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Kled Build Guide by Arcthunder

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League of Legends Build Guide Author Arcthunder

Skaarl's Philosophy - A Mastery 7 Guide to Kled [8.1]

Arcthunder Last updated on January 14, 2018
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Team 1

Cheat Sheet
Previous Champion Build Next Champion Build

Gazillion Acres

Kled Build

LoL Path: Precision
LoL Rune: Press the Attack
Press the Attack
LoL Rune: Triumph
LoL Rune: Legend: Alacrity
Legend: Alacrity
LoL Rune: Coup de Grace
Coup de Grace

LoL Path: Domination
LoL Rune: Sudden Impact
Sudden Impact
LoL Rune: Ravenous Hunter
Ravenous Hunter

+18% Attack Speed

LeagueSpy Logo
Top Lane
Ranked #15 in
Top Lane
Win 52%
Get More Stats

Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Threats to Kled with this build

Show all
Threat Champion Notes
Akali Akali is rarely played in the top lane, but should be an easy pick if you're put up against here. You're all-ins are very strong, and since your Q & E give True Sight, Akali can't escape once she's too low.
Irelia Irelia is very squishy too. If you can shut her down early by poking often with your Q (since she has no long range poke), then you can all-in her if she doesn't respect your godly status.
Yasuo You. Destroy. Yasou. Your E makes you extremely sticky, which is one terrible thing for Yasou. However, if you get past level 6 and you're dismounted, then be wary of the HASAGI!
Tryndamere Poke often. Catch him without Rage and you should be good to go.
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Table of Contents

Guide Details
x Intro
x Closing
x Changelog

x Pros / Cons
x Abilities
x Masteries
x Runes

x Items
x Mix Bag

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Good morning/evening/afternoon everyone. My name is MIA Skaarl and this is a beginner-friendly guide for Kled, The Cantankerous Cavalier. This is my second guide on MOBAFire, with my first one being Wolf's Calling, which is below (psst, you should check it out!)

----> Click me!

As with the other guide I have created so far, my goals are to...
  1. Gives beginners to Kled a strong understanding of what they need to know.
  2. Shows a beginner's mindset firsthand (hi there!), and then shows a stronger mindset instead (through your feedback).
  3. To experience the insanity of keeping up with patches (and another guide).

    Without further delay, I present to you: Skaarl's Philosophy - A Beginner's Guide to Kled.

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Change Log

1.10 ~ More updates to runes and matchups. Also added a psuedo-tank build.
1.9 ~ Woo! Preseaon's here! Skaarl suggested this rune setup, so try it out!
1.8 ~ Removed Statikk Shiv from the build. Replaced with Gargoyle Stoneplate, for reasons mentioned below.
1.7 ~ I added some matchups! Let me know what you think!
1.6 ~ Aezuriel, a well-credited user IMO, pointed out some distracting formatting. I'm looking into making the sections a bit cleaner. Thanks Aezuriel!
1.5 ~ Rune changes, plus a "Glass Cannon" build!
1.4 ~ Taking CDR Runes now since AP Matchups aren't very common. Consider rushing Hexdrinker if you encounter a Rumble, Swain, etc.
1.3 ~ Added LS + 3 potions as a viable start. Also added a full tank build.
1.2 ~ After some more consideration, I changed the summoner's spells back to TP and Flash. Teleport is just too useful, and Barrier falls off late game. Consider taking Maw of Malmortius or Sterak's Gage to allow you to mount Skaarl in time.
1.1 ~ Silly me, there is no team comp section!
1.0 ~ Skaarl's Philosophy was born!

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Pros & Cons

Kled is probably one of my favorite champions to play (and the one I main), due to the power and redneck aura (if you will) he brings to the Rift. In a nutshell, Kled is a bruiser top laner who wants you to stay off his lawn. And if you don't, he and his cowardly lizard Skaarl will turn you into mulch...


+ Extreme amount of damage
+ Super sticky
+ Strong Lvl 2 trades
+ Can build tank and still be viable
+ Great engage
+ Ability to outplay harder than Faker

Kled's damage matches his attitude, especially if he is fed. The amount of damage he can deliver with his W, Violent Tendencies and a The Black Cleaver is easily able to delete squishies, or take a chunk out of tanks. Also, his lvl 2 trades can easily score you a kill when you land your Q, Beartrap on a Rope. His E, Jousting is great for sticking to targets that are getting away (flash? Reactivate E and get up in their faces), making you an even better dueler. You have strong engages, with your ult, Q, E, etc., and once you dismount, you can lure enemies in with your low health and summon back Skaarl to get a clean kill. What's not to like?

- Terrible without Skaarl
- Only one AOE spell
- Chaaaaaaaarge!!! can't be cancelled
- Little to no escapes
- No hard CC
- A bit of profanity (if you don't like it...)

Kled and Skaarl are one, so when Skaarl flees, it can be very difficult to do what you need to do, like cs, poke, etc. It puts you in a very vulnerable position, especially when you only have one escape spell (if you can call it that), Pocket Pistol. Also, his kit provides no hard cc, like stuns, so it can be pretty difficult to catch up the a fleeing Ezreal or whatever ADC Skaarl is hungry for. Finally, his ult can't be aiming wisely is essential. Oh yeah, and profanity, if you don't like it that much (but hey, you play LoL, chances are you see it on a daily basis.

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Skaarl, The Cowardly Lizard (Passive) Kled is accompanied by his semi-trusty mount, Skaarl. Depending of whether Kled is mounted or dismounted from Skaarl, his set of abilities is altered.

This. This passive is what makes Kled so fun, but difficult to play. Managing both Skaarl and your courage meter is necessary for the Faker-like outplays and most importantly, staying alive..

This mechanism can lead to a few different playstyles if you will. For example...
  • Say you are dismounted after a hard trade. Your low health is enticing to almost any laner, which can make you an easy target. However, if you have high courage, you can bait the laner into attacking you. You will then get a burst of health from Skaarl and you can take the eZ kill.
  • If you are unmounted, the brush is/can be your best friend. Your Pocket Pistol can restore 5 courage per pellet, and your autos can produce from 420- *AHEM* I mean, 4 to 20 courage per strike. If you were lucky enough and landed every auto from Violent Tendencies and pellet from Pocket Pistol in one encounter, then you would receive (at the most) 105 courage!. That's enough to have Skaarl running back and asking for your forgiveness ;)
Finally, there is one aspect that is important for all Kled players to grasp: You have to go all in when you go all in. You can turn the tides of a battle easily with this passive, since you receive that massive burst of health when you mount Skaarl.. If you happened to read my Kindred guide (*cough cough*), Kled's passive can be compared to Kindred's ulti, Lamb's Respite. Both are great at allowing you to stay in the fight longer...except one isn't on a cooldown and another is a bit more...selfish.

To conclude this passive, Skaarl the Cowardly Lizard is here for you to go all ham. All the time.

Beartrap on a Rope (Mounted Q)

RANGE: 800
COOLDOWN: 9 / 8.5 / 8 / 7.5 / 7
Kled hurls a beartrap tied to a piece of rope forward in a line, dealing physical damage to all enemies it passes through and attaching itself to the first enemy champion or large monster hit.

Kled thrives off of engaging on enemies. Beartrap on a Rope fits that need perfectly. Even just you landing the trap is enough to scare the laner off for a last a few seconds. Additionally, if they don't move, they get punished with more damage, a pull, and a slow. It synergizes greatly with your E, Jousting, and it is great for keeping your enemy within range. However, it is a thin skillshot, and has a high cooldown at early levels.

  • As mentioned above, throw out your Beartrap on a Rope and once it pulls, dash into the enemy with Jousting. It's a great combo that works well the other way around too!
  • The trap may only connect with a champion, but it deals 50% more damage to minions! Use it to last hit if necessary!
  • This ability is only available when mounted. Therefore, if you manage to get back on Skaarl in time, your Beartrap on a Rope is ready at mount, meaning you can suprise them with your redneck contraption once you get on.

Pocket Pistol (Unmounted Q)

RANGE: Cone Shape
Restores X Courage: 5 Courage per Pellet
COOLDOWN: 3 Seconds per Pellet; 20 - 7.25 Second Recharge Time
Kled sprays a hail of five pellets in a cone, dealing physical damage to all enemies that intercept the pellets, and dashing 250 units in the opposite direction.

"I play with guns, I work with an axe." ~Kled

This is the only direct ability in Kled's moveset that restores courage. It's not very strong, but however, it makes up for it in its versatility. Along with the fact that it can restore courage, Kled can use it to give himself a small boost in a certain direction, giving him an escape (although, you shouldn't be escaping too often...right?). Additionally, the damage is high enough to make it a decent execution, especially if you land all of the five pellets. All in all, it's not a stand-out skill, but it works for Kled, and that's all that matters.

  • Thanks to the small boost Kled gets when firing Pocket Pistol, you can use it as an escape if your Flash is burnt from that Zac camping your top lane.
  • When accompanied by Kled's extra movement speed when moving towards enemies (only unmounted), this ability can be a great execution.
  • Kled stores ammo even when mounted, so you technically have an infinite amount of ammo. However, the recharge is high, so be wary with your pellets.

Violent Tendencies (Passive E)

COOLDOWN: 14 / 12.5 / 11 / 9.5 / 8
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 bonus physical damage, capped at 200 against monsters.

H O L Y C R A P.

This passive is why Kled is so powerful. This is what makes Kled worthy of the fighter class. Easily 80% of Kled's damage comes from this passive. It is easily seen in smashing squishes like Kog'Maw, but even tanks can feel the hot iron from Kled's axe. It even helps in CSing, or winning those level two trades. However, even though it brings strong power, it's not very...practical, for a lack of better words. A fourteen second cooldown a rank one takes away a strong chunk of damage in the early game, especially if you are trading without it. Also, it can't be toggled, so once it's on...

It's on.

  • In the early game, try and not burn out all of your autos on one minion. That way, if Nasus tries to stack or something like that, you can smack him with some max health damage.
  • Make sure you try and focus squishies with your autos. They feel the most pain from the damage.
  • This passive actually allows Kled to have some decent jungle clears. Don't be afraid to go and take red for yourself. Of course, ask the jungler if it's ok. OR NOT.

Jousting (E, Mounted Only)

RANGE: 550
COOLDOWN:14 / 13 / 12 / 11 / 10
Kled and Skaarl dash a fixed distance in the target direction, dealing physical damage to all enemies in their path and gaining 50% bonus movement speed for 1 second.

Jousting is only good for one thing and probably one thing only: sticking onto enemies. The damage on it is terrible, and the cooldown can't let it be spammed, but by having a second dash, you have another chance to land more hits on the opponent. They Flashed? You E. Twitch starting to use Ambush? You E (and plus it gives true sight so that's nice). If you land this small skillshot, your target isn't going to escape you for a while. Other than that, it isn't a very prominent ability.

  • A nice combo you can do to poke is >1 or 2 AA's>. They can't catch you to punish you in time, so you get away with free damage!
  • Landing this skillshot is important in extended trading. In turn, it can affect how many AA's you get in, how many Fervor of Battle stacks you get in, and/or whether your Beartrap on a Rope stays attached.
  • Your first cast of Jousting can't go through walls, but the second cast can. Weird right?

Chaaaaaaaarge!!! (R, or Ultimate. Mounted Only)

RANGE: 3500 / 4000 / 4500
COOLDOWN: 160 / 140 / 120
Kled and Skaarl charge toward the target location, automatically navigating around terrain along the way.

People who don't play Kled are missing out on one of the coolest, funniest, and best ultimate in the game. However, all opinions aside, if you land Chaaaaaaaarge!!!, your target is 99.99% dead. This ability also adds to Kled's extensive list of engages, along with Beartrap on a Rope and Jousting.

Additionally, you become tanky with the shield you generate, and leave behind a trail of speed for your allies so they can dive in with you. So just in one ultimate, you have...
  • A knockback (which I believe does trigger Courage of the Colossus )
  • % max health damaage
  • A trail of speed for teammates
  • The fear in the enemies hearts

What's not to like about Chaaaaaaaarge!!!??

  • You're opponents can't see where you are ulting to, nor the path, but they can hear a menacing sound that you are charging to a location.
  • Aim wisely. The location is final once you cast it. Also, keep in the mind the battle you are charging to. Could spell doom to you or your teammates
  • This ability, like Jousting and Beartrap on a Rope can be casted immediately once you remount Skaarl.

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Keystone - Press the Attack: Unfortunately, our favorite rune Fervor of Battle is gone, so this is the next best alternative. Not only does the damage increase after your third auto on Violent Tendencies, but it is extremely easy to proc, and it makes your early trades even more deadly. Lethal Tempo is nice, but you miss out on lots of extra damage.

Tier One Rune - Triumph: Unless you go lifesteal or Taste of Blood, then there is no need to take Overheal. Also, Presence of Mind doesn't synergize with Kled, since he's manaless. Therefore, Triumph is your best and only choice.

Tier Two Rune - Legend: Alacrity: All of these "legend" runes work pretty well with Kled, but Alacrity appears to be the best out of the three. Personally, I find it easier to get Skaarl back with the extra attack speed, plus the bonus you get with this path combo. Any other is good, just choose your preference.

Tier Three Rune - Coup de Grace: Last Stand looks appealing, since you are dismounted a majority of the time, but it just doesn't proc enough for it to be useful. Coup de Grace is a lot better. Cut Down is ok, just that Coup de Grace works a lot better.


Tier Four Rune - Sudden Impact: Your early trades become even more brutal with this rune. Your Jousting procs this rune, so early lvl 3 trades are in your favor. Cheap Shot sounds appealing, but the damage you deal with that rune is insignificant than the free lethality.

Tier Five Rune - Ravenous Hunter: If you didn't take Legend: Bloodline earlier, then this is a great idea. Procs on all of your abilities, with the exception of Violent Tendencies. The others are great too, except Relentless Hunter is a bit better :).

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Item Builds

Item Sequence

The Black Cleaver

Titanic Hydra

Ninja Tabi

Gargoyle Stoneplate

Duskblade of Draktharr

Guardian Angel

Tresspasser Slicer
The CDR, AD, health, and armor pen are crucial for Kled's success in the late game. This item is your second big powerspike, so it's important that you build this item. However, I do advise that you finish Tiamat to help with wave clear before you buy The Black Cleaver.
The alter ego to a Ravenous Hydra, this hydra give you health and AD. Additionally, it gives you some strong wave clear, perfect for splitpushing or poking enemies. There are no excuses for your CS to be high after this item or Tiamat.
Boots should always be a part of your build, yet I forget them very often. Ninja Tabi
provide great armor and movement speed. Zoom zoom.
Literal Stoneplate
As your role as a diver, you need to make sure Kled attaches to one target and focus them until they're dead. However, by going more damage here, you put yourself in a sticky situation. Now, you have no stats to protect yourself from the incoming fire. THat's where Gargoyle Stoneplate comes in handy. It provides a decent about of armor and magic resist to protect you from dying. Additionally, it provides an active that makes you extremely tanky at will. A great item to take now.
OP Dagger
This item has always been extremely powerful, even if it was nerfed. Not only do you get CDR and AD, but you get a nice blackout passive, which snuffs out wards before they even find you. Provides great utility for your team and more damage for you.
Second Chance
Guardian Angel is great for those moments when you almost restore Skaarl's courage, but die in the process. The revival passive makes sure you never die and always stay in your opponents face, plus the AD and Armor makes sure you are an impactful part of the team.

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Mixed Bag

When do you back away from a fight?

"I can only express myself through violence!"

Most of the time, you shouldn't back away from a fight. However, there are a few rare case scenarios for when you should bail and back.
  1. Taking down ADCs/Assassins unmounted: People like Talon, Twitch or maybe even Darius thrive on your low health bar. They have the tools to make your death as swift as possible, especially if you are unmounted. Sure, if you have pretty high courage, you can try to poke them with AA or a Pocket Pistol, but chances are, you will end up dying in that scenario. However, if you can get Skaarl back in time, you can completely change the tides of the battle.
  2. 1v3ing, 1v4ing, etc.: Come on now, you are better than that. You, against them, equals your death. Keep in mind that you aren't a full tank. Get slapped with some hard CC and damage, and you're done. Knowing when is the best time to start a fight (aka: when to use Chaaaaaaaarge!!!) can take you from a good Kled player to a great one.
  3. Turret-diving: Yes, becoming unmounted can remove turret aggro, however, it does not remove the urge for your enemy to remove you. You have the slowest movement speed in the game when unmounted. Be wise on when you want to dive.


Stringing together combos with Kled is very simplistic.

Your normal combo should look something like this: >> >> AA x2 >> >> AA until abilities are ready again. This combo ensures that you are sticking to your target and are dealing the most damage possible.

However, poking lane is a bit different. You have two options: You can go...
>> AA and if you are all-in
>> AA x1 or x2 >> Second Cast

The latter combo is great if you just want your presence to be heard.

Ravenous VS Titanic Hydra

Both Ravenous Hydra and Titanic Hydra work great with Kled. However, both miss out on some stats that the other provides.
[nextcol width=200]
Ravenous Hydra Pros
  • Great waveclear passive
  • AD
  • Lifesteal
  • Free health regen
Titanic Hydra Pros
  • Health
  • AD
  • Passive synergizes with tanky builds
  • Active resets AA

(lol I need help making good looking columns...)

9 times out of 10, you are going to be taking Titanic Hydra. However, that doesn't discredit the power of Ravenous Hydra and the strength it can bring to Kled's moveset.

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Well, this concludes another amazing guide by yours truly. If you have any questions on anything in this build, then feel free to comment. Any suggestions would be gladly taken

Even though I'm not a God at the game, I hope this guide is a good start for you playing Kled, The Cantankerous Cavalier.


"Yeehaw! I knew you couldn't quit me, Skaarl!"