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Recommended Items
Spells:
Barrier
Ghost
Items
Ability Order
Skaarl the Cowardly Lizard (PASSIVE)
Kled Passive Ability
Threats & Synergies
Darius
In all of my times as Kled, I've only beaten him twice out of the 7 times I laned against him. The man bleeds and shreds you and most importantly thrives on fighting close range; something you need. A gank will be needed if he's a good Darius.
Helpful Tip:
>I suggest farming and drawing him in under your tower, fighting out in lane is too dangerous so you might also want to freeze lane next to your tower and farm with auto attacks and Q. Save your E if he pulls.
Introduction


with his immortal pet: Skaarl who is also Kled's (only) friend. The two are inseparable and often considered an inspiration to Noxians and a danger to everyone else's life, including their own. Kled himself settles for nothing less than everything the light touches claimed as his land and all those nay-sayer's heads on a pike, Skaarl is just in it for some- As Kled says it: "Good Eatin'"
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Cons
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My Personal Kit

First off, his passive: Skaarl. Skaarl receives all bonuses to your max health while Kled can only get more max health through level ups. The duo's health bars are split into two sections but the total is combined, Skaarl takes all incoming damage for Kled until their health is depleted which in turn makes Kled dismount and the dinosaur run away. The only way to get Skaarl back is to either back and receive them at base or by your courage bar filling all the way back up by hitting everything you see. Hitting and or killing enemy champions with your auto attacks or abilities restore the most courage, attacking structures or epic monsters is second, and killing minions restores the least. While dismounted you only deal 80% of the damage you normally would with Skaarl there, you also lose the ability to



Helpful Tip: When you dismount Skaarl, you gain frames of invulnerability similar to Fizz's Flip (Trickster Ability), this de-aggro's turret focus and ends spell such as Camille's Ult. Damage calculations ends after Skaarl runs away, so any extra undealt damage won't carry over to Kled when he dismounts, unless it's DoT like poison.


Q - Rope Trap On A Bear - Q
MOUNTED: Your main early harass tool. Max this first, and use it as either a farm tool when your W is up but you're saving it, or as a harass tool. Grants true sight as long as the tether stays connected.
Helpful Tip: It applies a 40% slow and a knocks back the enemy towards you, it also applies 2 stacks of Fervor, and with 3 of your regular auto attacks you'll be at max Fervor's stacks, once you achieve max stacks you'll be dealing 134 of their health... On EACH auto attack... At level 1. Plus your Q will be available in 3 more seconds. Fair right?


Q2 - Pocket Pistol - Q2
DISMOUNTED: You pretty much become Graves: Without a cigar. Your Q becomes a Shotgun that fires 5 pellets in a cone in front of you which also knocks you back. You can hold 2 charges which come up pretty quick, and unlike Graves: the more pellets you land, the more your damage stacks, plus each pellet gives individual courage to get Skaarl back.
Helpful Tip: As soon as you dismount hit them with an auto attack and IMMEDIATELY shotgun them for max courage gain. Your Dismounted Q can also pass through terrain, if you aim away from the wall. Your pellets go through minions but stops at champions, if you want to get Skaarl back safer rather than faster, put both waves of minions between you and the enemy and just harass them with Q poke or run at the enemy champion and Q and repeat once and then just W them.

W - Violent Tendencies - W
When off CDR your next 4 auto attacks gain 150% with the 4th strike smiting them for a percentage of their maximum health. +5% Percent added for every 100 AD so it's another reason to build full AD.
Helpful Axe: DO NOT GET ANY SPELL RIGHT AWAY WHEN YOU HIT LEVEL 2 when you hit level 2 you'll either be farming or trying to harass the enemy laner away. If you get your W right away you'll either have to trade your laner right away and miss the cannon minion or get the cannon minion and withstand their level 2 power spike since your W is on a 9 second cool down after the 4th hit is proc'd. It's best to save your level-up until you hit level 3 where you have your joust ability, or whenever they're wanting to get close or trade with you.

E - Jousting - E
While mounted, Skaarl dashes towards a target location. The dash goes through minions and champions, but marks the first enemy champion for a second E cast. Your first dash can't go through terrain, however your 2nd dash can, but as a fixed dash where you can only dash through the previously marked champion. Hitting a champion with your E grants true sight, this works on people like Shaco and Teemo.
Helpful Tip: Level 3 is the safest level to trade with other melee champs and is the go-to trade level for ranged champs. Your E also extends the range of your


R - CHAAAAAAAARGE!!! -R
CHAAAAAAAAARGE!!! Allows Kled to barrel down using Skaarl as a bouncy ball to a chosen location on a map which is semi-global at max rank. This ult grants immunity to CC, a ramping shield and damage for Kled towards whatever poor soul is the receiving party in the form of max health. It opens up a wind current for allied champions that use the same path as Kled for 6 seconds granting 60-80% movement speed for any ally that uses the current. The first enemy champion that enters Kled's range during his Ult becomes the target, Skaarl then collides with the target, the collision stuns the target for .75 seconds atop the already placed damage. This Ult gives 12% more max health damage per 100 AD. Less Distance = Less Damage.
Helpful Tip: This ability can disrupt any combo, take Yasuo for example: if he tries to use his tornado to lead his ult, your ult denies all cc and will dash right through his tornado costing Yasuo a good portion of his damage. The easiest way to achieve the highest known value for % Health damage is by utilizing straight paths of the lanes and rivers. The known height of the damage is 54% of their maximum health. When Skaarl leaps to collide with someone, there is nothing they can do to avoid it unless they have Zhonya's or are able to flip like Fizz. It's a lock-on that will go through walls and follows flashes, it also maintains true sight if someone were to stealth while locked on.
You're playing Kled now, DON'T BE AFRAID OF ANYTHING
- If it's your first time playing Kled, just note, when you play Kled you go in and you go in hard, but when you dismount Skaarl you don't run away, that's not what Kled does, No, you go in even HARDER!
- You brought barrier for a reason but do NOT use it until you're off Skaarl, trust me, you'll appreciate it a lot more when you're dismounted.
- Your Auto Attacks are your main source of damage, but your Q E and R are your engage and chase tools, using them both together make sure even a singed with ghost and flash can't even get away.
- In lane keep trading when your abilities are off cool down, the only time you want to be careful is when there is Kled himself is low health, not Skaarl, Kled.
- If you're dueling the other top laner and you see the enemy jungler come into your lane, if you were winning the duel, stay in the fight, you have Skaarl's health, your chunking W ability, barrier, Skaarl again after landing a combo on them, and another W. When you win a 1v2 early game you'll know how truly broken Kled actually is.





Early Game Combo & Laning
Level 1 Cheese Strat: You and your laner will enter lane and head towards the minions, when your enemy laner steps in front of their caster minions and your minion count is equal to theirs, walk up(yes literally walk up) AA Q and just keep auto attacking until they're put back under tower. Again you're doing 134 per autoattack at level 1 after 3 swings and a Q, in almost all trades you'll win it, don't be afraid to use Skaarl's health either, once you hit level 2, repeat the cycle and it will immidiatly grant you Skaarl again which puts you back at 80% of your own health.
>Your early game combo pretty much becomes your combo throughout the game, except sometimes you engage with your ult, or you ult mid fight to break someone 's combo.
MOUNTED COMBO:





OR
UNMOUNTED COMBO: (AA Once)




Tip: Unmounted combo automatically puts you back on Skaarl if both Q's land. Immediately after you remount use your Mounted combo since all cooldowns (except W) are reset.
Tip: If you want to farm with your abilities quickly, dash through a line of minions (this forces all minions except supers and ultras to be bundled in the middle of your dash after) Q behind you right after, use W to clean up those creeps.
Tip: If you're facing someone that likes to dash away alot (take



Credits:
- MagikarpUsedFly's Kled Actual Champion Spotlight
- BrickyOrchid8's So You Want To Main Kled?
- Kled Wikia Page
- Kled OFFICIAL League Page
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