A real discussion about Kled and his kit.
Kled as it is right now is an incredibly annoying champion to play against. While I do not own him, I've played him enough times on free role and against him enough times to know that he has a huge issue with his kit. His problem is that his kit is overloaded. Now I don't mean this as in his kit has too many abilities, its just that there really isn't enough drawbacks for Kled to justify his kit.
Lets start with Kled's passive. I like the idea, I like the concept, its terrible in practice. Skaarl is an interesting fellow who helps Kled when he needs it. There are several problems with this though. One is that Skaarl has a metric ton of hp if Kled takes an hp orientated path. That wouldn't be so bad if the window of oppertunity to engage on him wasn't so low. Second is that kled has this annoying thing called invincibility frames. Basically when you manage to take out his steed (or a tower does), he briefly becomes untargettable and undamageble. Towers will stop targetting him, he will break away from spells and abilities, and he will be a genuine nuscience because you can't quickly secure a kill on him. Third, on top of all that, he gets a free q, will be explained on Q section, and bonus movement speed that's impossible to get away from. Four if you get hit by one Q and allow yourself to be autoed while he has his W, you'll find Skaarl coming back very quickly, and with that comes another 1k hp that you have to deal with.
I want to make a note that this is all just the passive, we haven't even got into his abilities yet.
His Q lets him throw a bear trap that when it catches an enemy, holds them for a few seconds and yanks them in. The issue is that this ability has a very low cooldown while having high damage with great utility. If you land your Q then you can land your whole combo. At rank 1 this ability has a 9 second cd, by rank 5 it'll be at a 7 second cd ontop of him building CDR which will likely bring it down to five. If kled lands his Q he can all in you, if he misses you get somewhere between 5 to 9 seconds to retaliate otherwise he can begin to completely zone you again. Plus this trap is very painful, fealing a decent amount of damage when it firsts hit you then reapplying double that damage when he yanks you. If Kled loses Skaarl, his Q turns into what is essentially a graves auto with the knockback of his ult. He already starts with the thing preloaded and deals decent amounts of damage. The issue lies not with the fact that this thing can give him half his passive back for Skaarl, but how he can shot twice with a low cd between the shoots before has has a longer one for him reloading. It's a very powerful tool if you want to all in a very low enemy because he just spent all that time trying to knock you off Skaarl.
His W is another on hit passive that gives you increased attack speed, the fourth hit will do extra damage. I have to give Riot credit, atleast this passive has a cooldown, however his W needs to be noted within an oppertunity to trade with Kled. If he has this ability up you can't fight him, if he doesn't you can. If he holds his passive and uses his Q to engage, he can all in you doing virtually half your health depending on the champ. Kled can also still use this ability off of Skaarl with no reduction in anything. Meaning if he blew his passive at the beginning of the fight, expect it to be back by the end of the fight when you are low hp but finally knocked Kled off his mount. Another issue is that he can blow this passive on a tower, giving him increased attack speed and the extra damage on the last auto while fighting a tower, making him a very potent splitpusher.
His E is a dash that if it hits an enemy allows him to dash to his target again. This ability ontop of Kled's Q makes him extremely sticky to the point where he's hard to get away from when he decides to all in or engage you. This ability has a decent cooldown, but if you're patient and use it right, he can be ontop of his oppeanant and not give any room to breathe. This ability has low damage, my only issue is that this ability synergizes really well with his Q, which is partt of the reason why his kit is overloaded. Thankfully he can't do anything with this ability when off Skaarl.
Kled's R is a ferocious charge in which he chases the enemy down, giving himself increased movement speed and a shield while givving an aura of increased movement speed to his allies, he strikes the first target on his path dealing % maximum hp damage. !!!! RITO WHAT IS THIS. No seriously, the only drawback is that this ult has a VERY high cooldown and that he needs Skaarl to perform it. Kled can easily chase anybody down, if he's going in to fight the shield makes him hard to kill, and MAXIMUM PERCENT HP DAMAGE = BIG PAIN. Kled can also move his entire team to any objective he wants at speeds that Quinn used to be only able to achieve, making it a big pain for teams to try and stop his potent team prowess.
All of this comes together to make him a very powerful fighter that is nigh impossible to defeat in a 1v1 once he gets his first item. I really want to know what Kled is suppose to be. Is he a diver with his R and E? Is he a Skirmisher with his Q W and E? Is he a tank/juggernaut because of his passive? I really don't understand.
As of right now Kled does not have any drawbacks to spamming his abilities, being a manaless/energyless champion. So here are some suggestions to lower his power. If you want to use any of my suggestions, please only use one or two unless you plan on dumpstering this champion. This suggestions will make Kled become easier to fight in 1v1 situations and will lower his power overall to make him more manageable.
Kled passive 1 nerf sugggestion: MOUNTED – INNATE: Kled's health cannot be improved except through growth, instead Skaarl has 400 - 1505 (based on level) (+ 75% bonus health) maximum health and, while together, all damage dealt to the duo is suffered by Skaarl. Upon being reduced to 0 maximum health, Skaarl flees and Kled becomes Skaarl the Cowardly Lizard While Kled dismounts Skaarl, Kled becomes targetable and any damage in excess of Skaarl's current health is counted on Kled.
The reason why i suggest this is because Kled can get a free tower dive as long as he have Skaarl active because towers will stop targeting him. Along with that any damage that he's taking should be going directly to Kled now that he's off his mount, the invincibility frames are ridiculous.
Kled Passive 2 nerf suggestion: DISMOUNTED – INNATE: Kled gains 「 125 bonus attack range 」 and 30 - 60 (based on level) bonus movement speed while moving towards enemy champions, but his base movement speed is reduced 「 by 20 」 and his basic attacks deal 80% AD. Additionally, Kled gains the ability to restore Skaarl's Skaarl the Cowardly Lizard Courage to Skaarl the Cowardly reunite again, which is displayed in Kled's resource bar.
This is one way to nerf his passive, the other way would be to reduce his bonus attack rangge damage. He just becomes way too fast and near inescapable when he's close to you which isn't fair to the low hp player who just spent all that time trying to knock you off Skaarl.
Kled passive 3 nerf suggestion:
COURAGE - INNATE: Kled restores 4 Courage on for dealing damage, 5 Courage for killing a minion, and 35 for killing/assist a champion. At 100 Courage, Skaarl returns to the fight with 50 / 60 / 70 / 80% 20%/30%/40%/50% (+10% per 500 bonus hp) of his health. Returning to the base fully restores Skaarl's Courage and health. If reuniting outside of base Skaarl gains Frayed Nerves, and a Skaarl the Cowardly Lizard dismounted Kled will not be able to restore Skaarl's Courage for a brief period of time.
This is just so that Skaarl doesn't come in so quick to be the deciding factor in a 1v1. If does happen to jump in at the time his hp is lower so that way its not unfair is Skaarl is going fighter or full ad. I am also adding in this scaling so those who build bruisder can still get some hp back if they survive and so that tank kled will be able to survive a teamfight easier.
Kled Q nerf suggestion: CURRENT COOLDOWN: 9 / 8.5 / 8 / 7.5 / 7 PROPOSED COOLDOWN: 15/14/13/12/11
Skaarl the Cowardly MOUNTED – ACTIVE: Kled hurls a beartrap tied to a piece of rope forward in a line, dealing physical damage to all enemies it passes through and attaching itself to the first enemy champion or large monster hit. Minions take 50% increased damage.
「 INITIAL DAMAGE: 25 / 50 / 75 / 100 / 125 (+ 60% bonus AD) 」
If Kled remains within a slowly decreasing radius of his target for 1.75 seconds, he Airborne icon pulls them towards him, Slow icon slowing them for 1.5 seconds and dealing them bonus damage.
「 YANK DAMAGE: 50 / 100 / 150 / 200 / 250 (+ 120% bonus AD) 」 「 YANK DAMAGE: 25 / 50 / 75 / 100 / 125 (+ 60% bonus AD) 」
SLOW: 40 / 45 / 50 / 55 / 60%
The reason why I suggest this nerf is because Kled can and will all in you with this ability. The CD nerf brings it inline with His Ws cooldown. So kled has more predictable attack times and give his lane oppaneant time to recover hp or to try and trade back while his abilities are on CD. Considering Kled's first item is normally black cleaver, his cooldowns will be good enough to spam again come mid game. I also lowered the damage on the second proc of his Q because of the damage and a long standing issue of balance I have with tethers that do double damage. Kled has a gap closer in the form of his E, so if you're playing a inmoble champion against him, he;s going to get close to make the most of his ability. Considering your already getting slowed and that he's going to use his W passive on you to get what is basically a bunch of free damage on you for free, I find it unfair that him yanking does double the damage then when he his you with it.
Kled W nerf suggestion: CURRENT COOLDOWN: 14 / 12.5 / 11 / 9.5 / 8
PASSIVE: Kled periodically enters a frenzy that grants him 150% bonus attack speed on his next 4 attacks for 4 seconds, with the final attack dealing bonus physical damage, capped at 200 against monsters. This passive no longer works on towers.
BONUS PHYSICAL DAMAGE: 20 / 30 / 40 / 50 / 60 (+ 4 / 5 / 6 / 7 / 8% (+ 5% per 100 bonus AD) of target's maximum health)
BONUS PHYSICAL DAMAGE: 20 / 30 / 40 / 50 / 60 (+ 1 / 2 / 3 / 4 / 5% (+ 7.5% per 125 bonus AD) of target's maximum health)
Lowering maximum hp damage but still leaving the option there for those who want to build an AD Set. Also no more powerful split pushing mister Kled.
Kled's E is fine as it is.
Kled's R Nerf Suggestion:
Skaarl the Cowardly MOUNTED – ACTIVE: Kled and Skaarl charge toward the target location, automatically navigating around terrain along the way.
MAXIMUM SHIELD: 200 / 300 / 400 (+ 300% bonus AD)
The duo trails a directional draft on their wake for 10 seconds that grants the same movement speed to all allied champions who follow their lead.
Skaarl homes in on the first enemy champion encountered, Airborne icon knocking them back and dealing them physical damage based on the distance traveled.
PHYSICAL DAMAGE: 12 / 15 / 18% (+ 12% per 125 AD) of target's maximum health
I know I'm going to get a lot of slack for this one, but hear me out. This ability is really overloaded, there are just so many ways it can be used, so the best option without gutting this ability is to get rid of the shield. Yes it's unfair to Kled if he's going headfirst into a teamfight, but don't you also think it's unfair in a 1v1 situation where kled suddenly pops you for a quarter of your health and alot of the damage you do is shrugged off because the shield is up. Just too unbalanced IMO.
Well i hoped you enjoyed reading. I normally get disliked into oblivion so i'm ready for it, but please give some constructive criticism in the comments to tell me what I'm doing wrong. Have a good one folks