Arrr, good patterns
- Arrr, combines damage and durability in committed skirmishes or extended exchanges.
- Rewards using th' kit's main range, timing and target pattern deliberately.
Game patch, matey 26.20Data Dragon 16.20.1
Arrr, reference patch 16.20.1
the Cantankerous Cavalier
Kled be a belay-range combatant who balances damage, durability and th' timing o' a commitment. This overview keeps th' explanation practical and leaves patch-sensitive numbers to Riot's structured data and th' present in-battle tooltip.
Arrr, strengths and limits
These be kit-level patterns, nay a promise that every course or matchup plays th' same way.
Kled generates some courage by killing minions, but gets much more booty from fighting Champions.
Th' last aboard hit o' Violent Tendencies deals more booty damage than th' first aboard three - make sure ye hit it!
Chaaaaaaaarge!!! can be cast at a great range. Try and predict where th' foe crew will be by th' time ye reach them.
Kled generates courage by damaging enemies wit' his Pocket Pistol and basic attacks, killing minions, and attacking structures or epic monsters.
Watch Kled's courage bar when he's off his mount - when it reaches 100%, he will remount and regain a significant amount o' hull.
Kled be much more booty threatening when he has Violent Tendencies shipshape.
Arrr, practical champion reading
Use these patterns to ask better questions afore choosing an gear, target or commitment. They describe th' kit, nay a promised result.
Armour can reduce th' broad physical profile. Separate basic attacks from physical tricks afore relying on an gear passive that only affects attacks.
Th' threat grows while this champion can keep attacking a useful target. Break target access, create distance or use control afore th' repeated pattern settles in.
Range, slows, displacement and terrain can deny th' clean contact this champion wants. Course th' course in as carefully as th' damage after arrival.
Extended contact can favour th' kit, but only when th' champion reaches th' right target without losing too much hull on th' way in.
Tenacity can shorten only eligible control. Displacements, airborne effects and repeated slows need their own positioning, blocking or movement captain's answer.
Anti-heal or anti-shielding be situational. Buy it only when th' effect be materially protecting targets and yer champion can apply th' captain's answer reliably.
A spell being available does nay mean th' shipshape sequence be sustainable. Watch th' resource bar as well as th' setup and escape cooldowns.
Defensive gear reference
Set sail wit' th' threat that be actually affecting th' clash. These be conditional comparisons, nay an automatic counter loadout.
Armour and attack reduction address repeated physical basic attacks. Th' passive does nay reduce every physical trick.
Pick Mercury's Treads instead when magic damage or reducible crowd control across th' full crew matters more booty.Normal Draft and Ranked role sea chart
Each course be assessed separately. Unfurl a role to reach its queue-specific loadout and matchup preparation.
Old chart, matey. Recommendations await inspection. Kled has an established solo-course course wit' th' income and space needed to trade, manage waves and influence a side course.
Old chart, matey. Recommendations await inspection. Kled be normally played Top and does nay currently have a reviewed Jungle course. Jungle most often needs repeatable monster clear th' deck, seaworthy pathing and prize control without course income. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Kled be normally played Top and does nay currently have a reviewed Mid course. Mid most often needs solo-course safe harbour plus wave control, roaming or reliable burst pressure. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Kled be normally played Top and does nay currently have a reviewed Bot course. Bot most often needs dependable duo-course scaling and sustained damage wit' shared early pressure. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Kled be normally played Top and does nay currently have a reviewed Support course. Support most often needs useful engage, peel or utility while operating on low doubloons income. Treat this as a deliberate experiment, nay a standard recommendation.
Arrr, kit reference
Trick names, descriptions and numeric fields come from Riot Data Dragon. Practical reads be independently written; th' present in-battle tooltip remains authoritative.

Arrr, what it doesEnglishKled rides his trusty steed, Skaarl, who takes damage for him. When Skaarl's health depletes, Kled dismounts. While dismounted, Kled's abilities change and he deals less damage to champions. Kled can restore Skaarl's courage by fighting enemies. At maximum courage, Kled remounts with a portion of Skaarl's health.
Arrr, practical readSkaarl, th' Cowardly Lizard be an automatic part o' th' kit involving damage. Track when its condition be active instead o' treating every fight th' same way.

Arrr, what it doesEnglishKled throws a bear trap that damages and hooks an enemy champion. If shackled for a short duration, the target takes additional physical damage and is yanked toward Kled. When dismounted, this ability is replaced by Pocket Pistol, a ranged gun blast that knocks back Kled and restores courage.
Arrr, practical readBear Trap on a Rope creates setup or area pressure. Place it where th' foe must choose betwixt entering its space, changing course or giving up th' immediate contest.

Arrr, what it doesEnglishKled gains massive attack speed for four attacks. The fourth attack deals more damage.
Arrr, practical readViolent Tendencies contributes basic-attack interaction and damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

Arrr, what it doesEnglishKled dashes, dealing physical damage and gaining a short burst of speed. Kled can cast this ability again to dash back through his initial target, dealing the same damage.
Arrr, practical readJousting contributes movement or repositioning and damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
Th' cast changes position or access. Sailor record fer where th' champion finishes, nay only where th' trick begins.

Arrr, what it doesEnglishKled and Skaarl charge to a location, leaving a speed-granting trail behind them and gaining a shield. Skaarl locks onto and rams the first enemy champion encountered.
Arrr, practical readChaaaaaaaarge!!! contributes movement or repositioning and protection or sustain. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
Another foe champion can affect who receives th' fit fer th' captain's eye hit. Inspect th' line betwixt th' caster and intended target.
Th' protection or sustain be part o' th' cast's value. Compare its timing wit' incoming damage rather than reading only th' offensive effect.
Arrr, levels 1–18
Base values exclude gear, runes, temporary buffs and mode-specific modifiers. Cooldowns be th' listed base cooldown afore trick haste.
Cooldown Data Dragon 16.20.1
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
First aboard rank becomes available at level 6; later ranks normally become available at levels 11 and 16.
| Rank | Health, arr | Arrr, Courage | Trick milestone |
|---|---|---|---|
| 1 | 410 | 100 Arrr, Courage | Pick th' first aboard basic trick |
| 2 | 470 | 100 Arrr, Courage | Stow another basic trick or rank |
| 3 | 534 | 100 Arrr, Courage | Stow another basic trick or rank |
| 4 | 600 | 100 Arrr, Courage | Spend one trick point |
| 5 | 670 | 100 Arrr, Courage | Spend one trick point |
| 6 | 742 | 100 Arrr, Courage | First aboard ultimate rank normally available |
| 7 | 817 | 100 Arrr, Courage | Spend one trick point |
| 8 | 895 | 100 Arrr, Courage | Spend one trick point |
| 9 | 976 | 100 Arrr, Courage | Spend one trick point |
| 10 | 1,060 | 100 Arrr, Courage | Spend one trick point |
| 11 | 1,147 | 100 Arrr, Courage | Arrr, second ultimate rank normally available |
| 12 | 1,237 | 100 Arrr, Courage | Spend one trick point |
| 13 | 1,330 | 100 Arrr, Courage | Spend one trick point |
| 14 | 1,426 | 100 Arrr, Courage | Spend one trick point |
| 15 | 1,524 | 100 Arrr, Courage | Spend one trick point |
| 16 | 1,626 | 100 Arrr, Courage | Arrr, final ultimate rank normally available |
| 17 | 1,730 | 100 Arrr, Courage | Spend one trick point |
| 18 | 1,838 | 100 Arrr, Courage | Spend one trick point |
Pick th' next aboard query
Pick a queue-aware loadout, compare a course foe, or return to th' full champion library.