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Kled Build Guide by RTO

Top [11.15] RTO's Challenger Kled Top Lane Guide

Top [11.15] RTO's Challenger Kled Top Lane Guide

Updated on July 25, 2021
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League of Legends Build Guide Author RTO Build Guide By RTO 186 10 475,199 Views 1 Comments
186 10 475,199 Views 1 Comments League of Legends Build Guide Author RTO Kled Build Guide By RTO Updated on July 25, 2021
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Runes: General

1 2 3
Legend: Alacrity
Coup de Grace

Bone Plating

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


1 2
LoL Summoner Spell: Flash


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

[11.15] RTO's Challenger Kled Top Lane Guide

RTO Here!
About Me

I am a Peak 578 LP Challenger, North American Top Laner and Streamer representing Team Radiance, whose mission is to promote positivity in League of Legends. My main is Renekton, but I play many other champions when I am target banned. I also have an incredible amount of top lane knowledge that I want to share with you guys.

Kled is easy to learn, hard to master. He has the highest base HP in the game, very good mobility when chasing enemies, and has a safety net with Skaarl, allowing him to bait enemies with remounting. Kled is an extremely fun champion, and I hope this guide will help you learn the basics of mastering our cantankerous cavalier.

If you like this guide, make sure to check out my even more in depth guides at my new website

Social Media

Summoner Spells

Flash is your engage summoner, your escape summoner, and all in between summoner. Take this every time. There is no reason to replace this summoner.

Ignite is when you feel like you want to be hyper aggressive during laning phase. It's damage got nerfed during 9.2, and it starts to fall off hard the later the game progresses, so generally Teleport is taken instead.
Great vs healers such as Vladimir and Dr. Mundo - not necessary anymore as you have the new 9.14 grievous wounds on Beartrap on a Rope
Kled can use Chaaaaaaaarge!!! as a pseudo- Teleport, he is more forgiving in what summoners you can take.

Teleport is your primary summoner in place of Ignite, it allows top laners to have great map pressure, it's used for split pushing, turning team fights and returning quickly to lane early game.



The best choice of rune for Kled currently is Conqueror. You gain up to 5 adaptive force (based on level) for 8 seconds, stacking to a max of 12. You gain 9% healing from all sources, which makes it great for prolonged trades, skirmishes and late game teamfights. You're strong early game, and a monster in late game.

Triumph can help grant you a clutch kill, or a quick escape from an enemy thinking he's secured the kill on you in a 2v1. It works in teamfights very well, contributing to the latter, and potentially allowing you to turn a teamfight.

Kled's Violent Tendencies synergizes very well with Legend: Alacrity, enabling his attack speed to reach dizzying heights, pushing out more damage, quicker - securing more kills.
Legend: Tenacity If the enemy team has a lot of CC - hard or soft - tenacity is the best choice, it can help during a teamfight for easier escapes, along with an enemy collapse if you're split pushing.

With Coup de Grace, you deal 8% more damage to champions under 40% hp. Helps you to secure a kill, especially vs an enemy that doesn't expect the extra damage, and it's very easy for Kled to drop an enemy to that threshold, especially when fed or snowballing.

The meta is very fast paced, and as a top laner your primary goal is to pressure enemy structures, while netting some tower plates early game. Demolish is the best rune to help you achieve this, and has good value through early to late game.

Early game, Kled can be surprisingly squishy, this is where Bone Plating steps in, helping you negate damage from your enemy laner, or during 1v1s.


Grasp of the Undying is a viable keystone vs squisher toplaners, such as Akali and Irelia. Generally not picked vs tanks ( Sion, Illaoi).

If you want to focus on damage, and know you can successfully beat the enemy toplaner, you can take Absolute Focus, increasing your damage substantially when above 70% hp.

Very good late game damage, not generally picked up as much due to faster paced games. Good if you know the game is going to exceed 30 mins, and you want extra damage during teamfights, or to annihilate squishy targets.

The quicker your attack speed, the higher your damage output. No brainer.

Adaptive force for your 2nd flexi rune, more damage! Your last defensive rune is interchangeable depending on the enemy match up you're against. More AP? Take magic resist. More physical? Take armor. Want / need more hp? Take HP!

Itemization Choices

You'll want to make choices depending on the enemy team
and match up that you're against, whether you need more armor, or more magic resist



For this section, I will be putting all of Kled's dismounted abilities in spoiler tags

Skaarl the Cowardly Lizard

Kled is accompanied by his semi-trusty mount, Skaarl. Whether Kled is mounted or dismounted, his abilities are altered. Kled and Skaarl the Cowardly Lizard each have independent health bars with Skaarl the Cowardly Lizard being the only one benefiting from bonus health.

MOUNTED – INNATE: While mounted all damage dealt to the duo is suffered by Skaarl. After being reduced to 0 health, Skaarl flees and Kled dismounts, cleansing himself of all crowd control and briefly becoming untargetable, with every damage in excess of Skaarl's health being ignored.



Beartrap on a Rope

MOUNTED - ACTIVE: Kled hurls a beartrap tied to a piece of rope in the target direction, dealing physical damage to all enemies it passes through and attaching itself to the first enemy champion or large monster hit, granting true sight of them. Minions and small monsters take 50% increased damage.

If Kled remains within a slowly decreasing radius of his target for 1.75 seconds, he pulls them 100 units towards him, dealing physical damage and slowing them for 1.5 seconds.

NEW AS OF 9.14 Pulling in an enemy reduces all healing on them by 60% for 5 seconds


The knockback from Pocket Pistol can be used to pass through terrain.

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.

The base bonus damage will affect structures.
The enhanced attack will apply other on-hit effects and can critically strike as normal but the damage from Violent Tendencies is unaffected.


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

Upon hitting an enemy champion or large monster Kled and Skaarl the Cowardly Lizard dash a fixed distance through them, marking them for 3 seconds and gaining true sight of them. At the end of the dash Kled gains 50% bonus movement speed for 1 second and the ability to joust through the marked target again. This subsequent pass can cross terrain. The mark will remain even if the target dies.

Jousting's second dash will end prematurely if Kled leaves the dash range or is dismounted.
If Kled re-casts the ability at its maximum range, it will go on cooldown without activating.


MOUNTED - ACTIVE: Kled and Skaarl the Cowardly Lizard charge unstoppably towards the target location, automatically navigating terrain along the way.

While charging, the duo gain bonus movement speed and shield for every 0.25 seconds of traveling, maxing after 3 seconds and 2.25 seconds respectively, up to 950 movement speed. The shield lasts for 2 seconds upon finishing the charge.


The charge will not give any movement speed to Kled if he has more than 1440 movement speed.
The trail will not give Kled and his allies any movement speed if they have more than 840 movement speed.



Take Beartrap on a Rope level one, your pushing and poking tool!

Kled's early game is very strong, especially at level 3 he gains a small powerspike, enabling him to combo his Beartrap on a Rope with Violent Tendencies, doing a large chunk of burst damage. Trading can be initiated with Jousting, and sticking to his target with Beartrap on a Rope, although try to be mindful of the passive Violent Tendencies as you cannot control it - try to time it so your first auto attack is empowered with the final attack. Violent Tendencies synergizes amazingly with Sanguine Blade when you're in a 1v1, increasing your attack speed exponentially.

Your combo for trading is as follows

> > AAx2 - AAx4 ( ) >

During laning phase, you want to make sure you can trade efficiently with your opponent, being mindful of their cooldowns, and opening when they have exhausted - or missed - their abilities, such as if Illaoi misses her Test of Spirit.

If you get dismounted during laning phase, you have to pay attention to your courage meter, as when you have hit 100 - Skaarl the Cowardly Lizard will once again return to you, enabling your Jousting and Beartrap on a Rope. Your courage is one of the most important things to master with Kled, as he is very squishy and vulnerable without Skaarl. A master Kled, keeping his eye on his courage, can bait enemies into all-inning him, and then turn the fight around as he is reunited with Skaarl, securing a kill, or potentially winning a 1v2.

Once you're 6+, you can focus on pushing the wave into the enemy tower and trying to take some early plates with Demolish - if you chose to take this rune.
Help out your jungler if he comes to take Rift Herald , and secure first blood tower for your team. At this point you can potentially invade the enemies jungle, taking away vital XP, gold and their blue buff, if you're on red side.


Outside of laning phase, you have the option to group with your team and take objectives, or split push. If your team has a strong team fight, you can group with them, invading the enemy jungle, forcing fights over objectives, or pushing lanes.

Kled excels at split pushing for multiple reasons, including

Demolishing turrets with his Violent Tendencies
Pushing down minion waves quickly and efficiently with Titanic Hydra and Beartrap on a Rope
Good potential at dualing most enemies mid game

The ideal times to split push are as follows -

If Baron Nashor is alive and your Teleport is available, you can split push bot lane.
If Baron Nashor is alive and your Teleport is down, you will be split pushing top lane.

If Baron Nashor is dead, and your Teleport is down, you will split push bot lane, especially if a dragon will be spawning.
If Baron Nashor is dead, and your Teleport is available, you can split push top lane.

You want to split push the lane opposite to the most important, neutral objective, if your Teleport is available. This way, you can take the majority of pressure off the objective, as the enemies will not be able to answer you solo, and they give up the objective to your team. If you know the enemies will be collapsing on you soon, you will want to spam ping your team to complete the objective as quickly as possible. If the enemies collapse on your team, you can Teleport to them to quickly reach the fight, or chunk down the enemies defenses.
Make sure you have good vision around you, so you can see enemies coming from fog of war, which you can either back off, or choose to take the fight, potentially securing a 1v2 or using Chaaaaaaaarge!!! and wasting their time.

You want to engage teamfights with Chaaaaaaaarge!!!, gaining shielding for 0.25s of travelling, you already start the teamfight at an advantage, and increasing your teams movement speed exponentially. Follow up with your trade combo, trying to focus on diving the enemy ADC with your increased movement speed, or the enemies highest damage, squishy threat. You have high burst with Violent Tendencies and can use the Beartrap on a Rope pull into your team.

Be careful if the enemy team have a Lulu, she will Whimsy you, completely negating any of your damage and essentially rendering you useless - The same goes for any very hard CC such as Morgana's Dark Binding, Malzahar's Nether Grasp, or an Ezreal that has built Iceborn Gauntlet to kite you - this is less effective due to your Beartrap on a Rope, allowing you to stick to enemies easier.

Kled is not as strong late game, you want to focus on objectives such as Baron Nashor and Elder Dragon , buffing your ability to keep teamfighting in late game, along with Gathering Storm if you have chosen to take this rune. Chaaaaaaaarge!!! is very good utility for backline diving, and letting your team engage on unsuspecting enemies from across the map. Let them carry you to victory!
I hope you have enjoyed and learnt enough from my Kled guide, to charge down your enemies, and conquer the game.

If you're interested in seeing more of Kled, Renekton and myself, please follow my stream! I am streaming every day, and I engage with my chat consistently.

If you like this guide, make sure to check out my even more in depth guides at my new website

Please contact Mossey#6340 on Discord for guide creations
Update Log
  • 07/03/2019 - Published Guide.
  • 07/17/2019 - Reflected 9.14 changes.
  • 11/21/2019 - Updated for 9.23.
  • 11/23/2020 - Updated for preseason.
League of Legends Build Guide Author RTO
RTO Kled Guide
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[11.15] RTO's Challenger Kled Top Lane Guide

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