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Kindred Build Guide by Seivelath

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Not Updated For Current Season

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League of Legends Build Guide Author Seivelath

The hunt begins! - An in depth guide to Kindred Jungle

Seivelath Last updated on October 16, 2015
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Ability Sequence

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Ability Key Q
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Ability Key W
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Ability Key E
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Ability Key R





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.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Havoc
 
 

Offense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Legendary Guardian
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
Intelligence
 
 
 
 
 
 
Wanderer
 
 

Utility: 0



Threats to Kindred with this build

Threat
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Threat Champion Notes
1
Shaco Very little dueling potential, can be easily kited
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Introduction







Kindred - The Eternal Hunters
Ranged Marksman Jungle

Hello everyone, I am Seivelath, and welcome to my Kindred guide. This guide hopes to cover just the Jungle pathway for Kindred, but in as much detail as possible. While this guide may not be currently complete, I would love to hear any feedback you have, so that I may be able to create a more coherent resource in the future.

So first off, what is kindred? Kindred more or less is a marksman, created to be used in the jungle, rather than in a lane, with abilities focusing on single target damage, as well as a little bit of multi target damage to help clear the jungle. In reality, a combination of the roles of ADC, Jungle, as well as a little bit of Bard in there, due to the way your passive works.





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Positives and Negatives

Positives

+ Extremely mobile champion
+ High damage output
+ Powerful sustain from Wolf's Frenzy Passive
+ Snowball potential strong
+ Powerful split push potential
+ Another Invincibility Ultimate is always sweet
The large amount of power that kindred has comes from the fact currently she is the only champion specifically made for the jungle (looking at you kayle) that is a ranged champion. This makes you one of the better jungle duelers, being able to kite around many other jungle champions, especially auto attack based champions, except for a couple of exceptions. You can also make your laners rage less by using your ultimate and saving them, which is always nice.
Negatives

- Lack of any hard CC
- Weaker ganking
- Still Squishy Target
- Ultimate effects enemies as well as allies
- Can fall off late game if not careful.
Like it or not, Mechanically and statistically, Kindred is still a marksman, meaning her defensive stats are substantially less than that of a melee champion. As well as that, you are still as easily killed as a marksman. You may be the embodiment of death, but you can still die. You also need to be careful with your ult, as it effects all units, enemy or allied. You also can fall off late game if you don't keep up with your passive.


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Masteries

// The masteries on this set up are done so to more tend to the more damage focused kit that Kindred has. While it could be easily possible to go 9/21/0 for a more safe jungling experience. However, the current spread of masteries allow for a better damage output, while still having some in defense to make jungle clearing safer rather than having utility tree perks.


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OFFENSE TREE

Tier 1 // Basic marksman masteries here, allowing for more Mark of the Kindred procs with Fury and giving a small boost in damage while clearing with Butcher

Tier 2 // Brute force for more damage, while taking Feast to help out what sustain Kindred already has

Tier 3 // Martial Mastery so that more damage is available, and max points in executioner as you will be fighting low health targets quite regularly due to the mechanics of your ultimate Lamb's Respite.

Tier 4 // Warlord to help us gain more damage into the late game, with us also taking dangerous game due to Lamb's Respite once again, giving better odds to you at the end of the ultimate.

Tier 5 // Devastating Strikes to be able to penetrate through early armor to help do more damage. Frenzy, while a usual marksman pickup is left off due to the lack of crit focus within the build, rather more focusing on Auto Attacking as much as possible to do the maximum amount of damage.

Tier 6 // Havoc because at this point, you might as well take the damage amplification . A free bonus percentage of damage is always welcome to all marksmen


DEFENSE TREE

Tier 1 // Recovery so that you are able to regenerate more, allowing for a safer travel and subsequent clearing of the jungle, while also taking Tough Skin rather than block, as you will see more results from the Tough Skin

Tier 2 // Veteran's Scars for the small scrap of health it gives, as well as bladed armor, as we cannot put a point into Unyielding, as Unyielding requires two points within block

Tier 3 // We choose juggernaut for that last little bit of extra health. {If only it made you as OP as the Juggernauts too}
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Runes

Runes

Greater Mark of Attack Damage
9

Greater Seal of Armor
9

Greater Glyph of Magic Resist
9

Greater Quintessence of Attack Speed
3

  • Greater Quintessence of Attack Speed: As Kindred, you want to be auto attacking as much as you possibly can, as it helps you get the most damage off. So, attack speed quintessences are a near must, however if you want as much AD as possible, try replacing these with AD quintessences, see how it goes.
  • Greater Mark of Attack Damage: More or less another perfect fit for the job, however if you want more late game power and are willing to give up some early power, always feel free to switch these out with attack speed marks.
  • Greater Glyph of Magic Resist: While dependent on your match up, I would nearly always recommend taking these over scaling magic resistance runes, however circumstances do indeed come up when scaling runes would work better. Choose whichever you feel more comfortable using
  • Greater Seal of Armor: Is a must, you need all the resistances you can get to survive at least your first clear, if not more.


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Summoners


SMITE
You are going jungle, therefor you will need to take smite, otherwise you are locked out of a good portion of your build path and such.

FLASH
I would always recommend this as a second summoner spell so that you may re-position yourself, or make an aggressive or defensive play

IGNITE
If you feel real gutsy, you can do a shaco, and take ignite instead of flash, but be forewarned that you have little method to escape if you screw up unlike shaco.


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Abilities

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Mark of the Kindred
// 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.

Tips and Tricks
  • // Make sure to attempt to get your marks whenever you can, as these while early game don't make the most difference in the world, by late game this is your main source of damage, possibly giving beyond 10% current health bonus damage, making you scale really well.
  • // Check the mini map as you can, as while you are below 6 marks, wolf will randomly select enemy jungle camps, with the large monster of that camp giving you a stack. This can also include the scuttle crab. If safe to do so, get these to help bring early game damage up.
  • // You can use the mark selection to trick opponents, as if you mark the enemy top laner, you prepare to gank bottom lane. The enemy team suspects that you will be coming top to gank, meaning focus on the bottom lane is lower, making an easier gank to achieve.


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

// PASSIVE: Casting Wolf's Frenzy or dashing inside of Wolf's territory will reduce the cooldown of Dance of Arrows to 2 seconds.
Tips and Tricks
  • // Remember that while the dash range is short, it is still long enough to jump the thinner jungle walls. Use this to your advantage either pursuing victims or fleeing from assailants.
  • // When clearing the razorbeak camp, make sure to clear one of the smaller raptors out first, so that the damage from the ability will hit the large razorbeak as well as the smaller ones, making the clearing process that little bit more quicker.
  • // If you use Dance of arrows, then put down Wolf's Frenzy, you will still get the 2 second reset on Dance of arrows, so make sure to use dance of arrows once before activating wolf frenzy to make more distance.


Wolf's Frenzy
// 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 a flat amount

// 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.

Tips and Tricks
  • // If low on health, but you need to be somewhere, remember that Hunter's Vigor is triggered on auto attack, meaning you do not need to fight that particular monster to keep the health.
  • // Wolf's attack speed will scale with your own, but his damage will only scale with the damage from your passive, so don't go out buying bloodthrister or infinity edge thinking it'll increase wolf's damage.
  • // Make sure to keep moving around as you clear camps, while kiting will reduce the damage you take anyway, it will also keep giving you Hunter's Vigor stacks, allowing you to heal at what could be possibly a crucial moment.


Mounting Dread
// 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.

Tips and Tricks
  • // Make sure to use this on your target of a gank as you start, as the slow will allow you to easily set up a wolf's frenzy which will help with not only your damage output, but the frequency of your dash.
  • // While it may sound stupid on paper, always remember that the actual application of Mounting dread does not do any damage. Don't expect to successfully use it as an execute.
  • // While using it on jungle monsters makes clearing faster, if you decide to enter the enemy jungle, save it for if the enemy jungler arrives, as the damage is capped on monsters, and the 70% may be all the difference between life and death.


Lamb's Respite
// Lamb blesses the ground under an allied champion or herself for 3 seconds. While inside the area, all units 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.

Tips and Tricks
  • // This ability will work for absolutely any unit. This includes major objectives such as dragon, so don't be afraid to dive into an objective, as you can make sure you can save it with Lamb's respite, out smite the enemy jungler and either flash or Dance of arrows back over the wall.
  • // Do not think just because you are within your ultimate you are safe. All CC still functions, including displacement, meaning that you and your allies can still be knocked out of the effect, which renders you no longer safe. Most likely dead too.
  • // Make sure to be prepared to make an action after Lamb's respite ends, as once the effect ends and you receive your heal, you are just as vulnerable as you were before, don't let your ult make you get out of position.


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Items

This item is integral for any Jungler to pick up. You get regeneration when fighting Jungle creeps, you gain a good amount of bonus damage on hit against Jungle monsters, as well as giving you bonus gold for killing large jungle monsters, how can you not take it. Plus, you become locked out of all smite changes, since you have no smite, as well as the fact you cannot access either Warrior or Devourer, making not starting machete a horrible choice over all.

What Smite is Right?

While on paper this smite seems ok, It doesn't translate into game all so well. However, at least for early game, this smite has some purpose, allowing you to claim marks easier than if not with Poachers Knife. Still Not the best, but worth possibly picking up. Just make sure to change before you enchant your smite, you change it to something more useful. Ranger's Trailblazer is an a good smite choice if you are against an unfavorable match up, or due to early game shenanigans, you are behind this smite will make will make your time in the jungle a ton more pleasant, however it will take a good chunk of power off your ganks, making you less effective outside the jungle, while more effective within.
If you are the main source of damage in the game, with allies more based around a more tank like build for themselves, then it would be worthwhile to pick up Skirmisher's Sabre, as you will allow yourself to do more damage during your ganks, but will give you little CC to work with, which hopefully should be able to be included through your allies. If your team composition more damage based, then this is the smite for you, allowing you to have two different slows, allowing your other damage carries to catch up and pump their damage into your target as well. Also can work well as an escape tool if being pursued by a rouge enemy
BotRK is an item which synergies extremely well with her kit, allowing kindred to become even more of a threat, with the active allowing her to keep her enemies at a distance to make sure that the infinite kite can continue, to being able to keep up with a speedy enemy. Not only this, but the passive is extremely synergistic as well, making all of your auto attacks do bonus mixed current health damage to her enemies.

Which Enchant is best?

Warrior is the more early game focused enchantment you can get, allowing for better damage output with not only AD as well as armor penetration, which is always welcome, specially come late game with your passive. However, beyond the armor penetration late game the bonuses supplied by warrior will be beaten by Sated devourer, even if nerfed recently. Devourer, is for those who are in the game for the long haul. When you become sated, you gain quite a bit of power, lower than what was once a possibility, yet it still gives a good amount of power to yourself, as not only do you do more bonus damage on hit, have a good bit of extra attack speed, but the phantom hit also works in your favor. However, be prepared to farm, a lot.
The more or less only good boot choice for kindred, as the extra attack speed does you wonders, allowing you to be more effective in general.
Unless your opponents are all super squishy targets that will build no armor whatsoever, getting a last whisper is more or less a must. As the enemy armor count stacks, the effectiveness of all your damage, save for your BotRK passive will be cut down, making the 35% armor removal of this item extremely useful, and beneficial to keeping yourself relevant within the game.
A large chunk of raw AD, a large chunk of life steal plus a recurring shield, effectively giving you a small amount of bonus health. While this sounds neat, and it is, it also gives very little defensive stats, even with the shield, without the appropriate armor to make it relevant, it's not always going to be perfect for the situation
A good chunk of raw AD, a good amount of critical strike chance as well as a critical strike modifier. However, due to the lack of critical strike chance built upon Kindred, both the unique passive as well as the critical chance is not as effective as other marksmen who build this along side phantom dancer.
Trinity force works with kindred quite well. The bonus attack speed that it gives is always welcome, the sheen passive works well with the your Wolf's Frenzy Dance of Arrows combo, allowing you to do quite a bit of bonus damage, as well as quite a bit of burst if combined with the final proc of Mounting Dread. While the Phage procs allow you to kite with relative ease.
A Nice item to build on kindred, allowing you to not only move faster thanks to it's active, but gives more flat armor penetration, allowing for again stronger damage against those building armor.
If against a good amount of magic damage dealers, this item may be for you, giving you a nice chunk of AD as well as a good bit of magic resist, along with a magic shield to keep you in the fight those few seconds longer.
While all the other items listed with armor penetration apply only to yourself, this item allows others to benefit, mixed with Wolf's Frenzy and Dance of Arrows makes for a good armor shred for teams who can't really otherwise.
Giving you a really nice chunk of AD is always nice, the magic resistance it gives is also quite nice, however the best thing about this item is the ability to remove all hard CC other than knock up's, allowing you to continue fighting, without waiting for that Taric stun to expire.
For those who want more attack speed, as well as being targeted with a large amount of slows, this item works extremely well, giving a good amount of tenacity, allowing for less time in CC, as well as a small boost of AD.
Amplifies the healing given from your W passive, as well as your ultimate. Plus, you always get this if there is a Soraka on your team
If you happen to require a bit more kiting power, or if you just need a chunk of extra health, this would be the item for you.
This item. It works quite interestingly, allowing your passive damage to be applied also, making a team fight presence always there, as well as a good boot of attack speed making Wolf become much more quick to attack, but due to the fact it gives no other stats, I would warn to only buy if quite ahead.


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Fun Team Compositions!







The "What is Death" Composition
Mixed damage anti death Squad

Top Lane: Tryndamere
Jungle: Kindred
Mid Lane: Kayle
Attack Damage Carry: Kalista
Support: Zilean

Welcome to the "What is Death" composition, based on not only self buffs to keep people alive, but as well as effects that can be passed onto others. Many people would ask why not choose someone in an "ADC" role that has some sort of revival ability, such as Zac. Who wouldn't love a suicide bomber Zac? The main point of Kalista on the team is more or less to make sure that her soul bound doesn't kick the bucket, as well as have ample time to stack those spears in for the killing rend. Still, use at your own risk, as you have no hard CC except for the stun Zilean has, which lets face is hilariously hard to pull of correctly





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Credits / Changelog

Big thanks to JhoiJhoi for specific layouts for the guide.

And thanks to you, the reader, for actually caring enough to read my first ever attempt at a mobafire guide.



CHANGELOG.
1.0 - 16/10/2015
Added
  • Introduction
  • Positives and Negatives
  • Masteries
  • Runes
  • Summoners
  • Abilities
  • Items
  • Team Compositions
  • Credits / Changelog