Kled & Skaarl is a champion in League of Legends played Top Lane, classified as a Skirmisher (legacy: Fighter, Tank). The Cantankerous Cavalier uses Courage (100 bar, dismounted only) and deals Physical adaptive damage (R deals Magic). Released August 10, 2016, last changed V25.16, patch V26.03. Kled je paradox: tvrdohlavý yordle na zbabělém ještěrovi, který získává více HP, čím více ho bijí. Kled is the ultimate aggression champion in League. The dual health bar system means you effectively have two lives in every fight. Mounted Kled (Kled + Skaarl HP = up to ~3600+ HP at level 18 with items) is a terrifying diver with Bear Trap pull, double-dash, and %max HP damage. When “killed”, Kled dismounts, cleanses ALL CC, gains brief invulnerability, and starts fighting AGAIN to remount. A Kled who remounts mid-fight effectively heals for 40–70% of Skaarl’s max HP – that’s 600–1000+ HP appearing out of nowhere. Enemies who commit to killing Kled and fail the remount watch in horror as a full-HP lizard-riding maniac charges back at them. The R – Chaaaaaaaarge!!! – is one of the longest-range engage ultimates in the game (3500–4500 units), granting allies a speed trail and shield while Kled charges like a missile into the enemy team.
📊 Base Statistics
| Statistic | Base Value | Max Value (lvl 20) |
| Kled HP | 410 | ~410 (fixed, no growth) |
| Skaarl HP | 400 | 1556.76 (by level) |
| Combined HP | 810 | 3618.62 (+ bonus HP items on Skaarl) |
| Resource | Courage (100 max) | Dismounted only |
| Attack Damage (AD) | 65 | 133.83 |
| Armor (AR) | 35 | 137.26 |
| Magic Resist (MR) | 28 | 68.31 |
| Movement Speed (MS) | 345 (Mounted) | Dismounted: reduced + 70–165 bonus toward enemies |
| Attack Range | 125 (Melee) | Dismounted: bonus range toward champions |
💡 Unique Mechanic – Dual Health Bar: Kled is the only champion in the game with two separate health pools. Mounted: all damage goes to Skaarl (400–1557 base HP + ALL bonus HP from items). Skaarl reaches 0 HP = Kled dismounts, cleanses ALL CC, lunges toward allied Nexus (brief untargetability + 0.5s CC immunity), and excess damage is IGNORED. Dismounted Kled has only ~410 HP (no growth!) but gains: 70–165 bonus MS toward enemy champions, 4 (+1% bonus HP) bonus AR/MR increased by 30% per nearby enemy (up to 10 +2.5% bonus HP with 3+ enemies), and reduced attack damage (85/90/95/100% by level). Kled builds Courage to remount: 15 per champion auto, 5 per minion kill / structure hit, 5 per Pocket Pistol pellet on champion (max 25 per Q). At 100 Courage, Skaarl returns with 40/50/60/70% (by level) of max HP. Returning to fountain always remounts. After remounting, 30-second Frayed Nerves prevents Courage generation.
🦎 Passive: Skaarl, the Cowardly Lizard
| State | Mounted | Dismounted |
| HP | Skaarl absorbs ALL damage. Skaarl HP = 400–1557 + bonus HP from items. | Kled HP only (~410, no growth). Bonus AR/MR from passive. |
| Abilities | Q: Bear Trap, W: Violent Tendencies, E: Jousting, R: Chaaaaaaaarge!!! | Q: Pocket Pistol (cone shotgun), W: Violent Tendencies only. E + R locked. |
| Movement | 345 base MS | Reduced base MS, +70–165 bonus toward visible enemies. |
| Attack | 125 range, full AD damage. | Bonus range, 85–100% AD vs champions (by level). |
| On Dismount | N/A | Cleanses ALL CC, brief untargetability, resets Pocket Pistol charges. |
➡️ Key Mechanic: The dismount cleanses ALL crowd control – this includes suppressions, stuns, roots, everything. If Malzahar ults you and Skaarl dies during the suppress, the suppress is cleansed and you’re free. Excess damage when Skaarl reaches 0 is completely IGNORED – if you’re at 50 Skaarl HP and take 2000 damage, you dismount at full Kled HP (410). This makes Kled incredibly hard to “burst through” dismount. The Courage system is designed for aggression: auto-attacking champions gives 15 Courage (the most), meaning the optimal play is to fight harder after dismounting, not run away. W (Violent Tendencies) 4 autos = 60 Courage. Point-blank Pocket Pistol (5 pellets on champion) = 25 Courage. Total: 85 + one more auto (15) = 100 Courage = REMOUNT. The entire remount combo takes under 3 seconds. Enemies who don’t burst dismounted Kled instantly are rewarded with a full-HP Skaarl charging back into their face.
🧸 Q (Mounted): Bear Trap on a Rope
CD: 11/10/9/8/7s | Cast: 0.25s | Range: 800 / Tether: 625 | Speed: 1600
ACTIVE: Throws a bear trap dealing physical damage (150% to minions/small monsters). Hooks first champion/large monster for 1.75s. If Kled stays within tether radius, pulls target 150 units dealing additional physical damage + slow.
| Parameter | Value |
| Initial Damage | 30/55/80/105/130 (+60% bAD) |
| Pull Damage | 60/110/160/210/260 (+120% bAD) |
| Total Damage | 90/165/240/315/390 (+180% bAD) |
| Slow (after pull) | 30/35/40/45/50% for 2.5 seconds |
💡 Pro Tip: Bear Trap’s total damage (390 + 180% bAD at rank 5) is enormous for a basic ability – comparable to many ultimates. The tether lasts 1.75 seconds and the radius shrinks over time, so the enemy must dash/flash to break it. If they don’t break it, they get pulled 150 units toward Kled AND slowed 50% for 2.5 seconds. This guarantees follow-up with E double-dash and W %HP autos. The pull interrupts channels and repositions enemies. Q can be cast during Jousting (E) dash for animation canceling – E into the enemy, Q mid-dash, the trap connects as you arrive. Can also be cast during R charge for mid-charge tethering.
🔫 Q (Dismounted): Pocket Pistol
Charges: 2 (restored on dismount) | Recharge: ~seconds based on CDR
ACTIVE: Fires 5 pellets in a cone dealing physical damage, recoiling 300 units backward. Each pellet hitting a champion restores 5 Courage (max 25 per cast). 20% bonus damage per pellet beyond first on same target. Recoil passes terrain.
| Parameter | Value |
| Physical Damage | 35/50/65/80/95 (+65% bAD) base, +20% per extra pellet |
| Courage Restore | 5 per pellet on champion (max 25), 2.5 per pellet on epic monster |
| Recoil | 300 units backward, passes terrain |
➡️ Key Mechanic: Pocket Pistol is critical for remounting. Point-blank 5 pellets on a champion = 25 Courage. Combined with W’s 4 autos (60 Courage) + 1 more auto (15), that’s the full 100 Courage needed to remount. The recoil passes terrain – you can use Pocket Pistol to dash over thin walls while dismounted, creating escape routes that enemies can’t follow. Both charges are restored on every dismount, so you always have 2 casts available when you need them most. Against ranged enemies, the recoil is also useful for closing distance in reverse – aim Pocket Pistol away from the enemy to recoil toward them, then auto for Courage.
💥 W: Violent Tendencies
CD: 13/12/11/10/9s (passive, activates automatically)
PASSIVE: Periodically gains 150% bonus AS for next 4 autos within 4 seconds. The 4th attack deals bonus physical damage based on % target max HP. Against structures, 4th hit deals modified bonus damage. CD reduced by 0.5s per on-hit vs champs (1.5s per hit).
| Parameter | Value |
| Bonus Attack Speed | 150% for 4 attacks / 4 seconds |
| 4th Hit Bonus Damage | 20/30/40/50/60 (+4.5/5/5.5/6/6.5%)(+5% per 100 bAD)(+0.4% per 100 bonus HP) of target max HP |
| Structure Bonus Damage | 62–96.41 (by level)(+0/15/30/45/60) |
| Monster Cap | 200 on %HP portion |
💡 Pro Tip: Violent Tendencies is a PASSIVE you cannot manually activate – it triggers automatically when off cooldown upon your next auto. This means you need to track the cooldown constantly. If W activates on a minion wave, you lose your primary trading tool for 9–13 seconds. The critical early-game trick: don’t put a point into W at level 1. Keep the skill point. When you dismount for the first time, THEN level W – it instantly activates because leveling it counts as the first trigger. This gives you 4 empowered autos (60 Courage) for immediate remounting. The 4th hit’s %max HP damage is devastating against tanks: at max rank with 200 bAD and 500 bonus HP, the 4th hit deals 60 + 16.5% + 10% + 2% = ~28.5% of target max HP as bonus damage. That’s a single auto dealing nearly 30% max HP to a tank.
🐎 E: Jousting (Mounted Only)
CD: 13/12/11/10/9s | Cast: None | Range: 550/765 | Speed: 600 + 100% MS
ACTIVE: Skaarl dashes dealing physical damage and pulling minions/small monsters. On hitting a champion or large monster, dashes through them 350 units, marks them for 3 seconds (revealed + 50% bonus MS for Kled after first dash), and can recast to dash back through the marked target (through terrain on recast).
| Parameter | Value |
| Dash 1 Damage | 35/60/85/110/135 (+55% bAD) |
| Total (both dashes) | 70/120/170/220/270 (+110% bAD) |
| MS Bonus (after 1st dash) | 50% bonus for 1 second |
➡️ Key Mechanic: Jousting’s recast can dash through terrain – if the marked enemy flashes over a wall, the recast follows them through the wall. This is one of Kled’s most powerful tools for sticking to targets. Q + E combo: E through enemy (mark), Q mid-dash (tether hooks), enemy is now tethered AND marked – they can’t escape without Flash, and even if they Flash, E recast follows. The 50% bonus MS for 1 second after first dash lets you reposition for W’s 4th empowered hit timing. Q and R can be cast during both E dashes for full animation canceling.
💣 R: Chaaaaaaaarge!!! (Mounted Only)
CD: 140/125/110s | Cast: None | Range: 3500/4000/4500 | Search: 500/800
ACTIVE: Charges toward target location (3500–4500 range!). During charge: ghosted, CC immune, revealed to enemies within 1250 radius. Gains increasing shield. Allies following the trail gain Mr. Kled’s Wild Ride (40% bonus MS in combat, up to 650 total MS out of combat). Upon reaching first visible enemy champion, dashes into them dealing magic damage based on % max HP (increased by charge time) and knocking them back 150 units.
| Parameter | Value |
| Min Magic Damage | 4/6/8% (+3% per 100 bAD) of target max HP |
| Max Magic Damage (full charge) | 12/18/24% (+9% per 100 bAD) of target max HP (up to 200% increase) |
| Shield (during charge) | 20/30/40 (+30% bAD), scaling to 100% over 2.25s. Lasts 1.75–2s. |
| Trail Duration | 9 seconds. Allies: 40% bonus MS (combat) / up to 650 MS (out of combat). |
| Max Speed (Kled) | Up to 950 total MS during charge |
💡 Pro Tip: Chaaaaaaaarge!!! is one of the longest-range engages in the entire game – 4500 units at max rank covers over half the map. The damage is magic, which is huge because Kled’s entire kit is otherwise physical. Enemies building armor against you still take massive R damage. At max charge with 200 bAD: 24% + 6% = 30% of target max HP as magic damage – against a 3000 HP target, that’s 900 magic damage from a single collision. The CC immunity during charge means nobody can stop you – no stun, no root, no knockup. Only dismounting stops the charge. The team trail is an underrated team-wide power: allies inside the 9-second trail gain up to 950 MS out of combat. This turns R into a team-wide Sivir ult on steroids for coordinated engages. Cast R from fog of war for maximum charge time (= maximum damage) and surprise.
🎯 Strategies and Gameplay Tips
Early Game (Levels 1-5) – All-In Aggression
- W Skill Point Trick: Don’t level W at level 1. Take Q. At level 2, take E. Hold the level 3 point. When Skaarl dismounts for the first time, THEN level W – it activates immediately, giving 4 empowered autos for instant Courage generation (60 from W + 15 from next auto + 25 from Pocket Pistol = 100 Courage = remount). This trick wins level 2–3 all-ins that enemies think they’re winning.
- Trade Pattern: W activates → auto-attack enemy 4 times (150% AS makes this fast, 4th hit deals %max HP) → Q (tether hooks during the combo) → enemy is now slowed 40–50% → walk away while they’re slowed. The entire trade takes 2–3 seconds and deals 400–600 damage at level 3. Repeat every W cooldown (13–9s).
- Dismount = Aggression: When Skaarl dismounts, DO NOT RUN AWAY. Kled’s entire design rewards staying in the fight. With W active + Pocket Pistol, you can remount in under 3 seconds. Running away dismounted = death (you’re slow with only 410 HP). Fighting dismounted = remount (you get 600–1000 HP back instantly). The only time to run is when you’re against 3+ enemies with no W available.
Mid Game (Levels 6-10) – Chaaaaaaaarge!!!
- R Roams: Kled’s R has 3500 range at rank 1 – that’s enough to charge from top lane tower to mid lane. Shove a wave, then R toward mid for a cross-map gank. You arrive at 950 MS, CC immune, dealing %max HP magic damage. The enemy mid laner has zero time to react. Your mid laner follows the speed trail for the follow-up. This play wins mid lane from top lane.
- Dive Potential: Kled is one of the best tower divers in the game. Your dismount invulnerability + CC cleanse drops tower aggro. Dive the enemy: take tower shots on Skaarl, dismount under tower (tower switches target because you’re briefly untargetable), remount with fresh HP, and the tower is now aggro’d onto a minion. You effectively tanked 6–8 tower shots through Skaarl’s HP bar + dismount reset.
- Split Push Power: W’s bonus structure damage (62–96 per 4th hit + on-hit) + Titanic Hydra + Hullbreaker makes Kled a scary split-pusher. If the enemy sends one person, you all-in them (Kled wins most 1v1s). If they send two, your team fights 4v3 and you R to join from across the map.
Late Game (Levels 11+) – Engage and Dive
- Team Engage: R from fog of war into the enemy team. Full-charge R deals 24–30% max HP magic damage to the first target hit + knockback. Your team follows the speed trail (up to 950 MS out of combat) and arrives 1–2 seconds after you. You’re tanking with Skaarl’s HP + Sterak’s shield + Overlord’s Bloodmail while your team cleans up.
- Remount in Teamfights: Teamfight chaos is where Kled thrives. Skaarl dismounts mid-fight, enemies switch targets. You W (150% AS) + auto champions (15 Courage each) + Pocket Pistol (25 Courage). In a 5v5 with multiple targets to hit, remounting takes 2–3 seconds. The remount provides effectively 800–1200 bonus HP mid-fight – that’s like having a second Sterak’s Gage pop. Enemies who ignored dismounted Kled are punished when he charges back in fully healed.
❌ Common Mistakes and How to Avoid Them
- Running Away Dismounted: The #1 Kled mistake. Dismounted Kled has 410 HP and reduced MS – running away means dying slowly. Fight to remount. W (4 autos = 60 Courage) + Pocket Pistol (25) + auto (15) = 100. The remount gives you more HP than you’d save by running.
- Wasting W on Minions: W activates automatically. If you auto a minion while W is ready, you waste 150% AS and the %max HP 4th hit on a creep instead of the enemy champion. Track W cooldown. When it’s about to come up, stop auto-attacking minions and wait for a trade.
- Short-Range R: Chaaaaaaaarge!!! damage scales with charge time (0–200% increase). Short-range R = minimum 4% max HP. Full-charge R = 24%+ max HP. That’s 6x the damage. Always start R from maximum distance for maximum impact.
- Breaking Q Tether: Bear Trap’s pull requires staying within shrinking tether radius for 1.75s. If YOU walk away from the tethered enemy, YOU break the tether. Stay close to the enemy during tether to guarantee the pull + slow.
⚙️ Recommended Build and Itemization (54.3% WR)
Core Items
- Titanic Hydra: First item in highest WR build. HP scaling synergy is perfect: all bonus HP goes to Skaarl, making the mount tankier. Titanic’s on-hit damage + auto-attack reset provides a 5th hit in the W combo for extra damage and Courage generation when dismounted. AoE cleave improves wave clear and teamfight damage.
- Plated Steelcaps: Kled fights AD bruisers and juggernauts in top. Auto-attack damage reduction from Steelcaps significantly reduces incoming damage on Skaarl, keeping you mounted longer.
- Hullbreaker: Split-push item that amplifies Kled’s already-strong solo lane pressure. Bonus resistances while alone + structure damage + HP scaling. When splitting, enemies must send multiple people to deal with Hullbreaker Kled, which opens the map for your team’s plays.
Scaling Items
- Overlord’s Bloodmail: Massive HP pool + bonus AD scaling from max HP. All HP goes to Skaarl’s health bar, making the dual-HP system even more oppressive. More HP = harder to dismount = more impactful remount healing.
- Sterak’s Gage: Shield when bursted below HP threshold. On Kled, Sterak’s shield activates on Skaarl’s HP – it can prevent dismounting entirely. The shield buys time for W 4th hit to land, which often heals enough (via conquerer/omnivamp) to stabilize.
- Black Cleaver: Armor shred stacks rapidly through W’s 150% AS autos. 4 attacks in quick succession = nearly full Cleaver stacks, amplifying all subsequent physical damage. HP + AD + ability haste all benefit Kled’s kit.
🔶 Runes
Primary – Precision:
- Conqueror: Kled’s optimal keystone. W’s 4 rapid autos + Q damage stack Conqueror to max in under 3 seconds. At max stacks: bonus AD + healing from damage. Extended fights (Kled’s strength) keep Conqueror fully stacked. The healing also applies during remount fights, helping sustain through dismounted phase.
- Triumph: Heal on takedown. In chaotic teamfights where Kled gets kills/assists while dismounted, Triumph healing can push Courage over 100 faster by keeping Kled alive long enough to auto more.
- Legend: Alacrity: Bonus AS. Faster autos = faster W combo = faster Courage generation = faster remount. Every fraction of attack speed matters for the dismounted remount sequence.
- Last Stand: Bonus damage when low HP. Dismounted Kled at 410 HP is ALWAYS at low %HP (since combined max HP is 3000+). Last Stand gives permanent 5–11% bonus damage while dismounted – a massive amplifier.
Secondary – Resolve:
- Bone Plating: Reduces damage from the first 3 instances of champion damage. Protects Skaarl’s HP during short trades, keeping Kled mounted longer in lane.
- Demolish: Bonus structure damage on empowered autos. Synergizes with Kled’s split-push identity and Hullbreaker. After winning a trade, crash the wave and take a plate.
⚔️ Counter Picks & Matchups
✅ Kled Counters (Strong Against)
1. Akali
Why: Bear Trap tether reveals Akali through Shroud and pulls her back if she tries to dash away. Kled’s aggression prevents Akali from farming safely. W %max HP damage ignores her lack of HP items. E double-dash follows her through her R dashes. Akali can’t burst through Skaarl + Kled’s dual HP fast enough.
2. Vladimir
Why: Kled all-ins Vladimir before level 6) and doesn’t let him scale. Q tether + E gap-close + W %HP autos delete Vlad’s HP pool. Vladimir’s Sanguine Pool (untargetability) doesn’t break Q tether if it was already applied. Kled’s dive potential with dismount invulnerability also counters Vlad’s tower-hugging.
3. Dr. Mundo
Why: W’s %max HP damage shreds Mundo’s massive HP pool. At max rank with items, the 4th W hit deals 25–30% of Mundo’s max HP as bonus damage. Kled’s all-in aggression prevents Mundo from passively farming and scaling. R engage from across the map means Mundo can’t avoid fights.
❌ Kled Countered By
1. Gwen
Why: Gwen’s Hallowed Mist makes her untargetable to abilities from outside. Kled’s Q can’t hook through Mist, negating his primary engage tool. Gwen also deals true damage through W autos), ignoring Skaarl’s effective HP advantage. Her sustained DPS outpaces Kled’s burst-trade pattern, and she shreds Skaarl’s HP before W comes back off CD.
2. Wukong
Why: Wukong’s clone (W) breaks Q tether by creating confusion about which target is real. His double-R knockup chains CC that chunks Skaarl’s HP rapidly. Wukong’s team-fight presence with R also outscales Kled’s single-target focus in later stages.
3. Fiora
Why: Fiora’s Riposte (W) parries Q tether pull and stuns Kled. Her %max HP true damage from Vitals shreds Skaarl’s health. Fiora out-duels Kled at every stage because she has Vital healing + Riposte to negate Kled’s most important abilities. Fiora also scales better into side-lane 1v1s.
FAQ
Q: Does bonus HP go to Kled or Skaarl?
A: All bonus HP from items goes to Skaarl’s health pool. Kled’s own HP (~410) never changes. This means HP items make Skaarl tankier, harder to dismount, and provide a larger remount heal (40–70% of Skaarl’s max HP). Building HP is always valuable on Kled.
Q: Can Kled die while dismounting?
A: No. The dismount provides brief untargetability + CC immunity for 0.5 seconds. Excess damage beyond Skaarl’s 0 HP is completely ignored. Even if a 2000-damage Darius ult kills Skaarl at 1 HP, Kled dismounts at full Kled HP. However, dismounted Kled only has ~410 HP and CAN be killed by subsequent damage.
Q: How fast can Kled remount?
A: Fastest remount: W (4 autos at 150% AS = ~1.5s) = 60 Courage + 1 auto (15) + Pocket Pistol (25) = 100. Total: under 3 seconds. This assumes all 5 Pocket Pistol pellets hit a champion and W was available on dismount. The W skill-point trick at level 3 guarantees this timing for first dismount.
Q: Does R work while dismounted?A: No. Chaaaaaaaarge!!! requires Kled to be Mounted. If Kled dismounts during R charge, the charge ends immediately. This is the primary counter to Kled’s R – burst Skaarl’s HP during the charge to stop it. R also cannot be cast while dismounted, so no escape tool.