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. |
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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. |
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. |
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. |
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 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 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. |
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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. |
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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. | |
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