
Kled
Top Lane Skirmisher
The Cantankerous Cavalier — aggressive diver with remount and point‑and‑pull Q tether

Yorick
Top Lane Juggernaut
Yorick — juggernaut 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; Yorick 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)
Skill Matchup - 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+)
Kled Favored - 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 Yorick mobility: Hit Q tether; wait pull at 1.75s; if Yorick uses Mourning Mist 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 Yorick Last Rites/Dark Procession; 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 Yorick 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
Yorick
Strengths
- Punishes missed Q with Mourning Mist / Dark Procession
- 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
Yorick'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 | Yorick |
---|---|---|
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 Last Rites or Mourning Mist; 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 Mourning Mist or Dark Procession; 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 | Yorick | ||
---|---|---|---|
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 | Yorick | ||
---|---|---|---|
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
Shreds armor during W 4‑hit; haste for E/Q uptime
Mitigates AA + on‑hit; core into AD tops/junglers
Waveclear + HP converts side pressure into plates
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
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 commitBait Q > Mourning Mist engage/disengage > main CC (Dark Procession or Last Rites) > burst; save Flash for dismount chase
Punish unmounted Kled within 8–10s before remount stacksTrading Combos
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 readyPoke with Last Rites on last‑hits > step back to drop tether > re‑engage after W ends
Keep lane short to reduce E anglesLethal Thresholds
- Kled Kill Range: All‑in lethal ~65% pre‑armor; ~55% with Cleaver + Ignite if Q tether lands
- Yorick 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 | Yorick |
---|---|---|
Primary Role | Diver/Skirmisher (flanks/engage) | Juggernaut—peel or engage by comp |
Target Priority | Yorick 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 |