Click to open network menu
Join or Log In
Mobafire logo

Join the leading League of Legends community. Create and share Champion Guides and Builds.

Create an MFN Account






Or

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page

x

Tank Gotta get Skaarl Back! Kled Guide to Jungle

Tank Gotta get Skaarl Back! Kled Guide to Jungle

Updated on March 28, 2017
New Guide
Vote Vote
League of Legends Build Guide Author SirDgor Build Guide By SirDgor 2,041 Views 0 Comments
2,041 Views 0 Comments League of Legends Build Guide Author SirDgor Build Guide By SirDgor Updated on March 28, 2017
x
Did this guide help you? If so please give them a vote or leave a comment. You can even win prizes by doing so!
Vote
Comment

You must be logged in to comment. Please login or register.

I liked this Guide
I didn't like this Guide
Commenting is required to vote!
Would you like to add a comment to your vote?

Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.

Introduction

Welcome! If you are here, then that means you have decided to indulge in the Champions that are Kled and Skaarl (I mean, Skaarl is a key part of Kled. It's like saying Valor is not with Quinn. Wait...) So if you want a guide to JUNGLE KLED 45/0/-5 OMG Challenger, go somewhere else. This is a fun build, and it shall be treated as such, garsh darnit!
Back to Top

Runes/Masteries

Runes, doesn't really matter. Bring some Scaling MR and Armor, and bring some CDR Quints and Seals (10% really does it, gives you early Bear Traps with a short CD)

For Masteries I bring 0/12/18 with Stoneborn Pact being my Keystone Mastery. Bring Perseverance, Merciless, Greenfather's Gift (For those sneaky sneak plays), Explorer, Swiftness, etc. etc. I go Veteran's Scars for early-game health and Stoneborn Pact for the extra Health and Ult healing your "friends" for hitting that one enemy
Back to Top

Skill Sequence

Here is where I'll explain Kled's Abilities without pictures. Fun.

Passive: Skaarl, The Cowardly Lizard.
Basically, Skaarl is this Lizard that Kled rides with. All Health purchased goes to Skaarl, and when Skaarl's Healthbar reaches 0, you dismount, becoming temporarily invincible (Untargetable, like a Zhonya)and gaining Pocket Pistol, losing the ability Jousting and CHAAAAAAAAARGE!!! (Mounted only, don't worry, you'll get them back soon) and now having to build Courage to get Skaarl Back. Killing Minions gives you 4. Attacking Turrets and Epic Monsters gives you 5, and Attacking Champs gives you 5-15. At 100, Skaarl comes back with 50-80% of his Health back. Kled also gains 125 Attack Range (Still Melee), 105-190 MS towards enemies, and basic Attacks deal 80% Damage to Champions when Dismounted. After Mounting Skaarl and being dismounted again, Kled cannot gain Courage for a short time

Alright, now that That's over, let's go to the Abilities, Starting with Bear Trap on a Rope!

Bear Trap on a Rope (Mounted Q)(9-7s CD): This deals (25/50/75/100/125(+60% AD)) to Champions and 150% Damage to Minions. If Kled can remain near the Hooked Enemy for 1.75s, they are pulled towards him, Slowing them for 1.5s by (40-60%) and dealing (50/100/150/200/250(+120% AD)).

Pocket Pistol (Unmounted Q)(20-7.25s CD): This fires 5 Pellets in a cone, dealing (30/45/60/75/90(+80% AD)), Restoring 5 Courage per pellet that hits a Champ, and knocks back Kled. This Knockback can go through small walls, like the walls of Baron pit. You can hold a maximum of 2 Shots.

Violent Tendencies (W)(14-8s CD): A 4-hit Passive. Sorta. Kled gains 150% Attack Speed (Attack Speed Kled OP) for 4 Attacks. Attack Speed lasts 4 seconds, And the 4th Attack deals and extra 20-60 + 4-6% of the Target's Max Health (+5% per 100 AD). An Interesting Tip about this ability is that the Attack Speed stays with you while the Passive is activatable but not used yet. This can be used to hit Plants (Blast Cones, Honeyfruit, and Scryer's Bloom) Really fast.

Jousting (E, Mounted Only)(14-10s CD)Dash in a direction, dealing (20/45/70/95/120(+60% AD)). Gain 50% MS for 1s if this hits a Champ, also gain the ability to use Jousting again. This 2nd Joust deals the same damage and gives the MS again. The First Dash cannot go through terrain, but the 2nd one can, if it allows it (if the enemy flashes over a wall, but you Jousted them earlier)

CHAAAAAAAARGE!!! (R, Mounted Only)(160-120s CD)This is why you need CDR, these LONG Cooldowns! Charge down an area, gaining a metric ton (like 500) of MS and gives nearby allies moving in the same direction the MS as well. "Charge"(get it?) a Shield while Charging, gaining a maximum Shield worth (200/300/400(+300% AD!!!) that lasts for a short while after the CHARGE as well as the MS. The first Champion targeted is hit and dealt (12/15/18% Max Health(+12% per 100 AD)) which, if you build 500 AD, is 78% MAX HEALTH! Imagine a 4000 health Garen getting hit for 3120 Damage (Not calculating Armor and such!) Your CHAAAAARGE!!! cannot be cancelled by any CC (Although Thresh can still hook and follow you with his Q)
Back to Top

Tank Kled Items

For items it's pretty interchangeable if you want to go either Full Tank Skaarl or MAXIMUM MURDER KLED
Unfortunately, there will be no pictures of items. Sorry fams.

Tank Kled: First item: Stalker's Blade with Cinderhulk Enchantment (400 Health, 15% more Health, and the Stalker's Blade stats). Obvious choice, Chilling Smite for chasing, Cinderhulk for the extra Health for Skaarl. Overall good item.

Second Item: Titanic Hydra (450 Health, 35 Damage, and 100% Base Health Regen). This is because Kled has 2 AOE Abilities, 1 being Jousting, which you can only have while with Skaarl, and deals low damage on a high CD, and Pocket Pistol, which has a Recharge time and is only when without Skaarl.

Third Item: Mercury Treads/Ninja Tabi: Your Boots, which you should have by the 15 minute mark. Mercury Treads (25 Magic Resist) if the team is heavily AP and has a lot of CC. Ninja Tabi (30 Armor) if they are heavily AD and build fast Attack Speed (Think Jinx, Master Yi, and Ashe, to name a few) because of it's Unique Passive: Blocks 12% of Damage from Basic Attacks (Which champs like the ones mentioned above rely on HEAVILY)

Fourth Item: Black Cleaver/Sterak's Gage: Black Cleaver is an obvious choice, Armor Shred, Health (400), and Damage(40) and also 20% CDR for more Trap Rope and Bear throws. However, if you see yourself being bursted down and can't really get that full armor shred, go Sterak's Gage, because it gives you the same amount of Health and gives extra Damage based off of your Base Attack Damage (25% to be exact, this may not, however, add up to the 40 damage from Black Cleaver, especially with the Armor Shred). The reason you go with this is the Unique Passive: Lifeline. Gain a 30% Health Shield for 8s after taking 400-1800 Damage (Increases per level) AND you also gain 25% Base Attack Damage, and you grow in size! Cho'Gath be jealous!

Fifth Item: Spirit Visage/Dead Man's Plate: Once again, like the Boots situation, this relies on if they deal Magic or Physical Damage. Spirit Visage gives a lot of stats, 55 Magic Resist, 200% Health Regen, 500 Health (Yay Skaarl!) and 10% CDR (More Trap Bear Ropes!) AND also increases Healing by 25%, which includes Potions, Redemption, Lifesteal, etc.

Dead Man's Plate is if they build AD. You gain 500 Health and 50 Armor. Seems pretty lackluster? well think again! This item's Passive is that Moving gives you stacks of Momentum. At 50-100 stacks, you gain MS and your next attack deals extra damage. At 100 Stacks, this Damage doubles! Unfortunately, Meele Champs Only (Not that it matters, you're Kled!)

Sixth and Final item: Frozen Mallet: This item is essential in chasing down enemies. It gives you 700 Health and 30 Attack Damage, and attacks slow enemies by 40% for 1.5s. This finished this build at (Hopefully) 40 Minutes in or less.

I will now go over the MAXIMUM MURDER KLED BUILD! But that will have to wait until I have time to update this guide.
Back to Top

Skill Sequence

This is the order I get abilities

Q:1, 3, 7, 10, 14 (Your main trading ability. High Damage, good pull, Great Wall-Hopping Ability when it's Pocket Pistol)

W:2, 4, 8, 9, 15 (Passive, it's pretty good. Upgrading gives higher base damage on the 4th auto (Jhin would be proud) and higher max health damage.)

E:3, 12, 13, 17, 18 (Notice how this ability is maxed last. That's because its weak. Useful, but weak)

R:6, 11, 16 (Duh.)
Download the Porofessor App for Windows
League of Legends Build Guide Author SirDgor
SirDgor Guide
Vote Vote
Gotta get Skaarl Back! Kled Guide to Jungle

League of Legends Champions:

Teamfight Tactics Guide