Arrr, VRC.LOL

Game patch, matey 26.20Data Dragon 16.20.1

Arrr, reference patch 16.20.1

Kled Arrr, top · Normal Draft

Kled has an established solo-course course wit' th' income and space needed to trade, manage waves and influence a side course.

Arrr, primary roleArrr, standard Summoner's Rift preparation
Arrr, champion overview
Old chart, mateyRecommendations await inspection

These patches keep recommendation review, build checks and item lookup on separate charts, matey. Fresh item data does not finish a build review.

Recommendations’ patch
16.16 Data Dragon
Build check’s patch
16.19.1 Data Dragon
Item lookup’s patch
16.20.1 Data Dragon

Arrr, normal Draft · Top

Arrr, evidence-supported Kled Top

Follow th' completed-gear order as a pre-battle reference. Components and owned gear do nay create extra inventory slots.

Arrr, primary role
S
Draft / Ranked opening · separate from gear 1

Doran's Blade

450 doubloons

This be th' most-supported Draft/Ranked starting gear in th' frozen prior-patch public role snapshot. Compare its durability, sustain and damage trade-off afore leaving base.

1
First aboard gear

Titanic Hydra

3,300 doubloons

This cargo be part of the most-supported sound core in the frozen prior-patch public role log. Use the sample as context, then adjust only for a clearly named matchup trouble.

2
Boots

Plated Steelcaps

1,200 doubloons

These be the most-supported Boots in the frozen prior-patch public role log; change them when enemy damage or crowd control calls for another defence.

3
Core

Black Cleaver

3,000 doubloons

This cargo be part of the most-supported sound core in the frozen prior-patch public role log. Use the sample as context, then adjust only for a clearly named matchup trouble.

4
Late

Overlord's Bloodmail

3,300 doubloons

This cargo be part of the most-supported sound core in the frozen prior-patch public role log. Use the sample as context, then adjust only for a clearly named matchup trouble.

5
Flexible

Death's Dance

3,300 doubloons

Keep this reviewed late cargo after the prior-patch cross-check; move or trade it only when its named match trouble is aboard.

6
Low-hull safe harbour

Sterak's Gage

3,200 doubloons

Completes th' six-gear inventory wit' hull and a low-hull shield after bonus hull be established.

Shipshape loadout choices

Pick th' course afore play

Recommendations await inspection

AlternativeArrr, too much healingChempunk Chainsword adds anti-heal without abandoning attack damage and hull.Spy full course

Arrr, best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and hull.

  1. First aboard gearTitanic Hydra
  2. BootsPlated Steelcaps
  3. Chempunk Chainsword
  4. LateOverlord's Bloodmail
  5. FlexibleDeath's Dance
  6. Low-hull safe harbourSterak's Gage
AlternativeArrr, sustained magic damageKaenic Rookern be a defensive captain's answer when repeated magic damage be th' real problem.Spy full course

Arrr, best when: Kaenic Rookern be a defensive captain's answer when repeated magic damage be th' real problem.

  1. First aboard gearTitanic Hydra
  2. BootsPlated Steelcaps
  3. CoreBlack Cleaver
  4. Kaenic Rookern
  5. FlexibleDeath's Dance
  6. Low-hull safe harbourSterak's Gage

Shipshape loadout comparison

Shipshape loadout comparison

Recommendations await inspection

AlternativeArrr, too much healingChempunk Chainsword adds anti-heal without abandoning attack damage and hull.Spy full course

Arrr, best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and hull.

  1. First aboard gearTitanic Hydra
  2. BootsPlated Steelcaps
  3. Chempunk Chainsword
  4. LateOverlord's Bloodmail
  5. FlexibleDeath's Dance
  6. Low-hull safe harbourSterak's Gage
AlternativeArrr, sustained magic damageKaenic Rookern be a defensive captain's answer when repeated magic damage be th' real problem.Spy full course

Arrr, best when: Kaenic Rookern be a defensive captain's answer when repeated magic damage be th' real problem.

  1. First aboard gearTitanic Hydra
  2. BootsPlated Steelcaps
  3. CoreBlack Cleaver
  4. Kaenic Rookern
  5. FlexibleDeath's Dance
  6. Low-hull safe harbourSterak's Gage

Arrr, runes and summoner spells

Arrr, runes and summoner spellsKledTop

Use repeated combat and durability rather than gambling th' long solo course on one short trade.

Normal Draft, matey
Arrr, primary tree

Precision

ConquerorTriumphLegend: AlacrityLast Stand
Arrr, secondary tree

Resolve

Bone PlatingOvergrowth
Arrr, summoner spells
FlashTeleport
Long-course safe harbour

Teleport preserves recalls and side-course access. Ignite be a deliberate pressure trade-off, nay a universal upgrade.

Respect th' matchup

Keep th' defensive secondary runes when repeated poke or one committed trade can decide th' course.

Arrr, static alternatives

Compare th' problem afore changing th' course

These choices be nay picked from live scores. Use one only after ye identify th' stated clash problem yourself.

Arrr, too much healing

Chempunk Chainsword

Chempunk Chainsword adds anti-heal without abandoning attack damage and hull.

Arrr, sustained magic damage

Kaenic Rookern

Kaenic Rookern be a defensive captain's answer when repeated magic damage be th' real problem.

Arrr, kit reference

Kled tricks

Trick names, descriptions and numeric fields come from Riot Data Dragon. Practical reads be independently written; th' present in-battle tooltip remains authoritative.

Tricks Data Dragon 16.20.1Cooldown / Cost / Range Data Dragon 16.20.1
P
Passive

Skaarl, the Cowardly Lizard

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.

Q
Q trick

Bear Trap on a Rope

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.

CooldownArrr, 11/10/9/8/7 secArrr, listed rangeArrr, 800 units
W
W trick

Violent Tendencies

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.

CooldownArrr, 13/12/11/10/9 sec
E
E trick

Jousting

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.

CooldownArrr, 13/12/11/10/9 secArrr, listed rangeArrr, 550 units
Movement

Th' cast changes position or access. Sailor record fer where th' champion finishes, nay only where th' trick begins.

R
Ultimate

Chaaaaaaaarge!!!

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.

CooldownArrr, 140/125/110 secArrr, listed rangeArrr, 3500/4000/4500 units
Arrr, champion interception

Another foe champion can affect who receives th' fit fer th' captain's eye hit. Inspect th' line betwixt th' caster and intended target.

Protection

Th' protection or sustain be part o' th' cast's value. Compare its timing wit' incoming damage rather than reading only th' offensive effect.

Adapt th' course

What to do when th' battle changes

Judge th' whole course or sea chart state, nay only personal kills. Pick th' situation closest to th' present battle.

Even course

Trade 'round th' wave and yer strongest cooldowns

1
Course

Keep hull and minions balanced so one poor trade does nay decide th' course.

2
Sea chart play

Move after th' wave be handled and communicate if th' opposing Top laner leaves first aboard.

3
Fights

Pick betwixt front-line duty, side pressure and carry access according to th' champion kit.

Pings, movement and prizes

Kled Top sea chart course

Manage th' long course afore leaving it. A useful move begins wit' a handled wave, a visible course and a teammate who knows ye be coming.

Ahead

Use th' side-course lead without donating it

Ping
Ping Foe Lost overboard when th' opposing Top leaves, then On Me Way afore a flank or prize move.
Arrr, stay or move
Push th' wave afore moving. Stay if leaving would hand several minions or yer tower back aboard to th' foe.
Prize
Arrive through a known course and mark whether ye be front-lining, flanking or protecting a carry. Do nay enter alone afore th' crew can follow.
Even

Make th' wave create th' first aboard move

Ping
Use Foe Lost overboard early, Peril on th' course they may take, and On Me Way only after yer own wave be handled.
Arrr, stay or move
Move after pushing or on a shared recall. Do nay follow through unwarded river merely because th' foe left first aboard.
Prize
Tell th' crew whether ye can move afore th' prize starts. Approach wit' vision and save th' cooldown needed fer th' first aboard real commitment.
Behind

Protect experience and communicate th' pressure

Ping
Ping Foe Lost overboard immediately and Retreat if teammates be about to meet th' stronger Top laner without ye.
Arrr, stay or move
Do nay clash a stronger foe through darkness. Clear th' deck th' seaworthy wave, then group by th' shortest controlled course.
Prize
State early if ye cannae contest. If th' crew still fights, provide control or protection instead o' attempting an isolated flank.
Prize setup

Arrr, four calls, in order

Pings create a shared course; they do nay replace checking waves, vision and who can move.

  1. 1
    Handle th' wave

    Push, catch or communicate th' wave afore leaving so th' foe does nay gain a free move and free income.

  2. 2
    Signal th' course

    Use On Me Way fer th' course ye be actually taking and Peril where an unseen foe may arrive.

  3. 3
    Arrr, enter together

    Move through controlled vision wit' th' Jungler or another ally instead o' face-checking th' prize alone.

  4. 4
    Pick th' job

    Decide whether ye be engaging, front-lining, flanking or protecting a carry afore th' fight begins.

Later prizes: Repeat th' same process 'round later major prizes: handle nigh th' ship income, communicate th' course, enter through vision and agree on th' fight afore committing.

Use th' chart

Put Kled into a real matchup

Compare a specific foe, return to th' champion overview, or choose another champion without losing th' queue distinction.

Arrr, prepare a matchupArrr, champion overviewArrr, browse champions