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Champion Guide8 min read

Best Kled Build & Guide (2026) — League of Legends

The definitive Kled build guide for 2026. Optimal items, runes, ability order, playstyle tips, and matchup advice backed by data from thousands of ranked League of Legends matches.

Kled is League of Legends' most reckless yordle — a cantankerous, fearless cavalry rider who charges into battle on his cowardly mount Skaarl, refusing to back down from any fight regardless of the odds. Kled's identity revolves around his unique mounted and dismounted combat system — while riding Skaarl, Kled has a massive bonus health pool and access to his full kit of gap-closers and crowd control, but when Skaarl's health is depleted, the lizard flees and Kled fights on foot as a fragile but desperate duelist who must attack enemies to rebuild courage and remount. This two-phase health bar makes Kled one of the most deceptive champions in the game — enemies who think they have killed Kled often find themselves fighting a dismounted yordle who remounts mid-fight with a full Skaarl health bar, turning a seemingly won trade into a devastating loss. Whether you're a top lane main looking for an aggressive all-in fighter who punishes hesitation and rewards relentless aggression, or a player who enjoys the fantasy of an unhinged cavalry charge that drags your entire team into fights, this guide covers everything you need to dominate with Kled in 2026.

Kled Overview

Kled operates as an aggressive top lane fighter and skirmisher whose power comes from his unique mounted and dismounted combat system, oppressive laning phase, and team-wide engage ultimate. Unlike most fighters who have a single health bar to manage, Kled effectively has two — Skaarl's bonus health pool while mounted, and Kled's own health while dismounted. This means Kled can take fights that other champions cannot because enemies must deplete Skaarl's health, then continue fighting dismounted Kled, and if Kled remounts by building enough courage through auto-attacks, they must deplete Skaarl's health all over again. A Kled who remounts during an all-in effectively gains hundreds of bonus health mid-fight, and the burst of stats from remounting often catches enemies off guard.

Skaarl, the Cowardly Lizard (Passive) is Kled's defining mechanic. Skaarl provides Kled with a massive bonus health pool that scales with level and bonus health from items. When Skaarl's health reaches zero, the lizard flees and Kled dismounts — losing access to Jousting and Chaaaaarge!!! but gaining Pocket Pistol and a smaller hitbox. While dismounted, Kled builds courage by attacking enemy champions, epic monsters, and towers. When courage reaches 100, Skaarl returns and Kled remounts with Skaarl's health restored to a percentage based on Kled's level. The remount is one of the most powerful moments in Kled's kit — the sudden health gain, combined with the restored access to Bear Trap on a Rope, Jousting, and Violent Tendencies, means Kled goes from a vulnerable dismounted yordle to a full-strength mounted fighter in an instant.

Bear Trap on a Rope (Q — Mounted) is Kled's primary trading and engage tool. Kled throws a bear trap that attaches to the first enemy champion or large monster hit, dealing physical damage. If the target does not break the tether by moving far enough away within a short window, they are yanked toward Kled, taking additional damage and being briefly slowed. Bear Trap on a Rope is devastating in lane because it forces enemies into a lose-lose situation — either they stay close and get pulled into Kled's Violent Tendencies auto-attacks, or they Flash away and waste a summoner spell to avoid the pull. The tether range is generous, meaning most enemies cannot walk out without using a dash or Flash.

Pocket Pistol (Q — Dismounted) replaces Bear Trap on a Rope when Kled is off Skaarl. Kled fires a shotgun blast in a cone, dealing physical damage to all enemies hit and knocking Kled backward. Pocket Pistol restores courage for each enemy champion hit, making it a critical tool for remounting. The knockback on Kled can be used as an escape tool to create distance from enemies who are chasing dismounted Kled, or offensively to reposition toward an enemy and continue auto-attacking to build courage. Pocket Pistol has limited charges that reload over time, so managing ammo is important during extended dismounted fights.

Violent Tendencies (W) is a passive ability that activates on Kled's auto-attacks. Every few seconds, Kled's next four auto-attacks gain bonus attack speed, with the fourth hit dealing bonus damage based on the target's maximum health. Violent Tendencies is Kled's primary damage source in trades — the four empowered auto-attacks deal devastating damage that most top laners cannot match in a short trade window, and the percent-max-health damage on the fourth hit shreds both tanks and squishies. Because Violent Tendencies activates automatically when its cooldown resets, Kled players must manage the timing carefully — starting a trade with Violent Tendencies available versus unavailable is the difference between winning and losing the all-in.

Jousting (E) is Kled's gap-closer and mobility tool, available only while mounted. Kled dashes in the target direction, dealing physical damage to all enemies he passes through. If Jousting hits an enemy champion or large monster, Kled can recast the ability to dash through the target again, dealing additional damage. Jousting provides Kled's engage and chase potential — the first dash closes distance, and the second dash follows the target's escape attempt, making it extremely difficult for enemies to disengage from a Kled who has committed to the fight. The double dash also means Kled can use the first cast aggressively to engage and save the second cast to follow a Flash or dash.

Chaaaaarge!!! (R) is Kled's teamfight-defining ultimate. Kled charges toward a target location, gaining a massive movement speed boost and creating a trail behind him that grants allied champions movement speed when they follow. The first enemy champion Kled collides with takes physical damage and is knocked back. Chaaaaarge!!! is one of the most powerful engage ultimates in the game because it provides both a reliable gap-closer and a team-wide movement speed boost — Kled's entire team can follow the charge to collapse on the enemy team simultaneously. The charge covers an enormous distance, allowing Kled to engage from fog of war or from across the map during rotations.

Strengths

  • Kled's mounted and dismounted system creates a deceptive health bar that punishes enemies who commit to killing him because depleting Skaarl's health does not kill Kled, and dismounted Kled can remount mid-fight by attacking aggressively to restore Skaarl with a fresh health pool — effectively gaining hundreds of bonus health during an all-in and turning a fight the enemy thought they were winning into a devastating loss — Enemies must account for both Skaarl's health and the possibility of a remount when calculating whether they can kill Kled, and many all-ins that look favorable on paper become suicidal once Kled remounts and continues fighting with full Violent Tendencies and Bear Trap on a Rope
  • Kled's laning phase is one of the most oppressive in top lane because Bear Trap on a Rope forces enemies into unfavorable trades by yanking them into Violent Tendencies' four-hit burst, and Jousting's double dash makes it impossible for most champions to disengage once Kled commits to an all-in — Kled wins extended trades against almost every top laner because Violent Tendencies' percent-max-health damage combined with Bear Trap on a Rope's pull means enemies take massive damage even if they attempt to trade back, and the double Skaarl health bar means Kled can survive damage that would kill other fighters
  • Chaaaaarge!!! is one of the most powerful team engage ultimates in the game because it covers enormous distance, provides a team-wide movement speed trail, and delivers a reliable knockback on the first enemy champion hit — allowing Kled to start fights from fog of war and bring his entire team into the engagement at once — Unlike other engage ultimates that require Flash or precise positioning, Chaaaaarge!!! creates its own engage angle from any position on the map, and the speed boost means Kled's team arrives together rather than trickling in one at a time
  • Kled's Violent Tendencies deals percent-max-health damage on the fourth hit, giving him consistent damage against both tanks and squishies throughout all stages of the game regardless of how much health or armor the enemy builds — The bonus attack speed on the first three hits means Kled completes the four-hit combo rapidly, and the percent-health damage ensures that even full-tank top laners cannot ignore Kled's damage output in trades or all-ins

Weaknesses

  • Kled cannot activate his abilities while dismounted except for Pocket Pistol, losing access to Bear Trap on a Rope, Jousting, and Chaaaaarge!!! — meaning dismounted Kled is a fragile, immobile target with limited damage who must stay in combat and auto-attack enemies to build courage for a remount, which puts him at extreme risk against champions with ranged abilities or crowd control that can prevent him from attacking — If Kled is dismounted and the enemy team has crowd control or kiting tools, he cannot build courage and will die as a helpless dismounted yordle without contributing meaningful damage to the fight
  • Violent Tendencies activates automatically when its cooldown resets, meaning Kled cannot hold the ability for the perfect moment — if Violent Tendencies comes off cooldown during a last-hitting sequence, Kled will use the empowered attacks on minions instead of saving them for a champion trade, which can waste his primary damage source and leave him vulnerable during the W cooldown — Managing Violent Tendencies timing requires constant awareness of the cooldown, and wasting it on minions before a trade significantly reduces Kled's kill potential during the window where W is unavailable
  • Kled has no sustain in his kit — no healing ability, no lifesteal, and no shield — meaning poke damage from ranged champions or repeated short trades chip away at Skaarl's health with no way to recover it in lane except recalling to base, and Kled's aggressive playstyle means he often takes damage while trading even when winning the trade — Against champions with sustain like Darius's Decimate healing or Aatrox's drain tanking, Kled must commit to killing them in an all-in because he cannot match their sustain in a war of attrition
  • Kled's Chaaaaarge!!! charges in a fixed direction once activated and cannot be cancelled or redirected, meaning a poorly aimed ultimate that misses the intended target wastes one of the longest-cooldown ultimates in the game and leaves Kled deep in the enemy team without the knockback he needed to start the fight favorably — The charge's fixed direction means enemies who sidestep or Flash away from Kled's path cause the ultimate to miss entirely, and Kled ends up in a dangerous position without having accomplished the engage he intended

Recommended Runes

Primary — Conqueror (Precision)

  • Conqueror — Grants stacking adaptive force on each auto-attack and ability hit against enemy champions, and at full stacks, heals Kled for a percentage of damage dealt. Conqueror is Kled's optimal keystone because his extended trade pattern with Violent Tendencies' four rapid auto-attacks and Bear Trap on a Rope stacks Conqueror to full in a single combo. The adaptive force amplifies Kled's already devastating all-in damage, and the healing at full stacks provides the sustain that Kled's kit otherwise lacks — healing through damage during extended fights where Kled would otherwise be ground down by attrition.
  • Triumph — Restores health and grants bonus gold on champion takedowns. Triumph is essential for Kled because his all-in playstyle means he frequently finishes fights at dangerously low health, and the heal on takedown can restore enough health to survive the next enemy's rotation or keep Kled alive long enough to remount. The bonus gold accelerates Kled's item spikes, and Triumph's healing synergizes with Kled's remount mechanic — killing an enemy while dismounted triggers Triumph's heal while also building courage for the remount, creating a double recovery.
  • Legend: Alacrity — Permanently increases attack speed for each legend stack earned through champion takedowns, epic monster kills, and large monster kills. Legend: Alacrity is valuable for Kled because faster auto-attacks mean faster Violent Tendencies completion, faster courage generation while dismounted, and faster Press the Attack-style trading in lane. The bonus attack speed stacks with Violent Tendencies' built-in attack speed bonus, giving Kled a rapid four-hit combo that completes before most enemies can trade back.
  • Last Stand — Deals bonus damage when Kled's health is low. Last Stand synergizes perfectly with Kled's dismounted state because dismounted Kled is always at low health — Skaarl's health does not count toward Last Stand's threshold, meaning the moment Kled dismounts, Last Stand activates at maximum bonus damage. This makes dismounted Kled far more dangerous than his health bar suggests, and the bonus damage helps Kled build courage faster by dealing more damage per auto-attack while dismounted, accelerating the remount.

Secondary — Resolve

  • Second Wind — Regenerates health after taking damage from an enemy champion. Second Wind helps compensate for Kled's lack of sustain by providing passive regeneration during laning trades. Against poke-heavy champions who chip at Skaarl's health from range, Second Wind's healing adds up over time and keeps Skaarl's health pool from being slowly whittled down before Kled can commit to an all-in.
  • Unflinching — Grants tenacity and slow resistance that increases as Kled's health decreases. Unflinching is critical for dismounted Kled because crowd control is his greatest vulnerability when trying to remount — any stun, root, or slow that prevents Kled from auto-attacking enemies stops him from building courage, and Unflinching reduces the duration of these disabling effects. The scaling tenacity at low health means dismounted Kled is harder to lock down when he needs to be attacking the most.

Recommended Item Build

Based on data from over 12,000 ranked Kled matches tracked on dodge.gg, here's the highest winrate build path.

Early Game (0–10 min)

  • Long Sword — Grants attack damage. Long Sword is Kled's standard starting item because the bonus AD amplifies Violent Tendencies' damage and Bear Trap on a Rope's damage from level 1, giving Kled the strongest possible all-in potential during early trades. The Long Sword builds directly into Kled's first item components, ensuring no wasted gold on the first recall.
  • Refillable Potion — Restores health over time when consumed, refills on recall. Refillable Potion is efficient for Kled because his aggressive playstyle means he takes damage frequently during trades, and the reusable charges save gold over buying Health Potions repeatedly. The sustain from Refillable helps Kled stay in lane long enough to reach his first item spike.

Core Build (10–20 min)

  • Sundered Sky — Grants attack damage, health, and ability haste, with a passive that empowers the first attack on an enemy champion to deal bonus damage and heal Kled based on his missing health. Sundered Sky is Kled's premier first item because the first-hit heal provides the sustain his kit lacks, and the healing scales with missing health — meaning dismounted Kled's first auto-attack heals for a massive amount, helping him survive long enough to remount. The ability haste reduces Bear Trap on a Rope and Jousting cooldowns, allowing Kled to trade more frequently. The health stat increases Skaarl's effective health pool, making Kled harder to dismount.
  • Plated Steelcaps — Grants armor and movement speed, with a passive that reduces damage from basic attacks. Plated Steelcaps are Kled's default boots because most top lane matchups are against auto-attack based fighters and bruisers. The basic attack damage reduction combined with Skaarl's bonus health pool makes Kled significantly harder to dismount through auto-attack trades. Mercury's Treads are a viable alternative against crowd-control-heavy teams.
  • Black Cleaver — Grants attack damage, health, and ability haste, with a passive that shreds the target's armor with each physical damage instance and grants movement speed on dealing physical damage. Black Cleaver is Kled's ideal second item because his rapid auto-attacks from Violent Tendencies stack armor shred to full in a single combo — four fast auto-attacks reduce the enemy's armor by the maximum amount, amplifying all subsequent physical damage. The movement speed on hit helps Kled chase enemies after Jousting's dashes are spent, and the health and ability haste make Kled tankier and more aggressive simultaneously.

Late Game (25+ min)

  • Death's Dance — Grants attack damage, armor, and ability haste, with a passive that stores a portion of damage taken as a bleed and cleanses the stored damage on champion takedowns. Death's Dance is a critical late-game item for Kled because the damage delay synergizes with his remount mechanic — instead of taking burst damage that instantly depletes Skaarl's health, Death's Dance converts it into a bleed that ticks over time, giving Kled more time to fight and potentially remount before the damage kills him. The cleanse on takedown removes the stored bleed entirely, meaning Kled can survive lethal damage by killing an enemy before the bleed finishes.
  • Sterak's Gage — Grants attack damage and health, with a passive shield that triggers when Kled takes a large burst of damage. Sterak's Gage provides a massive shield that protects Kled's Skaarl health bar during teamfight engages — when Kled charges in with Chaaaaarge!!! and takes focus fire from the enemy team, the Sterak's shield absorbs enough damage to keep Skaarl alive long enough for Kled to deal his Violent Tendencies combo. The bonus health from Sterak's is added to Skaarl's health pool, making Kled significantly harder to dismount.
  • Guardian Angel — Grants attack damage and armor, with a passive that revives the champion on death. Guardian Angel gives Kled a third life in teamfights — enemies must deplete Skaarl's health, then kill dismounted Kled, then wait for Guardian Angel's revive, then kill Kled again. This triple-health-bar effect makes Kled one of the most annoying champions to focus in teamfights, and the revive buys time for Kled's team to clean up while the enemy team wastes resources trying to permanently kill him.

Ability Priority

  1. Bear Trap on a Rope (Q) — Max first. Each rank increases Q's damage on initial hit and the pull-in damage, and reduces the cooldown. Q max first is essential because Bear Trap on a Rope is Kled's primary trading tool in lane — a landed Q into Violent Tendencies is Kled's bread-and-butter combo, and higher Q ranks mean more damage per trade and shorter cooldowns between trading windows. The pull mechanic forces enemies to respect Kled's zone of control, and more frequent Qs mean more opportunities to engage.
  2. Violent Tendencies (W) — Max second. Each rank increases W's bonus attack speed on the first three hits and the percent-max-health damage on the fourth hit. W max second scales Kled's all-in damage dramatically because the fourth-hit percent-health damage is his primary source of sustained damage in fights. Higher ranks also increase the attack speed bonus, making the four-hit combo complete faster and giving enemies less time to react or disengage.
  3. Jousting (E) — Max last. E provides its most important benefit at rank 1 — the double dash for engaging and chasing. Additional ranks increase the dash damage, but the damage increase is modest compared to Q's pull damage and W's percent-health scaling. E at rank 1 already provides Kled with the gap-closing he needs, and the slight damage increase per rank does not justify maxing it over Q or W.
  4. Chaaaaarge!!! (R) — Level when available at 6, 11, and 16. Each rank of R increases the charge's damage, reduces the cooldown, and extends the charge range. Level 6 Chaaaaarge!!! is a massive power spike that transforms Kled from a lane bully into a roaming threat who can engage from enormous distance, and the cooldown reduction at levels 11 and 16 means Kled can use his ultimate more frequently for picks and teamfight engages.

Playstyle Tips

Early Game / Laning Phase

Kled's early game is about dominating the lane through aggressive trades with Bear Trap on a Rope into Violent Tendencies, forcing the enemy to respect his kill threat, and looking for all-in opportunities when Violent Tendencies is available and the enemy overextends.

Start Q at level 1 for trading potential. Kled's level 1 Bear Trap on a Rope deals significant damage if the pull connects, and most enemy top laners cannot outtrade a Kled who lands Q at level 1. Take W at level 2 and look for an immediate all-in — the combination of Q pull into W's four empowered auto-attacks deals devastating damage that most champions cannot answer at level 2. If the enemy is at 70% health or lower after the level 2 trade, consider committing to the kill with Ignite.

Manage Violent Tendencies timing carefully. Because W activates automatically when its cooldown resets, you must track the cooldown and avoid wasting it on minions. If W is about to come off cooldown and you want to trade, stop auto-attacking minions and position to land Bear Trap on a Rope first, then use the W-empowered auto-attacks on the enemy champion. Wasting W on the minion wave is one of the most common Kled mistakes and significantly reduces kill potential.

Play around the dismount-remount cycle. If Skaarl's health is getting low during a trade, do not disengage — commit to the fight. Dismounting in the middle of a trade often baits the enemy into overcommitting, and if you can land auto-attacks and Pocket Pistol on the enemy champion while dismounted, the remount restores a fresh Skaarl health bar that the enemy must deplete all over again. Many Kled kills come from enemies who think they are about to finish off a dismounted Kled, only to face a remounted Kled with hundreds of bonus health.

Mid Game

Mid-game Kled with Sundered Sky and Black Cleaver is a roaming engage threat who uses Chaaaaarge!!! to force fights across the map, dives enemy backlines with Jousting, and creates numerical advantages for his team through aggressive map rotations and split push pressure.

After completing Sundered Sky, Kled's all-in damage and sustain increase dramatically. Use Chaaaaarge!!! to roam from top lane to mid lane or the jungle — the charge's enormous range means Kled can arrive at fights faster than any other top laner, and the movement speed trail brings his team along for the engage. Coordinate with your jungler to set up charges on overextended enemies — a Chaaaaarge!!! from fog of war gives the enemy almost no time to react.

Push top lane before roaming to create split push pressure. Kled takes towers quickly because Violent Tendencies' attack speed bonus applies to structures, and Jousting allows Kled to escape ganks while splitting. If the enemy top laner matches your split push, look for an all-in — Kled wins most 1v1 matchups at this stage with two items. If the enemy sends two champions to deal with your split push, your team has a numbers advantage for objectives elsewhere.

In teamfights, Kled's role is to charge the enemy backline and disrupt their carries. Chaaaaarge!!! into the enemy ADC or mage, then use Bear Trap on a Rope to prevent them from escaping and Violent Tendencies to burst them down. Kled's double health bar with Skaarl means he can survive longer than other divers in the enemy backline, and the remount mechanic can extend his survival even further if the enemy team commits to killing him.

Late Game

Late-game Kled with a full bruiser build is an unkillable engage frontliner who initiates fights with Chaaaaarge!!!, locks down priority targets with Bear Trap on a Rope, and absorbs enormous amounts of damage through Skaarl's health pool, Death's Dance bleed delay, Sterak's Gage shield, and the remount mechanic.

In late-game teamfights, Kled's primary value is engage and disruption. Chaaaaarge!!! into the enemy team's most important carry, knock them back with the charge's impact, then use Bear Trap on a Rope to pull them back and Jousting to stay on top of them. Kled's job is not to deal the most damage on his team — it is to reach the enemy backline and force them to deal with him while his own carries deal damage from safety.

Death's Dance and Sterak's Gage make late-game Kled extraordinarily difficult to kill. Death's Dance delays burst damage into a bleed, giving Kled time to proc Sundered Sky's heal and potentially remount. Sterak's shield absorbs the initial burst when Kled charges in, and if Kled dismounts, he still has Guardian Angel's revive as a final insurance policy. Enemies must chew through Sterak's shield, Skaarl's health pool, Death's Dance bleed delay, dismounted Kled's health, and Guardian Angel's revive — a process that takes long enough for Kled's team to clean up the fight.

Use Chaaaaarge!!! proactively to start fights on your terms rather than reacting to enemy engages. Kled's ultimate is strongest when used from fog of war to catch enemies off guard — charging from behind a wall or through an unwarded jungle path gives the enemy team minimal time to react. If the enemy team is grouped for an objective like Baron or Dragon, a flanking Chaaaaarge!!! from behind can displace their carries out of position and create the chaos that Kled thrives in.

Matchups

Favorable

  • Camille — Camille is a scaling fighter who wants to trade with Precision Protocol auto-attack resets and disengage with Hookshot. Kled dominates this matchup because Bear Trap on a Rope prevents Camille from disengaging after her short trade — if Camille commits to a Precision Protocol trade and Kled lands Q, the tether pulls Camille back into Violent Tendencies' four-hit burst that she cannot outtrade. Kled's double health bar with Skaarl means Camille's true damage from Precision Protocol's second hit is less impactful because she must deplete both Skaarl's health and Kled's health to secure a kill. Chaaaaarge!!! also matches Camille's Hextech Ultimatum engage, allowing Kled to counter-engage or roam to match her split push.
  • Gangplank — Gangplank is a ranged poke champion who wants to harass with Parrrley and scale into late-game barrels. Kled punishes Gangplank's fragility because a single Bear Trap on a Rope that connects pulls Gangplank into melee range where Violent Tendencies' four-hit burst deals devastating damage that Gangplank cannot answer. Gangplank's Remove Scurvy cleanses the Q pull, but it costs mana and has a long cooldown — once it is down, Gangplank has no way to escape Kled's aggression. Jousting closes the gap that Gangplank tries to maintain, and Kled's early-game all-in pressure prevents Gangplank from safely farming to his late-game power spikes.
  • Kayle — Kayle is a weak early-game scaling champion who needs to farm safely until level 6 and beyond to reach her ranged form. Kled destroys Kayle in the early game because Kayle has no tools to deal with Bear Trap on a Rope's pull into Violent Tendencies — she is melee before level 6, has no escape, and her damage cannot match Kled's in any trade. Kled should all-in Kayle at every opportunity before level 6 and zone her from farm with the threat of Bear Trap on a Rope. If Kled builds a significant lead before Kayle reaches her level 11 and 16 power spikes, the game is effectively over for Kayle.

Even

  • Darius — Darius is a lane bully who wants extended trades to stack Hemorrhage and execute with Noxian Guillotine. The Kled-Darius matchup is a battle of attrition — Kled's Violent Tendencies burst is strong in short trades, but Darius's Hemorrhage bleed stacks deal significant damage over time that chips at Skaarl's health. If Kled lands Bear Trap on a Rope and completes the four-hit W combo before disengaging, he wins the trade. But if Darius lands Apprehend to pull Kled back and stacks Hemorrhage to five, Noxian Guillotine's true damage can execute through Kled's dismount and kill him before he can remount. The matchup favors the player who controls the trade length — Kled wants short bursts, Darius wants extended all-ins.
  • Jax — Jax is a scaling duelist who becomes stronger as the game progresses and can block Kled's auto-attacks with Counter Strike. The matchup is skill-dependent because Jax's Counter Strike dodges Violent Tendencies' four-hit combo — if Jax activates Counter Strike before Kled's W procs, Kled's primary damage source is nullified. However, Kled wins trades when Counter Strike is on cooldown because Jax cannot match Violent Tendencies' burst without his defensive tool. The matchup revolves around Violent Tendencies timing — if Kled forces a trade when Counter Strike is down, he wins. If Jax blocks W with Counter Strike, he wins the extended fight with Grandmaster's Might.
  • Renekton — Renekton is an early-game bully who wants to trade with empowered abilities and sustain with Cull the Meek. Both Kled and Renekton are aggressive early-game fighters, and the matchup is volatile — whoever lands their combo first wins the trade. Renekton's Slice and Dice into empowered Ruthless Predator stun can lock down Kled before Violent Tendencies deals its damage, but Kled's Bear Trap on a Rope into four-hit W combo deals more total damage if the trade goes long enough. The matchup is even because both champions want to fight early and both have the tools to win all-ins depending on who controls the trade.

Unfavorable

  • Vayne — Vayne is a ranged top laner whose Silver Bolts percent-health true damage shreds Skaarl's large health pool, and whose Tumble and Condemn create distance that Kled cannot close reliably. Vayne kites Kled throughout the laning phase — Bear Trap on a Rope can be dodged with Tumble, Jousting's dash can be interrupted by Condemn's knockback, and Vayne's auto-attack poke chips Skaarl's health without ever entering Kled's threat range. The percent-health true damage from Silver Bolts means Skaarl's bonus health is less effective against Vayne than against other champions, and Vayne's late-game scaling outpaces Kled's. The only way to win this matchup is to land Bear Trap on a Rope and all-in before Vayne can Condemn Kled away.
  • Fiora — Fiora is a dueling specialist whose Riposte parries Bear Trap on a Rope's pull, Grand Challenge's percent-health true damage ignores Kled's tanky itemization, and whose Lunge mobility allows her to dodge Kled's abilities while maintaining damage output. Fiora's Riposte is the key issue — if Fiora parries Bear Trap on a Rope's pull, she stuns Kled and wins the trade for free. Even if Kled avoids the parry, Fiora's sustained damage with Vitals proc's true damage shreds Skaarl's health pool faster than Kled can trade back. Grand Challenge creates a zone where Fiora deals devastating percent-health true damage, and Kled's large hitbox makes Vital proc's easier to hit.
  • Quinn — Quinn is a ranged top laner who uses Blinding Assault to deny Kled's auto-attack-dependent damage and Vault to disengage from Kled's all-ins. Quinn's blind on Blinding Assault prevents Kled from completing Violent Tendencies' four-hit combo, wasting his primary damage source and leaving him unable to trade effectively. Vault's knockback interrupts Jousting's follow-up dash and creates distance that Kled cannot close without Chaaaaarge!!!. Quinn's ranged harass chips at Skaarl's health from a safe distance, and her roaming with Behind Enemy Lines matches Kled's own map pressure from Chaaaaarge!!!. Kled must land Bear Trap on a Rope without being blinded or vaulted away to have any chance of winning a trade.
Matchup Overview
Favorable
Camille
Gangplank
Kayle
Even
Darius
Jax
Renekton
Unfavorable
Vayne
Fiora
Quinn

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