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Recommended Items
Runes: GRASP
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+10-180 Bonus Health
Spells:
Flash
Ignite
Items
Ability Order
Skaarl the Cowardly Lizard (PASSIVE)
Kled Passive Ability
Threats & Synergies
Threats
Synergies
Show All
Extreme Threats

Fiora
She is able to parry kled's Q "bear trap on a rope" and also has insane dps. You have to be very safe in this lane and will have to look to freeze the wave near your turret otherwise she will run you down the lane with her mobility from her passive vitals along with her q and melt your hp bar.

Sejuani
Synergies

Sejuani
Champion Build Guide
I am a multi season Challenger Kled Main who has Peaked at 906LPChallenger during S12 otping Kled! I am known for my aggressive playstyle, and I will do what ever it takes to hit top 100 on the ladder this season!
-Highest base HP in the game.
-Very good sticking power with Q, E and R.
-One of the best steroids in the game (W).
-Can bait enemies with mini form into remounting into juicy doubles.
-Global ultimate that gives a huge MS boost to your allies for good engages.
-Best Voicelines.
Cons:
-Very vulnerable in mini form if remounting is on CD, W is on CD or if you do not play aggressive (lowest base MS in the game when dismounted)
-Lower than average base AS.
-A relatively easy to miss skillshot (that is also your bread and butter ability).
-Can die very quickly if he doesnt stick to his target for whatever reason, you'll be mostly building a ****ton of HP with SOME resistances (not many) so if you get focused you'll be deleted in an instant and be completely useless.
-Passive playstyles can be bad, but playing aggressive without knowing how can be worse.
-His pocket pistol ability has ****ed me over many times, its not that easy to use, there is a small delay and it can push you to the wrong direction if you do not keep your coolness during a fight, or you can miss it completely (remember, every pellet counts).
-His W is automatically activated when you hit a minion, and goes on a long cooldown (14 seconds early game) whether or not you use the rest of the attacks, so enemy laners can abuse that.

Best Rune Page
The best choice of rune for
currently is Conqueror. You gain up to 5 adaptive force (based on level) for 8 seconds, stacking to a max of 10. You gain 15% healing from all sources, which makes it great for prolonged trades, skirmishes and late game teamfights. You're strong early game, and have a decent scaling rune in late game.
can help you get 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 and allows you to be the primary engage.
synergises well with kleds passive for remounting along with allowing you to proc your W
a lot faster which will lead to greater dmg output.
works really well with
when dismounted since you are under the 60% hp threshhold at all times when dismounted to apply bonus dmg with
.
gives you cdr and ad which is really nice stats to have on
. This will allow you to scale better into the mid/late game and will allow you to pressure leads a lot more efficiently since
is cool-down reliant.
gives you scaling ad which feels really good on
and negates some of
weakness of falling off later on into a game.Other Options
is a decent keystone into squishy matchups/comps but falls off super hard out of laning phase. I would only recommend taking it if they have 3 or more squishy targets: [marksmen/mages].
is good for getting early plates and applying pressure in side lane on turrets later on in the game.
is good against all in champs such as
, this allows you to be able to play more aggressive in lane with less punishment early on. Make sure to not all in unless the rune is ready to be used.
is good against poke champs such as
, this allows you to be able to walk up in lane to farm without getting perma poked out of lane.Runes
Best Mythic Options
Best Legendary Options
Situational Items
Boots
Passive While Mounted: Skaarl the Cowardly Lizard
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.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
INNATE: 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, Heal power.png 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.PHYSICAL DAMAGE:»
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.
PHYSICAL DAMAGE:»
60 / 110 / 160 / 210 / 260 (+ 120% bonus AD)
SLOW:
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.
PHYSICAL DAMAGE:»
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.BONUS PHYSICAL DAMAGE:»
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.PHYSICAL DAMAGE:»
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.
MINIMUM SHIELD:»
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).
MINIMUM PHYSICAL DAMAGE:»
4 / 5 / 6% (+ 4% per 100 bonus AD) of target's maximum health
+
+
Combo: Your text to link here...This is a very effective combo to get on the enemy's carries in team fights along with being able to catch your laner off guard when the opportunity for a kill presents itself.










































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