Aatrox wants you poke you with his Q + E combo, but this is going to be your window to go in. If Aatrox uses this combo, he is very immobile and predictable. Use your Q + E to stick onto him, but be wary of his Q3. When even, don't trade your W4 for his Q3, since it will be a positive trade for him. Instead, just space him and run him down afterward.
If Aatrox holds his abilities, you can look for a window to go in yourself. Just make sure your dash doesn't get caught by his Q knockup.
If ahead, you won't need anti-heal until after you finished your 1st item. But if you are even or behind, look to get an anti-heal item when you are both closing in on level 8-9.
Ambessa
Flash + Ignite
Not one of Kled's best matchups, but it is one of Ambessa's worst matchups. Ambessa will look for a short trade with her passive stack and grasp, then get out, but this won't work against Kled. She has no CC, so she cannot really run from you if you land your Q + E.
Her cooldowns have a really long cooldown early, so look to punish her for using them.
If Ambessa is holding her abilities, look for a short trade, even if it's a bad trade for you. Your abilities will be up sooner than hers, so zone her from the wave until then.
Camille
Flash + Teleport (only ignite if confident)
Camille is very hard, but definitely not impossible. Camille wants to look for short trades with her empowered Q and E stun OR punish you with her Q when you try to cs. Never fight into her passive shield, look for an auto-attack trade when her Q is down. Then, while her passive shield is still down. Look for the all-in. You have to land your E in order to trade with her, so she can't dash out.
Cho'Gath
Flash + Ignite OR Flash + Teleport
Nom nom nom
Cho'Gath is a very easy matchup, but can be very tedious as well. Cho'Gath has one objective in lane; scale. His level 1 is going to be stronger than yours, since he can easily out damage you and disengage with his E.
Don't get poked down by his Q, then look for an all-in.
At level 6, do NOT get dismounted. His ult will execute you easily.
Darius
Flash + Ignite
Darius is praised as the strongest early-game toplaner, but Kled stomps this guy. Darius wants to look for extended trades with his passive stacks and Q healing.
He can start with his Q and his W, this is what you should do:
W start: He will often use his W to auto-attack reset on minions, this is where you can get a short trade with your Q + auto.
Q start: Even easier, if you land an early Q, he will use his Q to counter. If he uses it too early, you can dodge it and still get the pull.
Level 3-5, you can win the all-in with ignite. But you have to make sure you don't get his by his outer Q. If needed, you can flash into him. This way, you stick onto him while also avoiding his healing.
Dr. Mundo
Flash + Ignite
Push push push
There's not much I can say about Mundo, since you should beat him in every way imaginable. Look to punish him at all times and dive him when he's on 50% hp or lower.
Fiora
Flash + Teleport
You CANNOT play against this champion. The only upside in this matchup is that Fiora is extremely hard to play, so it's much less effective in low elo.
Do not trade with her early, since her Q + passive is a death sentence. Once she unlocks her W, you can never go in while it's up. If you ever land your Q on her while she has her W up, keep your E up or look to sidestep.
I would recommend this being your permaban starting from Emerald+
Gangplank
Flash + Ignite
Rather easy matchup honestly, since it's such a hard champion to master. He will be very poke heavy, so you want to look for all-ins whenever possible. He is very squishy, so you can easily punish him early. If Gangplank leaves lane even or ahead, something went wrong.
Garen
Flash + Ignite
Garen is very hard honestly. He wants to look for short trades early, using his Q to disable you, E for the damage and W to mitigate damage when the silence is over.
Look to trade with his while his W is down, since it blocks a ton of damage. If his E is up, simply space it.
At level 6, this is a horror matchup. The moment you are dismounted, his ignite + R kills you. Even if you are far ahead, it's still a lethal combo.
Gnar
Flash + Teleport (ignite if confident)
Gnar has 2 versions, mini and mega Gnar. His resource bar is rage, which he gains when attacking or being attacked. Once his rage bar is full, he will temporarily transform into mega Gnar.
When facing mini Gnar, he will try to poke and space you. If you go in, he will jump out with his E. The reason why this matchup is considered a minor thread, is because Kled can stick onto Gnar when he jumps out, even cancelling his jump. You have to land your Q + E combo for a good trade, then trade until you cannot reach him anymore. After this, he will run you down. So try to play around the bushes and try to get early boots.
Mega Gnar has a slightly different playstyle, he will look for a short trade with heavy cc. His W will stun you and his Q will deal a lot of damage. After 6, he can chain his cc using his ultimate. If you can avoid his W stun or buffer it with your ultimate, you can pretty much run Mega Gnar down as well.
Gragas
Flash + Ignite
BOMBA
Gragas is hard to play into, since he can easily disengage with his E. His Q will allow him to farm from a safe distance. In this matchup, wait for him to waste his E or look for a surprise attack with flash.
Heimerdinger
Flash + Teleport
This matchup is all about making it to level 6 and spam pinging jungler. He will hard shove every single wave using his turrets, just to be picking up 5 plates while doing it. He will try to poke you down and disengage with his E stun. If he wastes his stun and you have a window or are level 6, look to go all-in.
Irelia
Flash + Ignite
This is a full skill-based matchup. The outcome is decided on how fast Irelia's reaction time is and you knowing what Irelia wants to do.
Level 1, she will try to get 3 passive stacks on the melee minions, then dash onto you and run you down. The only way to avoid this, is to get priority in lane and shoving your wave much harder. Never walk up early when there are 2 or more low health minions.
Look to go in when her passive stacks are down, but keep watching your wave and try to dodge her stun.
Illaoi
Flash + Ignite
This matchup can go one of two ways; she hits every E or she hits none. Illaoi wants to hit her E, then poke you down from a distance. Your W is quite a good counter to her E, since she needs her passive tentacles to deal damage. Simply walk up to her tentacles and quickly take them out, if she comes to contest it, go all-in on her.
Level 6, try to bait her E and ult. Try to get as much damage before she uses either one of them. But know, when she hits her E, she will ult. RUN.
Jax
Flash + Teleport (ignite if confident)
Extremely difficult matchup, he disables your entire kit. Jax wants to get a short trade with his W + Q jump, then either extend or disengage with E. He gains attack speed from his passive while attacking, so don't extend trades while this is up. You should be trading while is E is down, but make sure to hit Q or E to stick onto him, since he can easily dash out if you don't.
Late game, you cannot win against him. His E cooldown will be so low that you cannot attack at all.
Jayce
Flash + Ignite
You can never kill a good Jayce, since he will always space you. However, you won't be playing against Faker (hopefully), so he is bound to make mistakes. He wants to poke you down with his ranged form and disengage with his melee form. When going in, look to land your Q + E combo.
K'Sante
Flash + Teleport (ignite if confident)
This champion is so strong, but extremely hard to master. K'Sante is going to stack armor and will be very strong after a few components. Look to punish him early and keep him in lane for as long as possible.
After level 6, K'Sante is much more killable. Just because his ult makes him extremely vulnerable. All of his abilities are skillshots, so you could dodge them.
Kayle
Flash + Ignite
Punish, punish, punish. Kayle really wants to scale and reach level 16 as soon as possible. Unfortunately, they're facing one of the best Kayle counters. If you get a good trade early, look to dive with the 3rd wave. You have ignite up and should have a lot of burst at level 3. After this, try to punish her every time she walks up.
After level 6, nothing much changes, except the diving. Try to bait her ult, then dive.
Kayn
Flash + Teleport
Kayn is a rather easy matchup, but you will never see him. This guy will proxy every single wave, so he can scale all he wants. Look for an early Tiamat and proxy yourself. When you are between the tier 2 and tier 3 turret, proxy and recall. This allows you to walk back with the next wave, so you can force him to recall or fight you.
Kennen
Flash + Teleport
You can never really get near a good Kennen, since his kit allows him to easily disengage. Your window will be when his E is down or level 6+. Else, farm and look for ganks around the map, then return to lane with tp.
Malphite
Flash + Teleport
Not fun, can't enjoy. He will stack armor and there's not much you can do about it. He will look for short trades, where he can deal quite a bit of damage. Once you fall behind, he can easily run you down with Sunfire Aegis damage.
Try to punish him for using abilities on the wave, then run him down. If you used all of your abilities to go in, keep sticking onto him for as long as possible. The more damage you can get in, the better. Since short trades will only be onto his passive shield.
If you are playing against AP Malphite, this matchup is incredibly easy. He cannot burst you, but you certainly can burst him. Look for all-ins at all times.
Mordekaiser
Flash + Ignite
Very easy early game, extremely hard mid- and late-game. Mordekaiser wants to look for Q poke or extended trades with his passive. You only want short trades early, since it's much more favorable than going for an extended trade. Look to go in while his abilities are down or bait them with your E. Use your flash to dodge an isolated Q while dismounted, since this can turn the fight around for him.
Nasus
Flash + Ignite
Keep punishing Nasus, since he cannot play until he has at least 500 stacks. Every time he walks up for cs, try to get a Q onto him and run him down. He will most likely try to disengage with his W, but this costs a lot of mana. Look to freeze your wave and punish him when he walks up.
If you are playing against AP Nasus, try to foce an all-in. If you cannot force it, he will simply poke you down.
Olaf
Flash + Ignite
Has high all-in potential. If he has ignite, you'll lose level 1. If he doesn't, you can only fight if you hit your Q. Olaf will try to hit his Q onto you, then run you down. But if he misses, he becomes much more vulnerable.
After level 6, Olaf can easily run you down with his ultimate. Try to zone him with your E, possibly even your R.
Ornn
Flash + Teleport
High CC, NEVER play agressive when you're dismounted and Ornn's abilities are up. He can 200-0 you while you're CC'd. You can dodge his W with your E, this way he loses a lot of damage, because he won't have his Brittle mark on you. Don't overextend when he has ult up and you're dismounted, that thing is undodgeable when dismounted.
Poppy
Flash + Teleport
You can't ever really go into a Poppy, since she can easily stop you with her W. She wants to poke you down with her passive, but it has lower range than your Q. If you can get a Q onto her, look to stick. Often, she will panic and use her W to stop the pull. Wait it out, then use your E.
Quinn
Flash + Ignite
Quinn is a very easy lane opponent, but a hard game opponent. Where you can roam every 2 minutes with your ult, she can do it on repeat with hers. In lane, look to stick onto her using Q + E. She will most likely use her E knock back to disengage, but you will still be in range to E2 if you landed your mark.
Rek'Sai
Flash + Ignite
Very easy matchup before level 6, but you will be perma executed when her ult is up. Early, Rek'Sai will look for an E tunnel into W knock up. However, it's quite a predictable trading pattern. Simply Q when she tunnels into you or is somewhere close to you. If you get ahead, you won't be able to get near her. She will farm from a distance with Q and disengage with E whenever needed.
Riven
Flash + Ignite
Don't fight level 1! She has an extremely strong trade level 1 with her 3 Q's and usually ignite. Try to play for level 3, where you can force short trades. Her abilities have quite long cooldown, which you can exploit when she uses them.
After level 6, she has an easy execute with ignite + R. Try to get out while still mounted, since you cannot win dismounted if her ult is up.
Rumble
Flash + Ignite
Rumble will try to poke you out during the laning phase, using his Q and E. When you get close, he will overheat and use his W to get a fat shield. Look to go all-in when his heat meter is low.
Ryze
Flash + Teleport
One of the hardest ranged toplaners in my opinion. You can never really stick onto Ryze, since he can easily root you using his E + W. He has extremely high damage output, which will only increase the longer the game goes on.
Look for a trade whenever he uses abilities on the wave. You won't have a large window since he has low cooldowns and a reset on his Q.
Sett
Flash + Ignite
Insane damage & sustain. Sett wants to force trades of about 4 seconds. After these 4 seconds, his grit will start depleting. If you know how to play around his W & E this matchup is rated even. Look to use your E or flash for his W, especially when it's a close fight.
Your window to go in will always be when his W is down, since this is what makes him so strong.
Shen
Flash + Teleport
I strongly prefer taking teleport into this matchup, since you can follow his ults much more easily. Be careful of his level 1, since he has a lot of damage on his empowered Q. Try to position yourself away from Shen and his blade. Level 2-5, Shen will look for cheese plays with his E taunt, then it's an easy empowered Q and finish the trade with denying your auto attacks using W.
In this matchup, look for trades away from his blade or wait for him to mess up his E. When you are attacking into Shen's W, your W attacks will still be wasted. So try to go in using your Q + E combo, but don't auto attack. Then wait for his W to end and finish off with your W.
Singed
Flash + Teleport
THE proxy king. You will not see this guy, ever. You rely on your peel to deal damage, while he has every method to disengage from you. Buy Tiamat and cull, just farm and spam ping junger to stop the proxy. If singed doesn't proxy, you should just win this lane.
Sion
Flash + Teleport (ignite if confident)
Sion can't do much to you, since you have various ways to deal with his kit. You have cc to cancel his Q, or you can dash out of it with your E. Sion will often try to outfarm you, either by proxying or playing with his passive early. When he is charging his Q, look for an all-in. You can trade into his W, but make sure to break the shield before he pops it.
Tahm Kench
Flash + Teleport (ignite if confident)
Tahm Kench wants to poke you down with his Q and disengage with his W. Look to dodge his Q's, since this will also give him an incredible amount of sustain.
You can stop his W by Q'ing early, or by using your R after 6. However, if both are on cooldown, or you messed up the timing, look to walk to wherever he comes out. His animation takes quite long, so you will have plenty of time to walk over to his new location.
Teemo
Flash + Ignite
This is the most hated champion in League for a reason. Teemo's kit is so disgusting, that I don't look forward to this matchup with any champion.
Kled is no exception, it's a very hard matchup since his Q disables most of your damage. Additionally, you have no way to pull him out of the bush.
Teemo often wants to poke you down, then run you down. Play around the bushes a lot, since you will only take 1-2 auto attacks from him if you do this correctly. If he ever uses his Q to poke you, it will be your window to go in. Rush merc's, since this will reduce the time you'll be blinded.
After 6, purchase a scanner and be more careful while walking around your lane. Don't walk with the wave, but rather right behind it, this is your "shield".
Trundle
Flash + Ignite
His Q is his small stacked Darius passive, your ad will be reduced while his will be increased. This means he will have a nasty level 1, especially if he takes lethal tempo.
Your window to go in will be when either his Q or his W is down. His Q is on a rather low cooldown, so you could only get a short trade in. But when his W is down, your trade can go on for a bit longer. The cooldown starts at 18 seconds, so you will have plenty of time to trade.
When trundle tries to run you down, try to save your E for his E, or save your W for when you get dismounted. Trundle will deal enough damage so you can't remount if your W isn't up.
Tryndamere
Flash + Ignite
Tryndamere is one of the easier matchups in my opinion. His kit is very straightforward and his trading pattern is predictable. When he uses his E to go in, simply E away. If he still tries to run you down with his W, you can use your Q to slow him down as well.
Don't trade with Tryndamere when his fury bar is full, since he will have the RNG gods on his side. Level 1 is kind of a coinflip because of this, he could win if he crits on auto's. Usually this won't happen, but never say never.
After 6, he will play much more agressive. Look to bait his ult and take good trades. If his E is down, he is very immobile and it'll be easy to space. This is when you can get nice trades in with Q and W.
Urgot
Flash + Ignite
Before level 9, his champion is kind of useless. Urgot wants to poke you down with his passive and Q, then look for an all-in with his E + W. As long as you dodge his E, trading is very easy.
Your window to go in will be when at least 50% of his passive is down or if he used his E. This will leave him in a very vulnerable state, since he has no other mobility. When trading, try to stay on one side of Urgot at all times. This will ensure that you don't get hit by multiple passive shots.
After 6, be careful when dismounted. He has a long-range execute, but can be dodged. The animation takes quite a bit, so you could flash it with the right response time.
Udyr
Flash + Teleport (ignite if confident)
This matchup fully depends on what Udyr will build. AP Udyr is the easier matchup in my opinion, whereas AD and Tank Udyr are much more difficult. Whatever he builds, be careful of the level 1 Q cheese. This will deal a lot of damage if you are isolated, and you will instantly be dismounted.
Look to trade into Udyr when his passive is down, since this is the main source of damage for him.
Varus
Flash + Ignite
Varus is an off-meta pick, but can deal loads of damage. He is usually picked into tanks with high health like Sion or Dr. Mundo, so for Kled it's fine. Make sure to get an early kill onto him, using flash if needed. This will secure your early lead and means you can snowball your lane. He has no cc before 6, so dashing onto him shouldn't be a problem. Look for dives on repeat.
Vayne
Flash + Teleport (ignite if confident)
Vayne is the only ranged toplaner I don't like to face. She can very easily outplay and disengage you. This all changes at level 6, since this is where you can start buffering her E knock back.
This is the only matchup where I would recommend going Stridebreaker, but only if the rest of the team also has a lot of disengage.
Vladimir
Flash + Ignite
Another scaling champion and wannabe toplaner. Vladimir really wants to scale, where he starts getting strong around level 13. You can punish him before this, where most toplaners couldn't.
When you go in on Vladimir, he will typically use his W to disengage. But there is a trick with Kled that most Vladimir players don't know. When you land your Q, it will remain stuck onto the Vladimir, even if he goes into his pool. That means that the damage, pullback and the slow will all go though as well. Because of this, trading is very easy.
Volibear
Flash + Ignite
Volibear really wants to get extended trades, where he can heal his full hp bar with 1 W. So our plan is simple, short trades only. If you do a short trade, Volibear will usually click his Q instantly for the stun. So make sure to use your E preamptively. This way, you can dodge his E, even when you're stunned.
You can trade 2 ways into Volibear, a short trade and an extended trade. When you trade short, make sure either his E is down or you have your own E up. I would only recommend extending the trade when ahead, you have no mark at that moment and you have about 25% more health.
Warwick
Flash + Ignite
Warwick is very strong in lane and really wants to exploit this strength. We should definitely respect that, since he can easily out trade us.
Rush any anti-heal item and look for short trades when any of his abilities are down. If you're dismounted, don't stay, he can ult you from (what it feels like) across the map.
As long as you have your anti-heal item, you can easily out trade him and kill him unexpectedly.
Wukong
Flash + Ignite
Wukong is not in a good spot right now, making him one of the weakest toplaners. But you have to know how to play into him, since it's easy to be confused by his kit. Whenever Wukong uses his E, he cannot cancel it. This means that the middle wukong is always the real one. If you hit either your Q or your E onto him, you will gain true vision. Use this to catch him off guard.
Yasuo
Flash + Ignite
Very skill based matchup, but I would say it's Kled favored ever so slightly. You have better sustain and damage, but he has a lot more outplay potential.
Before you go in, look to destroy his passive shield with your Q. Make sure to land your E onto him, so you can chase him while he dashes around.
Yone
Flash + Ignite
The worse wind brother in my opinion. Yone can easily be played into if you know the bounds of his Q, since it's very small. Whenever you think his Q is about to be back up, simply sidestep it, this will make him miss it 80% of the time.
You can almost always go in for a trade, except if he has Q stacks. I wouldn't really recommend going into him, even if he has only 1 stack. Wait for him to use his Q knockup, then go in.
Yorick
Flash + Ignite
This is a matchup that has to be won in the early game. If you don't win it here, it's lost. Yorick will try to force short trades onto you using his Q and E, then keep you in place with W.
If you ever engage onto Yorick, he will use his W to keep you away. But there is a little trick with Kled, which many Yorick players don't know. When you land your E onto him, you can actually dash over his wall with E2. Be sure to hold your E2 until he uses his wall, or walk out when the mark has expired.
After 6, this matchup is much harder. You can't really kill his maiden without taking a lot of damage yourself, often resulting in you being sent back to base. Ping for jungler and pray.
Zaahen
Flash + Ignite
Zaahen can do both short and extended trades, making it tricky to go in. However, he cannot really out damage you. He will often look for a quick trade with W + Q2, making you unable to trade back. However, his W is very easily dodgeable and his Q2 is quite predictable.
Whenever you see Zaahen use his Q, walk back a bit. Once he used his Q2, it will be your window to go in.
After 6, try to save your ult for when he ults. This way, you can catch up to him, since his ult has quite a bit of range.
Zac
Flash + Teleport (ignite if confident)
You won't see Zac top very often, but when you do, it won't be a lot of fun. Zac has a lot of cc in his kit, making you stand still a lot during trades. That's why I would always recommend rushing Merc's into this matchup.
Zac will look to use his W for poke or Q + E you for a cc chain trade. If you ever get hit by his Q, try to dash out with your E or hitting your own Q preamptively. This way, you can still trade back once Zac finished his cc chain.
Zed
Flash + Ignite
Another skill based matchup, but it's heavily Zed favored. This matchup will force you to be the one to go in, and that's exactly what Zed wants. He can easily space you using his W, then trade back using his Q.
The only way you can go into a Zed, is when his W is on a cooldown. He is quite squishy, so trading shouldn't be that much of a problem. If he never uses his W, look to freeze the wave in front of your turret and call for jungler.
Elise
Champions that can easily dive have great synergy with Kled.
Master Yi
Champions that can easily dive have great synergy with Kled.
Naafiri
Champions that can easily dive have great synergy with Kled.
Nunu & Willump
WE ROLLLIIINNNNNN
WE WINNDOOOWWSSSS
Synergies
IdealStrongOkLowNone
Elise
Champions that can easily dive have great synergy with Kled.
Master Yi
Champions that can easily dive have great synergy with Kled.
Naafiri
Champions that can easily dive have great synergy with Kled.
Hi there, I am zwartebliksem. Over the last few years, I have gotten into League of Legends, where I started in Bronze back in 2022. Fast forward 3 years, I peaked Diamond and played in various amateur Esports teams.
In 2023, I uploaded my first Kled guide to Mobafire. I just peaked in Platinum and had a 63% winrate after 130 games, which meant I was a PRO. After I realised that I still had a lot to improve, I continued climbing with Kled, sharing my experiences as I went. Then came 2024, I uploaded my Kled guide v2, this time much more detailed. But when I looked back on these guides in 2026, I realised I could do much better.
I am happy to present to you: The Holy Scripts of Kled Toplane. My masterpiece, my dearly beloved and forever in my heart. A lot of time and effort went into this guide, so I hope you enjoy! Be sure to check out my social media channels and leave a comment if you have any questions about the guide.
Kled rides his trusted mount, Skaarl. While mounted, all damage dealt is mitigated by Skaarl, who has base health. All additional health sources (e.g. items) are applied to Skaarl's maximum health. Effects based on current health take both Kled's and Skaarl's health into effect.
If Skaarl's health reaches below 0, Skaarl will flee and Kled becomes dismounted. Upon dismounting, all excess damage dealt to Skaarl will be nullified. Kled will fall off his mount, toward the allied Nexus, being cleansed and becoming untargatable and immune to crowd control for 0.5 seconds.
While dismounted, Kled has reduced movement speed and increased range. Kled will gain movement speed while moving toward an enemy. His attacks will deal 85 / 90 / 95 / 100% (based on level) AD physical damage. Additionally, Kled will gain 1% bonus health as armor and magic resist.
When dismounted, Kled can gain courage. Upon reaching 100 courage, he will instantly remount Skaarl. Returning with 40 / 50 / 60 / 70% (based on level) of Skaarl's maximum health. Kled gains 5 courage by last hitting minions, hitting enemy turrets and hitting epic monsters and he gains 15 courage by hitting enemy champions.
Kled throws a bear trap in the target direction, colliding with the first enemy champion or epic monster, inflicting physical damage and forming a tether with them. If Kled stays close to the target for 1.75 seconds (radius shrinks), he will yank out the bear trap, dealing physical damage, pulling them back and slowing them.
This ability can have up to 2 charges at once
Kled sprays a cone of 5 bullets in the target direction, dealing physical damage to enemies hit and shooting him back 300 units. Each pellet that hits an enemy champion or epic monster restores 5 courage.
This is a passive ability which will be activated automatically Kled gains 150% attack speed during his next 4 attacks. His 4th attack will deal bonus max health damage based on bonus AD and bonus health.
Kled dashes in the target direction, dealing physical damage and pulling minions and small monsters with him. Upon hitting an enemy champion or epic monster, you gain true vision on the target and a mark is applied for 3 seconds. Kled can recast to dash toward the marked target.
This ability is disabled while dismounted.
Kled charges toward the target direction, colliding with the first enemy in his radius, dealing physical damage and knocking them back. During his charge, Kled gains a shield, increasing as he goes and will be immume to crowd control. Behind his charge, he leaves a trail that gives allied champions movement speed in the direction of the charge. Range increases with level.
This ability is disabled while dismounted.
Pro's
Con's
Strong early game
Highest base health in the game
Amazing outplay potential
Semi-global ultimate
Easy to snowball leads
Great tower dive
Struggles late
Very matchup dependent
Useless when behind
No reliable disengage
Extremely weak dismounted
Takes time to master
Each Tip & Trick will include a rarity scale, this indicates how often you will have to use this or have things happen to you.
Common
Occasionally
Pretty uncommon
Rare
Pretty much never
All of your W auto attacks will deal normal damage, except for W4. Make sure to get to your 4th attack to deal tons of damage!
You cannot hide from Kled! Enemies behind minions are not safe from your Q.
This can often turn around fights, since this is rather unknown. Abilities like Malzahar's R - Nether Grasp or Amumu's R - Curse of the Sad Mummy will be fully cleansed.
Using E will give you quite a bit of movement speed, very useful for chasing or running. Keep in mind that only your E1 will grant you movement speed.
Every time your W is up, Kled's axe will start glowing. This is actually very bad when playing Kled, since enemies can keep their distance when it's up.
Flashing your E can give you an surprising all-in, which many enemies will not see coming. You can also use this to recover missed E's and keep sticking on enemies.
Your E1 cannot go over walls, but your E2 can. This is great when chasing enemies with a dash, so be sure to hold your E2 if you think they will hop over a wall.
When trading with champions that have CC, be sure to wait for their CC to be used before using your E. If your E is cancelled, your cooldown will reset and you will not dash any further.
One of my favorite features about Kled, since it's so great for diving. If you manage to kill an enemy under turret, there's no need to flash out of range.
Be warned: Allies might ping you when they take over agro!
Enemies typically won't use a spellshield for a dismounted Kled, but they might. When they do, know that your Q will still grant you courage!
If the enemy is close enough to the wall and you have vision of them, you can actually travel over the wall. This is great for chasing or catching enemies off guard.
Keep this in mind while playing against matchups that can block your auto attacks, like Shen's spirits refuge W - Spirit's Refuge or Jax's E - Counter Strike.
Great for champions like Wukong, Shaco or Talon. Most players don't know that Kled's kit gains true vision on them.
Great for champions like Wukong, Shaco or Talon. Most players don't know that Kled's kit gains true vision on them.
If you manage to land your Q before enemies go untargetable, your bear trap will remain attached. This means the damage, slow and pull will still go through, even while untargetable.
Using your E on a spellshielded enemy is only useful when you HAVE to break the shield, if not, just wait it out if possible. This will make you extremely vulnerable.
Kled R running out is so extremely uncommon, that I could not replicate it or find a video on it. I've had it happen 2 times, once while chasing an Akali E - Shuriken Flip and once ulting a Quinn with 1k movement speed.
If you haven't read Tips & Tricks yet, I would strongly suggest reading it first. Some of these combo's will use tricks shown there.
Each combo will include a difficulty scale, which will indicate how hard a combo is to master.
First game
5 minutes practice
10 games
20 games
50+ games
Q
W
W
W
W
Using your W happen automatically, but make sure that you get as much damage as possible when getting your auto's in. This is a typical level 2 combo, dealing tons of damage early.
W
E
W
W
E
W
Make it a habit to use your E during your W, since this will allow you to output more damage and have better overall stick. Make sure to get at least 1 auto attack in between E1 and E2.
AA
TH
Every champion can use Titanic Hydra's active to reset auto attacks, but it is crucial for Kled. This could make the difference between remounting and dying. It's not hard to do, but be sure to practice it!
E
Q
This is Kled's bread and butter, the E + Q combo is the simplest way to deal the most amount of damage. Make sure to use your E before your Q, or the animation will be much slower.
R
Q
When hitting your R, it's extremely easy to hit your Q on your target. Your target will usually be CC'd, so make sure to use that opportunity to hit your Q.
W
W
W
W
Q
AA
This is your default remount combo. It will take a total of 5 auto attacks and 1 Q to remount, which isn't hard to do. However, timing your W is, make sure to refrain from auto attacking if your passive is up and the enemy is onto you.
F
E
Q
Bringing Flash into your E + Q combo isn't too hard, but knowing how far you can get is a different story. Make sure to take this combo into practice tool to get to know your limits.
R
E
Q
Just like using your Q after you've ulted somebody, you can also apply the E + Q combo. By using your E first, your Q will have a smaller window to land, which is why this is a lot harder than R + Q.
E
Q
E
(timed)
This combo is very scenario specific, you will want to use this when an enemy is running from you only. After you land your E + Q combo, make sure to stay within the Q radius. Once your Q yanks the enemy, you should recast your E to get behind them.
E
Q
F
This combo is slightly different from the Flash + E + Q combo, since here you will use your E + Q before flashing. This allows for a much quicker combo, but also much faster button pressing. For extremely sudden all-in, be sure to use this combo.
E
Q
W
TH
E
W
W
Now comes the combination, this is your standard all-in once you've purchased Titanic Hydra. Land your E + Q combo, so you can get an auto attack reset, to finish off with your E recast and getting your final 2 W hits.
E
Q
F
W
TH
E
W
W
This is Kled's hardest combo, even though his R isn't included. You should hold his R for a potential chase or to block cc, but you don't really want to use his R for close-up damage.
Before diving into the game plan, I would like to warn you that this chapter is A LOT of reading. I try to support this chapter with visual elements as much as possible, but this is just a lot of theory unfortunately. Below this you will find a table of contents for this chapter, where you can fast travel to a certain part by clicking on it. Good luck! (you'll need it...)
Loading into your game, it's important to know who you're playing against. You should ask yourself the following questions:
➾ What do their abilities do?
➾ What abilities will influence my trades?
➾ What are their strenghts and their weaknesses?
➾ What do their runes do?
➾ Do they want to trade and how?
Let's answer these questions against Quinn, try to answer these questions yourself before revealing my answer.
Quinn
What do their abilities do?
P
Quinn's passive will mark enemies, when the mark is hit it will deal damage to the enemy and give her movement speed. Abilities hit will apply a mark to the target.
Q
Nearsights the target and deal AOE damage wherever hit.
W
Reveals a large area around her, very long cooldown.
E
A knockback, both Quinn and the target will be knocked back.
R
Gives her bonus movement speed, attacking or using abilities will end this boost. When ended, she will deal damage in a large AOE. Hitting Quinn during her R will cause her to be slowed down immensely.
What abilities will influence my trades?
P
Her passive gives her a strong level 1, and makes dodging abilities all the more crucial.
Q
Shouldn't be too much, I can still track where her auto attacks come from.
W
Her W doesn't change anything, except for cheesing in the bush.
E
Changes a lot, I cannot get close to her while her E is up. I either have to hit my E or use flash. I must flash while dismounted or play extremely safe.
R
She can roam a lot more, but it doesn't change the trades.
What are their strenghts and their weaknesses?
Strengths:
• Ranged champion
• Can roam a lot after 6
• Can get back to lane quickly after 6
• Good disengage with her E
• Can snowball hard
Weaknesses
• Squishy
• Immobile
• Poor teamfights
What do their runes do?
3 attacks deals damage and grants bonus damage until the end of combat. Short burst trades.
Energy builds up by moving and attacking. When energized, the next attack heals, deals bonus damage and grants movement speed. Much safer lane.
Do they want to trade and how?
Yes, Quinn wants to trade. Mainly looking for short trades or running somebody down using her range advantage. Holding her E for disengage or using it when Kled's E is down.
With these questions answered, we can move on to how to turn it into a win. Once you know how what they do and what your trading will look like, it's time to look at your own champion. Ask yourself these questions:
➾ Which of my abilities are crucial in the matchup?
➾ How important are my summoner spells?
➾ When am I strongest compared to my opponent?
➾ How do I trade?
➾ What do my runes do?
Once again, try to answer these questions for yourself first. No wrong asnwers!
Kled vs Quinn
Which of my abilities are crucial in the matchup?
P
Remounting is very important, since you are far too vulnerable against Quinn with such little mobility.
Q
There's 2 ways of using Q, using it solo or going for a combo with E. Solo is much harder, but means Quinn has to burn her E - Vault while my E is still up.
W
Neutral, it doesn't give either one of us an advantage.
E
Cannot trade without E. If I don't land my E, the trade is lost.
R
Can be used after level 6 for following Quinn roams, but Quinn will still outroam.
How important are my summoner spells?
Crucial, I cannot play this lane without Flash. Whether it's to follup op on her E - Vault or to get a surprise F + E + Q combo, I need it.
Safer lane, can get a bailout if I mess up my wave or E.
Agressive lane, wave management and recall timers have to be good, especially after 6.
When am I strongest compared to my opponent?
I will lose level 1, due to her passive and her starting with E - Vault. Then level 3-5 will be my strongest levels, since I have more buttons to press. My Q, W and E will be useful, where she only has Q and E. Also, my 1st item will be much stronger, since Quinn typically goes for a waveclear item first.
What do my runes do?
Have more damage and sustain with extended trades, but gives less sustain.
Either I trade short with Grasp of the Undying, looking for a sneaky auto attack, a Q + auto or a fast E + Q combo. Or we trade long with Conqueror, where Ignite could give us an advantage.
By answering these 10 questions, you should have all the necessary information you would need in any matchup. By playing more, you gain more information about each matchup and won't need to do this every single game. But this is very useful to do, especially when you are facing a new matchup or leaning a champion in general!
Your lane is not the only thing you should be looking at during the loading screen, you have to decide how your team is going to win this game. A few examples would be:
For Kled, his main qualities would be backline access, engaging and splitpushing. Let's say you're looking at the following team comps, what qualities do they have and miss?
• Anti-siege
• Vulnerable if engage fails
• Scaling
Enemy Team They have:
• High damage
• High sustain ( Kindred's lambs respite R - Lamb's Respite and Soraka and Swain healing)
• Splitpush potential
• Strong skirmishing
• Great scaling
So what exactly does this mean for us? Let's look what the enemy team wants, they want to scale their carries and win fight with their range and damage. They are looking for longer fights with Swain and Soraka healing. The team doesn't want to be caught out, since they have no reliable way of disnegaging.
Now that we know what the other team wants, we can deny it. So, our team wants to force fight before the enemy team starts to scale, using our many ways of engaging. Which means our objective this game is to keep the game below 30 minutes. By getting a pick beforehand, we would no longer mind longer fights.
Because our team wants to engage, Kled should be looking for those engages with his R or (F +) E + Q onto the backline. Since Kled is such a strong duelist, it's very good to be looking for picks before fights.
Looking at both teams like this is essential at the start of the game. Now you know what your job and the team's job will be this game, it's much easier to play out a game.
The last thing I want you to think about during the loading screen, are the roamers. I am talking about the champions who want to move around the map and get a lead in different lanes. This is usually just the jungler, but can also happen with champions like Bard, Kassadin or Pyke. It doesn't mean they will gank, but it does mean there is a possibility that they could.
If your own team has a lot of roamers, look to hold the wave in front of you turret a lot (more about that in wave management). This way, you create a more vulnerable state for your lane opponent. You can also force dives with Kled really easily. Ping your roamers that you are planning to dive, so they can follow your play.
However, if the enemy team has a lot of roamers, look to ward more and play safe when your wave is pushed in. This is not something that you will have to deal with until you are in the game, but it's a good thing to think about while having the time to think about it.
Level 1 interaction is not something that could be taught in a guide, but rather something you learn by experience. Sure, there are certain level 1 interactions that are straightforward like that, but often it takes specific handles, runes and summoner spells to win level 1 fights. However, this is not the case for level up timers.
Every lane has them and every champion can benefit from them, knowing when you are going to level up can be crucial to winning your lane. Each level will give you about700 gold worth of statistics, which can make a huge difference. So, here is a quick overview from all the level up timers in toplane.
This table is assumed each minion has been collected from past waves.
Wave
1
2
3
4
5
6
Level to
2
2
3
4
-
5
Condition
Takedown + full wave
1st minion
2nd melee
All melee + 2nd ranged
None
All melee + cannon
Alternate
condition
None
None
Cannon + Ranged
None
None
All ranged + 2nd melee
Looking at the table, you can see that level 2 can be hit in the first and second wave, so be sure to keep a look out for any takedowns the enemy gets! The same goes for you, if you were to get a takedown, be sure to abuse your early level up timer.
In most scenario's, you will hit level 2 in the 2nd wave. If both of you got the full 1st wave, you can either play safe and stand back while your opponent hits level 2, or you play agressive and force a level 2 fight. I personally prefer the 2nd option, since with your W - Violent Tendencies, you can remount much quicker level 2. This can give you a HUGE advantage in early fights.
Looking at later levels, we can see that the 3rd wave will give you level 3 by either killing 2 melee minions or the cannon with 1 ranged minion. I strongly suggest going for the 2 melee's, since they have a much lower combined health. This is where you can really start fistfighting. Level 3 will give you your full combo, granting you so much burst. If you managed to get a slow push going (more about that in wave management), you can actually look for a dive. Since your enemy will usually be level 1 or 2 at this point, you should have a big advantage.
Now we get to the more interesting part, level 4! Most people don't pay attention to the level up timer for level 4. But like I explained before, each level gives about700 gold worth of statistics. Try to get priority over the wave, and instantly turn on the enemy once you hit level 4 first.
Where to begin... Wave management is a skill can singlehandedly win you the game. In this part, I will explain how waves work and the different states the wave could be in. Although, if you prefer a video explanation, I would recommend watching Coach Mysterias' wave management guide. This is where I got most of my information for this part, so definitely a great watch. Let's get into it!
How do waves work?
There are two main factors that will influence waves; size and location. The size is determined by how many minions are present in the wave and the location is determined by where the minions are positioned in the lane. Although there is a secret third force nobody really talks about, minion levels. If all of these forces are equal, the wave should remain right in the middle of the lane. So let's take a look at how these forces can exactly influence the wave.
How to read the wave state graph
- The bigger the size, the more minions are in a wave compared to the other. When both waves have the same amount of minions, the line should meet in the middle.
- If you are playing blue side, and the wave is near your turret, the blue line should be long. The more ideal a wave is for you, the longer the line should be.
- The levels are based on minion levels, you can check this by clicking on a minion and looking at their level in the HUD.
When the location is the only force being slightly higher, this means that the wave is slightly on blue side. If the wave would remain untouched, what would happen to the wave?
Answer
The wave would slowly move into the enemy turret. This is all because the blue side wave would arrive much sooner, gaining more and more size, eventually overshadowing the location and moving into the red side.
Visual example
When the location is as high as the size is low, something completely different would happen to the wave. Try to think about what the wave would do before revealing the answer.
Answer
The wave would remain exactly where it is. Although, it would never remain in this position forever, this is mainly because of minion RNG. When two minion attack the same minion, there's a chance that one minion hit would've killed it. That means one attack is wasted and the balanced is tipped once again.
Visual example
The level of minions has a similar effect, since your minion will have more health and damage, they will overpower lower level minions in a 1v1. Again, try to guess what will happen to the wave in this state.
Answer
Because the red wave is both bigger and stronger, while not being balanced out by location, this will slowly move in the blue side.
Neutral
A neutral wave is what you should see when you first walk into lane. Same size, same position and same level. If left untouched, the wave should remain right where it is.
What to do with this state?
Did your lane opponent recall and you want to do so as well, but you don't have the time or clear speed to crash the wave? Recall on a neutral wave!
Pushing
While your wave is pushing, it means that the size or level is HIGHER than the location. Your wave builds up more power, resulting in a push into the enemy's side of the lane. To achieve a Slow Push, you should only last hit the minions. This way, you don't convert your push into a shove.
What to do with this state?
When you are the one pushing, your wave is much bigger, so you have much more damage output with the help of your minions. Since you are slowly moving further up into the lane, make sure to ward for a gank preamptively and try to actively watch the map.
When you are being pushed into, it means that they have the additional damage, so avoid trading in their wave. If your jungler is moving toward toplane, communicate with them that you want a gank. This is the PERFECT setup.
Pushing cheat sheat
This will show you exactly how many casters you need to make a wave push.
Shoving
When you shove a wave, it means that you are breaking the current state of the wave as quickly as possible. This is done by dealing as much damage as possible to the enemy minions, quickly reducing the size.
What to do with this state?
This is something you only want to do when you have to move quickly, usually for an objective or dive. If not for these reasons, I wouldn't recommend shoving too much. It's extremely easy for your opponent to catch the wave and freeze, Kled also isn't a good poker, so you can't really poke your opponent under tower.
Freeze
Probably the most well-known wave state, because it's a sign that you really know how waves work. Well, let me tell you, it's much harder than you might think.
Freezing a wave means that the location is HIGH while the size and level balance it out with being LOW.
What to do with this state?
This is great when you are trying to punish your opponent, since you can zone them very easily. If you manage to get a freeze going, you can also look for plays with roamers, since freezing is great gank setup.
While freezing, make sure not to take too much agro or the freeze will fall apart. You also need to be good at last hitting. If you finish your minions off too quickly, the size will be depleted too much and your wave state will turn into a slow push.
Hold
When you are holding the wave, it means that your size is 0. You will forcefully be maintaining the wave by taking agro, which results in the location remaining the same.
What to do with this state?
This is recommended when you are trying to set up a freeze. Typically you would only want to hold 2-3 minions, since more would deplete your healthbar too much. When you want to freeze, but you have to hold 10+ minions for it, your wave state was messed up to begin with. Look to thin out the wave while the enemy is pushing into you, so you can avoid this.
Crashing
A wave is crashed when it has fully entered the turret's range. If the wave is big enough that it will remain until the next wave arrives, it will hold up the next wave. This will result in a slow push, also known as a bounce back.
What to do with this state?
If the enemy wave crashed into your turret, you should focus on farming. This is where last hitting is essential, since each of the enemy minions will be periodically hit by your turret.
If your wave crashed into enemy turret, you can look for a reset, proxying or moving into the jungle for a ward or invade. If only 1 wave crashed, you can get a quick ward or keep moving for a proxy, but I would always recommend crashing at least 2 waves when going for a reset or moving into the jungle.
Jungle tracking is a very neat skill to have, which even the best players have difficulty mastering. Having the skill allows you to adjust your playstyle based on the information you have. In this part, I will go into a few terms and their definitions. I will also include a ward map, so you know where the best wards are placed.
The enemy jungler is pathing toward you, meaning you will be weak sided. You will have to be extremely careful with trades, since an enemy jungler could be looming around. Try to hold the wave in front of your turret, but don't get stuck on low health. Usually you won't have enough health to contest the wave and you can easily be dove.
This is the most common occurence, both junglers pathing toward botlane. Toplane will become a true island, where it all comes down to skill expression. Your jungler will typically match the enemy jungler's tempo, so when your jungler is top, the enemy jungler will probably be there too.
Send me a message if this ever happens, 2 junglers pathing top!?!???!? Don't think you have an advantage when your jungler comes for a gank, since it will usually turn into a 2v2. Your jungler will typically match the enemy jungler's tempo, so when your jungler is top, the enemy jungler will probably be there too.
This is best-case scenario for Kled. You can do 2 things with the wave, slowpush and dive or freeze and kill.
Warding
Those are all of the different game states you can face, but junglers, especially in lower elo's, can divert from these states. That's why warding is extremely important, and where you ward can make a huge different in avoiding or getting caught in a gank.
How to use the ward map
- Scroll, use the + and - or use the slidebar to zoom in and out
- Hover over ward to read their notes
- Wards with a green ring have high priority
- Wards with a gray ring have low priority
If you start to pick up Kled, there's something you are going to hear extremely often.
It's my property! All sixty gazillion acres of it!
This is one of Kled's voicelines, and soon it will be our mentality. While playing Kled, you should see them as trespassers. Whenever somebody walks in YOUR lane, punish them for it. How dare they stand there without YOUR permission. They should obey the High Major Commodore of the First Legion Third Multiplication Double Admiral Artillery Vanguard Companion!
You should be dominant in lane, punish your opponent for any mistake they make and only fight on your terms. When you recall, you're not running from battle, but simply repositioning to return stronger. Every recall should be a promise: you come back to strike down your opponents even harder.
This doesn't mean you should start fighting mindlessly and go in whenever your buttons will allow you to. You choose where you fight, when you fight and who you fight. If anyone other than the toplaner dares to show up, slay them without hesitation. They aren't there to stop you, for you they are mere training dummies.
Now that we know exactly how to play the lane, it's time to push this lead even further, aka snowballing. Some champions excell better at snowballing than others, great snowballers are usually assassins like Katarina, Qiyana or Akali. But skirmishers like Kled, Riven and Gwen can also snowball really hard, due to their high damage and survivability.
Luckily for the skirmishers, they are often played in the toplane, giving them another advantage for snowballing. Their lane opponent becomes extremely weak, because toplane is so punishing. Die once early? Have fun being zoned off for the rest of the game. You want to walk up? Sure, just trade 90% of your health for that one minion.
There are various ways to snowball a lead, but I usually divide them into 2 categories; growing your lead and growing the team's lead. Both have their advantages, but I prefer converting my lead into a team advantage. Winning games solo is hard, especially if your team isn't playing too well. But it's easier to have a bad team that's ahead than being good yourself but the rest of your team is behind.
But just for the sake of it, I'll cover both. So here it is, how do you convert your lead into a bigger lead and how do you convert your lead into a team lead.
Pushing your solo lead is pretty easy compared to pushing a team lead, since you only need yourself. Obviously, you need to get ahead first, but following the steps in this guide will already get you there. Let's sketch the following scenario:
2/0/1
0/3/0
Level 5
Level 4
1950 gold
1320 gold
This is a perfect scenario in which you can snowball your lead. Renekton is down600 gold plus another700 gold for the additional level Kled has. Look to dive renekton whenever possible, then try to position yourself between the tier 1 and tier 2 turret as he tries to walk back. If you don't have Tiamat, don't proxy, but make the wave bounce back to you instead.
If you let the wave bounce back to you, make sure to get a freeze in front of your turret. When Renekton tries to walk up for cs, punish him for it. By standing in front of the wave, you can even deny him xp, once you hit level 7 he will still be level 4. If you cannot reach Renekton because he keeps dashing away, either wait for level 6 to engage with R or ping your jungler.
Once you've bought Tiamat, you can start the proxy journey. You can reposition yourself between the tier 1 and tier 2 turrets, so you can catch Renekton while walking back. But something I like a little more, is positioning yourself between the tier 2 and tier 3 turrets. This way, you can still catch Renekton, but you can also say hello to the jungler. By proxying the wave between tier 2 and tier 3 turret, you have enough time to clear the krugs and still catch the wave between the tier 1 and tier 2 turret.
Now let's see how we can boost our team as well. This is much harder to accomplish, since your team also needs to be cooperative. Also, if getting your team ahead fails, the entire snowballing fails. This is because your lane opponent will have all the freedom they need to get back in the game. Personally, I would always advice pushing your own gold lead to at least1000 gold before trying to get your team ahead.
Wave state: crashed
After you've crashed at least 2 waves into enemy turret, you can either decide to recall or apply jungle pressure. I would always recommend recalling to get an item advantage, but if ahead enough, you can definitely go for jungle pressure. This would include going for an invade (with your jungler) or securing an objective or scuttle. You lane opponent can either choose to clear the wave, where you can always be a man up, or they choose to chase you, where they will lose 2+ waves ofgold and xp.
Wave state: crashed
If you choose to recall instead, we can actually start looking at the botlane. Typically, the botlane is too busy focussing on their own lane, that they won't even pay attention to your R. So, instantly run out of fountain and look to use your R whenever in range. Before making this decision, look where the enemy botlane is currently at. If they are under turret, you can only decide to give when your botlane doesn't want to reset. If the wave is about to crash, don't even bother, since they will most likely recall. But, if they are slow pushing, gogogogogogo!!
Wave state: proxied
Now, this is my personal favorite, but requires Tiamat. Get yourself in a proxy angle, where you ultimately clear the wave between tier 2 and tier 3 turret. Then run between the tier 2 and tier 3 turret in midlane, and you will have arrived at your desitnation. This is where you can start looking for an invade, or get extremely unexpected R angles. Don't spend 5 minutes fistfighting though! If you proxy -> gank -> recall, you can actually make it back in time the enemy wave moves into your turret. Even if you don't make it, you will only lose about 1 wave tops, unless you die of course.
The side lane is a great place for Kled to be, since you can take turrets really fast. Especially if you have Demolish, Hullbreaker and your W4. But knowing when you be in the sidelane and when you have to leave can be crucial in some scenario's. This is why splitpushing is typically theorized by the Line Theory. Let's say all lanes are neutral, nothing is going on in the jungle and all towers still stand. In that scenario, the pressure line is going straight through the middle of the map.
Another example would be in the following scenario, where your team is doing a dragon botlane. We don't see the midlaner, but we do see the rest of the team.
In this scenario, you are over the pressure line and can be played upon. Whether it's by a flank Teleport, you simply cannot be this high up in lane. Try to avoid crossing this line. I have a few more examples down below, there will be an answer down below. All of these examples are assumed both team are equally strong. Try doing them yourself before revealing the answer.
Answer
Yes, this is allowed. We know where all of the enemies are, and we are not crossing the line. We can safely remain in lane here.
Enemy jungler is dead, mid and adc missing
Answer
Unfortunately not allowed, you are quite far away from your team while the enemy mid and adc are both missing. It's extremely likely that you are about to be played on.
Enemy mid and adc are dead, jungler is missing
Answer
Yes, this is allowed. We see top and support mid. Since the enemy jungler is the only one alive, you can always force it into a 1v1. Even if you die, your team was allowed to secure objective and you might've been able to get some plates as well.
There any many ways Kled's R can be utilized. You can take your entire team to an objective in seconds, or you can use it as a CC buffer. I will explain a few ways how you can use your ultimate to get the most value Mid/Late Game.
First of all, when you are level 16+, you should have 3 ability points in R. This means that you will have an insane amount of range on your ability, where you can create amazing flanking opportunities. This means you can be split map, while still being able to enter a teamfight relatively quick. This map shows a few examples of how you can move when being split map.
As you can see, there's loads of ways to go. When using your ultimate in a flanking position, make sure to focus the backline rather than the frontline. This way, you can force the backline into awkward positions, leaving them extremely vulnerable.
If you are not in the sidelane, but moving with your team instead (usually for objectives), you can use some of the following paths.
These paths will give your team increadible mobility toward objectives. You don't necessarily need to focus the backline here, since your job is merely to engage. However, it can't hurt if you "accidentally" hit them and "oopsie" killed them... right?
Don't forget that when you are trading objectives (e.g. your team takes drake while the enemy team takes baron), you can ult toward the other objective once you've finished it. This can actually ensure quite a few steals!
When playing for objectives, there are a lot of factors that you have to keep track of.
➾ Where is the jungler?
➾ How much health does the objective currently have?
➾ Can my Pyke hit his Q's???
Luckily, we are toplaners, and we have only one goal: zoning the enemy. This is assuming there's enough damage being dealt to the objective by the rest of your team. Usually, you only need the jungler and adc on the objective. In some very rare cases, the midlaner has to help out as well.
Your job will not be to fight the enemy, but merely to prevent them from getting close. This shouldn't cost you your life, which is why usually you do this with the support and midlaner. Unfortunately, this typically won't be the case, especially in lower elo's. In that case, ping your team for help zoning or stay closer to your team.
There are two scenario's which are most common, assuming you have an ideal 5v5. For each of these scenario's we will pose as the blue team, so just flip the map if you want to imagine yourself playing on the red team instead.
Zoning the open pit
If you are playing on blue team, this will mean you are playing for dragon. For red team, this would be baron. It's a scenario where the enemy team comes from the side of the map where the pit is open. Try not to cross the line indicated, if you do your team will not be able to follow up.
The yellow spots are ideal wards, until then, you can wait at the position indicated on the map. Once you see an enemy, you can move toward the position.
Zoning the pit wall
If you are playing on blue team, this will mean you are playing for baron. For red team, this would be dragon. It's a scenario where the enemy team comes from the side of the map where the pit is closed. Try not to cross the line indicated, if you do your team will not be able to follow up.
The yellow spots are ideal wards, until then, you can wait at the position indicated on the map. Once you see an enemy, you can move toward the position.
Exceptions
Zoning is not always the best option, since you won't always get your ideal 5v5 situation. These are the most common exceptions you can find:
High mobility enemies
No matter what side of the pit you have to defend, highly mobile enemies can always get in. Think about Kayn, Talon or Zed, who all have movement abilities to move around you and your team without any issues. So, how can you zone them? You can't. The best way of zoning is by sending them back to base, and definitely don't flip the objective.
Rushing
Usually, you will have to rush objectives when you're on a timer. For instance, when the enemy team is about to respawn or when you are sneaking the objective. In this scenario, always try to help out your team to clear the objective as quickly as possible. This doesn't mean you can't zone at all, just be sure to keep hitting as long as there's no enemies nearby.
Fighting Kled's R is a great way to engage onto the enemy. Do you see their adc slacking while doing an objective, don't hesitate to click your buttons onto them. Make sure to ping your team that you want to fight.
When I mention leads, I don't mean the same as "pushing a solo or team lead" I mentioned in the early game. Instead, I want to talk about Kled's overall Mid/Late Game potential. It isn't great, you are a champion that falls off more and more as the game goes on. That's also why it's so hard to play Kled when behind, you HAVE to get ahead in the early game.
However, there are a few workarounds to this. We all know there's very few games where both teams are going to be full build, games usually have to go on for 45 minutes if we want that to happen. So, let's say you're full build and enemy team is looking like this:
2/7/1
2/5/13
10/4/2
4/1/3
1/3/9
Level 17
Level 15
Level 18
Level 16
Level 14
13k gold
11k gold
17k gold
15k gold
11k gold
Since I am full build, I will start falling off soon. So I want to know two things, can I kill them, how long will the fight take and what is the enemy's key ability that I have to play around. So this is how I look at this comp:
Can kill 1v1
Can kill 1v1
Cannot kill
50/50
Can kill 1v1
± 30 sec
± 15 sec
Cannot kill
± 10 sec
± 20 sec
So what can I do with this information? First of all, I know that I do NOT want to play against Ahri, ever. If she goes bot, I go top, and vice versa. As for Darius, Nunu & Willump and Nautilus, I'll only want to face them in a 1v1 situation. In a team environment, they are simply too tanky for me. Then there's Tristana, she is a coinflip with her ult up. So, unless I get a good angle onto Tristana, I should be looking for 1v1's against the others.
By analysing teams like this, you can predetermine who you want to fight against. If you spot Ahri, Nunu & Willump and Nautilus botlane, while Darius is hitting tier 2 toplane, run top!
There is one exception to looking at teams like this, and that's when you are the only person in your team that fills a certain quality. Let's say your team has no reliable engage, then it's your job to do so. But this is a great start how to stay online in the Mid/Late game.
Hi there and thank you for taking the time to read my guide! This is the most detailed guides I've written thus far, and it's been so much fun. I had sessions of several hours, writing and writing. Even though it's "finished" now, there's still a lot of things I can improve. Every time I scroll through the guide, there's several things I want to adjust.
This is also the first time I've tried adding various visual elements, from Skaarl's footprint to full banners. I'm extremely inexperienced when it comes to creating visual elements, and especially using them correctly. I plan to give the guide a complete overhaul once I've trained more with these visual elements.
I would like to thank a few people:
- Thomas078 for still being hardstuck, so we can keep playing together.
- A person who will not be named for legal reasons, for helping me out with some of the visual elements.
- inFinem with The Unbroken Faith - Yunara Guide and Autolykus with Autolykus's Challenger Sett Guide were great inspiration for this guide, which really gave me new insights to guide creation.
- My knowledge wouldn't have been where it is if it wasn't for lolalytics.com. Whether it's matchups, items or runes, this has given me all the information I needed throughout my league journey. (not sponsored btw)
"I find courage unpredictable. It's total insanity you can rely on!"
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