Loading...
Loading...
Loading guide...
Patch 16.2.1
Stomp your lane opponent early to get a gold lead, then use to force 5v4 fights or dives on other lanes before the enemy carries can scale into the late game.
Hyper-aggressive lane bully and diver who uses a unique 'two-life' mechanic to bait enemies into losing trades. You thrive on being the center of attention and forcing chaotic fights.
gives you two health bars. When Skaarl's HP hits zero, you dismount and become untargetable for a moment. While dismounted, gain courage by hitting champions (15), hitting structures (5), or landing pellets (5). At 100 courage, you remount with a massive health burst. Use this bait-and-switch to win close fights.
Mounted: throws a hook. If you stay in range for 1.75s, it pulls the target back, deals bonus damage, and applies a 60% heal reduction. Dismounted: is a shotgun blast that knocks you backward. Use the knockback to jump over thin walls or kite away while gaining courage.
is a passive that triggers on your next auto attack. It gives you 150% attack speed for 4 hits. The 4th hit deals % max HP damage. You cannot control this; it starts whenever it's off cooldown and you auto anything. Managing this cooldown is the difference between a good and bad Kled.
lets you dash. If you hit a champion or large monster, you gain 50% movement speed and can cast again within 3 seconds to dash back through that same target. Use the second cast to follow enemies who Flash or use mobility spells.
makes you CC-immune while charging toward a location. You gain a shield and leave a speed trail for your team. You will lock onto the first enemy champion you encounter. It is a 'point and click' engage from long range—use it to punish mid-laners who are overextended or to return to lane quickly.
Use to lead your team into the enemy backline. Focus the highest priority squishy target with and . Your goal is to soak as many spells as possible, dismount to drop aggro, and then remount to finish the fight.
If your team is behind, use purely for the speed trail to help your team rotate or escape, and use to peel divers off your ADC.
Dash in to get close, land the hook, let fast autos shred them, then use the second dash to either chase or retreat.
Wait until is almost ready before engaging while dismounted. The fast 4 autos plus a close-range shotgun blast will remount you almost instantly.
Use the ultimate to close the gap. The knockback from guarantees your lands. Follow their escape with .
Buffer your and immediately Flash forward. This removes the windup animation time and makes the hook nearly impossible to react to.
| Spike | Why |
|---|---|
| Level 1 | poke and tether damage is higher than most top laners' level 1. If they walk into the pull, they lose half their HP. |
| Level 2 | Unlocking gives you incredible burst. Most first bloods happen here if you land while is available. |
| Level 3 | Access to means you can actually stick to targets. You now have your full lane-kill kit. |
| Level 6 | allows you to roam to Mid or impact Bot. You become a global threat rather than just a lane bully. |