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Kled Build Guide by GTB79


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League of Legends Build Guide Author GTB79

[Season 7] Kled, the Cancerous Cavalier (7.18) (Some matchup

GTB79 Last updated on September 18, 2017
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Ability Sequence

1
4
5
7
9
Ability Key Q
3
8
10
12
13
Ability Key W
2
14
15
17
18
Ability Key E
6
11
16
Ability Key R

Masteries

18 Ferocity

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0 Cunning

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12 Resolve

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Threats to Kled with this build

Threat
Low
High
Show all
Threat Champion Notes
2
Nasus Will never amount to a pain if you never let him near minions, early exe calling
2
Aatrox Just bully him away, early exe calling
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Intro

Waddup fellow Kled enthusiasts, I'm a measly gold player with an undying love for the short legged madman, and that lizard too I guess. Last season i was placed as the #213th Kled in the world and 30th in North America. Gonna do my best to help others understand this champ as many seem to not understand what his passive even does.




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My Twitch

Been streaming often!


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Change Log

Some people had asked me to make a change log from now on and I am happy to oblige

9/4/2017
    Added
Gargoyle Stoneplate


9/11/2017
    Changed build example

9/13/2017
    No actual change for 7.18, Stone plate even better though.

9/15/2017
    Changed build starting
    Changed skill order

9/18/2017
    Slight Champion vs changes


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Pros and Cons

Pros

•Max Hp damage
•Scales well into late
•Big ol bully
•Can tank and deal damage
•Destroys turrets hardcore
Skaarl the Cowardly Lizard can make flashy plays
Pocket Pistol + Violent Tendencies = Quick Courage
•Runs real fast towards people and gains AA range without Skaarl
•Vulgar

Cons

•No Skaarl = Low movement speed
•80% auto damage without Skaarl
•No Jousting or Chaaaaaaaarge!!! without Skaarl
Chaaaaaaaarge!!! Cant be stopped
•Haunted by invisible badgers ( Teemo?)


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Abilities




Skaarl the Cowardly Lizard (Passive)



Kled is accompanied by his semi-trusty mount, Skaarl!

Mounted: Kled's health cannot be improved except through growth, instead Skaarl has 400 - 1505 (based on level) (+ 100% bonus health) health and, while together, all damage dealt to the duo is suffered by Skaarl. Upon being reduced to 0 health, Skaarl flees the battle. While being dismounted, Kled is briefly untargetable and any damage in excess of Skaarl's current health is ignored.

Dismounted: Kled gains 125 bonus attack range and 105 - 190 (based on level) bonus movement speed while moving towards enemy champions, but his base movement speed is reduced to 285 and his basic attacks deal 80% damage to champions and structures. Additionally, Kled's gains the ability to restore Skaarl's Courage, which is displayed in Kled's resource bar.

4 / 20 Courage is gained by killing enemy units and 5 / 15 for attacking structures, champions and epic monsters. At 100 Courage, Skaarl returns to the fight after a short delay with 50 / 60 / 70 / 80% health. Returning to base fully restores his health.

Tips for passive!


•Use your low hp to bait enemies into thinking they could kill you but get skaarl back instead, be very cautious though it is very risky!
•Can be used to bait enemies into your team, be careful of slow movement though.
•Use Beartrap on a Rope / Pocket Pistol's pistol to get back courage in lane, also auto enemy champ when possible.
•Use extreme caution without Skaarl.

Video example


A showing of Kled's passive being used to remove turret agro, bait, and make flashy plays.



Beartrap on a Rope / Pocket Pistol (Q)


Beartrap on a Rope (mounted): Kled hurls a beartrap tied to a piece of rope forward in a line, dealing 25 / 50 / 75 / 100 / 125 (+0.6 per bonus attack damage) damage to all enemies it passes through and attaching itself to the first enemy champion or large monster hit. Minions take 50% increased damage.

If Kled remains within a slowly decreasing radius of his target for 1.75 seconds, he pulls them towards him, slowing them by 40 / 45 / 50 / 55 / 60% for 1.5 seconds and dealing 50 / 100 / 150 / 200 / 250 (+1.2 per bonus attack damage) bonus damage.

Pocket Pistol (dismounted): Kled sprays a hail of five pellets in a cone, dealing 30 / 45 / 60 / 75 / 90 (+0.8 per bonus attack damage) damage to all enemies that intercept the pellets, and dashing in the opposite direction. Enemies hit take only 20% bonus damage per pellet beyond the first.

Each pellet that hits an enemy champion restores 5 Courage.

Kled periodically stores ammo, up to a maximum of 2 stored at once. Kled will store ammo even while mounted.

Tips for Bear Trap!


•Bear trap can be used to kill minions and harass.
•Don't be sparing with your bear trap! you have no mana use it all the time.
•You dont NEED to finish the 2nd part of the Bear trap, its not always worth it.
•Great single target cc as it pulls slightly toward you and slows heavily.
•Can be used to cancel things like Talon's Assassin's Path and various other escapes.

Tips for Pocket Pistol!


•A point blank shot to a champ can restore a ton of courage, up to 25!
•Can be used to kite enemies as well as hurt them due to it launching you backwards.
•If shot in the opposite direction of a wall you can hop the wall!
•Shoot the enemy champ in lane when ever you can to get Skaarl back.


Violent Tendencies (Passive W)


Kled periodically enters a frenzy that grants him 150% bonus attack speed on his next 4 attacks for 4 seconds, with the final attack dealing 20 / 30 / 40 / 50 / 60 (+4 / 4.5 / 5 / 5.5 / 6% (+5% per 100 bonus attack damage) of target's max. health) bonus physical damage, capped at 200 against monsters.

Tips for Violent Tendencies!


•Does max. Health damage.
•When you hit level 2 don't level until you are sure you can get the 4 hits on a champ, sometimes you will get level 3 before you even use that point, so put one in Jousting at that point.
•The bonus damage applies to turrets.
•You are without a large amount of your damage when it is on cool down.


Jousting (E)


Mounted: Kled and Skaarl dash a fixed distance in the target direction, dealing 20 / 45 / 70 / 95 / 120 (+0.6 per bonus attack damage) damage to all enemies in their path and gaining 50% bonus movement speed for 1 second.

Kled and Skaarl mark the last enemy champion or large monster they hit, gaining the ability to reactivate Jousting to dash a fixed distance through the marked target, dealing the same damage to all enemies hit.

Tips for Jousting! (E)


•When used with your Beartrap on a Rope makes a great combo.
•Can be used to escape some situations and ganks.
•The 2nd cast can be used a much greater distance but is not infinite.
•The 2nd cast can go through walls to reach the other champion, but the first can not.
•Cant be used when Dismounted.


Chaaaaaaaarge!!! (R)


Mounted: Kled and Skaarl charge toward the target location, automatically navigating around terrain along the way.

While charging, the duo gain bonus movement speed and a shield, both increasing over the duration.

The shield builds up to 200 / 300 / 400 (+3.0 per bonus attack damage) and lasts for 2 seconds upon finishing the charge. The duo trails a directional draft on their wake that lasts for 6 seconds and grants the same movement speed to all allied champions who follow their lead.

Skaarl homes in on the first enemy champion encountered, knocking them back and dealing 12 / 15 / 18% (+12% per 100 attack damage) of target's max. health in physical damage based on the distance traveled.

Tips for Chaaaaaaaarge!!! (R)


•Most effective at max range.
•More max. health damage!
•Best used from behind.
•The shield is most useful for charging through turrets.
•Amazing way to initiate a fight if used correctly.
•Allows for amazing roaming to other lanes, and objective control as it also brings your whole team!
•Do not use it in close range in 99% of circumstances! It will do almost no damage at all.
•Do not try to use it to escape if enemies are next to you, you will just slam into them.

Video showcasing all abilities



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Masteries


I take Fervor of Battle due to the fact that with kleds Violent Tendencies and the auto attack reset from Titanic Hydra he can stack it very fast and make good use of the extra attack damage

Warlord's Bloodlust is also a very effective choice to sustain in lane and throughout the game, but with Skaarl the Cowardly Lizard it works very strangely.


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Runes


9x Greater Mark Of Attack Damage of course for early damage and easier CS.
9x Greater Seal Of Scaling Health because Kled makes good use of the extra health
9x Greater Glyph Of Magic Resist Early magic resist, and there isnt much better to put here.
3x Greater Quintessence Of Attack Speed for extra attack speed that synergies with Violent Tendencies, and easier last hitting.


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Skill Sequence


You want to max Beartrap on a Rope due to the fact it allows for the most damage, harass, and CC.
Maxing Violent Tendencies 2nd will give you amazing damage and will stack Fervor of Battle at extreme speeds combined with max. health damage
Maxing Jousting last because the damage never really gets high at any point and the cool down only goes from 14 to 10 at max without any cool downs.


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Spells



Take always, no exceptions, ghost is barely useful for Kled in comparison.



Usually your go to second spell, it will give you the ability to leave lane much more to roam without losing too much of your turret in the process, plus increased map pressure and objective control.



While it is possible to make nice use of it, it is extremely situational.


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Laning

Try to ward as much as possible in case you lose Skaarl, the enemy jungler will normally want that mini Rengar booty!

Poking with Beartrap on a Rope near constantly every time you can, but always keep in mind the damage you deal to minions with it and be cautious if you are not trying to push the lane.

Use your Chaaaaaaaarge!!! to gank lanes often if possible! Ulting bot will more often than not result in a easy double if they are pushed, only do this if you have teleport available or are for sure the enemy top lane can not over take your turret.

Roaming mid is more easily done by standing in the enemy jungle and Chaaaaaaaarge!!! through the turret down the mid lane.

Warding the enemy jungle buffs and keeping eyes on the timers for them can lead to some very easy kills on the enemy jungler.

Your combo of Q E W is highly adaptable and has high damage, use it when ever you can as you have no mana

Use your 2nd E cast as an escape as well as a chase.


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Conclusion

I made this simply because it seemed like it would be fun, was actually really enjoyable to stare at the face of Kled for hours, feel free to hit me up in game ;)