Kled Laning phase/early game
So I've gotten a few games on kled so far and I have to say I'm very underwhelmed with his early game/laning phase. I can out CS my opposing laner due to their own passivity (as opposed to having superior trading ability), yet even with that significant CS advantage I'm just not strong enough to come close to killing the opposing laner before he/she kills me. Ive tried every reasonable rune variation, multiple builds ranging from AD bruiser, straight tank, all the way to full crit (full crit with a BT being the best so far but also the most delayed in terms of payout). His overall gameplay once you get him strong enough to fend for himself is great, however up until i'm extremely well farmed, I feel like the only thing I contribute to my team is my ult and the ability to stand in front of the turret to prevent it from getting taken.
Normally, I'd take a champion with those sorts of characteristics into the jungle. So thats what I did.
In the jungle, Kled has the absolute worst clear I've ever seen. You can clear 2 small camps up to 3 if you kite near perfectly before you have to back assuming you get a great leash. His clear times don't even come close to approaching the slower jungle clears in the game until you have maxed your w with some cdr items on top of it. I could jungle most support champions with more early clear success than I can Kled.
A few suggestions to try:
- Increase base damage and base damage scaling.
- Give his w a flat cooldown at all ranks. The fact that you don't control when it activates is enough of a nerf to the ability where you don't also need to give it a 15 second cooldown at level 1. This ability is the mainstay of his damage and if he randomly uses it on a minion while trying to CS, he's extremely vulnerable for 15 seconds meaning he's either going to lose the majority of his trades or get completely out farmed because every 15 seconds he has no trade threat and will be zoned.
- Have skarl return after a set amount of time as well as from minion last hits and champion hits. Any champion with a ranged ability can just ranged farm/zone you and fairly effectively keep you off skarl for a few minutes at a time which is a huge disadvantage considering his strongest zoning ability is gone and his e is gone when off skarl not to mention that 285 move speed on retreat. Any jungler that see's kled off his mount would be an idiot if they didnt immediately go to dive him when dismounted. Either make him stronger off his mount or give it back to him faster.
- Take the attack speed on his w and make it passive, lower it at level 1 and let it scale with ability rank while leaving the %health portion of it automatic.
- Make him ranged when dismounted.
- Give him some sort of ability on E when dismounted that allows for faster return of skarl. Even if its literally an exact replica of the pocket pistol. People can hold two pistols last i checked. It holds with the concept as well as I can definitely see this champion getting pissed off about being dismounted, and just pulling out two guns and unloading on everything in front of him.
- Give jungle kled a way to get his damn mount back. See above suggestion about slow passive courage regeneration. Also give large jungle monster kills courage regen as well. Killing gromp should certainly inspire more courage than killing a caster minion in terms of concept. Make that happen.
- In general just make his early game suck less. Its really abysmal right now.
Thanks to all who read. If you have some other ideas that might help his little dude, post them. Lets avoid flaming while we try to figure this out.
-K