Kindred Build Guide by Glory 3uSi6
Not Updated For Current Season
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DAMAGE DAMAGE DAMAGE
Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
Threats to Kindred with this build
|Elise||Elise is predctable she is squishy like you but if you have your passives stacked you can kill her very easy and even without passives you can just do a E Q W and she is dead :)|
Mark of the Kindred COOLDOWN: 25 / 90 PER TARGET COOLDOWN: 240
Mark of the Kindred
INNATE: Both Lamb and Wolf mark targets to hunt. Scoring a takedown on a marked target permanently empowers Lamb's basic attacks to deal 1.25% of her target's current health bonus on-hit physical damage, stacking with each mark consumed.
LAMB - ENEMY CHAMPIONS: Lamb is offered a selection of champions to take down, which is hidden while in combat with an enemy champion. Once selected, there's an 8 second delay before the mark can be collected and Lamb can change her target after 90 seconds, if the target hasn't died in that time. Targets successfully hunted cannot be targeted again for 4 minutes.
WOLF - ENEMY MONSTERS: Wolf periodically selects a random monster camp within the enemy's jungle, excluding epic monsters, or Rift Scuttler Rift Scuttler, and highlights the camp to both teams, starting at 2:30. This ends upon acquiring 6 stacks.The mark is removed upon the monster camp's death even if Kindred are not involved.
(THATS THE PASSIVEL THAT DEFINES KINDRED they are completely bounded to this passive whitout their stacks you don´t do damage so remenber PICK THE STACKS)
Dance of Arrows RANGE: 340 / 500 COST: 30 MANA COOLDOWN: 9
Dance of Arrows
ACTIVE: Lamb dashes in the target direction and fires up to three homing arrows on arrival upon the three nearest targets, dealing physical damage to each. Lamb's current attack target at any proximity will be prioritized by one of the bolts.
PHYSICAL DAMAGE: 60 / 90 / 120 / 150 / 180 (+ 20% AD)
Casting Wolf's Frenzy or dashing inside of Wolf's Frenzy.png Wolf's territory will reduce the cooldown of Dance of Arrows to 2 seconds
(A simple Ability try to use it on the sides for scaping when get in a pursuit ;) )
Wolf's Frenzy RANGE: 800 COST: 40 MANA COOLDOWN: 18 / 17 / 16 / 15 / 14
PASSIVE: Lamb builds stacks of Hunter's Vigor as she moves around, up to 100. Once fully stacked, her next basic attack heals her for 「 (60 + 3 × Kindred's level) 」.
ACTIVE: Wolf claims a small area as his territory for the next 8 seconds, separating from Lamb. Wolf attacks targets within the area autonomously, prioritizing Lamb's attack target.
Wolf's basic attacks scale with 50% of Kindred's bonus attack speed and deal physical damage, equal to a base amount plus 40% of Mark of the Kindred.png Mark of the Kindred's damage.
PHYSICAL DAMAGE: 25 / 30 / 35 / 40 / 45 (+ 40% AD)
On activation, the territory is centered about Lamb and her current attack target, or the nearest unit, and Wolf's Frenzy ends immediately if she leaves the area.
(The Ability for Jungling it is very usefull and its passive effect is outstanding remenber to move to pick up the heal and remember that the porr little Wolf mark the monsters of the jungle UNTIL YOU GET 6 STACKS)
Mounting Dread RANGE: 500 COST: 70 MANA COOLDOWN: 16 / 15 / 14 / 13 / 12
ACTIVE: Lamb cripples the target unit, Slow icon slowing them by 70% for 1 second.
If Lamb manages to attack the target twice in the next 4 seconds of each other, her third attack in the next 4 seconds after instead directs Wolf to pounce on them, dealing bonus physical damage, capped against monsters.
「 BONUS PHYSICAL DAMAGE: 80 / 110 / 140 / 170 / 200 (+ 5% of target's max. health) 」 (+ 20% AD)
(Well it is Kindred Damage it is very powerfull for Combos and the slow let you get the enemy and finish him )
Lamb's Respite RANGE: 400 / 500 COST: 100 MANA COOLDOWN: 150 / 130 / 110
ACTIVE: Lamb blesses the ground under an allied champion or herself for 3 seconds. While inside the area, all units (including champions, minions and monsters; both allied and enemy) cannot be reduced below 10% of their maximum health. Units in the area who reach the threshold cannot be healed while within for the remaining duration.
All units within the zone are healed immediately after the blessing ends.
HEAL: 200 / 250 / 300
(At firts i thought that this ult whould be disapointing but its not its very usefull for scapes if you use it correctly and you can do tower diving with it :X)
Well Kindred need its combos to harass much as possible it simple combo is Q W E AND Q just for fast executes but if you want to just do a little damage use E W AND Q andmake then retreat
Well i know that my guide isn´t something so special but i hope you like it its my first guide and i will try to make adjustments so them bye-bye :)