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Kled

Kled

Top Lane Skirmisher

The Cantankerous Cavalier — aggressive diver with remount and point‑and‑pull Q tether

VS
Quinn

Quinn

Top Lane Marksman

Quinn — marksman with tools that punish missed tethers and extended lanes

Matchup Dynamics

How This Matchup Works

Win as Kled by landing Q – Bear Trap on a Rope, proccing W – Violent Tendencies, and chaining E – Jousting to stick; Quinn threatens if Q misses or during dismount. The matchup pivots at level 6 with R – Chaaaaaaaarge!!! and again on first item (Black Cleaver) around 9–12 minutes.

Early Game (1-5)

Quinn Favored - Secure level 2 with controlled shove; trade only after enemy core cooldown is used on wave; hold lane 6–8 minions from tower to create long‑lane chase angles.

Mid Game (6-11)

Skill Matchup - Fight on Cleaver/Titanic spikes; roam with R to stack objectives; avoid blind face‑checks when W down.

Late Game (12+)

Skill Matchup - Prefer split if favored; if unfavored, flank only with vision denial and save R for backline after enemy CC.

Key Interactions

  • Q – Bear Trap on a Rope vs Quinn mobility: Hit Q tether; wait pull at 1.75s; if Quinn uses Vault early, angle E – Jousting recast to stick; punish 2–3s while gap is down.
  • W – Violent Tendencies cadence: Proc 4 hits in <2.5s; weave E between 3rd/4th hit to chase; disengage if jungle missing >10s.
  • E – Jousting through wave: Dash through minions to dodge Quinn Blinding Assault/Heightened Senses; only recast if Q tether is active; hold if river is dark.
  • R – Chaaaaaaaarge!!! setup: Ping roam 15–25s before spawn; path from river to dodge wards; shield lets you tank initial CC if sums up.

Kled

Strengths

  • All-in threat + remount extends fights on long lanes
  • W 4-hit DPS overwhelms bruisers on bounce waves
  • Q tether + E recast keeps contact even through Quinn escapes

Weaknesses

  • Unmounted form dies to chain-CC; long cooldown to remount if fights fail
  • Telegraphed engages if Q misses; weak waveclear pre-items
  • Struggles if armor stacked early; needs Cleaver/Titanic to push

Quinn

Strengths

  • Punishes missed Q with Vault / Heightened Senses
  • Plays short lane near tower to deny E angles
  • Early armor/MR itemization blunts W DPS

Weaknesses

  • Fails to escape Q tether + E recast when sums down
  • Loses map pressure vs Titanic split push
  • Vulnerable to flanks after key CC is on cooldown

Power Curve Comparison EXPERIMENTAL

Power Curve Visualization

Win Conditions

Kled's Win Condition

  • Freeze 5–6 minions at 3:30–4:15; trade after enemy gap-close; stack wave then call jungle for dive
  • Rush Black Cleaver → Plated Steelcaps; add Titanic Hydra to shred towers; split opposite objective at 18–22
  • Track TP (pre‑14: 300s; post‑14: 330–240s); cross‑map on enemy roam
  • Prep R 20–30s pre‑objective; flank from unwarded entrance and force pick

Quinn's Win Condition

  • Hold hard CC to break Q tether; re‑engage after remount ends
  • Force short lane near tower; call jungle on stacked waves
  • Buy early Bramble/MR; delay Cleaver/Titanic window; group for 5v5 when R is down

Laning Phase Guide

Level/Phase Kled Quinn
Level 1 Start Q (or E if invade); slow push wave 1; trade only after foe uses main poke on minions; ward river 1:25 if pushing; all‑in only with 6+ your minions. Start Blinding Assault or Vault; hit casters for shove; punish Kled if Q misses; ward tri 2:20 if lane long.
Level 2 Take E; short trade Q hit > W procs > E out; hold recast if jungle missing; thin 1 caster to hold wave outside tower. Take Vault or Heightened Senses; disengage when Kled procs W; re‑engage after E recast; keep lane short.
Level 3 Q+W+E online; stack slow push; ward 3:00–3:15; all‑in if foe <60% and sums down; cancel if jungler off‑map >10s. Track Kled W; trade when W on cooldown; ping jungler for punish on bounce.
Level 4-5 Crash 3rd/6th wave ≈2:15/4:45; base for Phage (1100g) or Pickaxe (875g); hold Q for all‑in only; thin to keep lane mid. Break freezes with waveclear; avoid contesting stacked wave; buy early armor/MR; place Control Ward river.
Level 6 Look R roam after crash; in 1v1, Q>W>E>R if jungler near; all‑in threshold: foe <65% and no Flash; track Ignite. Respect cross‑map R; if used elsewhere, press plates for 20–40s; keep lane short to limit chase.
Level 7-8 Complete Black Cleaver (3000g); fight long lanes; deep ward Krugs/tri at 7:30–8:30. Match with armor spike; hug tower on cannon waves; call jungle if Kled has Cleaver + Ignite.
Level 9 Max Q; shove then move; set Herald 8:00–10:00; contest only when W ready. Ward river bush; contest when Kled W is down; hold CC for tether break.

Power Spikes

Level Spikes

Kled Quinn
Level Description Level Description
3 Minor All skills online; Q tether + W DPS creates first real all‑in window on stacked wave 3 Minor Full kit online; punish missed Q tether or E recast
6 Major R unlock enables roam and dive; shield + MS lets you start fights off vision 6 Major Ultimate unlock shifts tower dive math if Kled R is down
9 Major Q max improves poke and pull damage; combine with Cleaver for shred 11 Minor Rank 2 ult/combat stats increase side skirmish threat

Item Spikes

Kled Quinn
Item Description Item Description
Black Cleaver (3000g) Armor shred + HP + haste; turns extended trades decisively Bramble Vest (800g) Cuts Kled Q/W sustain; rush into Grievous need
Plated Steelcaps (1200g) Reduces AA DPS; safer dives vs AD tops/junglers Chain Vest (800g) Cheap armor to survive W DPS
Titanic Hydra (3300g) Waveclear + on‑hit for split push and skirmish burst Heartsteel/Jack'Show (3000g+) HP/defenses to outlast Kled side lane
Sterak's Gage (3200g) Lifeline vs burst; buy into heavy dive comps

Best Build for Kled

Starting Items

Doran's Shield + Health Potion

Core Items

Black Cleaver → Plated Steelcaps → Titanic Hydra

Runes

Primary: Conqueror, Triumph, Legend: Tenacity, Last Stand

Secondary: Bone Plating, Unflinching

Summoner Spells

Flash + Ignite (or Flash + Teleport if team needs TP)

Priority Build Path

1
Black Cleaver

Shreds armor during W 4‑hit; haste for E/Q uptime

2
Plated Steelcaps

Mitigates AA + on‑hit; core into AD tops/junglers

3
Titanic Hydra

Waveclear + HP converts side pressure into plates

4
Sterak's Gage

Lifeline to survive burst after remount

Situational Adjustments

  • Death's Dance: Into heavy physical burst and resets
  • Spirit Visage: Into AP tops/junglers; amplifies healing/remount
  • Mortal Reminder: Into heavy healing (Aatrox, Fiora, Darius)

Key Patterns

Lethal Combos

Kled Full Combo (Level 6+):

Brush start > Q hit (tether) > W x3 > E through > W 4th hit > E recast to follow > Ignite

Kill from ~55–65% if Cleaver complete and Flash available; ensure Q lands before commit
Quinn Escape/Counter Combo:

Bait Q > Vault engage/disengage > main CC (Heightened Senses or Blinding Assault) > burst; save Flash for dismount chase

Punish unmounted Kled within 8–10s before remount stacks

Trading Combos

Kled Short Trade:

Short trade: Q hit > W 2–3 hits > E out before jungle arrives

Exit at 2.5–3.0s to avoid counter CC; re‑enter when W ready
Quinn Quick Trade:

Poke with Blinding Assault on last‑hits > step back to drop tether > re‑engage after W ends

Keep lane short to reduce E angles

Lethal Thresholds

  • Kled Kill Range: All‑in lethal ~65% pre‑armor; ~55% with Cleaver + Ignite if Q tether lands
  • Quinn Kill Range: Kill Kled <60% during dismount if CC chain available; after R used, back off 5–7s then re‑engage
  • Critical Levels: 3 (full kit), 6 (R roam/dive), 9 (Q max + Cleaver)

Level by Level Game Plan

Level Primary Goal Lane Position Trading Opportunities Kill Windows Setup Opportunities
1 Control first three melees Hold wave outside tower Only after enemy uses poke on minions Low unless Q hits + minion lead Ward 1:25 river; Ahead: slow push; Even: hold; Behind: thin + call jungle
2 Enable dash trades One side brush control Q>W hits>E out Medium if HP lead 20% Track jungle 2:45; Ahead: stack; Even: short trades; Behind: farm under tower
3 Full combo access Freeze 5–6 minions Q tether then W; recast E to chase Medium–High with Ignite Ward 3:00–3:15 pixel/river
4-5 Crash then base Slow push then crash cannon Trade on bounce after crash Medium with sums up Recall for Phage (1100g)/Pickaxe (875g)
6 Unlock roam/dive Crash wave then move R start only with vision/jungler near High on long lane Ping timers 15–20s pre‑play
7-8 Leverage item spike Long lane for chase Fight after enemy dash used High with Cleaver Deep wards in river/tri
9+ Transition to side lane Perma side with TP up Q max poke > commit on tether High if sums advantage Sync waves with objectives
Mid Game (11-16) Split and draw 2 Opposite objective Catch rotators in river/jungle High on isolates Control wards 45–60s pre‑spawn
Late Game (16+) End via split or pick Opposite Baron/Elder Flank or front-to-back after CC Medium–High on carries TP flanks; track flashes

First Back Goals

Ideal Back (1200–1500g)

  • Phage (1100g)
  • Control Ward (75g)

Crash 3rd or 6th wave (≈2:15/4:45) then base to maintain tempo

Standard Back (800–1100g)

  • Pickaxe (875g)
  • Boots (300g)

Base on bounce; keep TP if playing opposite side

Anti‑poke (1300–1400g)

  • Null‑Magic Mantle (450g)
  • Ruby Crystal (400g)
  • Control Ward (75g)

Into AP/ranged; stabilize lane and hold freeze

Teamfight Tips

Aspect Kled Quinn
Primary Role Diver/Skirmisher (flanks/engage) Marksman—peel or engage by comp
Target Priority Quinn if squishy and sums down
Enemy ADC or immobile mid
Jungler on objective start
Kled before remount
Enemy diver on backline
Objective DPS
Objective Control Set vision 60s pre‑Atakhan (20:00) & Baron (25:00)
Force pick from fog then start
Hold mid wave; peel at choke; turn on Kled engage
Positioning Approach from jungle entrance; avoid river center wards
Fight long lanes to chase with E
Peel backline; deny flanks; ward deep side lane brushes
Other Tips Time W 4th hit with E recast for stick; Flash>Q to guarantee tether on carries Bait R shield then disengage; re‑engage during dismount while Q/W down