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Kled Build Guide by Sopachi

Top #1 Kled NA's Guide To Killing Trespassers

Top #1 Kled NA's Guide To Killing Trespassers

Updated on July 19, 2021
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League of Legends Build Guide Author Sopachi Build Guide By Sopachi 13 1 8,704 Views 0 Comments
13 1 8,704 Views 0 Comments League of Legends Build Guide Author Sopachi Kled Build Guide By Sopachi Updated on July 19, 2021
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Runes: VS AD/Bruiser/Tank

1 2 3 4
Legend: Alacrity
Last Stand

Gathering Storm

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor


1 2 3
LoL Summoner Spell: Ignite


LoL Summoner Spell: Teleport


Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Ideal Strong Ok Low None

Champion Build Guide

#1 Kled NA's Guide To Killing Trespassers

By Sopachi
Hey guys, I'm Sopachi
Hey guys, my name is Sopachi and I am the current holder of #1 Kled NA. I am currently Master's 205 LP and trying my best to achieve Challenger for the first time. I'm writing this guide to share my knowledge of my favorite champion in high hopes that someone will read this guide and end up using Kled as their next main as well.

Kled is an absolute pleasure to play, and with a high skill ceiling it makes learning him all the better. That first Pentakill, or the 1v3 outplay Top, or even just full sending it down Mid diving past two turrets with your R just to kill the enemy Midlaner makes it worth picking Kled up at least a few times.

Go out there and kill some trespassers!
Pros and Cons

- Kled has the highest base HP in the game! (Thanks Skaarl)

- Extremely mobile and able to run people down with Q, E, and R.

- 100/10 voice lines. I personally have two of them as my message alerts for my phone.

- Kled's R is a "global" that provides your team with a ton of MS (move speed) and does a lot of damage to the person it hits, and it also provides perfect setup for your E/Q combo to finish the job. Perfect for disrupting team fights.

- His W always take opponents by surprise. Very HIGH burst damage.

- The biggest jebaiter in the game when mini Kled. I have won HUNDREDS of 1v1's and 1v2's as mini Kled simply because they disrespect the W damage/passive stack or disrespect the distance that can be gapped or enlarged from his Q in mini Kled form (Pocket Pistol).

- Skaarl is a Chad.


- Kled has the lowest MS in the game when in mini Kled form. If you don't have your W up for fast passive stacking and damage output then you will be in a very bad spot. You can try to use Pocket Pistol to help courage stack, but without W you either have to try and run or try to win the 1v1.

- Kled is NOT a passive champion. You all in all the time and want to snowball your lead. That being said, if you all in and miss your abilities you are left very vulnerable and when playing Kled from behind you feel useless all game.

- Your W is your most OP ability, but it passively activates when you auto attack something and then goes on a long CD early (14 seconds) so you have to know when to farm VS taking a trade to the enemy laner. You also have to anticipate Jungle ganks, if you get caught without your W up, its doomed for you.

- If you don't use your Pocket Pistol in mini Kled's form smartly, you won't have any means to gap close or get away, leaving you incredibly vulnerable.
Tips and Tricks
Kled's W is his damage ability, as it gives him 150% Attack Speed for 4 attacks or 4 seconds, with the last attack dealing a % of Max Health. Knowing when to use it for a trade or farming is KEY to the success of a Kled player. You want to max Q first as it is your "CC" ability, and it provides Grievous Wounds.

If you are winning your lane and the enemy opponent is forced off the wave, you can use your W on the wave as seen fit or to freeze, or you can use it for only 1 attack and let the CD fall off and wait for it to come back up. Unless you are into a losing matchup or the enemy Jungler is topside, I recommend using W when it's up to trade with the enemy opponent and then going back to wave and managing it as you see fit.

DO NOT level up W at level 2 right away. ONLY level it up for the first time you are dismounted to guarantee that it will be up when fighting as mini Kled, as it will stack your passive faster and give you the edge on damage. I have baited and survived hundreds of early skirmishes or Jungle ganks simply for holding the W level up until I got dismounted. The only other time I would recommend level it up is on 3 when you have your full engage combo and you can guarantee that you can all in and kill the enemy opponent or force them to recall early.
Conqueror/Triumph/Legend: Alacrity/Last Stand
Transcendence/Gathering Storm
Attack Speed/Adaptive Power/Armor

This is the standard page you will end up running 8/10 times. You will always take Conqueror unless you are going the Sunfire build. You can swap Alacrity for Tenacity if you think you'll need that extra bump of help without having to commit to the CC build and buying Silvermere Dawn. You will ALWAYS run Transcendence as it helps so much post 10 minutes and lets you take more optimal small trades. I take Gathering Storm when VS AD/Bruiser/Tank simply because it will scale over time providing me with more damage on top of Hydra/Exlipse (usually) and with core defensive items.

Conqueror/Triumph/Legend: Alacrity/Last Stand
Transcendence/Nullifying Orb
Attack Speed/Adaptive Power/Armor

This page is similar to the other one, except you'll be taking Nullifying Orb and the MR rune over Armor rune. Nullifying Orb gives you a small shield when taken to low health by magic damage, which is essential as it will pop when you are mini Kled. If you have Nullifying Orb up and have held your W level up, this is a 99% surefire way to get Skaarl back but also killing your enemy lane opponent. Many Volibear's and Mordekaiser's have been baited by me before as mini Kled and have completely disrespected the shield Nullifying Orb gives on top of holding W level up.

Grasp of the Undying/Demolish/Bone Plating/Overgrowth
Legend: Alacrity/Last Stand
Attack Speed/Adaptive Power/Armor

You ONLY run this rune page when are you going the Sunfire build. This is because for your lack of damage your sustain/survivability will be much higher and you will be engaging in longer duels during laning phase and during team fights. Grasp stacks will give you bonus damage, provide a small heal and give you a small increase to your permanent health. Demolish is standard for sieging, and Bone Plating allows you to take those risky early trades to try and snowball your lead before you eventually fall behind from lack of damage. Overgrowth will also provide additional permanent health. When going this build you are no longer the carry diving the backline, instead you are the center focus of team fights providing peel for your carries and being obnoxious to people trying to dive your backline.
Summoner Spells
You don't really need Flash when playing Kled since he has a ton of mobility already. I myself (and other high elo Kled mains) prefer going Teleport/Ignite for early lane advantage and cheater recalls. You can also swap Ignite for Exhaust. I personally believe that Exhaust is better than Ignite when you are going against a scaling opponent such as Camille, or the enemy team has multiple scaling champions regardless. It can also be used for early lane advantage but if you want to snowball your lane solo without help from your Jungler, I would recommend Ignite.

I don't recommend taking Flash unless you are just learning Kled and want to learn the limits and capabilities of his kit.
Passive while mounted:

INNATE: Kled rides his semi-trusty mount, Skaarl. While mounted, all damage dealt to the duo is suffered by Skaarl, who has 400 − 1420 (based on level) base health (+100% bonus health). Percent-health effects consider Kled & Skaarl's combined maximum health.

Passive while dismounted:

Being reduced to 0 health causes Skaarl to flee, forcing Kled to dismount dismount, with all damage in excess of Skaarl's health being ignored. Dismounting cleanses Kled of all crowd control and for 0.5 seconds, causes him to become untargetable, immune to crowd control, and gain 100% damage reduction. While Kled is dismounted, his base health and base movement speed are reduced, base attack range is increased, Bear Trap on a Rope Bear Trap on a Rope is replaced with Pocket Pistol Pocket Pistol, and Jousting Jousting and Chaaaaaaaarge!!! Chaaaaaaaarge!!! become unable to be used.

When dismounted:

NNATE: Kled is only vulnerable to death while dismounted. Kled has 340 − 1530 (based on level) base health, which is not improved by sources of bonus health, as well as reduced base movement speed and increased attack range. Percent-health effects consider Kled & Skaarl's combined maximum health, meaning that an unmounted Kled is always considered to be low health.

Kled gains 100 − 185 (based on level) bonus movement speed when moving towards enemy champions within 900 range, but his basic attacks against them are reduced to 80% AD damage. Additionally, he gains the ability to restore Skaarl's Courage Courage to reunite reunite again.

INNATE - COURAGE: Kled gains 15 Courage when basic attacking an enemy champion, 20 Courage whenever he scores an enemy champion takedown within 3 seconds, 4 Courage for minion kills, and 5 Courage when basic attacking a structure or epic monster. At 100 Courage, Skaarl returns with 50 / 60 / 70 / 80% (based on level) of Skaarl's maximum health after remounting over 0.7 seconds. Mounting up Mounting up resets the cooldowns of Bear Trap on a Rope Bear Trap on a Rope and Jousting Jousting.

While at the allied fountain, 25 Courage is generated every 0.25 seconds. Recalling Recalling fully restores Skaarl's Courage and health. If reuniting outside of base, Skaarl gets Frayed Nerves, which prevents him from gaining Courage for 30 seconds.

The current status of Kled's own health is preserved between subsequent dismounts. While mounted, healing will first affect Skaarl's health and will only restore Kled's health while Skaarl is at full health.

Q (while mounted) - Bear Trap On A Rope

ACTIVE: Kled hurls a bear trap tied to a piece of rope in the target direction, dealing physical damage to all enemies it hits, increased by 50% against Minions and monsters.

30 / 55 / 80 / 105 / 130 (+ 60% bonus AD)
The bear trap stops at the first enemy champion or large monster hit, forming a tether between Kled and the target for 1.75 seconds, during which the target is revealed. The tether's radius slowly decreases over the duration.

If the tether is not broken by the end of its duration, Kled pulls the target 100-units towards him, deals them physical damage, inflicts them with 60% Grievous Wounds for 5 seconds, and slows them for 1.5 seconds.

60 / 110 / 160 / 210 / 260 (+ 120% bonus AD)
40 / 45 / 50 / 55 / 60%
Bear Trap on a Rope can be cast while Jousting Jousting.

Q (while dismounted) - Pocket Pistol

PASSIVE: Kled periodically stocks an ammo charge, up to a maximum of 2. Kled will store ammo even while mounted mounted.

ACTIVE: Kled sprays a cone of five pellets in the target direction, dealing physical damage while recoiling 250 units in the opposite direction.

35 / 50 / 65 / 80 / 95 (+ 80% bonus AD)
Pellets collide into the first enemy champion they hit, and deal 20% damage per pellet beyond the first. Each pellet that hits an enemy champion or epic monster restores Courage Courage, by 5 and 2.5 respectively.

W - Violent Tendencies

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

20 / 30 / 40 / 50 / 60 (+ 4.5 / 5 / 5.5 / 6 / 6.5% (+ 5% per 100 bonus AD) of target's maximum health)
Turrets are only affected by the base damage.

E - Jousting

ACTIVE: Kled and Skaarl dash in the target direction, dealing physical damage to all enemies struck and pulling minions and small monsters towards him. This cannot cross terrain.

35 / 60 / 85 / 110 / 135 (+ 60% bonus AD)

Upon hitting an enemy champion or large monster Kled and Skaarl dash a fixed 200-units through them, marking them for 3 seconds and revealing them. At the end of the dash Kled and Skaarl gain 50% bonus movement speed for 1 second and the ability to recast Jousting after 0.5 seconds.

RECAST: Kled and Skaarl dash through the marked target. This subsequent pass can cross terrain.

The mark will remain even if the target dies.

R - Chaaaaaaaarge!!!

ACTIVE: Kled and Skaarl charge towards the target location, automatically navigating terrain along the way, during which they're ghosted and immune to crowd control. If the charge does not complete within 15 seconds, it will end prematurely. The charge is interrupted instantly if Kled dismounts dismounts during it.

While charging, the duo gain Movement speed icon.png bonus movement speed and a Hybrid resistances shield for every 0.25 seconds of traveling, up to 950 total movement speed over 3 seconds and 10% − 100% (based on time traveling) of the maximum shield amount over 2.25 seconds respectively. The shield lasts for 2 seconds upon finishing the charge. The duo trails a directional draft in their wake, lasting 9 seconds. Allied champions following the draft gain Mr. Kled's Wild Ride.

20 / 30 / 40 (+ 30% bonus AD)
MR. KLED'S WILD RIDE: Gain 650 total movement speed.

Skaarl homes in on the first enemy champion in range, colliding with the first visible enemy champion on the way, or the main target, to knock them back 100 units and deal physical damage, increased by 0% − 200% (based on time traveling).

4 / 5 / 6% (+ 4% per 100 bonus AD) of target's maximum health
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Sopachi Kled Guide
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#1 Kled NA's Guide To Killing Trespassers

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