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Kled Build Guide by TheGamingPolcan


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League of Legends Build Guide Author TheGamingPolcan

Kled, from a 250k Mastery Kled Main (SEASON 7)

TheGamingPolcan Last updated on September 29, 2017
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Ability Sequence

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4
5
7
9
Ability Key Q
2
8
10
12
13
Ability Key W
3
14
15
17
18
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

18 Ferocity

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12 Cunning

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0 Resolve

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Threats to Kled with this build

Threat
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Threat Champion Notes
1
Gangplank Matchups Section.
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About Me

My youtube name is TheGamingPolcan, but my league username is Skáárl. I'm currently one of the top 1000 Kleds in NA. I have accumulated over 250 000 mastery points on Kled and i've mained him since he came out. Not saying you should trust me, but it would be a good idea to trust me. I have fiddled around with Kled and items, and everything that best suits him and his playstyle, From crit kled to tank kled to bruiser kled, I think i got it figured out.


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Kled's Abilities

Not sure why i put this here, everybody kinda knows if you're in this guide.

PASSIVE ~ Skaarl, the Cowardly Lizard
Kled rides his trusty steed, Skaarl, who takes damage for him. When Skaarl's health depletes, Kled dismounts.

While dismounted, Kled's abilities change and he deals less damage to champions. Kled can restore Skaarl's courage by fighting enemies. At maximum courage, Kled remounts with a portion of Skaarl's health.

Q ~ Bear Trap on a Rope
Kled throws a bear trap that damages and hooks an enemy champion. If shackled for a short duration, the target takes additional physical damage and is yanked toward Kled.

When dismounted, this ability is replaced by Pocket Pistol, a ranged gun blast that knocks back Kled and restores courage.
Kled throws a bear trap that deals 50/100/150/200/250 (+60% bonus Attack Damage) physical damage and hooks onto the first enemy champion or large monster hit. Deals 150% damage to minions passed through.If Kled stays near a hooked enemy for 1.75 seconds, he deals 50/100/150/200/250 (+60% bonus Attack Damage) physical damage, yanks the enemy toward him, and slows the enemy by 40/45/50/55/60% for 1.5 seconds.
Dismounted: Becomes Pocket Pistol, a ranged ability that restores courage.

W ~ Violent Tendencies

Kled gains massive attack speed for four attacks. The fourth attack deals more damage.
Passive: When Kled basic attacks, he frenzies, gaining 150% attack speed for four attacks or 4 seconds. Violent Tendencies then goes on cooldown.The fourth hit deals bonus physical damage equal to 20/30/40/50/60 plus 4/4.5/5/5.5/6% (+[0]%) of the target's maximum health (maximum 200 vs monsters).


E ~ Jousting

Kled dashes, dealing 20/45/70/95/120 (+60% bonus Attack Damage) physical damage to enemies in his path. Cannot cross walls.If Jousting hits an enemy champion or large monster, Kled gains 50% movement speed for 1 second, and can reactivate this ability within 3 seconds to dash back through the same target, dealing the same damage. Cannot be used when Dismounted.

R ~ CHAAAAAAAAAARGE!


Kled charges toward a location, leaving a trail that grants allies increasing movement speed. While charging, Kled gains a shield that increases over time to a maximum of 200/300/400 (+300% bonus Attack Damage) and lasts for 2 seconds after the charge ends. Skaarl rams the first enemy champion encountered, dealing up to 12/15/18% of the target's maximum health as physical damage based on distance traveled.


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Understanding Kled

The Beauty of Kled is his Passive, with Skaarl. Being able to turn a losing fight into a winning one is really powerful when used right. But, you need to understand when to go in for the kill, and when to back off. This sounds like something that you can learn on the spot, but, it's a little more than that with kled.

-Your W is your main trading tool. Never trade without it. If you do, you will most likely lose. It's your main source of damage and learning how to go in when it's up can make all the difference.
-Going in when your W is up at level 2 is good for some early harass. Might not happen with ranged champs though..
- If you're low health with Skaarl and about to lose him, don't be afraid to go in when your W is up. The trick is not to Auto Attack until Skaarl runs off. This way, you can do damage from your Mounted Q when you're dismounted, and get 80 courage by just auto attacking.
-Always Q when Skaarl is running towards you. It maximizes the damage you do and can make all the difference.
-Your main engage combo is a E,Q combo. Remember that this can be used to go through minions.
-Your dismounted Q can take you over short walls, i.e. baron or dragon pit.
-Your First E cannot go through terrain, but the second one can if you hit a champion. So, if you think a champion is setting up for a flash, E him once so that you can follow up with the kill.
-Ganking lanes with your ultimate is a great way to put your team ahead. Remember that your ult does more damage the farther you go, so distance is key. However, you don't always have to ult a mile away.
-Always Predict where your enemy is going to be when you finish ulting, when you cast your ult.
-If you're low health on Kled and have less than 50 courage, back off. Otherwise, you can probably get skaarl back quickly enough to get a kill. (Above 250 health would be a good time to go in, for early game at least)


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Matchups