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Runes: Standard
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Challenging Smite
Flash
Items
Ability Order Standard
Skaarl the Cowardly Lizard (PASSIVE)
Kled Passive Ability
Threats & Synergies
Garen
Some champs don't scale not because of their damage or output, but because of their lack of accessibility to the enemy team. Juggernauts can be brought in by Kled ultimate, vastly increasing their output.
Garen
Some champs don't scale not because of their damage or output, but because of their lack of accessibility to the enemy team. Juggernauts can be brought in by Kled ultimate, vastly increasing their output.
Champion Build Guide
I identified Kled as having exceptionally good towerdives, on par with Elise, however he does not typically play jungle. I realise that he is actually fairly good in the role, as his clear speed is actually just as good as Elises. You don't typically go for a 5 camp clear, but your clear speed increases dramatically with gold and levels. Here are some pros and cons of the pick.
Pros:
-Great early game ganks.
-Good carry jungler, bit of everything
-Well rounded.
-Fun
-Strong Duelist
-Scales well relative to the jungle role (compared to other junglers like Elise who would fall into the same category)
-Better clear than Elise (prove me wrong)
-Unexpected and unpopular champion, people need to flash e1, if they don't you can follow with e2 if they try and flash after.
-Good at dealing with meta/high pickrate champs, Yasuo, Yone, Irelia, due to inbuilt grevious.
-Good objective take (can get skarll back from drake/herald)
-Lots of options (dives, ganks, skirmishes, invades)
Cons:
-Bad first clear, due to possibility of dismount
-Reliance on pots and runes on first clear
-Falls behind if you can't be proactive
-Get flamed
-CC or enchanters can peel carries from you easily.
-Invades can screw you
-First blood is really nice at accelerating your spike, if you don't get it it's not too bad but definitely not optimal.
-Teammates do not know your limits as well as you do, dives may go badly as a result.
Do not be scared when ganking on this pick, if you land your e in a gank, there is a 90 percent chance you will get a kill by following the target through their dashes. You will drop tower aggro if you dismount, so don't feel pressured to tower dive.
A distinct positive of this pick is the ability to be viable in a variety of situations. Tower dive? Start tanking, deal your burst, then disengage with dismounted Q. Duel in the River? Your Kled, so you win in the majority of cases. Ganking? You have CC on Q and mobility on E, so you bring everything a jungler needs.
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