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Kled Build Guide by SnowWan

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League of Legends Build Guide Author SnowWan

You Can't Run Forever!!!

SnowWan Last updated on August 15, 2016
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Ability Sequence

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





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

Fury
 
 
Sorcery
 
 
 
 
 
 
 
 
Vampirism
 
 
Natural Talent
 
 
 
 
 
Bounty Hunter
Oppressor
 
 
 
 
 
Battering Blows
 
 
Piercing Thoughts
 
 
 
 

Ferocity: 0

Wanderer
 
 
5/
Savagery
 
 
 
 
 
 
 
 
5/
Merciless
 
 
Meditation
 
 
 
 
 
Bandit
1/
Dangerous Game
 
 
 
 
 
Precision
 
 
Intelligence
 
 
 
 

Cunning: 12

5/
Recovery
 
 
Unyielding
 
 
 
 
 
Explorer
1/
Tough Skin
 
 
 
 
 
Runic Armor
 
 
5/
Veteran's Scars
 
 
 
 
 
Insight
1/
Perseverance
 
 
 
 
 
Swiftness
 
 
5/
Legendary Guardian
 
 
 
 

Resolve: 18


Guide Top

Jungle Clear

    Jungle Clear in oreder
Gromp

Wolfs

Skull Crab

Blue Buff

Red Buff

Raptors

Krugs


The Jungle Gets easy when you get your First Jungle Item


Guide Top

Pros / Cons

Pros

+ Tanky late game
+ DMG
+ 2 health bars
+ 5 spells
Cons

- squishy early game


Guide Top

Spells

Max Your W First For CDR on it and DMG,
Then E for CDR So You Can Hunt Down Your Enemy
Last Your Q

"You Can Max Your Q If you Want"


Guide Top

Kled Ability

Skaarl the Cowardly Lizard
Cooldown: 30
Kled is accompanied by his semi-trusty mount, Skaarl!

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

Dismounted: 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.

4 / 20 Courage is gained by killing enemy units and 5 / 15 for attacking structures, champions and epic monsters. At 100 Courage, Skaarl returns to the fight after a short delay with 50 / 60 / 70 / 80% health. Returning to base fully restores his health.


Beartrap 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.


Violent Tendencies
Cooldown: 14 / 12.5 / 11 / 9.5 / 8
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 20 / 30 / 40 / 50 / 60 (+4 / 5 / 6 / 7 / 8% (+5% per 100 bonus attack damage) of target's max. health) bonus physical damage, capped at 200 against monsters.


Jousting
Cooldown: 14 / 13 / 12 / 11 / 10
Mounted: Kled and Skaarl dash a fixed distance in the target direction, dealing 20 / 45 / 70 / 95 / 120 (+0.6 per bonus attack damage) damage to all enemies in their path and gaining 50% bonus movement speed for 1 second.

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 the same damage to all enemies hit.


CHAAAAAAARGE!!!
Cooldown: 160 / 140 / 120 Range: 5000
Mounted: 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.

The shield builds up to 200 / 300 / 400 (+3.0 per bonus attack damage) and lasts for 2 seconds upon finishing the charge. The duo trails a directional draft on their wake that grants the same movement speed to all allied champions who follow their lead.

Skaarl homes in on the first enemy champion encountered, knocking them back and dealing 12 / 15 / 18% (+12% per 100 attack damage) of target's max. health in physical damage based on the distance traveled.