Kled is guaranteed between 100 - 1000 (based on level) more HP than anyone with the same items

The Ecdysiast··3 votes·1,883 views

His and Skaarl's combined HP is the highest in the game by an incredibly high amount, and since Skaarl's return doesn't count as a heal, there is no counter build against him getting back 1000-2000 HP just for continuing to fight.

That's on top of two forms of hard cc, two dashes, his incredibly strong team-and-solo ultimate-- with no cost whatsoever. The closest champion in terms of kit at least has a resource he needs to manage and doesn't get even anywhere near that much HP untill he ults.

Why is this allowed? Because it takes three games to realize you can farm with your Q so you have your W to attack the enemy? There is no reason he should have more health than anyone else for no cost-- with only the BENEFIT of being able to get 4/5th of it back for staying in what would normally be a bad situation, but for him instead grants him invulnerability while he remounts.

With that much health, there's no reason he should also be able to get it back for neither a cost, nor a risk or any possible counter since it's immune to GW.


Just to reiterate: He has more health and a stronger, GW immune, flat heal than any other juggernaut in the game, but also has as much mobility as the most mobile of fighters.

And it should go without saying, but if the only way to beat a champion is to counter-pick, not counter-play, there's an issue. Not many opponents have the sustained kind of damage necessary to finish him off before he can get Skaarl back while also surviving Violent Tendencies. And only the worst Kleds would somehow get dismounted before the enemy actually uses their abilities.

12 Comments

Baron Barian2 votes

I main the cantankerous bastard, so let me offer some tips.

Save any of your bursts and hard cc until AFTER he dismounts. He and Skaarl have the highest combined health, but Kled alone has the lowest. He needs to get Skaarl back before he dies, but if he gets blown up first, then he just dies. Lethality can help a little since he doesn't usually build that much armor.

Pay close attention to when he procs his W. That's the majority of his damage, and if it's on cooldown, you'll win most of the all-ins. His Q is usually maxed first, so until then, it'll have at least a 10 second cooldown early on. 14 if he has no CDR at all.

His biggest counter (in my opinion at least) is Jax . Jax is normally a late game champion, but because his E can completely negate Kled's W stabs, he'll win most trades. Shen is a good match-up too for similar reasons, though Kled vs Shen is much more of a skill match-up there. Renekton is also very strong against him in the early game since he has damage, mobility, tankiness, and a form of hard cc, all of which is needed to stop Kled's snowball.

The champion Kled counters most: Yasuo. Just take my word. I can go on forever with this one.

He's my favourite champion, but he's far from unfair. He has plenty of flaws that can exploited. Don't let one bad game tell you he's more than he is.

The Ecdysiast1 votes
  1. Kled would have to make awfully stupid mistakes or be afk to somehow get dismounted without the enemy using their abilities.

  2. As I pointed out in the post, a decent Kled can manage his W easily, seeing as he doesn't have to worry about any kind of resource.

  3. A counter champion is not counter play. That's essentially saying to somehow rig the system to get to pick second.

You may think what you will, but it is in fact unfair that his base health is the highest in the game with the biggest heal by %, and immunity to Grievous Wounds. It seems you're biased towards him if you think it's okay for an incredibly mobile champion to have that particular strength.

CppL1 votes

He cant buy hp .so i guess thats fair...

The Ecdysiast1 votes

If you spent a majority of the game unmounted, it might make some sense. But since you have that extra HP and can get it back without being effected by GW, it's not.

woodvsmurph1 votes

Sion Chogath Is that a challenge? Ok joke aside, it is true he gets an absurd amount of hp due to kled/skarl combo hp bar.

The Ecdysiast1 votes

You've got me on Cho'gath, but Sion's base health is actually insanely low compared to others in his class, so that it's more fair later when he has a that extra. It's strange, actually.

That, and neither of them has a repeatable, no-cost 70% max HP heal that resets their cooldowns.

EvilUnicornLord1 votes

He usually builds only health, though so his massive healthpool becomes suddenly less impressive when he starts taking real damage.

He can hop back on Skaarl and make your efforts go to waste if you aren't fast at pwning unmounted Kled, but otherwise he's not too hard to beat as long as you didn't pick a counter.

The Ecdysiast1 votes

Two things about your first point:

  1. Only someone new to the game would think you can build solely health and be protected.
  2. It's just outright false, as his most frequent completed build includes a minimum of at least one defense-only item, defense boots, and GA.

And about your second point, his ability to jump back on skarrl isn't a problem for direct counters to him. It's an issue for the overwhelming majority of other characters who don't have stuns on short cooldowns to prevent him from doing the three seconds of attacking it takes to get Skaarl back.

EvilUnicornLord1 votes

I'm trying to give advice on how to play against him, not argue on meaningless points that you missed in my comment.

The Ecdysiast1 votes

Well, they're not meaningless. The point is that unless you are a hard counter, Kled has a much easier time overcoming his weakness than other champions.

He has better base damage and health than any juggernaut, and a better heal. Along with being more mobile than the majority of fighters.

It's easy to know with a even one look at a match what the intended counterplay to a champion is. It's also easy to attempt to apply it. Unfortunately in the case of Kled it's far easier for him to overcome it if you didn't pick second.

Warlord Rhinark1 votes

I think Kled should get some number tweaks. He has a lot of odd numbers in his kit.

Kled's health changed to 350 - 1500 (based on level) from 340 - 1530 (based on level).

Passive: Skaarl the Cowardly Lizard.

Skaarl's health changed to 400 - 1000 (based on level) from 400 - 1420 (based on level).

Kled unmounted bonus movement speed towards enemy champions changed to 100 - 200 (based on level) from 105 - 190 (based on level).

Kled unmounted base movement speed increased to 300 from 285.

Kled unmounted basic attack damage reduced to 75% from 80%.

Kled courage gained from killing a unit increased to 5 from 4.

Q: Beartrap on a rope.

Beartrap hit damage changed to 50 / 75 / 100 / 125 / 150 (+ 50% bonus AD) from 30 / 55 / 80 / 105 / 130 (+ 60% bonus AD).

Beartrap yank damage changed to 50 / 100 / 150 / 200 / 250 (+ 100% bonus AD) from 60 / 110 / 160 / 210 / 260 (+ 120% bonus AD).

Duration decreased to 1.5 seconds from 1.75 seconds.

Slow decreased to 30 / 35 / 40 / 45 / 50% from 40 / 45 / 50 / 55 / 60%.

Target range decreased to 750 from 800.

Cooldown changed to 10 / 9 / 8 / 7 / 6 from 9 / 8.5 / 8 / 7.5 / 7.

REMOVED: No longer deals 50% increased damage to minions.

W: Violent Tendencies.

Damage changed to 10 / 20 / 30 / 40 / 50 (+ 6 / 7 / 8 / 9 / 10% (+5% per 100 bonus AD) of target's maximum health) from 20 / 30 / 40 / 50 / 60 (+ 4.5 / 5 / 5.5 / 6 / 6.5% (+ 5% per 100 bonus AD) of target's maximum health).

Duration increased to 5 seconds from 4 seconds.

Cooldown increased to 14 / 13 / 12 / 11 / 10 from 14 / 12.5 / 11 / 9.5 / 8.

E: Jousting.

Damage changed to 50 / 75 / 100 / 125 / 150 (+ 50% bonus AD) from 35 / 60 / 85 / 110 / 135 (+ 60% bonus AD).

Target range reduced to 500 from 550.

Ultimate: Chaaaaaaaarge!!!

Damage changed to 10 / 15 / 20% (+10% per 100 bonus AD) of target's maximum health from 12 / 15 / 18% (+ 12% per 100 bonus AD) of target's maximum health.

Maximum shield changed to 300 / 400 / 500 (+ 100% bonus AD) from 200 / 300 / 400 (+ 300% bonus AD).

Shield duration increased to 2.5 seconds from 2 seconds.

Bonus movement speed changed to 25% from 30%.

Movement speed cap increased to 1000 from 950.

Directional draft duration decreased to 5 seconds from 6 seconds.

Target range increased to 4000 / 4500 / 5000 from 3500 / 4000 / 4500.

Cooldown reduced to 150 / 125 / 100 from 160 / 140 / 120.

I think this would be good.

The Highest Noon1 votes

I think you're ignoring Kled's gameplay as a whole. When he's off his Skaarl, he's increeedibly easy to deal with. If he manages to get back on Skaarl within a single fight, that just shows that he deserves it. Just like if Garen leaves a fight, heals up, and returns, y'all shoulda put him down right then and there lol if Kled gets back on his Skaarl, that's because you didn't kite and kill him. And there's NO excuse not to have done that since he has 0 target access.

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