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Kled Build Guide by RoaminTheGuide

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League of Legends Build Guide Author RoaminTheGuide

Kled. The Apple-Pie of Angry. [S6] [Patch 6.22] in Depth

RoaminTheGuide Last updated on November 9, 2016
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Ability Sequence

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

Masteries

Fury
 
 
Sorcery
 
 
 
 
 
 
 
 
Vampirism
 
 
Natural Talent
 
 
 
 
 
 
 
 
Battering Blows
 
 
Piercing Thoughts
 
 
 
 

Offense: 0

Wanderer
 
 
Savagery
 
 
 
 
 
 
 
 
Merciless
 
 
Meditation
 
 
 
 
 
 
 
 
Precision
 
 
Intelligence
 
 
 
 

Defense: 0

Recovery
 
 
Unyielding
 
 
 
 
 
 
 
 
Runic Armor
 
 
Veteran's Scars
 
 
 
 
 
 
 
 
Swiftness
 
 
Legendary Guardian
 
 
 
 

Utility: 0



Threats to Kled with this build

Threat
Low
High
Show all
Threat Champion Notes
1
Sion Kick his undead ass. You are too mobile and too strong for him to try and match up.
1
Riven I love laning against Rivens. They are always too aggressive and you can basically kill them no matter what. Freelo
1
Tahm Kench Tahm Kentch has nothing on you. Show this big eater how much your lizard can eat!. Even if he does devour you, he shouldn't be doing too much damage.
Guide Top

Introduction

Welcome to the madness which is Kled. I shall be your guide to this character.
To play kled you need to embrace the madness. I mean this in more then a metaphorical way. You need to fight fights even thou you are lower on health and you will not kill your enemy.
You need to trust in Skaarl to show up and give you that huge chunk of HP back.
You need to trust your abilities to deal damage and survive until he comes back.
And sometimes, you need to run away like a little yordle because someone took away your mount.
There is no shame in a tactical retreat.
Remember, we aren't running away, we are Chaaaaaargin to our base.


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Pros / Cons

Pros
High Sustain
Very mobile, Very sticky
Played right, can carry games even from behind.
Allows you to gank other lanes during laning phase
Tower destruction is us

Cons
Almost useless without Skaarl.
Very weak level 1 + 2.
Easy to learn, Hard to master.
If you miss your ult you can be off to an adventure you don't want to go on


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Abilities

Passive - Skaarl the Cowardly Lizard
Kled is accompanied by his semi-trusty mount, Skaarl. Depending of whether Kled is mounted or dismounted from Skaarl, his set of abilities is altered.

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 health, Skaarl flees and Kled becomes dismounted. While Kled dismounts Skaarl, Kled becomes briefly untargetable and any damage in excess of Skaarl's current health is ignored.

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「 by 60 」and his basic attacks deal 80% AD. Additionally, Kled gains the ability to restore Skaarl's Courage to reunite again, which is displayed in Kled's resource bar.

COURAGE - INNATE: Kled restores 4 / 20 Courage on takedowns, and 5 / 15 Courage for dealing damage. At 100 Courage, Skaarl returns to the fight with 50 / 60 / 70 / 80% of his health. Recall.png Returning to the base fully restores Skaarl's Courage and health. If reuniting outside of base Skaarl gains Frayed Nerves, and a dismounted Kled will not be able to restore Skaarl's Courage for a brief period of time.

Bear-trap on a rope / Pocket Pistol
Cooldown: 9 / 8.5 / 8 / 7.5 / 7
Beartrap on a Rope (mounted): Kled hurls a beartrap tied to a piece of rope forward in a line, dealing 25 / 50 / 75 / 100 / 125 (+0.6 per bonus attack damage) damage to all enemies it passes through and attaching itself to the first enemy champion or large monster hit. Minions take 50% increased damage.

If Kled remains within a slowly decreasing radius of his target for 1.75 seconds, he pulls them towards him, slowing them by 40 / 45 / 50 / 55 / 60% for 1.5 seconds and dealing 50 / 100 / 150 / 200 / 250 (+1.2 per bonus attack damage) bonus damage.

Pocket Pistol (dismounted): Kled sprays a hail of five pellets in a cone, dealing 30 / 45 / 60 / 75 / 90 (+0.8 per bonus attack damage) damage to all enemies that intercept the pellets, and dashing in the opposite direction. Enemies hit take only 20% bonus damage per pellet beyond the first.

Each pellet that hits an enemy champion restores 5 Courage.

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

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

E- Jousting
COOLDOWN: 14 / 13 / 12 / 11 / 10
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)]
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.

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

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


Guide Top

Pro Tips!

You can actually use Beartrap on a Rope during Jousting for a nice combo

Use Beartrap on a Rope to clear minion waves while harassing

Do not level Violent Tendencies immediately at level 2, wait till you land a Beartrap on a Rope and go in so you can get all 4 hits off Violent Tendencies. Even thou early all ins aren't encouraged.

After using Jousting wait before reactivating it. Wait to see if the enemy will flash \ use another ability to position himself away from you or from your Beartrap on a Rope if he does make sure to use it before he gets out of range for the reactivation.

Make sure to mark your Chaaaaarge! behind your target, incase he decides to run away but not too far away from him incase he decides to move to the side and you go off way too far away from your original target. This takes extra important if your team is following you!

Remember, off of Skaarl you have less damage and less Hp. If you lose him in the early laning phase it could take a long time until you get him back.

If you did lose Skaarl in the early game. It sometimes better and safer to go back and lose on a bit of a farm just so you can get Skaarl back.

When dismounted, you need to calculate every fight around the idea of can I get enough courage before the enemy kills me. Try and build up courage using Pocket Pistol and having a nice amount before doing anything too risky.

When dismounted, try and always have a Pocket Pistol bullet handy just incase the laner against you tries anything fishy. You never know when you need that space to escape. After-all. Its your only escape now.

You can use Pocket Pistol to jump over small ledges

If you pushed in the lane and the enemy sits under tower or the enemy jungler has decided to stick his tent all up in your top lane you can always quickly go and kill rift scuttler in the river. You have immense damage and armor shredding items, it will be a matter of seconds. Not to mention its free gold.


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Items

Optimally you would want to build Kled in a manner where he fills in the following demands:
A. Does a good amount of damage (Enough to burst down a carry.)
B. Can shread through enough armor to stay viable in the laning phase.
C. Is able to take the initial burst of damage delivered after his Chaaaaarge
D. Has enough survivability and sustain to both survive a decent amount of time with Skaarl and quickly gain him back after his dismount without dying in the process.
This is why I recommend The Black Cleaver as the first big item seeing as it helps with all of the above demands, followed by Ravenous Hydra for some life steal, damage and wave clear ability. This for me is the core of Kled. Now on to the optional choices

Dead Man's Plate - This item is fantastic in the sense that it both gives health, movement speed and damage to Kled. And since he is already a mobile character the unique effect triggers. a lot.

Maw of Malmortius - Just like dead man's plate only for heavy AP. If the enemy team has a good AD carry and a good AP carry I'd suggest both.

Death's Dance - This item, I usually would take as a last item if the enemy team is composed of big glass cannons. Its very nice, it gives life steal and it helps with surviving the initial burst of the enemy team.

Sterak's Gage - This item is fantastic in the sense that it gives you size and damage which makes your arrival with the team more impactful. I would usually take this item against a team with high sustained damage.

Sunfire Cape - This item I usually take if the enemy team is all AD or if the enemy mid laner is just not catching up as well as the rest of the team.

Youmuu's Ghostblade - Duskblade of Draktharr - These two items I would usually only take if I am the one with all the kills and it seems I need to burst down the enemy before my team dies again. More of assassin type gameplay items.


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Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
So basically Kled has two manners in which to engage a fight.
Using his CHAAAAAAARGE!!! or using his Jousting.
This said, you need to evaluate the situation in order to know which of these two methods you should use.
If the match you are about to fight is a 1 versus 1 match up, if you know you can beat him without using the ultimate ability try and not use it, even if it does mean you'll use out on some farm by not charging back to lane. Keep it in case he tries to escape and then you'll be able to catch the gap with him. BUT if its a fight you know you are going to have a hard time against, crank it up from half way into the lane and the bonus damage and shield will be a giant boost to your chances of winning the trade.
In case of a team-fight you first need to evaluate your own team. If you have a tanky jungler or a hook that can engage, I would usually wait with my ult to catch off runners or carries in the middle of the fight. If you charge your team straight into a strong front line, it usually means death. not just for you.
If you have the ability to use Jousting unto the enemy carry. (Him being out of position) Go for it, you have the damage and the survivabilty usually to burst him down before his team is able to get rid of you.

P.S
Beartrap on a Rope - This skill is used to seal the deal, harass and sometimes you can use the pull so to jump him with your Jousting


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Spells


I know what you are thinking. I got Jousting that's enough for me! I don't need flash!
Well you are wrong. Not only is flash essential when dismounted, its also that extra mile for the stickiness that duct tape always looked for.


Teleport is perfect for Kled. Its good when you lost Skaarl and you want to recharge on him from base but not lose too many CS. Its good for split pushing and has immense potential seeing you are a tower sieging machine. Its good for returning to lane after you ganked with your ultimate. Its good for ganking other lanes with your incredible stickiness. Its a must.


No. Just, Don't. you really don't need that extra damage. You are strong enough without it and teleport just suits your kit immensely.


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Laning

Laning Phase with Kled is very interesting because depending on your match up it should go very differently. Against a strong opponent you should be playing defensively and acting according to chapter 9 - Playing from behind. Whilst if in a match against an equal or lower opponent you want to show him way the top lane is territory of Kled. Make sure to have good vision if you intend to push and to always be aware of the jungler. We have some good abilities to try and run away from a fight if needed but its advised to try and avoid the jungler as much as possible.


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Playing from behind

Sometimes the enemy match up is just too hard. Sometimes your jungler has fed your laner. Sometimes you are a national site for camping to champion families. No matter how, the point is that you are now behind.
In this situation first thing you need to understand is not to despair for we are Kled. And Kled can easily get viable in the late game as long as you don't lose too much farm.
If the enemy laner denies you from farm, freezes the lane, bullies you. The best solution is not to fight him. Sit under tower and when your ultimate is up use your Teleport and your CHARRRRRRRRRRRRGE!!! to gank for your team-mates. (Always make sure to ping before you do.) and then quickly return to lane. I can't tell you how many games I won not because I won my lane. But because I ganked bot lane and stayed viable until the late game.


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Conclusion

Kled is a very enjoyable, very viable amazing champion which I expect to see plenty of in the LCS very soon.
This was my first guide ever I hope you enjoyed it and may the Skaarl be with you.