo/Swain. Rito nerf heals plz

New Runes Back to Top

Masteries Back to Top

Damage Route - 

So, you want to murder everyone's families?
Better go all in on Ferocity.

Kled's basic combo (explained in abilities) will easily hit 8 Fervor stacks before his 4th Violent Tendencies auto lands, enabling more autos to take advantage of the Fervor damage. 

Fury - Abilities do a lot of damage, but with Fervor, landing more attacks gives higher dps
Double Edged Sword - No Kled retreats until someone is dead... usually himself
Vampirism - Helps lane sustain and improves survivability once you get your hydra
Bounty Hunter - Honestly a flex mastery. If you aren't confident and your carry potential, go Oppressor 
Battering Blows - Error 404, No magic damage found
Fervor - Auto attack champion needs auto attack mastery. Math checks out

Abilities Back to Top

Q
W
E
Q
Q
R
Q
W
Q
W
R
W
W
E
E
R
E
E
Passive
Q
1
4
5
7
9
W
2
8
10
12
13
E
3
14
15
17
18
R
6
11
16

Level up TL;DR - R > Q > W > E


*NOTE* For range matchups, Going Q-W-Q-E is preferred if no intention of going all in. Just make sure all abilities have a point by lvl 4

*Images used from Kled's LoLWiki Page*
Passive - Courage The Cowardly Dog!

Kled is accompanied by his semi-trusty mount, Skaarl.

Skaarl the Cowardly Lizard

MOUNTED – INNATE: Kled's health cannot be improved except through growth, instead Skaarl has 400 - 1505 (based on level)(+ 100% bonus health) maximum health and, while together, all damage dealt to the duo is suffered by Skaarl. Upon being reduced to 0 maximum healthSkaarl flees the battle. While being dismounted, Kled is briefly untargetable and any damage in excess of Skaarl's current health is ignored.

Skaarl the Cowardly Lizard 2

DISMOUNTED – INNATE: Kled gains 125 bonus attack range and 105 - 190 (based on level) bonus movement speed while moving towards enemy champions, but his base movement speed is reduced to 285 and his basic attacks deal 80% AD. Additionally, Kled's gains the ability to restore Skaarl's Courage, which is displayed in Kled's resource bar.

Skaarl the Cowardly Lizard 3

4 / 20 Courage is gained by killing enemy units and 5 / 15 for attacking structures, champions and epic monsters. At 100CourageSkaarl returns to the fight after a short delay with 50 / 60 / 70 / 80% healthRecall.png Returning to base fully restores his health. If reuniting outside of their base, Skaarl is temporarily afflicted by Frayed Nerves and cannot gain Courage for a brief period.

Ayyyyyy, It's your boy, Cour.. Skarrl!
This guy is your best friend and yet, he's just never there for you, lyk my dad ;c

This passive is very awkward and takes time to get used to. Since losing Skarrl disables half of your move set and reduces any escaping potential to a down-graded graves ult, be careful of over extending when you're close to demounting. Not much little Kled can do when he goes 1v5 with a pocket pistol.

Q - 
Beartrap on a Rope
COOLDOWN: 9 / 8.5 / 8 / 7.5 / 7
Beartrap on a Rope

Skaarl the Cowardly Lizard.png MOUNTED – ACTIVE: Kled hurls a beartrap tied to a piece of rope forward in a line, dealing physical damage to all enemies it passes through and attaching itself to the first enemy champion or large monster hit. Minions take 50% increased damage.

「 INITIAL DAMAGE: 25 / 50 / 75 / 100 / 125 (+ 60% bonus AD) 」

If Kled remains within a slowly decreasing radius of his target for 1.75 seconds, he Airborne icon pulls them towards him, Slow icon slowing them for 1.5 seconds and dealing them bonus damage.

「 YANK DAMAGE: 50 / 100 / 150 / 200 / 250 (+ 120% bonus AD) 」

  • SLOW: 40 / 45 / 50 / 55 / 60%
Pocket Pistol
COOLDOWN: 3
 
RECHARGE: 20 - 7.25 (BASED ON LEVEL)
Pocket Pistol

Skaarl the Cowardly Lizard 2.png UNMOUNTED – ACTIVE: Kled sprays a hail of five pellets in a cone, dealing physical damage to all enemies that intercept the pellets, and dashing 250 units in the opposite direction. Enemies hit take only 20% bonus damage per pellet beyond the first.

「 PHYSICAL DAMAGE: 30 / 45 / 60 / 75 / 90 (+ 80% bonus AD) 」

Each pellet that hits an enemy champion restores 5 Skaarl the Cowardly Lizard 3.png Courage.

Kled periodically stores ammo, up to a maximum of 2 stored at once. Kled will store ammo even while mounted.


Beartrap on a rope - Simple and effective. This highly spammable ability lets you track down fleeing enemies, scare off range harassers and combos nicely with your E (See Tips and Tricks). Max first, no questions.

Pocket Pistol - Ahh, the downgraded graves ult. Damage is nothing special, but the knockback is a godsend for escaping. I'll bet 5 ip paypal that you will be tempted on trying to finish off a low health enemy with this ability. Unless they are under 20 hp, DONT. DO. IT. You'll limp away with your 285 movespeed wanting to put that pistol to your temple wishing that you also didn't flash in to land that shot. Not talking from experience or anything...

W-
Violent Tendencies
COOLDOWN: 14 / 12.5 / 11 / 9.5 / 8
Violent Tendencies

PASSIVE: Kled periodically enters a frenzy that grants him 150% bonus attack speed on his next 4 attacks for 4 seconds, with the final attack dealing bonus physical damage, capped at 200 against monsters.

  • BONUS PHYSICAL DAMAGE: 20 / 30 / 40 / 50 / 60 (+ 4 / 5 / 6 / 7 / 8% (+ 5% per 100 bonus AD) of target's maximum health)

The good ol' beat-em-till-their-ded. This ability lets you trade sooooooooo easily with any melee champ, especially if you land the slow from your Beartrap. If your enemy steps a little too close, feel free to land that 4th auto on them for that juicy % damage. 

E-
Jousting
COOLDOWN: 14 / 13 / 12 / 11 / 10
Jousting

Skaarl the Cowardly Lizard.png MOUNTED – ACTIVE: Kled and Skaarl dash a fixed distance in the target direction, dealing physical damage to all enemies in their path and gaining 50% bonus movement speed for 1 second.

「 PHYSICAL DAMAGE: 20 / 45 / 70 / 95 / 120 (+ 60% bonus AD) 」
Jousting 2

Kled and Skaarl mark the last enemy champion or large monster they hit, gaining the ability to reactivate Jousting to dash a fixed distance through the marked target, dealing physical damage to all enemies hit.

One of the jankiest abilities league of legos has ever had .The first jump can't jump over terrain, BUT can clip around some edges of thinner walls. The move speed you get makes it easy to land your Q and all stacks of your W before sliding right through them for a clean escape. *NOTE* The second dash, as long as your not too far from your target, CAN jump terrain, so you can chase an enemy that flashes over a wall as long as you have vision.

R-
Chaaaaaaaarge!!!
RANGE: 5000 / ?
 
COOLDOWN: 160 / 140 / 120
Chaaaaaaaarge!!!

Skaarl the Cowardly Lizard.png MOUNTED – ACTIVE: Kled and Skaarl charge toward the target location, automatically navigating around terrain along the way.

While charging, the duo gain bonus movement speed and a shield, both increasing over the duration.

  • MAXIMUM SHIELD: 200 / 300 / 400(+ 300% bonus AD)

The shield lasts for 2 seconds upon finishing the charge. The duo trails a directional draft on their wake for 10 seconds that grants the same movement speed to all allied champions who follow their lead.

Skaarl homes in on the first enemy champion encountered, Airborne icon knocking them back and dealing them physical damage based on the distance traveled.

  • PHYSICAL DAMAGE: 12 / 15 / 18%(+ 12% per 100 AD) of target's maximum health

ALL IN, BIG BALLS TIME
This literal all or nothing ability makes you fully commit to a position, so you better make it count. It's important to realize that you don't have to run the full ult distance to achieve max damage and shield. The more you play, the more you'll be able to eyeball the range, but a good starting point is behind your 2nd tier mid to behind a side lane 2nd tier turret. (will find a better exact range later)

Items Back to Top

Starting Items

    For non-poke match ups
    For poke match ups

Core Items

    Kled lacks aoe pushing power. Get this if you want to roam or are having trouble shoving in your opponent.
    A splitpush kled build
    For pesky sustain forever champs
    Unkillable/Bruiser build Core (insert lane countering boots)
    Update - Situational on the bruiser build, pick a combination from these items to counter enemy team
    If they just keep locking you down
    Sample Unkillable build
    Sample Bruiser Build vs AP(TESTING)
    Booties
    Sample Bruiser 2(STILL TESTING)

Situational Items

    EXPERIMENT - Reallllyyy trying to find a place for this item. The damage and sheen effect goes great with his low cool down abilities, but hard to pick it with black cleaver imo. Will test some more.
    I really wanna kill them
    TROLL BUILD #1 - trinity dream
Personally, i've been favoring the damage-heavy "split push" build as you can have 150 of each resistance, 3k+ hp and almost 400 ad late game, but that's also because my group of friends is toxic and everyone, from top to support, plays a carry, so i am a bit jaded in that respect. I would recommend one of the tankier builds for newer players, as you still contribute damage while having the health to not get as punished for mistakes.

Unkillable/Bruiser - 
1st - Titanic Hydra first against non-tanks, Black cleaver first for armor-stackers.
2nd - Boots to counter lane and Swiftness boots if you are dumpstering your lane
3nd - Whichever one you didn't build in step 1
4th - Build from the situational items to counter who's doing well on the enemy team. Sterak's first if snow balling

Randuins or Dead Man's Plate -
Randuins if you are initating fights and DMP if you are split pushing then teleporting into fights later imo
 
Note - Sterak's procs its shielding effects before you get demounted and Maw can too if you are over 5100 hp, keeping you mobile for longer. A big reason why this build feels so good in team fights. However, just remember both effects don't overlap and DONT buy both

Split push core : Black Cleaver, Ravenous Hydra and GA

Pretty much any high AD items and boots can be attached to the core

A general rule for itemization on Kled goes as follows : 

Flat AD > CDR > Life Steal > Armor Pen > Defense 

The thought is that his abilities all scale off bonus ad, making it the most important. 
Since they're also NO resource cost, the faster you can use them, the better.
The only reason why I prioritize life steal over Armor Pen is because Kled becomes so much weaker demounted, so sustaining that form is CRUCIAL. 
BUT CRCO, IF YOU WANTED TO STAY ON SKARRL, YOU SHOULD BUILD DEFENSIVE AND NEVER LET YOUR BOY GO.

Although i've made multiple attempts to add a different defensive item for this build, but it feels underwhelming, UNLESS you're facing a 5 AD or 5 AP team. Then just dump all your money into countering their clown fiesta team.


Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Akali
    Easy
  • Ekko
    Medium
  • Fiora
    Medium
  • Heimerdinger
    Hard
  • Malphite
    Medium

VS

Akali

Easy

Freeist shit of your life, if you want more advice, ask 'I Saw Boobs' from NA server. He can let you know


Q and E reveal invis, so just punish her any time she trys to walk up after level 2

VS

Ekko

Medium

Medium matchup on the verge of hard.


On Skarrl, it's a skill match-up. It's a battle of Qs when you walk up the minion line and it's usually better to bring the aggression to him in the early levels, as it's harder to 1v1 him when he has time to set up his W around you. 

When you demount, AVOID HIM AT ALL COST. Ekko's passive damage buff to low percent targets will decimate you, not giving you an opportunity to mount back up if he isn't low himself.

Start : Doran's blade -> Black Cleaver (to keep up with his speed) -> Hydra or defense

VS

Fiora

Medium
fiorariposte.png -______-

Riposte blocks alot of your burst if timed correctly, really cucking your Beartrap and CHARRRGEEE! It's harder to riposte the 4th W proc, but try to Joust away if you ever get hit. The % AS reduction will let her win any trade with you.

Other than that, it's not too bad if you get ahead. The % hp punishes the pure health builds, so get some earlier armor if going bruiser.

Start : Doran's shield (for all the poke) -> Tiamat to outduel -> Titanic for bruiser or Ravenous for Split -> BC -> Situational

VS

Heimerdinger

Hard

It's Fuckin Bullshit

VS

Malphite

Medium

Not hard, just more of a boring farmlane.


You bully him early, but chipping him with Qs won't work will against his shield and going all in is dangerous unless you have knowledge of where there jungler is.

Start :Doran's Blade -> Black cleaver (since they always stack armor) -> Hydra ->situational

Runnin' and Gunnin' -Tips and Tricks Back to Top

*BUG*
If any enemy champion dies near a turret, the first dash from E actually goes through the turret if you target to jump on to the dead body or jump from the body. Need to test for walls now. Let me know if any of yall have found more bugs like this :3
________________________________________________________________________________________________________

We'll start off easy

Q has great laning potential. Using it on enemies in lane won't aggro the enemy minions on to you, so it's free harass. Also, if you attach the Q outside of turret range, you can walk under their turret and it wont aggro until the secondary damage procs. Useful for not taking turret damage while waiting for your other cooldowns/jungle help.
Additionally, Qing then immediately flashing makes the Q harder to dodge for enemies rather than flashing then trying to Q

2nd E Proc goes over walls -
They cucked the first dash against walls, at least they let the 2nd one have a chance if you're close enough. 
________________________________________________________________________________________________________
Combos
 E->Q
Pretty straight forward here. Using your E to get closer to your target to Beartrap them is something even Kled could come up with. Now to make it spicccyyyyyy

E+Q->E
dbd57bcbb3fff7245025a39061012200.png
CRCO HOW IS THAT SPICY, OR EVEN CLOSE TO BEING SOMETHING DIFFERENT FROM THE COMBO ABOVE IT
It all comes in the timing of your abilities. If you E, then immediately Q, you can point blank attach the beartrap while landing the E for the 50% speed boost. This makes it near impossible to get away from the tug of the rope and if they flash, time the 2nd E right when they get pulled back to get catapulted to the other side of them.

E+Q->AA->AA->(tiamat)->AA->AA 
Now THIS is a combo (sorta)
Your most damaging trade combo with the ability to reposition around your target with your 2nd E dash.
Tiamat added if you're staying in your top splitpush island

Walking back before ulting - 
As mentioned before, the max range of CHAARRGGEEE isn't where the max shield and damage range is. After a few trades in the top lane, set-up kills by walking away, baiting the enemy laner to go to the wave. If they do approach the wave, target your ult behind them and run them down. 
Also works if you win a trade and they hide behind their tower. CHARRGGEEEE will jump over the tower if it connects, so they can't kite around it either.

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