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Kled Build Guide by Ir.Defender

Top 🔸Kled / Too stupid to live, too dumb to die🔸

Top 🔸Kled / Too stupid to live, too dumb to die🔸

Updated on November 6, 2025
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League of Legends Build Guide Author Ir.Defender Build Guide By Ir.Defender 12 1 9,681 Views 4 Comments
12 1 9,681 Views 4 Comments League of Legends Build Guide Author Ir.Defender Kled Build Guide By Ir.Defender Updated on November 6, 2025
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Runes:

1 2 3 4
Precision
Conqueror
Triumph
Legend: Alacrity
Last Stand

Resolve
Demolish
Bone Plating
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10-180 Bonus Health

Spells:

1 2 3
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Teleport

Teleport

Bio
Kled - The Cantankerous Cavalier (a furious, pint-sized yordle berserker mounted on a cowardly, semi-reptilian steed). Where other champions fight for honor or glory, Kled fights for one thing: the violent reclamation of what he deems his property. Unpredictable, foul-mouthed, and pathologically brave, he and Skaarl the Cowardly Lizard are a whirlwind of axe swings, shotgun blasts, and sheer, unadulterated audacity. He doesn't conquer land; he defends it from the terrifying scourge of "trespassers" with extreme prejudice.
Role
Kled is a Diver
Top Lane Champion who thrives on relentless aggression, tower dives, and creating chaotic map-wide pressure.
Current Status
Kled remains a potent and terrifying pick for players with an aggressive mindset. His unique dismount mechanic allows for deceptively strong all-ins and tower dives that few opponents can calculate. While he demands a fearless playstyle and sharp map awareness to leverage his ultimate, mastering his volatile kit makes him a premier lane bully and a formidable split-pusher who can single-handedly dismantle a team's morale and front line.

Pros
+ Unmatched All-In & Dive Potential
+ Deceptive Survivability with Skaarl the Cowardly Lizard
+ Powerful Lane Bully & Zoner
+ Exceptional Roaming & Pick Potential with Chaaaaaaaarge!!!
+ Strong 1v1 & 1v2 Duelist
+ Great Built-in % Health Damage
+ Terrifying Map-Wide Engage
+ Can Remount to Turn Fights
Kled's kit is built for relentless, high-risk aggression. His passive, Skaarl the Cowardly Lizard, gives him a massive effective health pool and the ability to turn seemingly lost fights by remounting. Violent Tendencies provides immense short-trade and burst damage, making him a fearsome lane bully. His ultimate, Chaaaaaaaarge!!!, is one of the best engage tools in the game, allowing him to initiate fights from fog of war or quickly rotate to objectives, catching enemies completely off guard. He excels at creating chaos and forcing opponents to react to him.

Cons
- Vulnerable When Dismounted
- High Mana Costs Early Game
- Predictable & Punishable Engages
- Weak Against Kite & Poke Comps
- Beartrap on a Rope is a Key Skillshot
- Reliant on Courage to Remount
- Can be "CC'd" out of Jousting
Kled's greatest strength is also his greatest weakness. Being dismounted turns him from a formidable threat into a vulnerable, low-range skirmisher. Missing his Beartrap on a Rope significantly reduces his kill pressure and disengage. Champions who can easily poke him down or slow his approach can prevent him from ever engaging effectively. His all-in nature means failed dives or engages can be devastating. Managing his courage bar is paramount; being caught without a way to generate it quickly often means certain death. He requires a fearless, committed playstyle to succeed.
FLASH: The non-negotiable essential for any Kled player. This spell is the cornerstone of his playmaking and survival. Use Flash to guarantee a killing blow with Beartrap on a Rope, to instantly close the gap for a point-blank Violent Tendencies burst, or to execute a devastating Flash-> Chaaaaaaaarge!!! engage from an unexpected angle. Crucially, it's your primary escape tool when dismounted and caught without courage to remount. There is no substitute for the raw utility Flash provides.
TELEPORT: The standard for top lane consistency and macro play. Teleport allows you to match split-pushers, recover from a bad trade or gank without losing multiple waves, and create game-winning plays across the map. Pre-10 minutes, use it to get back to lane efficiently or for a early Voidgrub fight. Post-10 minutes, it transforms into a powerful tool for flanking with Chaaaaaaaarge!!! or securing key objectives like Baron Nashor. It's the safe, scalable choice that ensures you remain a threat all game.
IGNITE: The ultimate declaration of war in the top lane. If your goal is to dominate your lane opponent and snowball into an unstoppable split-pushing menace, Ignite is your spell. It provides the extra bit of true damage and healing reduction needed to secure first blood and win early all-ins, especially against champions with built-in sustain like Dr. Mundo or Aatrox. Taking Ignite commits you to a high-risk, high-reward playstyle where you must generate a significant lead to offset the loss of Teleport's global pressure.
PASSIVE ABILITY
Skaarl the Cowardly Lizard
Kled rides Skaarl the Cowardly Lizard, who has her own health bar. When Skaarl's health is depleted, Kled dismounts. While dismounted, Kled's abilities change and he can restore Courage by attacking enemies and structures. At 100 Courage, Kled remounts with Skaarl, restoring a portion of their combined maximum health.
The core mechanic that defines Kled's high-risk, high-reward playstyle. While mounted, you have a massive health pool. Getting dismounted isn't a death sentence—it's an opportunity. Your auto-attacks and Pocket Pistol shots against champions, large monsters, and structures generate Courage. The key is to go all-in; running away while dismounted usually means death. Use minion waves to quickly build courage back up in a pinch. Mastering the remount timing is what separates good Kled players from great ones. A successful remount not only saves you but also restores health and makes you untargetable briefly, allowing you to dodge key abilities and turn fights completely.
Q
Beartrap on a Rope
(Mounted): Kled throws a bear trap attached to a rope, dealing physical damage and pulling the target towards him. (Dismounted): Kled fires a shotgun blast that knocks him back.
Your primary trading, engage, and disengage tool. Landing this skillshot is crucial. The mounted version applies a strong slow and then yanks the enemy, guaranteeing a few free auto-attacks and your Violent Tendencies burst. Use it to catch fleeing enemies or to pull melee champions off you. The dismounted version, Pocket Pistol, is a lifesaver. It deals damage in a cone, knocks you back (great for creating distance or hopping over thin walls), and generates 15 Courage per champion hit. In lane, a common combo is Q -> E through the minion wave -> auto-attack with W -> E2 back to safety. The tether breaks if you lose vision of the target, so be careful around brushes.
W
Violent Tendencies
Kled's next 4 basic attacks within 4 seconds gain bonus attack speed. The fourth attack deals bonus physical damage.
This is your burst and courage-generating engine. It's an auto-attack reset, so always use it immediately after your first auto in a trade. The fourth hit deals massive % max health damage, making it devastating against tanks and squishies alike. The key to mastering Kled is managing this ability's cooldown. Do NOT use it to farm minions carelessly unless you are sure the enemy laner cannot trade with you. Having Violent Tendencies available is your primary threat in lane. When dismounted, this ability is your fastest way to remount, as all four attacks generate courage. A standard all-in combo is E -> Q -> auto (W1) -> auto (W2) -> auto (W3) -> auto (W4).
E
Jousting
(Mounted): Kled dashes in a direction, dealing physical damage to enemies he passes through. He can recast the ability within 4 seconds to dash back through the target.
Your primary gap-closer and repositioning tool. The initial dash goes through units, making it perfect for engaging through minion waves. The recast allows for incredible outplays, letting you dodge key abilities or retreat after trading. You become untargetable for a split second during the recast, which can be used to dodge tower shots or abilities like Fizz's Chum the Waters. A key trick is to use E -> Flash to extend the dash range and catch an enemy by surprise. This ability also provides brief vision of the area you dash through. Use it to check brushes. Remember, you cannot recast Jousting if you lose vision of the target you hit, so be wary of enemies hiding in brushes.
R
Chaaaaaaaarge!!!
Kled and Skaarl the Cowardly Lizard charge towards a location, gaining a massive shield and movement speed. They leave a trail that grants allied champions movement speed. The charge knocks aside and damages enemies.
One of the most powerful engage tools in the game. Chaaaaaaaarge!!! is not just a mobility spell; it's a teamfight and map-pressure weapon. Use it from fog of war to initiate fights, to rotate quickly to a Voidgrub or Dragon fight, or to counter-gank a lane. The trail it leaves gives your team a massive movement speed boost, allowing them to follow up on your engage. The shield makes you incredibly durable when you crash into the enemy team. You can use this ability to escape by charging towards your own base, as the movement speed is immense. The knock-up and damage on arrival can be the difference in a close skirmish. A well-timed Chaaaaaaaarge!!! can single-handedly win a game.
ABILITY SEQUENCE
> > >
Max Beartrap on a Rope first. It's your main source of poke, waveclear, and crowd control. The damage increase and cooldown reduction per rank are essential. Max Violent Tendencies second. While the attack speed is fixed, the massive boost to the fourth hit's % health damage is your primary kill threat and scales incredibly well into the mid-game. Put a point in Jousting at level 3 and max it last, as its utility comes from the dash itself, not its rank-based damage. Always level Chaaaaaaaarge!!! at 6, 11, and 16. The cooldown reduction per rank is massive and crucial for your map presence.
C
O
N
Q
U
E
R
O
R
The undisputed keystone for Kled. It perfectly complements his all-in, extended trade pattern. You can stack it incredibly fast with Violent Tendencies, and the bonus adaptive force and healing make you a monstrous duelist. In extended fights or during a desperate remount attempt, the sustained damage and healing from Conqueror are often the difference between life and death. It scales beautifully into the mid and late game, making you a persistent threat in side lanes and teamfights.

G
R
A
S
P

A strong alternative into difficult melee matchups where you plan to take short, frequent trades. Grasp of the Undying provides valuable sustain and bonus health scaling, making you surprisingly durable in lane. The burst of damage from proc'ing it synergizes well with Kled's aggressive trading pattern. This rune is excellent for surviving tough lanes and transitioning into a more traditional frontline role, but it lacks the all-in kill pressure of Conqueror.
The standard offensive shard setup. Attack Speed is crucial for weaving in autos between abilities and generating Courage faster. Adaptive Force increases your burst and sustained damage. The Health shard is the best defensive option for the scaling slot, giving you more effective health for both you and Skaarl the Cowardly Lizard. Against heavy poke, you can consider double Armor or Magic Resist shards instead.
Rune Discuss
Triumph An absolute must-have for Kled. The heal on takedown is invaluable for surviving clutch fights and, most importantly, for enabling those insane remounts when you're deep in the enemy team. The bonus gold is just the cherry on top for snowballing your lead.
Legend: Alacrity The premier choice for most games. The bonus attack speed helps you stack Conqueror faster, get your Violent Tendencies bursts off more quickly, and, most critically, generate Courage to remount at a much higher rate.
Legend: Tenacity Swap to this when facing a team with significant crowd control (e.g., Morgana, Leona). Being unable to auto-attack due to stuns or roots is a death sentence for Kled, as it prevents you from generating Courage. This rune is your lifeline in those matchups.
Last Stand This is Kled's rune. You spend half your life bar dismounting and then fight to remount, perfectly activating Last Stand's maximum damage bonus. It synergizes perfectly with your entire kit and playstyle, providing massive damage amplification when you need it most.
Demolish Excellent for a split-pushing Kled. After you force your opponent out of lane or get a kill, Demolish allows you to convert that advantage into massive turret plate gold or quick tier breaks. It's the go-to for maximizing your map pressure.
Second Wind Your best friend against ranged poke matchups like Teemo or Gnar. The constant regeneration helps you sustain through their harassment, stay healthy enough to look for all-ins, and prevents you from being whittled down and forced out of lane.
Bone Plating A strong choice against all-in champions like Darius or Riven. It negates a significant portion of their burst combo, giving you a much better chance of winning the trade or surviving long enough to dismount and potentially remount.
Overgrowth A reliable scaling rune that synergizes well with Kled's naturally high health pool. The bonus health makes both you and Skaarl the Cowardly Lizard tankier, and it has good synergy if you are also running Grasp of the Undying.
Unflinching A fantastic situational rune. Pair this with Legend: Tenacity when the enemy team has an overwhelming amount of crowd control. The bonus tenacity and slow resistance are crucial for sticking to targets and getting your autos off to generate Courage.
Sudden Impact Your Jousting and Chaaaaaaaarge!!! both trigger this rune, giving you a significant burst of Lethality and Magic Penetration. This is a great aggressive option in the Domination tree for maximizing your one-shot potential on squishy targets.
Cheap Shot Your Beartrap on a Rope applies a slow, instantly proccing Cheap Shot for bonus true damage. It's a consistent source of extra damage in your trades and all-ins, especially in the laning phase.
Eyeball Collection A straightforward damage rune. As a snowballing champion, Kled can stack this quickly through kills and assists, granting a valuable chunk of bonus Adaptive Force that enhances his already high damage output.
Ultimate Hunter A highly underrated choice. Kled's ultimate is one of the best engage tools in the game. Having Chaaaaaaaarge!!! available more frequently allows for more picks, more cross-map rotations, and more game-changing initiations.
Treasure Hunter The aggressive snowball option. If you are confident you can secure early takedowns, the bonus gold from Treasure Hunter can accelerate your core items like Ravenous Hydra or Eclipse by several minutes, letting you run away with the game.
Starting Items
The standard aggressive start for Kled. The AD, Health, and Omnivamp provide excellent stats for early all-ins and sustained trading. This is your go-to choice in most melee matchups where you plan to fight early and often.
Essential against heavy poke or ranged matchups like Teemo or Quinn. The health regeneration passive helps you sustain through their harassment until you can all-in with Jousting and Beartrap on a Rope.
A greedy start for when you're confident in your early kill pressure. Builds directly into early Serrated Dirk or Tiamat for a faster power spike, but you sacrifice the survivability from Doran's items.
The preferred sustain option with Long Sword start. Pays for itself after two recalls and ensures you can stay in lane to build up Courage and look for all-in opportunities.
Taken with Doran's starts for extra early lane sustain. The immediate healing can be crucial for surviving early trades and setting up your level 3 all-in.
First Base
An incredibly powerful first buy if you have the gold. The Lethality and AD significantly increase your burst damage, allowing you to heavily pressure your lane opponent and look for solo kills. This is the ideal component when rushing Youmuu's Ghostblade or Eclipse.
The perfect purchase for establishing lane priority and waveclear. Tiamat allows Kled to instantly clear the backline of minions, giving you more freedom to roam, invade the enemy jungle, or set up dives. You'll build this into Ravenous Hydra or Titanic Hydra later.
A solid AD component if you can't afford the more expensive options. It builds into multiple core items and gives you a noticeable damage spike for trading and last-hitting under tower.
Always grab one if you have 75g leftover. A well-placed ward in the river or enemy jungle can save you from ganks or enable your own roams with Chaaaaaaaarge!!!.
Boots
The default choice against AD-heavy teams or auto-attack reliant top laners like Tryndamere or Fiora. The reduced basic attack damage is invaluable for surviving all-ins and remounting.
Essential against AP top laners or teams with heavy crowd control. The Tenacity is crucial for Kled, as being CC'd can prevent you from auto-attacking to generate Courage for a game-saving remount.
A greedy but powerful option when you are ahead and the enemy team lacks significant threats. The Summoner Spell Haste is great for more frequent Ignite or Teleport plays, and the Ability Haste lets you use Beartrap on a Rope and Jousting more often.
Core Item Pool
The undisputed premier item for Kled, boasting a massive 75.79% popularity. This item is perfect for his playstyle. The health synergizes with his high base health from Skaarl the Cowardly Lizard, converting it into bonus AD. The cleave passive and active auto-attack reset are invaluable for waveclear and for weaving extra damage and courage generation into your Violent Tendencies combo. This should be your default first item in the vast majority of games.
A dominant second item that defines Kled's split-pushing identity. The bonus resistances and health make you incredibly difficult to duel when alone, and the damage to structures is immense. With this item, you can draw immense pressure to your lane, forcing multiple enemies to respond or watch their towers fall.
The go-to item against tank-heavy compositions. Kled can stack the armor shred incredibly fast with Violent Tendencies. The health, AD, and Ability Haste are all fantastic stats for him, and the movement speed on physical damage helps him stick to targets after his initial engage.
A powerful item that synergizes exceptionally well with Kled's remount mechanic. The massive health pool directly boosts your durability and the damage of Titanic Hydra. The passive healing upon achieving a takedown can trigger after a remount, making you incredibly difficult to finish off in extended skirmishes.
Bruiser & Damage Items
The ultimate anti-burst item. When the enemy team has significant burst damage that threatens to kill you through your dismount, Sterak's Gage is the answer. The massive shield provides a second health bar, giving you the precious extra time needed to auto-attack and generate Courage for a game-saving remount.
A strong lethality option for maximizing dueling power and burst. The shield and movement speed proc can be the difference in a close all-in or during a desperate remount attempt. The % Armor Penetration makes you a threat to tanks and squishies alike.
A more aggressive alternative to Titanic Hydra. It trades the health scaling for pure, raw AD and Lethality. The active is a powerful burst execute that can be weaved into your combo to instantly delete a squishy target.
Provides excellent sticking power with its active slow and gives valuable stats: Health, AD, and Attack Speed. The Attack Speed helps with courage generation. A solid choice when you need to ensure you can stick to mobile targets after your initial engage.
A lethality item that provides a burst of empowered damage after you use an ability. This can be proced with Jousting for a quick trade, or to add extra burst to your all-in combo. Good for a more assassin-oriented playstyle.
While less popular, this item boasts a very high win rate. The guaranteed crit and heal on your first attack against a champion provides immense burst and sustain in duels. It synergizes perfectly with your all-in pattern.
A niche, scaling option. While it provides a massive health pool that synergizes with Titanic Hydra, it lacks the immediate combat power of other mythics. Only consider this in very long games where you can reliably stack it and you are the primary frontline.
Provides immense waveclear and Omnivamp. While largely outclassed by Titanic Hydra for Kled due to the lack of health scaling, it can be situationally useful if you value the sustain over raw tankiness and are ahead enough to forgo the defensive stats.
A pure snowball lethality item. The bonus AD on takedown and the statue mechanic are for when you are extremely confident you can get early kills and dominate the game. High risk, high reward.
Excellent against health-stacking tanks. The percent health damage and steal effect make you a powerful duelist. However, it offers no survivability and doesn't synergize as well with Kled's burst-oriented combo as other items. Situational against multiple very high-health targets.
A lethality item that helps secure kills with its execute passive. While it provides raw damage, it is often a win-more item. You typically benefit more from the survivability and utility of other options, but it can be fun in a full lethality build when massively ahead.
Defensive & Utility Items
A core defensive item against AD-heavy teams. The damage delay is PERFECT for Kled, as it gives you precious extra time to auto-attack and generate Courage for a game-saving remount. The heal on takedowns synergizes perfectly with his all-in nature.
The essential magic resistance item against AP burst. The lifeline shield can absorb a critical ability, allowing you to survive and remount. The bonus AD and Omnivamp when it triggers make you incredibly dangerous even when you're near death.
The premier armor item against critical strike-heavy compositions (e.g., Tryndamere, Yasuo, Yone). The active slow is also valuable for sticking to targets or disengaging.
The standard armor item when you need to apply Grievous Wounds against heavy auto-attackers and healing (e.g., Aatrox, Fiora, Warwick).
A fantastic late-game defensive item when you need both armor and magic resistance. The passive that increases your resists in combat makes you incredibly durable in extended fights, perfect for when you are the primary frontline and need to survive long enough for multiple remounts.
An extremely powerful MR item against magic damage burst. The massive magic damage shield can completely negate an enemy mage's combo, giving you a huge effective health pool against AP threats. Often a better choice than Maw if you don't need the AD.
Grievous Wounds & Penetration
Your go-to item for applying Grievous Wounds when the enemy team has significant healing but you don't need the armor from Thornmail (e.g., against Vladimir, Swain, Dr. Mundo). The Health, AD, and Ability Haste are all useful stats.
The armor penetration option for applying Grievous Wounds. Build this over Chempunk Chainsword only if the enemy team is very armor-heavy AND has significant healing that you need to reduce.
The premier tank-shredding item. If the enemy team has multiple health-stacking tanks and you don't need Grievous Wounds, this will provide more damage than Black Cleaver. However, Black Cleaver's health and ability haste are often more valuable for Kled.
A highly situational lethality item. Only consider this if the enemy team has multiple champions with massive shields (e.g., Sett, Karma, Seraphine). Useless otherwise.
A lethality item that reduces your ultimate cooldown on takedowns. Can be fun in a full lethality build to have Chaaaaaaaarge!!! up for every skirmish, but offers no survivability.
Early Game (Levels 1-6)
The First Wave: Establishing Unquestionable Dominance

Your game starts the moment you leave the fountain. As Kled, you are not here to farm peacefully; you are here to declare ownership of the lane from the very first second. Your level 1 is among the strongest in the top lane, thanks to Violent Tendencies. Do not leash for your jungler unless absolutely necessary—your priority is to get to the lane and establish control.

Level 1 (The Psychological Battle):

Positioning is Key: Stand in the top lane brush closest to the enemy tower. As the melee minions meet, walk out and immediately start auto-attacking the first enemy melee minion. Your goal is to hit level 2 first.

The First Trade: The instant the enemy laner steps up to last-hit, you trade. Activate Violent Tendencies and unleash all four empowered autos on THEM, not the minions. This initial burst will often chunk them for 40-50% of their health, forcing an early potion and establishing who the lane bully is.

Wave State Goal: You want the wave to slow push towards you initially. By only last-hitting after your aggressive trade, you will naturally build a larger minion wave. This makes you immune to ganks and sets up a lethal level 3 all-in.

Levels 2-3 (The All-In Threat):

Skill Sequence: Take Beartrap on a Rope at level 2. A landed Q is a guaranteed significant health advantage. At level 3, take Jousting.

The Kill Threshold: Your level 3 all-in is one of the most potent in the game. The standard combo is: E -> Q -> Auto (W1) -> Auto (W2) -> Auto (W3) -> E2 (to stick or dodge) -> Auto (W4 Execute). If the enemy is at 60% health or below and you have Ignite, they are in LETHAL RANGE.

Managing the Wave: If you've successfully built a slow push, the wave will crash into the enemy tower around level 3-4. This is your window of maximum safety. You can either:

Look for a Dive: If the enemy is low and you are healthy, ping your jungler. A dive with Kled is easy thanks to your remount mechanic.

Secure Deep Vision: Place a ward in the enemy jungle (raptors or river entrance) and recall for an item advantage.

Levels 4-5 (Maintaining Pressure):

Continue to max Beartrap on a Rope first. Use it to poke, push the wave, and deny CS.

Your primary focus is to freeze the wave just outside your tower range after your recall. This makes the enemy laner overextend for farm, turning them into a free kill for you or your jungler.

Jungler Tracking: At 3:00-3:30, assume the enemy jungler is topside. Unless you have confirmed vision of them elsewhere, do not commit to a long all-in. Your aggression must be calculated.

The Dismount - Your Secret Weapon:
Do not fear losing Skaarl the Cowardly Lizard. A skilled Kled player uses the dismount intentionally. It makes you untargetable for a split second, dodging key abilities and tower shots. While dismounted, your goal is to generate 100 Courage as fast as possible:

Your Pocket Pistol (dismounted Q) generates 15 Courage per champion hit.

Each auto-attack against champions generates 15 Courage.

Attacking large monsters and structures also generates Courage.
A successful remount restores health and makes you untargetable again, often turning a lost fight into a double kill. Mastering this mechanic is what separates a good Kled from a great one.

Your early game mission is simple: BREAK YOUR OPPONENT'S MENTAL. Make them afraid to step up for CS. Make them spam their jungler for help. You are the apex predator of the top lane; act like it.
Mid Game (First Item - 25:00)
The Transition: From Lane Bully to Map-Wide Menace

Completing your first major item (typically Ravenous Hydra) is your signal. You are no longer confined to your lane. You are now a primary win condition for your team, a force of nature that must be answered across the entire map. Your role shifts from a singular focus on your lane opponent to a relentless assault on the enemy team's structure and morale.

The Macro Mindset: Creating Lose-Lose Scenarios

Your presence on the map is a weapon. The core principle of mid-game Kled is to put the enemy team in impossible situations. Your toolkit allows for two primary, devastating modes of play:

The Unstoppable Split-Pusher

The Apex Teamfight Engager

The genius of Kled is the ability to fluidly switch between these roles, often within the same minute.

1. The Art of the Split-Push

When to Split: You should be splitting on the OPPOSITE SIDE of the next major objective. Is Dragon spawning in 60 seconds? You should be hard-shoving the top lane with Ravenous Hydra, forcing an enemy to respond.

Creating Pressure: Your goal isn't just to take towers. It's to DRAW PRESSURE. If one person comes to stop you, you can likely kill them or force them off the wave. If two people come, your team can take a 4v3 objective or push elsewhere for free.

Vision is Your Lifeline: To split-push effectively, you MUST have deep vision in the enemy jungle. A ward on the enemy raptors or blue buff gives you the warning needed to escape with Jousting or Chaaaaaaaarge!!! before you get collapsed on.

The Youmuu's Ghostblade Advantage: If you built this item, your escape potential and map mobility are immense. Use the active to rotate faster or to run down the lone defender who foolishly tries to stop you.

2. The Symphony of Chaos: Teamfighting & Picks

The Perfect Flank: You should NEVER be the one starting a fight from the front. Your team should be applying pressure at an objective (like Dragon or Herald), while you circle around from the jungle or a flanking route.

Ultimate Timing - Chaaaaaaaarge!!!: This is one of the best engage tools in the game. Use it from FOG OF WAR. The enemy should not see you coming until the sound queue plays and it's too late. Your primary targets are the enemy backline carries. Your charge will knock aside their frontline, creating a direct path to their most valuable members.

The Engage Combo: R -> Flash onto carry -> Q -> Auto (W1) -> E through them -> Auto (W2) -> Auto (W3) -> E2 to stick -> Auto (W4 Execute). This burst is often enough to delete a squishy before they can react.

The Remount Outplay: In the chaotic teamfight, your dismount is a STRENGTH, NOT A WEAKNESS. Use the untargetability to dodge crucial abilities like Zed's Death Mark or Darius's Noxian Guillotine. Your sudden low health will make enemies greedy, causing them to overcommit while you generate Courage for a game-winning remount.

Objective Control & Roaming

Voidgrubs & Rift Herald: These are YOUR objectives. Your early lane priority should help secure them. Use the Herald to break the first top tower, then take it mid to open up the entire map.

Teleport Plays: Post-10 minutes, your Teleport becomes a 4-second channel. This is your tool for game-changing plays. Watch the bot lane constantly. A single good TP flank can net two kills, a dragon, and a tower, swinging the entire game.

Roaming Mid: After shoving your wave, do not just recall. Path mid lane and use Chaaaaaaaarge!!! from the river. A successful gank gives your mid laner a massive advantage and opens up the entire map.

The Golden Rule of Mid-Game Kled
BE THE PROBLEM THE ENEMY TEAM HAS TO SOLVE.

If the enemy jungler is constantly having to come top to stop your split-push, they are not pressuring your bot lane or taking dragons. If the enemy mid laner is afraid to step up because you might ult from fog, they lose CS and priority. Your mere existence as a fed Kled should fracture the enemy's game plan and sow discord. You are no longer just a champion; you are a catalyst for victory.
Late Game (25:00+)
The Endgame: Precision in Chaos

The late game is a different beast. Teamfights are decided in seconds, and a single mistake can cost you the Nexus. Your margin for error shrinks to zero. While your early-game bravado got you here, your late-game success depends on calculated ruthlessness and impeccable decision-making. You are no longer an unkillable raid boss; you are a surgical instrument, and your ultimate is the scalpel.

The Fundamental Shift: Your Role Re-evaluated

You must honestly assess your team's composition and the game state to answer one critical question: Am I the Engage or the Clean-Up?

Primary Engage: If your team lacks other strong initiation (e.g., no Malphite, Ornn, Leona), this falls to you. Your Chaaaaaaaarge!!! is a game-winning button, but its usage becomes extremely high-risk. A failed engage in the late game often means a lost fight and the game.

Secondary Engage / Clean-Up Crew: If you have another engager, your value skyrockets. You now wait for the initial fight to break out, then use your ultimate to FLANK and crash directly into the enemy backline. This is often the more effective and safer role.

Teamfighting: The Five-Second War

Every teamfight as late-game Kled follows a brutal, fast-paced script.

The Setup (Fog of War is Your Ally): You should NEVER be visible before a fight starts. If the enemy knows your position, they can position to counter your engage. Hide in a jungle corridor or a flanking brush.

Target Selection (The Triage): You are an assassin-diver. Your priority is the highest damage threat on the enemy team, typically the ADC or APC. Do not waste your combo on a 5000 HP Sion; you will accomplish nothing. Your goal is to eliminate the enemy's damage source.

The Engage (Commit or Die):

The Perfect Engage: R -> Flash onto the carry -> Q -> Full Violent Tendencies combo. They should be dead before your W ends.

The Remount Gambit: You WILL get focused and dismounted. This is part of the plan. Use the dismount untargetability to dodge a key ability. While dismounted, your sole focus is to generate Courage. Use Pocket Pistol on the cluster of enemies and auto-attack the nearest target. A successful remount is a MASSIVE swing, restoring health, making you untargetable again, and often winning the fight outright.

Zhonya's Hourglass & Stopwatch: Be hyper-aware of these items. If the enemy carry has a Stopwatch or Zhonya's, you CANNOT commit your full combo until it's been used. Bait it out with a feint or wait for them to pop it prematurely.

Split-Pushing: A Delicate Dance

Splitting becomes exponentially more dangerous. Enemies respawn quickly, and death timers are long.

The Rule of Vision: You cannot push past the river without vision of at least 2-3 members of the enemy team. A single missing champion could be on their way to stop you.

The Bait and Switch: The most effective late-game split-push is often a FAKE. Apply pressure in a side lane, drawing one or two enemies to answer. The moment they appear on vision, you immediately Teleport or Chaaaaaaaarge!!! to your team, creating a 5v4 or 5v3 at the key objective ( Baron Nashor or Elder Dragon).

Know Your Limits: Can you 1v1 the person they sent to stop you? If it's a late-game Fiora or Jax, probably not. Your job then is to absorb pressure and enable your team, not to win the duel.

Objective Securing: The Baron & Elder Gambit

Baron Nashor Control: Your role here is not to tank the Baron. Your role is ZONE CONTROL. Use your presence and the threat of your ultimate to keep the enemy team away from the pit. A well-aimed Beartrap on a Rope can catch a trying-to-steal jungler.

Elder Dragon Fight: This is usually a "win the game" objective. Do not split-push. You must be with your team. The fight will happen, and your engage is paramount. The team that gets the Elder buff will almost always win, so this is an all-or-nothing commitment.

Itemization & Final Builds

Your build should be finalized, adapting to the win conditions.

Against Burst: Sterak's Gage + Death's Dance is your core survival package.

Against Heavy CC: Mercury's Treads and potentially a Silvermere Dawn for the Quicksilver active are mandatory.

Against Tanks: Black Cleaver and potentially a Serylda's Grudge will be needed to shred through their front line if your carries cannot.

The Elixir of Iron: Always have this active late game. The extra health, tenacity, and the slow-resistant ghosting effect are invaluable for your engages.

The Final Charge

In the late game, patience is a weapon. The team that makes the first mistake often loses. Wait for the enemy to be out of position, for a key cooldown to be wasted, or for your own team to be ready. Then, and only then, do you unleash the CHAOS. Your Chaaaaaaaarge!!! is no longer just an ability; it is the final verdict of the game. Make it count.
Wave Management
Mastering wave management is what separates a good top laner from a great one. It is the foundation of everything you do. For Kled, it's how you enable your aggressive playstyle safely and effectively. You don't just control the minions; you control your opponent's options.

The Four Core States:

FREEZING

What it is: Holding the wave just outside your tower's attack range.

How to do it: Only last-hit minions. The enemy wave must be slightly larger than yours (usually by 3-4 caster minions).

Why you do it as Kled: This is your primary kill setup. It forces the enemy laner to overextend for CS, making them a free gank for your jungler or an easy all-in for you. It also protects you from enemy ganks. Use this when you're ahead to deny the opponent, or when you're behind to farm safely.

SLOW PUSHING (Building a Stacked Wave)

What it is: Creating a large, slow-moving wave that builds up over time.

How to do it: Kill the enemy caster minions slightly faster than their melee minions. The wave will build up and slowly crash into the enemy tower.

Why you do it as Kled: This creates a timer. While the wave is building, the enemy is stuck last-hitting under tower. This is your window to:

Recall for items without missing minions.

Roam to mid lane with Chaaaaaaaarge!!!.

Invade the enemy jungle with your jungler.

Secure Voidgrubs or Herald with priority.

HARD PUSHING / SHOVING

What it is: Using your abilities (like Ravenous Hydra active) to clear the wave as fast as possible.

How to do it: Use your AoE damage to instantly kill the entire wave.

Why you do it as Kled:

To get immediate priority for a roam or objective.

To reset a wave that's pushing towards the enemy.

To punish your opponent after they recall or die.

WARNING: This is the most dangerous state. You are pushed up and vulnerable to ganks. Only do this if you know where the enemy jungler is.

BOUNCING (The Reset)

What it is: When the enemy is freezing against you, you "bounce" the wave off their tower to reset it to the middle.

How to do it: Thin out the enemy wave just enough so that your remaining minions will die to their tower, causing the next wave to meet in the middle.

Why you do it as Kled: If you can't break the freeze, you are completely zoned off gold and experience. A successful bounce is the only way to fix this without your jungler's help.

Kled-Specific Wave Logic:

Your level 1-3 is terrifying. Use a slow push to build a large wave, then all-in at level 3. The minion advantage will win you the trade.

After getting a kill, you must decide: SHOVE to deny them minions and reset, or FREEZE to zone them from experience when they return.

If you plan to use Teleport for a bot lane play, always set up a slow push first. This ensures you lose the least amount of minions possible and might even take their tower if they don't respond.

Controlling the wave is controlling the lane. A perfectly frozen wave is more threatening than any ultimate ability. Master this, and you master the top lane.
Trading
In the top lane, your health bar is your most valuable resource. Trading is the art of expending your resources to deplete your opponent's more effectively. For Kled, this isn't a delicate dance—it's a calculated blitzkrieg. Your goal is to make every exchange so punishing that the enemy laner is forced to either recall or risk death.

The Fundamentals of a Good Trade

A good trade means you deal more damage than you receive. This sounds simple, but it depends on several factors that you must constantly assess:

Minion Advantage: Never trade into a larger enemy minion wave, especially early. A full wave of caster minions deals more damage than a champion at level 1. Use your own minion wave as a shield; if the enemy attacks you, they will draw aggro and take significant damage.

Cooldown Tracking: This is your primary trigger for aggression. Did Darius just miss his Apprehend? Did Jax use his Counter Strike to farm? This is your window. Their key defensive or trading ability is down, and they are vulnerable. Your Violent Tendencies has a long cooldown, so never use it frivolously to farm.

Level & Item Advantages: A level advantage, especially at levels 2, 3, and 6, is massive. If you hit level 2 first, you immediately all-in. The same goes for item components. Did you back for a Serrated Dirk while they only have a Ruby Crystal? You win every trade.

Kled's Trading Patterns

The Short Trade (Poke & Fade): Use your Beartrap on a Rope. A landed Q allows you to walk up, get a few autos in, and walk away as they are pulled and slowed. This is your safest way to whittle down opponents who out-scale you in extended fights.

The All-In Trade (Your Specialty): This is your default mode. The classic combo is E -> Q -> Auto (W1) -> Auto (W2) -> Auto (W3) -> E2 (to stick or disengage) -> Auto (W4 Execute). You commit fully, leveraging your massive Violent Tendencies burst and the stickiness of your E recast. You only do this when you are confident you can win the exchange or secure a kill.

The Courage Bait Trade: This is an advanced technique. You intentionally take a bad trade to get dismounted. The enemy, seeing you as low health, will often overcommit. You then use your dismounted Pocket Pistol and auto-attacks to quickly generate Courage for a surprise remount, turning the fight completely. This is high-risk and requires precise knowledge of your damage and courage generation.

The Golden Rule of Trading

The single most important concept is TRADING STANCE. Position yourself next to your own dying minion. When the enemy laner moves forward to last-hit it, they are locked in an animation and focused on the minion. This is your moment to strike. You get free damage while they cannot retaliate effectively. Mastering this simple pattern will win you more lanes than any complex combo.

Every point of health you remove from your opponent is a step towards a kill. Every point of health you preserve is insurance against a gank. Manage your health bar like the precious resource it is.
Teleport
Teleport is your strategic link to the rest of the map. For Kled, it is not just a summoner spell; it is an extension of your ultimate, a tool for global pressure that perfectly complements your all-in nature. Its usage evolves dramatically as the game progresses, and understanding this evolution is critical.

In the early game, pre-10 minutes, Teleport is primarily a defensive and lane-sustaining tool. The channel time is a punishing 8 seconds, making it nearly impossible to use reactively to join early skirmishes like a dragon fight. If you try, the fight will be over long before you arrive. Its main value early is to return to your lane after a forced recall or a gank without losing a massive minion wave to your tower. A bad early Teleport can lose you two full waves of experience and gold, effectively losing you the lane on the spot. The timing is everything; you must use it to catch the wave just before it crashes, preserving your resources and maintaining your lane pressure.

Once the game reaches the 10-minute mark, Teleport undergoes a transformation. The channel time is reduced to 4 seconds, and you can now target any allied structure, minion, or ward. This is when it becomes an offensive weapon of mass destruction. This is your tool for creating game-winning plays. A well-placed ward in the enemy jungle or behind the enemy bot lane allows you to execute a devastating flank. You combine this with Chaaaaaaaarge!!! to create an engage that the enemy simply cannot react to in time.

The threat of your Teleport alone is a powerful zoning tool. It forces the enemy team to play more passively when objectives are spawning, as they must account for your potential arrival. In the mid to late game, your decision to split-push or group with your team is governed by the availability of your Teleport. You can apply immense pressure in a side lane, and the moment the enemy commits resources to stop you, you can Teleport to your team, creating a numbers advantage to secure a crucial objective like Baron Nashor or an Elder Dragon. Mastering Teleport is about foresight and map awareness, turning your local dominance into a global victory condition.
Vision & Tracking
Vision is the ultimate enabler for Kled's aggressive playstyle. It is the difference between a successful all-in and a fatal overextension. Your goal is not just to see ganks coming, but to understand the enemy jungler's pathing so thoroughly that you can predict their movements and punish their absence.

Your warding strategy must be proactive. The standard river brush ward is a reactive measure; it only tells you a gank is already happening. For true safety and dominance, you need deep vision. The most valuable ward placements are inside the enemy jungle. A ward on the enemy Raptor camp provides immense information, revealing the jungler's location and their likely direction of travel. Similarly, a ward near the enemy Blue Buff or Gromp can give you minutes of safety on the top side of the map. Placing these requires you to have lane priority, which you should naturally have as Kled. When you shove a wave under the enemy tower, do not just stand there; use that time to place a deep ward.

Tracking the enemy jungler begins at level one. Watch which laners arrive late to their lanes; this tells you where the jungler started. If they started on the bottom side, the earliest you can expect a gank is around 3:00 to 3:30. This knowledge dictates your aggression. If you know the jungler started top side, you must be extremely cautious of a level 2 or level 3 gank. Throughout the laning phase, constantly watch the minimap. Every appearance of the enemy jungler on the map is a gift of information. If you see them gank bottom lane, you have a free window to play hyper-aggressively, dive your laner, or invade their top-side jungle with impunity. Your map awareness is your primary tool for avoiding ganks. If you haven't seen the jungler on the map for a while and you are pushed up, you should assume they are in your lane. This simple rule will save your life countless times. For Kled, vision isn't just about defense; it's about creating the intelligence needed to launch your own offensive operations across the map without fear.
Split-Pushing vs Teamfighting
This is your key macro decision in the mid-to-late game.
When to Split-Push: Split-push if your team has a composition that can hold 4v5 under tower (e.g., strong waveclear) or if the enemy has a superior 5v5 teamfight comp. Split-push on the opposite side of the next major objective (e.g., split bot when Baron Nashor is up). Your goal is to draw one or more enemies to you, creating a numbers advantage for your team elsewhere. With Youmuu's Ghostblade and ultimate, you can escape most attempts to catch you.
When to Teamfight: Teamfight if your team lacks waveclear to defend or if you are the primary engage tool. Your ultimate is a game-winning ability in a choke point. If the enemy has key carries that you can easily access and eliminate, your value in a teamfight is immense. Always teamfight for soul point Dragon or Elder Dragon.
The best Kled players know how to fluidly transition between these two roles, applying pressure across the map and forcing the enemy to make mistakes.
Objective Play & Priority
As a top laner, your priority directly enables or disables your team's objective control.
Voidgrubs (8:00): This is your first major test. If you have pushed your opponent under their tower or forced them to recall, you have "prio." Use this to rotate to the pit and help your jungler secure the Voidgrubs. The buff is incredibly powerful for a split-pusher like you. Denying them from the enemy is just as important.
Rift Herald (15:00): Often a top-side objective. If you win your lane, you can easily secure this with your jungler. Use it to break the first top tower and get massive global gold, or save it to break mid lane and open up the map.
Dragons & Baron Nashor: Your role is to either split-push on the opposite side or be the primary engage. If you choose to teamfight, do not show on vision beforehand. Use Chaaaaaaaarge!!! from fog to start the fight. If you are split-pushing, commit to it. Draw an enemy to you so your team can take the objective 4v4 or even force a 4v3 if two enemies come to stop you.
Your ability to create and leverage priority is what separates a good top laner from a great one.

Aatrox
Aatrox
Quest: Dodge Q sweetspots, all-in when his abilities are down.

This is a skill matchup favoring Kled if played correctly. Aatrox relies on landing the edges of his The Darkin Blade. Use Jousting to dodge his second and third Qs. Your level 1-2 is stronger. After he uses his Q combo, he's vulnerable - all-in with Beartrap on a Rope. Build Executioner's Calling early to reduce his World Ender healing. Post-6, you can win if you dodge key abilities and remount properly.

Ambessa
Ambessa
Quest: Respect her early burst, bait her defensive cooldowns.

Ambessa is a strong lane bully with high burst damage. Avoid extended trades when she has her passive stacked. Bait out her defensive ability before committing to an all-in. Your remount can outplay her execute potential. Build Plated Steelcaps early and look for short trades when her key abilities are on cooldown.

Camille
Camille
Quest: Respect her level 1-2, bait her E, win extended trades.

Camille has a very strong level 1 with Precision Protocol. Avoid extended trades until level 3. The key is baiting her Hookshot. If she misses it, she has no escape and you can run her down. Your Violent Tendencies does more damage in extended trades. Save Jousting to follow her if she tries to disengage.

Cassiopeia
Cassiopeia
Quest: Dodge her Q, all-in when her W is down, build Mercury's Treads.

Cassiopeia is a nightmare if she lands her Noxious Blast. Dodge her Q at all costs - it enables her entire kit. Never fight in her Miasma as it grounds you. Wait for her W to be used, then all-in. Mercury's Treads are essential to reduce her ult stun duration and mitigate her poison.

Cho'Gath
Cho'Gath
Quest: Dodge his Q, build Black Cleaver, remount to avoid his ultimate.

Cho'Gath's Rupture is easily dodged with Jousting. Your Violent Tendencies does percent health damage, which is strong against his stacking health. Build Black Cleaver to shred his armor. Your remount can bait his Feast execute - the untargetability will make him waste it.

Darius
Darius
Quest: Short trades only, dodge his Q edge, all-in pre-6.

One of Kled's toughest matchups. Darius wins extended trades due to Hemorrhage. Take short trades with Q and W, then disengage. Stay inside his Decimate to deny healing and damage. If he pulls you, use E to dash through him. Your best kill window is levels 3-5. Post-6, do not fight if he has Noxian Guillotine available.

Dr. Mundo
Dr. Mundo
Quest: Dodge cleavers, build Executioner's Calling early, all-in pre-6.

Dr. Mundo's Infected Bonesaw poke is annoying but dodgeable. Your early game is much stronger - look for all-ins levels 3-5. Build Executioner's Calling on your first back to counter his healing from Heart Zapper and Maximum Dosage. Post-6, you need to burst him through his ultimate healing.

Fiora
Fiora
Quest: Bait her Riposte, avoid vital procs, burst her quickly.

A high-skill duelist matchup. Fiora's Riposte is the key ability. Do not use Beartrap on a Rope predictably - she can parry the pull and stun you. Bait her W with your E first. Your burst with Violent Tendencies is faster than her vital procs if she doesn't have Riposte. Build Plated Steelcaps and Bramble Vest.

Gangplank
Gangplank
Quest: Destroy his barrels, all-in when his W is down, build lethality.

Gangplank relies on his Powder Keg for damage and slows. Auto-attack his barrels to deny him - your attack speed from Violent Tendencies helps. His Remove Scurvy cleanses your Q pull, so bait it out first. Build lethality to match his scaling and burst him before he can kite you.

Garen
Garen
Quest: Poke with Q, disengage during his Q, all-in when his W is down.

A relatively easy matchup for Kled. Garen's Decisive Strike silence is annoying, but you can disengage with Jousting after he uses it. Poke him down with Beartrap on a Rope and look for all-in when his Courage is down. Your remount mechanic hard counters his Demacian Justice execute.

Gnar
Gnar
Quest: All-in Mini Gnar, disengage from Mega Gnar, track his rage bar.

Gnar is vulnerable in Mini form. Freeze the wave and all-in when he steps up. Track his rage bar - disengage before he transforms. In Mega form, avoid his CC chain and wait for it to wear off. Your Jousting is crucial for dodging his Wallop and GNAR! stun.

Gragas
Gragas
Quest: Dodge his E, bait his ultimate, build magic resistance.

Gragas can disrupt your engages with Body Slam and Explosive Cask. Bait his E before committing to an all-in. His ultimate can separate you from Skaarl the Cowardly Lizard - save Jousting to dash back to safety. Build Maw of Malmortius to survive his burst combo.

Gwen
Gwen
Quest: Fight outside her mist, build Executioner's Calling, burst her early.

Gwen's Hallowed Mist makes her untargetable - never fight inside it. Your early game is stronger - look for kills pre-6. Build Executioner's Calling to counter her Thousand Cuts healing. Post-6, her Needlework sustain becomes problematic - avoid extended trades and look to burst her.

Heimerdinger
Heimerdinger
Quest: Destroy his turrets, all-in at level 6, build Mercury's Treads.

Heimerdinger's turrets make laning difficult. Use Violent Tendencies to quickly destroy them. Wait for level 6 and all-in with your ultimate - your burst can kill him through his turrets. Mercury's Treads help reduce his grenade stun duration. Avoid fighting in his ultimate turret zone.

Illaoi
Illaoi
Quest: Dodge her E, disengage from her ultimate.

Illaoi is a lane bully that you must respect. The most important thing is to dodge her Test of Spirit. If she pulls your spirit, you must either break the tether or all-in her. NEVER fight her inside her Leap of Faith ultimate. If she ults, use Jousting to get out immediately.

Irelia
Irelia
Quest: Respect her level 1, fight when her passive is down, build Bramble Vest.

Irelia has one of the strongest level 1s in the game with her passive. Avoid fighting her when she has stacks. Bait her Defiant Dance before committing to your full combo. Bramble Vest significantly reduces her healing from auto-attacks. Your burst can overcome her sustain if you avoid her stun.

Jax
Jax
Quest: Respect his E, bait his counterstrike, win early game.

A difficult matchup that requires precise timing. Jax's Counter Strike completely negates your Violent Tendencies. You must bait out his E before committing to a trade. Use your Q to poke him from range and force him to use his E. Once his E is down, you have a window to trade. Your level 1-2 is stronger.

Jayce
Jayce
Quest: Survive early poke, all-in when his E is down, build lethality.

Jayce will poke you down in ranged form. Use Jousting to dodge his Shock Blast and engage when he uses Thundering Blow. Once his knockback is down, he's vulnerable to all-ins. Build lethality to match his damage and burst him quickly. Your ultimate is perfect for running him down.

K'Sante
K'Sante
Quest: Dodge his Q3, bait his ultimate, build Black Cleaver.

K'Sante is tanky but you can win early. Dodge his third Q knockup and avoid his Path Maker stun. Bait his All Out before committing - he becomes squishier but more mobile in this form. Black Cleaver helps shred his resistances. Your remount can outplay his execute threshold.

Kayle
Kayle
Quest: Zone her early, freeze the wave, end before level 16.

Kayle is weak early - punish her relentlessly. Freeze the wave near your tower and zone her from experience. Your level 6 is much stronger than hers. Build lethality to burst her before she can scale. The game becomes much harder post-16, so pressure the map and end early.

Kennen
Kennen
Quest: Start Doran's Shield, all-in when his E is down, build Mercury's Treads.

Kennen will poke you down with auto-attacks and Thundering Shuriken. Start Doran's Shield and Second Wind. Wait for him to use Lightning Rush defensively, then all-in. Mercury's Treads reduce his stun duration. Your ultimate can catch him even if he tries to escape with E.

Malphite
Malphite
Quest: Build magic resist, dodge his Q poke, all-in pre-6.

AP Malphite is annoying poke. His Seismic Shard slows you and gives him movement speed. Start Doran's Shield and consider early Mercury's Treads. Your best chance is levels 3-5 before he gets his ultimate. Build Maw of Malmortius to survive his burst combo.

Maokai
Maokai
Quest: Dodge his saplings, build Executioner's Calling, win early trades.

Maokai's Sapling Toss provides annoying poke and vision. Dodge his Twisted Advance engage and retaliate with your full combo. Build Executioner's Calling to counter his passive healing. Your early damage can overwhelm him before he becomes too tanky. Post-6, be careful of his gank setup with ultimate.

Mordekaiser
Mordekaiser
Quest: Dodge his E and Q, fight in open areas.

Mordekaiser's Realm of Death is a major problem. If he ults you while dismounted, you're likely dead. Dodge his Obliterate isolated Q damage by staying close to minions. Your mobility helps avoid his skillshots. In the Death Realm, use the open space to remount.

Nasus
Nasus
Quest: Bully early, freeze wave, deny stacks.

You must dominate Nasus early. Your level 1-3 is much stronger. Zone him from the wave and deny him stacks. If he tries to last-hit with Q, punish him with a full Violent Tendencies combo. Build Executioner's Calling to reduce his Spirit Fire healing. Freeze near your tower and call for ganks.

Olaf
Olaf
Quest: Respect his level 1, kite his ultimate, build Plated Steelcaps.

Olaf has one of the strongest level 1s with Undertow. Avoid extended trades early. His Ragnarok makes him immune to your Q pull and E dash - disengage when he uses it. Plated Steelcaps reduce his auto-attack damage. Your remount can bait his Reckless Swing execute.

Ornn
Ornn
Quest: Dodge his brittle procs, build armor penetration, roam with ultimate.

Ornn is a tank that scales incredibly well. You can bully him early, but he becomes very durable. Dodge his Bellows Breath brittle application and his ultimate knock-up. Your Violent Tendencies does percent health damage. Build Black Cleaver. Your goal is to get ahead and then use Chaaaaaaaarge!!! to impact other lanes.

Pantheon
Pantheon
Quest: Respect his early burst, bait his shield, all-in post-6.

Pantheon's early game is strong with point-and-click stun and empowered Q. Respect his level 2-3 all-in potential. Bait his Aegis Assault before committing to your combo. Your level 6 is much stronger for map impact. Build Plated Steelcaps to mitigate his damage.

Poppy
Poppy
Quest: Respect wall stuns, fight in open areas, bait her ultimate.

Poppy's Heroic Charge punishes you near walls. Fight in open areas and save E for after she uses W. Her Steadfast Presence blocks your dash - time engagements around its cooldown. Her ultimate can remove you from fights - bait it out before committing.

Quinn
Quinn
Quest: Start Doran's Shield, all-in at level 3, build Plated Steelcaps.

Quinn will poke and kite you relentlessly. Start Doran's Shield and Second Wind. Your level 3 all-in is lethal if you land your Q. Save Jousting to follow her Vault. Plated Steelcaps significantly reduce her damage. Your ultimate lets you run her down even if she tries to disengage.

Renekton
Renekton
Quest: Respect his fury, disengage when he ults, fight when his E is down.

A classic top lane duel. Renekton is strong early, especially with fury. Avoid fighting him when he has high fury. His Slice and Dice has a long cooldown early - if he uses both dashes to engage, you can turn and fight. Your remount can outplay his Dominus ultimate.

Riven
Riven
Quest: Respect her level 6, bait her shield, win extended trades.

A high-skill matchup between two aggressive divers. Riven has more mobility, but your Violent Tendencies burst is faster. Bait out her Valor shield before committing. Your Q pull can interrupt her third Q knock-up. Be careful at level 6 as her Blade of the Exile all-in is deadly.

Rumble
Rumble
Quest: Dodge his harpoons, all-in when overheated, build Mercury's Treads.

Rumble's Flamespitter does massive damage in extended trades. Dodge his Electro-Harpoon slows and avoid his The Equalizer damage zone. All-in when he overheats and cannot use abilities. Mercury's Treads help mitigate his magic damage and reduce his slow duration.

Ryze
Ryze
Quest: All-in early, dodge his root, build Mercury's Treads.

Ryze is weak early but scales well. Punish him levels 1-3 with all-ins. Dodge his Rune Prison root and avoid extended trades where he can spam spells. Mercury's Treads reduce his root duration. Your burst can kill him before he gets his combo off.

Sett
Sett
Quest: Dodge his W true damage, short trades, bait his ultimate.

Sett wins extended trades due to his Haymaker and grit. Take short trades with Q and W, then disengage. Dodge the center of his W as it deals true damage. If he ults you, use Jousting to dash back immediately. Your remount can bait his W execute.

Shen
Shen
Quest: Bait his W, punish when his ultimate is down, build Black Cleaver.

Shen's Spirit's Refuge blocks your Violent Tendencies attacks. Bait it out before committing to your combo. When he uses Stand United, ping your team and push aggressively - you get free tower damage. Black Cleaver helps shred through his tankiness.

Singed
Singed
Quest: Don't chase him, freeze the wave, build Mercury's Treads.

Singed wants you to chase him through his poison. Freeze the wave near your tower and force him to farm under your terms. Mercury's Treads reduce his slow and poison damage. Your all-in can kill him if you avoid his Fling into his tower.

Sion
Sion
Quest: Dodge his Q, build Black Cleaver, ignore him late game.

Sion's Decimating Smash is easily dodged with Jousting. Your Violent Tendencies does percent health damage against his stacking health. Build Black Cleaver to shred his armor. Late game, ignore him in teamfights and focus on killing his carries.

Swain
Swain
Quest: Dodge his root, build Executioner's Calling, all-in pre-6.

Swain's Nevermove root enables his entire combo. Dodge it and you can win trades. Build Executioner's Calling to counter his healing from Ravenous Flock. Your early all-in can kill him before he becomes too tanky. Post-6, avoid fighting in his Demonic Ascension.

Tahm Kench
Tahm Kench
Quest: Short trades only, bait his E, build Black Cleaver.

Tahm Kench is incredibly strong in extended trades. Take short trades and disengage before he gets three stacks. Bait his Thick Skin shield before committing to an all-in. Black Cleaver helps shred through his massive health pool. Your remount can bait his Devour execute.

Trundle
Trundle
Quest: Respect his level 1, disengage from his ultimate, build Plated Steelcaps.

Trundle has one of the strongest level 1s with his Q. Avoid extended trades early. His Subjugate steals your resistances - disengage when he uses it. Plated Steelcaps reduce his auto-attack damage. Your burst can overcome his sustain if you avoid extended fights.

Tryndamere
Tryndamere
Quest: Respect his level 1, build armor, kite his ultimate.

Tryndamere has an incredibly strong level 1 with crits. Avoid extended trades early. Build Plated Steelcaps and Randuin's Omen to reduce his crit damage. Your Q slow and E dash help you kite during his Undying Rage. If he ults, disengage and wait it out.

Urgot
Urgot
Quest: Dodge his E, bait his ultimate, fight inside his W range.

A tough matchup for Kled. Urgot's Purge does massive damage if all shots hit. Fight him at an angle to avoid multiple shotgun knees. His Disdain flip is telegraphed - dodge it with E. His Fear Beyond Death execute can kill through remount. Build Plated Steelcaps and Death's Dance.

Vladimir
Vladimir
Quest: All-in early, bait his pool, build Executioner's Calling.

Vladimir is weak early but scales incredibly. Punish him levels 1-5 with constant all-ins. Bait his Sanguine Pool before committing your full combo. Executioner's Calling severely reduces his healing. Your burst can kill him before he can sustain through it.

Volibear
Volibear
Quest: Kite his engages, disrupt tower dives, build anti-heal.

Volibear's Frenzied Maul healing makes extended fights dangerous. Burst him down quickly. His Sky Splitter gives strong gank pressure. Build Bramble Vest to counter his sustain. Post-6, his tower disable is deadly - collapse when he overextends.

Warwick
Warwick
Quest: Respect early duels, track blood trails, itemize against healing.

Warwick's Jaws of the Beast gives insane early sustain. Avoid 1v1s when below 50% HP. His Blood Hunt reveals low-health targets. Build Executioner's Calling first back. Post-6, his Infinite Duress is telegraphed - save Jousting to dodge.

Wukong
Wukong
Quest: Track clone usage, respect level 6 spike, build armor shred.

Wukong's Warrior Trickster makes targeting difficult. His Cyclone teamfight potential is massive. Build Black Cleaver to counter his armor stacking. Post-6, his tower dives become strong. Your remount can bait his ultimate duration.

Yasuo
Yasuo
Quest: Bait his windwall, all-in pre-6, build Plated Steelcaps.

Yasuo's Wind Wall can block your Q. Bait it out before committing. Your early all-in is stronger than his. Plated Steelcaps significantly reduce his damage. Your Q pull goes through his passive shield. Post-6, be careful of his knock-up into ultimate combo.

Yone
Yone
Quest: Dodge his Q3, track his E snapback, build Plated Steelcaps.

Yone's third Q knock-up and E snapback are his key tools. Dodge his charged Q and avoid fighting in his spirit form. Plated Steelcaps reduce his critical damage. Your burst can kill him before he gets his combo off. Track his E timer - he must return to his original position.

Yorick
Yorick
Quest: Kill his maiden, dodge his E, build Tiamat.

Yorick is a split-push monster. The key is to kill his Eulogy of the Isles Maiden whenever it's up. Dodge his Mourning Mist to avoid being marked by ghouls. Build Tiamat early to clear his ghouls quickly. Your mobility helps you avoid his Dark Procession cage.
The path to mastery begins here. As Kled, your climb demands relentless aggression tempered by smart macro decisions. This chapter reveals 20 universal improvement principles followed by rank-specific blueprints to transform you from a reckless fighter into a calculated warlord. Remember - these aren't quick fixes but fundamental skills that compound over time. First, the core truths every aspiring Kled main must embrace:

🔰Courage Is Everything: Your remount wins lost fights. Track your courage bar like your life depends on it - because it does.

🔰Review Your Remounts: Analyze every dismount - could you have generated courage faster or positioned better?

🔰Charge Is Your Weapon: Chaaaaaaaarge!!! wins more games than perfect CS. Use it to create numbers advantages.

🔰Trade Aggressively: Your early game is monstrous. Establish lane dominance from level 1.

🔰Losses Are Lessons: Every defeat reveals weaknesses in your map awareness, engage timing, or courage management.

🔰Mute The Doubters: Your aggressive playstyle will be criticized. /muteall preserves your fighting spirit.

🔰Adaptive Builds: Build Titanic Hydra and Hullbreaker to dominate the side-lane, or swap to Eclipse and Sterak's Gage if your team needs a frontline teamfighter.

🔰Ward For Flanks: Place deep wards for teleport plays and ultimate engages.

🔰Respect Powerspikes: You're strong at level 3, monstrous at 6. Play to your timing.

🔰VOD Review: Study your first 15 minutes - where could you have created more pressure?

🔰Limit Test: In norms, practice tower dives to learn your remount thresholds.

🔰Ping Your Intentions: Communicate your ultimate engages so your team can follow up.

🔰Healthy Habits: Tilted? Take a 5-minute break between games to reset mentally.

🔰Wave Management: Master freezing and slow pushing to set up kills and roams.

🔰Map Awareness: Track the enemy jungler to know when you can all-in safely.

🔰Objective Priority: Use your lane pressure to secure Voidgrubs and Herald.

🔰Positioning Rules: Flank in teamfights, never frontline head-on. Your ultimate wins engagements.

🔰Duo Synergy: Pair with engage junglers or roaming mids for guaranteed kills.

🔰Meta Awareness: Track which top lane matchups are prevalent each patch.

🔰Consistency First: 3 focused games daily beat 10 autopiloted ones.

Iron/Bronze: Establishing Dominance


At these ranks, raw aggression wins games. Master these Kled basics:

All-In Constantly: Low elo players don't respect your damage. Kill them repeatedly in lane.

Objective Priority: Take Herald with your jungler and use it to break first tower.

Split Push Relentlessly: Low elo can't handle split-pushing. Take their base while they ARAM.

Build Damage: Ravenous Hydra lets you clear waves and 1v1 anyone.

Mute All: Focus on your gameplay, not teammates' mistakes. Your lead can carry alone.

Most games are won by simply being more aggressive and creating constant pressure. Don't overthink - overwhelm.

Silver: Refining Your Aggression


Now we sharpen your Kled toolkit:

Wave Management: Learn to freeze near your tower to set up kills when the enemy overextends.

Roam With Purpose: Shove your wave and use Chaaaaaaaarge!!! to gank mid lane.

Ward Deep: Place wards in enemy jungle to track ganks and find 1v2 opportunities.

Kill Conversion: Every kill should lead to either a tower, objective, or jungle invade.

Item Spikes: Your power doesn't spike with a single item, but with the brutal synergy of Titanic Hydra's health-to-damage conversion and Hullbreaker's split-push dominance.

Silver players waste leads. Your discipline in converting kills into objectives will create unstoppable snowballs.

Gold/Platinum: Strategic Pressure


Here's where Kled truly shines:

Teleport Plays: Master flank teleports to turn dragon fights and secure objectives.

Split Push Intelligently: Push opposite the current objective to create lose-lose situations.

Teamfight Engages: Learn to identify the perfect Chaaaaaaaarge!!! angle to catch multiple enemies.

Flex Builds: Adapt items to the game state - Death's Dance vs AD burst, Maw of Malmortius vs AP.

Map Awareness: Track summoner spells and ultimate cooldowns to know when you can engage.

Gold/Plat players understand basics but crumble against well-timed engages. Outmaneuver them.

Diamond+: Calculated Chaos


Perfection separates good from great:

Courage Management: Know exactly how many autos you need to remount in every situation.

Ultimate Tracking: Time enemy ults to engage when key counters are down.

Advanced Flanking: Use fog of war and unconventional paths for game-winning engages.

Psychological Warfare: Use your pressure to draw multiple enemies while your team takes objectives.

Micro Optimizations: Master dismount and remount mechanics to outplay in clutch situations.

Here, every decision matters. Your Kled must be both fearless and precise.

The Cantankerous Cavalier's Ascent

Kled's climb differs from conventional top laners. Your early game is about establishing unshakeable lane dominance. Mid-game, you become a map-wide threat through calculated roams and teleport plays. Late-game, your engages and split-pushing create unwinnable situations for the enemy team.

Remember: ranking up isn't about winning every game, but consistently creating more pressure than your lane opponent. Track your stats - aim for 70%+ kill participation in winning games, 3+ towers taken per game, and successful ultimate engages. These benchmarks guarantee climb potential.

The path is bloody, but each match is another opportunity to reclaim what's yours. Now go forth - the rift trembles before your charge!
Thank you for taking the time to read this guide and embark on your journey to master Kled! I've poured my experience and passion into these brutal strategies, and I hope they help you reclaim every inch of the Rift—by force!

If you found this guide helpful, consider leaving a thumbs-up to support it! Questions, feedback, or suggestions? Feel free to drop a comment—I'm always refining my approach to calculated chaos.

Now go forth and charge across the Rift with your newfound knowledge. May your courage bar always be full, your Chaaaaaaaarge!!! unstoppable, and your enemies forever terrified of the dismount-and-remount. Good luck, and see you in the top lane!
⚔️ May your property lines always be expanding. ⚔️
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League of Legends Build Guide Author Ir.Defender
Ir.Defender Kled Guide
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🔸Kled / Too stupid to live, too dumb to die🔸

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