Not Updated For Current Season
Threats to Kindred with this build
|Sejuani||Tank junglers, like Amumu, Sejuani, Gragas, and Maoki are weak against Kindred.|
|Amumu||Kindred's ability to kite combined with their percent health damage allows them to shred tanks.|
|Gragas||Blade of the Ruined King and Banshee's Veil will help alleviate the problems these aoe tanks send your way.|
Hey guys, I'm Lady Amber. I've played this game since season 1 and I've clocked around 12,000 games of League since that time. I'd like to introduce you to my version of Kindred and how they should be built to maximize their potential. This is just a really rough guide to get this build out there to help you if you're struggling to function with Kindred. It's a work in process, so feel free to give me some tips.
Take Smite in the jungle, a must-have for securing neutral objectives like Baron, Herald, Dragon, and Buffs.
Flash is overpowered. That's all there is to that. You have to have it, it allows you to get around walls or flash ult to save a teammate. Can't go without Flash.
Your masteries are going to be volatile, as they should be every game. Every single game is different, which is why I rebuild my mastery tree in each champ select. However, I'm going to give you the standard masteries you should take here for Kindred.
You'll need some variation of 12/0/18. Start with the attack speed from Fury in the Ferocity Tree, followed by the return health from Feast and the bonus attack damage from Natural Talent. Go ahead and put a point into Bounty Hunter - part of Kindred's kit is specifically about killing or assisting on different enemy champions, so this synergizes well.
In the Resolve Tree, take Recovery (health regen) and Explorer (bonus movement speed in brush and river) to help you sustain from jungle camps and move around the map for faster ganks.
Kindred is a function of utility - their kit allows them to dash frequently for gap closing and kiting, Mounting Dread (E) has a potent slow to chase people down, and Lamb's Respite (R) is an amazing area of effect that grants invulnerability to all units inside it, followed by a heal when it ends. To increase the effects of the heal from both Lamb's Respite and Wolf's Frenzy heal, I recommend going all the way down the Resolve tree to get the point in Runic Armor, which increases all healing and shields on yourself by 8%.
When you're ulting, the bonus health regen from Perseverance will kick your health regen up to 200% when you drop below 20% of your health. Grab Swiftness to increase your tenacity and slow resistance - these will synergize with your Mercury Treads.
Finally, take the capstone point in Strength of the Ages - this only requires 15 large monster kills to fully grant you 300 health, which is very synergistic with the bonuses from Cinderhulk.
Mark of Attack Speed: For marks, take attack speed to help stack your Mounting Dread (Q) to get the Wolf attack more quickly.
Seal of Scaling Armor: Armor is a necessity in the jungle, since all of the camps do physical damage. I take scaling resistances as after level 7 they give better bonuses than flat armor and magic resist. While flat resists may be good on laners that are constantly skirmishing with enemy champs, a jungler is going to see a spike in participation for objectives like tower dives and dragon calls, which won't happen frequently before level 7.
Glyph of Scaling Magic Resist: Magic resist is needed against mages and usually tanks, as most tanks do magic damage. Feel free to ditch these if you're against an all AD team. Again, go with scaling, as you won't really need flat magic resistance in the jungle versus the physical damage camps.
Quint of Movement Speed: Movement speed assists in getting the healing stack from Wolf's Frenzy (W), and I personally like it on most junglers to move from camp to camp and lane to lane more efficiently.
Take Wolf's Frenzy (W) first to get through the first camp, then Dance of Arrows (Q). Take Mounting Dread (E) at level 3. Max Lamb's Respite (R), then Dance of Arrows (Q), Wolf's Frenzy (W), and then Mounting Dread (E) last, as the slow amount doesn't increase with level, nor does the percent of enemy's max health increase. The ability to spam Dance of Arrows (Q) is going to maximize the utility from Iceborn Gauntlet.
Here's the fun bit, and probably the part that's different than most of the builds you see on Kindred.
I would argue that Kindred is considered weak because of how abysmally squishy they are. This is a huge negative because junglers, as a rule, are supposed to provide a bit of beef and utility to a teamfight, and your objective as a jungler is to help snowball your mid laner and marksman so they can carry - at least, if you're like me, and you're a team oriented player.
So, there are a few things we can do to alleviate this problem. First, ditch the Devourer. Start with Machete and build it into your Tracker's Knife. This is the quintessential jungler's item, because it allows your to take Oracle Alteration so you can clear wards for ganks and securing objectives.
So, here's where your build path can deviate. If you are ahead (read: your lvl 2/3/4 ganks were successful), start with Caulfield's Warhammer. The bonus attack damage will help you continue to snowball your lead, and the cooldown reduction is key to your build. Grab boots and upgrade to Death's Dance and maybe Sheen to stay ahead.
If you're behind, go with Jaurim's Fist. This will keep you even in skirmishes, but also facilitates farming in the jungle a while until you catch up because of it's health stacking passive. Go with Sterak's Gage and Gauntlet to stay alive in teamfights and help kite people trying to kill you.
A super efficient item on her is going to be Iceborn Gauntlet. Because Kindred's Dance of Arrows (Q) is on such a low cooldown, you're going to be able to dash and get that slow proc from Gauntlet to both kite and chase down enemies.
I want to talk about how important these three items are. The passive from Death's Dance changes 12% of the damage taken to a bleed over 3 seconds. This means that when someone tries to burst you down, you still have 3 seconds before the entire onslaught comes at your health bar. You'll have time to ult, to kite, to do any number of things that would otherwise be unavailable to you. If you're ahead enough that you want to take the Death's Dance item path, then you'll be a target to the enemy. This is a great item for Kindred.
Now let's look at the other path - Sterak's Gage with Iceborn Gauntlet. Sterak's Gage increases your base attack damage, and gives you a huge shield when you get bursted down. Iceborn Gauntlet is insanely good with this, because it to scales with base attack damage. Getting Sterak's Gage will increase the damage from Iceborn Gauntlet. The combination of utility and survivability from these two items will make your very difficult to take down in teamfights.
Spirit Visage is great on her as well. When used in conjunction with Runic Armor in the mastery tree, Kindred's ult will heal her for an additional 28%, and the cooldown reduction will round out to 40% with this item, putting Lamb's Respite on a 66 second cooldown at max rank.
With this build, you're going to have 500 bonus health from Sterak's Gage, 500 from Spirit Visage, and 300 from Strength of the Ages. Here's where your jungle item comes into play. Grabbing Cinderhulk enchantment will give you an extra (1,700 * 15%) = 255 health. These items together will give Kindred almost 3,940 health, 150 armor and 110 magic resist. This is SUPER tanky! This fixes her super squishy problems while still allowing her to do a large amount of percent health damage, a ton of crowd control and slow, and maximum utility.
I'm having a lot of fun playing around with builds on Kindred, and I feel super comfortable with this one. Again, this guide is a work in progress, but I just wanted to get it out there so people would see there were a few more options for Kindred other than Devourer and super squishy death.