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SKAARL!!! GET BACK HERE
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Threats & Synergies
You're Screwed, Don't fight him. Na, just play safe until help from the Jungler arrives
The highly anticipated Kled and his Cowardly Steed Skaarl has now come out and right now is the best time for you to be learning him and spamming him in ranked as much as possible. This morning I was diamond 4 on NA with 23 LP and with Kleds guidance I've already hit Diamond 3. As we all know, every time Riot releases a champion, they're always going to be either really op or really weak. And Kled is definitely in the OP category. He provides a lot for his team and is really scary if hes fed. I hope you enjoy this guide to Kled, the Cantankerous Cavalier
MOUNTED - INNATE
Kled can't gain health, instead Skaarl has 400 - 1505 (based on level)(+100% bonus health) max hp.
While mounted, Skaarl takes all damage. You have 2 health bars, when you lose the first one, Skaarl runs away.
DISMOUNTED - INNATE
Kled gains 125 bonus attack range (thresh like range).
Gains 105 - 190 bonus movement speed while running towards enemy champions but loses 285 base movement speed
Basic attacks deal 20% less
He gains courage by killing enemy units, attacking structures, champions and epic monsters and Mounts at 100 Courage (look at notes above for exact amounts)
Mounted Q: Beartrap on a Rope COOLDOWN 9 / 8.5 / 8 / 7.5 / 7
Throws out a Skillshot that attaches onto the first champion or large monster (INITIAL DAMAGE: 25/50/75/100/125 (+60% bonus AD)
After 1.5 seconds, Kled and the enemy are pulled together dealing damage to the enemy [50/100/150/200/250(+120% bonus AD)] slowing the enemy (40/45/50/55/60%)
UNMOUNTED Q: Pocket Pistol COOLDOWN: 3 RECHARGE: 20 - 7.25 (BASED ON LEVEL)
Kled fires a cone of 5 pellets dealing Physical damage to all enemies that is hits
PHYSICAL DAMAGE: 30/45/60/75/90(+80% BONUS AD)
Enemies take 20% bonus damage instead of 80% beyond the first enemy hit
Kled dashes back 250 units
Restores 5 Courage for each enemy champion hit
Sorta like Graves ult but the cone is instant
W: Voilent Tendencies
PASSIVE: Kled gets 150% bonus attack attack speed on his next 4 attacks for 4 seconds
Does more damage on the final attack
BONUS PHYSICAL DAMAGE: 20/30/40/50/60(+4/5/6/7/8%(+5% per 100 bonus AD) of target's max health
MOUNTED - ACTIVE: Kled dashed a small distance with Skaarl in a target direction, dealing Physical damage to enemies it hits
Gains 50% bonus movement speed for 1 second (PHYSICAL DAMAGE:20/45/70/95/120(+60% bonus AD)
Marks whoever they hit, allowing Jousting to be used again on the marked target
MOUNTED - ACTIVE: Kled 'Chaaaaaaaarges' towards a target locaation, navigating it's way automatically
Kled gains movement speed and a shield, increasing over the duration
(MAXIMUM SHIELD: 200/300/400(+300% bonus AD)
Shield lasts for 2 seconds after finishing
Grants movement speed to allies
Knocks up first enemy encountered (PHYSICAL DAMAGE: 12/15/18%(+12% per 100 AD) of target's maximum health
Hits his power spike from Cleaver, then Titanic
Won't be able to 1v1 many people early
Better Mounted than Non Mounted
Cannot die with Skaarl
Mounts when he goes back to base OR gets 100 courage
Best to play as a Tank top for the team
Skaarl does not restore health
Killing units gives you 4 / 20 courage and hitting structures, champions, epic monsters gives you 5 / 15 courage
Ult gives movement speed to allies, try and catch people out by hiding in bushes e.g.
9x Armor Seals is also pretty normal for him and other champions, it provides him with sufficient early game tankiness against AD's. It's pretty common to take this and should only be changed when the champion is sufficient enough early game to survive without them (meaning against an AP top laner OR the enemy team is compiled of Magic Damage
9x Magic Resist Glyphs for the same reasons is good for defense against Magic damage. This should only be changed for the same reasons as Armor seals except when the team is compiled of Physical damage instead
3x Attack Speed Quintessences work well with the 9x AD marks and the 9x Armor and MR. With this, it is less miserable at the start and makes it possible to farm under tower.
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Kled doesn't have the best early game, especially to ranged characters. He's OK against counters and plays reasonably well.
He does well with ganks from ally Jungler with his Q and E, It's extremely hard for him to die in 2v1s with your jungler and 1v1s for that matter. Early ganks from the Jungler will usually end up with a kill or wasting the enemies flash
Creep Killing can be hard if up against ranged damage dealers, but is definitely possible whilst mounted. It is best to play safe without Skaarl.
As long as you have wards, you should be able to get out of ganks if you react fast enough
Laning phase is probably the hardest point in time for Kled, especially early into it when he doesn't have cleaver. Right now, Kled is undoubtedly broken so if your struggling in lane, 1 gank will fix that. The opposing Top laner will most likely try their best to pressure you off minions which in that case just wait for your Jungler, you can't really do much about that.
Your main role in your team is splitpushing but you also provide an excellent engage for your team as well. In teamfights, your main job is to first of all engage for your team with your Ult (Chaaaaaaaaaarge!!!) which allows you AND YOUR TEAMMATES to come flying into the enemy team fast.