FighterGeneral kit and base stats · version 16.19.1
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Skaarl, the Cowardly Lizard
Kled 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.
Passive · no active cost or cooldown
Base statistics
Courage
Health
410
Resource
100
Armor
35
Move speed
345
Attack damage
65
Attack speed
0.625
About this data
Viewing the current patch. If no sample is available yet, you can open an available historical patch.
Editorial plan reviewed for 26.15. This does not establish a review for statistics patch 16.19.
Play Kled as a skirmisher with a deliberate two-phase health test. In lane, shape the wave so the opponent must approach you, connect Bear Trap around a last hit, and use Violent Tendencies and Jousting only when you can keep contact. Watch Skaarl's health and Courage: dismounting is not automatically a loss, but it changes the rules. If Pocket Pistol can create continued contact and nearby enemies let you restore Courage, finish the remount sequence; if not, disengage and preserve your next window. After laning, push a side wave between timers, recall before objective setup, and use Teleport or Chaaaaaaaarge!!! to arrive with a reason. When ahead, make the enemy answer the side lane and take fights with numbers or a clear route. When behind, stop forcing solo hero entries: collect safe XP, trade cross-map, and join only when your team can cover the second phase of your fight.
Plan by phase
Create a favorable first commitment
0:00–14:00, especially level and item windows when the wave is on Kled's side
In lane, use the wave and Kled's mount state to choose fights. If Skaarl is healthy and Bear Trap can connect as the opponent farms, threaten a short-to-extended trade with Violent Tendencies; if the trap misses, the wave is hostile, or Kled is close to dismounting, take space or crash instead. Build a lead through repeatable pressure, then transition after a successful crash into a recall, plate pressure, or a river move. When behind, prioritize XP, safe CS, and crash-before-recall discipline over a forced remount attempt.
Game situations
Lane
Lane: fight around Skaarl and the wave
If the wave is near your side and Kled has Skaarl health, Bear Trap available, and Violent Tendencies ready, then hold a short trade until he commits to a last hit and use the wave to limit his retreat. If he is dismounted or one key tool is unavailable, convert the window into a crash or recall rather than forcing an extended fight.
With Kled
Kled wants allies to make his first contact matter. If he marks a target with Bear Trap or starts Chaaaaaaaarge!!! toward a visible route, follow the same target rather than scattering damage. If he becomes dismounted, keep enemies within reach only when you can help him continue fighting; otherwise provide peel or disengage so he can reset for the next window.
Wave control increases his reliability. If Kled is pushing a side lane and the next objective is more than a minute away, let him create pressure while the team avoids an unplanned 4v5. As the objective setup begins, help him crash or provide a safe route back; a charge from a prepared side wave is more useful than a random mid grouping.
Kled is not a guaranteed frontline shield. If he is ahead, play around the space he creates and hit the nearest safe target while he holds contact. If he is behind or dismounted without Courage, protect his exit and do not demand an engage; a surviving Kled can still threaten the next wave and charge window.
If your composition relies on a late carry, Kled can act as the side-lane pressure that makes the enemy reveal its answer. When two enemies leave to stop him and your team has vision and a timer, take the resulting space; if the enemy stays grouped, Kled should avoid overextending and use the wave to force a slower response.
Identity, strengths and limits
Turn the dismount into a decision, not a death sentence
TOP · SKIRMISHER · COURAGE AND REMOUNT WINDOWS
Kled is a top-lane skirmisher who wins by turning controlled aggression into a two-stage fight. Skaarl absorbs damage, and losing the mount changes his abilities and lowers his champion damage; fighting can restore Courage until he remounts with part of Skaarl's health. His identity is therefore a risk loop: commit while mounted, create contact with Bear Trap and Jousting, then decide whether the dismounted fight can reach a remount or must end. He is not a front-to-back tank, a safe poke champion, or a champion who should enter every fight first without a follow-up target.
Strengths
Strong extended skirmish pattern when Bear Trap connects and Violent Tendencies is ready.
Mounted durability and a Courage-based remount create a second decision point in fights.
Jousting offers access and a possible return through the initial target.
Chaaaaaaaarge!!! can create long-range pressure and a team entry when the route is prepared.
Limits and risks
Forcing a remount fight after Skaarl is gone when no safe target is in reach.
Using Chaaaaaaaarge!!! into a full formation before allies or a wave can follow.
Taking extended trades with Bear Trap missed, Violent Tendencies unavailable, or an enemy wave advantage.
Splitting near an objective without Teleport, escape information, or visible enemy positions.
One idea for your next game
For the next game, make every aggressive decision answer one question: “What happens to my fight after Skaarl leaves?” Before committing, check whether Bear Trap is connected, Violent Tendencies is ready, and you have a nearby target to keep hitting. If dismounted, use Pocket Pistol and nearby combat only when it creates a real remount window; otherwise disengage and preserve the next wave. Your goal is not to start more fights—it is to start fights whose second phase you can actually win.
Observed matchups
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A warrior as fearless as he is ornery, the yordle Kled embodies the furious bravado of Noxus. He is an icon beloved by the empire's soldiers, distrusted by its officers, and loathed by the nobility. Many claim Kled has fought in every campaign the legions have waged, has “acquired” every military title, and has never once backed down from a fight. Though the truth of the matter is often questionable, one part of his legend is undeniable: Charging into battle on his un-trusty steed, Skaarl, Kled fights to protect what's his… and to take whatever he can get.