Kindred Build Guide by Gumipapucs
[10.23] Kindred jungle guide/build with NEW ITEMSBy Gumipapucs | Updated on November 23, 2020
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+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
Threats & Synergies
You mostly have the upper hand pre-6 if you play it right, as you can dodge his Q's with your own Q's and kite him to death. You should invade him early, sneak some camps, you may be able to kill him if you catch him off-guard. After 6 you pretty much can't kill him 1v1, unless he has no ult. Otherwise, he will pretty much survive long enough until the whole gang shows up. Only engage with teammates.
You can invade him and kill him early easily and deny him everything. Lategame he can CC you for 200 years and/or oneshot you so be careful.
I do not like playing into this champion. He will be stronger in early game, so you want to mostly avoid 1v1's with him unless you are ahead. Try to track him & predict where he may be able to gank, ping your teammates and prepare for counterganking. If you are behind or you just don't feel it would work out, you can invade his jungle on the other side / get drake/herald or gank another lane, as you know he won't be able to respond to any of this.
You can invade and threathen him. You can 3 camp and try to intercept him in his full clear. Should not be a problem unless he gets ahead of you. If you get ahead, just play cocky and dont even let him leave the base. Obviously do not get collapsed on, and his Ult can be a threath to you if he has a teammate near.
Free LP, just go ahead and farm him alongside with his camps whenever you have lane prio. Only thing he can do is to disengage with Q, but you have your own Q to dodge that, or you can even get hit by it if you Q forward and get in his face by doing it, because it won't last long enough for him to escape and you can still auto him. Just watch out if he gets help from his team as he can make it easy for them to collapse on you with his Q & daisy knocks you up every 3rd auto.
To sum it up: meh. Hard to kite, has a long stun, negates 90% of your damage while he pretends to be a helicopter. If you manage to dodge the stun you can fight him when ahead, and do not hesitate using Red smite on him.
You can really abuse Kayn in the early game until he turns into an actual champion, you can invade him, steal camps/kill him easily, answer to his ganks, and if you succesfully abused him early game, you can abuse him all game long, unless you F up something.
Matchup depends on the YI. Pre-6 you can abuse him early just like kayn. After that, only if you are ahead and/or red smite and you really want to kite on maximum attack range. If the fight gets close and he forces you to ult, he will get you low and get his Q up, so when your ult finishes you mostly cannot kill him with the E 3rd auto, as he will just Q+AA you right at the end, and it will most certainly kill you before you kill him. I mostly focus on f'ing him up in all ways i can and prevent his scaling. Being even is not a good thing. He is also impossible to kill early and midgame if you don't get a lead while his W lasts, dont waste your E 3rd auto on it. If you are not 100% HP when he does W you better just leave him and run away if he has red buff as his Q will be up soon too and he can turn on you quite easily even at 15-20% HP and win it. Unless you still have your E up and/or have a teammate helping you. Also watch out if you start blue and he starts red because after blue you most likely get your gromp, then he can be at your wolves clearing them and you won't know why and how is that guy there. Avoid fighting him at all costs in this scenario because he will have a redbuff and you won't and there is no way you win it. Ping your teammates, if your mid/supp can help collapse on him then he's dead, if not you just have to simply walk past him heading to your red (don't let him deal any damage to you). If he leaves a baby wolf that's like whatever, you will reset it on next gromp, but if he doesn't then he wasted an awful lot of his time and you can also stage a trap at his blue buff with a teammate, or you can just straight up 1v1 him as you will be lvl3 with a red buff and he will be still lvl2. If he's not lvl 2 that means you have enough time to get his blue and cause him major mana issues and force him to go base prematurely. If didn't back after taking your wolves as he should because running back from there takes a huge time, or you can see him if he walks through mid you can even take his gromp. Wolves are risky as they are too deep but you can manage to escape with some wallhops and the blastcone. This way you will have a huge advantage early and he will have to powerfarm a lot.
Rammus can be a big problem, but actually you can abuse him too in the early game if you play it smart (and you have red buff and red smite him). Wait out his W before E 3rd auto. If he just used his W on a camp he is a free kill early game. You can jump a wall if he tries to engage on you with Q and run in circles all day long. Dont 1v1 him after he gets some armor (bramble vest+ ) unless you are really ahead, or you have 2-3 of your on-hit core items. Black cleaver super good against him. Run like there is no tomorrow when behind, because, as a matter of fact, there is no tomorrow for you if he is somewhat fed. He has a very low clearspeed so that is what you want to abuse. Thankfully he is in a bad spot in the current meta.
You can fight him early with red smite and/or if you cheese his isolation damage with a scuttle, or you catch him off-guard/with low HP. Later, you can only fight him if you are ahead and preferably red smite him, and you don't F up. Otherwise, just avoid 1v1-ing him.
She is a farming jungle, you want to look to abuse her Pre-6, as she can't do anything about it if she does not get help fast enough. Post-6 you still can 1v1 her if you are ahead/even, and you do not get charmed. If you have to ult first you are pretty much dead, try to flash / Q / move behind her as she will try to target you with her ult at the end & you'll maybe dodge it this way. She can easily oneshot you with Q+E after she has Jungle item+sorcs+lich bane, but you still have time to react with R. Buy control wards and do not get too deep alone.
You are stronger in early game, and can invade him and even kill him if you kite him properly. Later, he pretty much just runs you down so only engage with team. -Or- you can F him up really with walls. If he gets close, jump a wall, if he runs around the wall, jump the wall, if he runs away only jump back to his side of the wall if you are sure you will have your Q to jump it again if he turns on you again. Repeat until Udyr dead, but most likely he will do the secret udyr 200 iq outplay combo, which means he flashes on your head, stuns you and oneshots you for no reason while he's building full tank. My experience is, Udyrs use 99 out of 100 flashes on me. You can mostly just itemize against him, but most likely he will keep on winning the stat-checking game. If you can manage to F his plans up a few times in early and possibly even kill him, thats a big mental hit for the enemy team, as noone likes playing against&playing with this dude.
If you dodge his chains he's pretty much dead all the time (well, he can steal your ult, which we know what it does). If he hits you with his chains you are most likely in deep doodoo. Chains aside, pretty even matchup.
You do not really want to meet her in the early game, unless you catch her off-guard.
A true troublemaker, i personally ban him all game. He can just start spam ganking right ahead, and as i am not in the greatest elo, 10/9 games he picks up too much freebies even after 20 F' off pings and gets out of hand. If you can stop him ganking in the early game, you are good to go when even, and if you dodge his Q. Otherwise, he will just deal nonsense damage to you even with a longsword only. He can kick out of your ult, but you can just position in a way that a wall will stop you from leaving your ult.
You can invade him in the early game, but it is unlikely that you can kill him as he won't really get on low HP while clearing his camps, and he has a pretty respectable damage. Most amumu's will have aftershock, so if you dodge his Q, you will be able to kill him. Try to sneak his camps and prevent his scaling.
Kinda same as Lee sin. He starts ganking pretty soon, so you can aim on preventing that. If you dodge his EQ combo, you should be able to kill him early. He will be dangerous all game long with his EQ combo and R. You can jump the wall of his R.
You can really abuse him early, and might aswell the whole game as he is an immobile farming jungler. You can dodge his Q-s, keep distance from his E, you can ult his ult. If you engage him he's dead.
Can be a nuisance and can definetly kill you, and combo her ult with your ult, but you can abuse her early game, and kite her later aswell. In my games against Lilia, i mostly farmed her alongside camps and won. But maybe i did not meet really good Lilia players. In lategame you can 3 shot her.
Ugh. You can fight him pre-6 with extreme caution. He also likes to get low HP in his first jungle clears, so you can catch him if you track him right and grab a freebie, but after 6 he can just run you down, use walls and don't try to engage him alone unless you are fed. Kiting is mandatory in every situation against him as he will have BS huge lifesteal on autos.
Nunu & Willump
You pretty much win this, you can really murder his face in early. Later aswell, if he doesn't get too tanky and you are at least even. He can't touch you, only if its a surprise, but even then, he cannot 1v1 you. Try to deny his early spamganking and turn them to your favor and try to invade him & prevent his scaling. If you meet him, he will run. If not, he will die, or he has help on the way. Also your ult totally messes up his ult.
If you dodge her spear, you pretty much kill her and she's defenseless. Invade her early and try to prevent her snowballing. She is kinda useless when behind, except for 1-2 fat spear hits. Later on, you are in big doodoo if she can engage you.
You are a bit stronger at all stages, unless he gets ahead, depends on how the shaco plays, but you can really easily make him not to just look like, but also feel like a clown, as no matter how ahead he is, if he makes a mistake he dies. He cannot duel you early, but he can be annoying and he can definetly cheese you. If you engage on him, you win that. Also, if you E him before he ults, you will know which one is the real one (also with PTA) so you mostly don't end up focusing the clone. If you plan to focus more on farming, try finding him first, before he finds you.
You can always deal a huge amount of damage to him. You can abuse him as long as you keep your distance, and you can even 3 shot him early if he has less than 70-75% health (if he doesn't have E up). If he casts his E, try to wait it out and prioritize keeping your distance over dealing damage until it lasts, and try to wait out your E 3rd auto, or lot of your damage will be negated. He can definetly kill you if he engages on you with R, and he keeps his E until the end of your ult. After he is 6, you don't want to be surprised by him from fog of war, and allow him to keep his R, if he engages or tries to engage you, the most optimal is when he has to use his ult as a gapcloser, that way you may be able to escape, or maybe even turn it around with some walls, but watch out as his Q can make him get over that wall if you stand too close. You can try to invade him early, as he will want a tiamat asap, and he is very kiteable if you have redbuff, and if you can stall his tiamat powerspike, he will not be happy. He can gank well&often, so you might want to prevent that. Also, he can solo drakes at lvl4, so watch out for that, it might end up in getting a free kill and a free drake. You can check the dragon pit with your W. If you are somewhat fed & he's behind he is pretty much doomed, you can farm him along with camps, but watch out as he can stall the fight with his ultimate + e + Q healing long enough until he receives help.
Vi's style of jungling is pretty much identical to yours. She can spamgank, powerfarm, and in between. Early, you can kill her if you keep your Q to dodge her Q. Later on, she pretty much destroys you in an 1v1 scenario, even when she's behind if she plays it right, as she might be able to CC you long enough that you don't even have time to press R. If she's ahead, your best bet is to ult right away when she ults you. This is a very volatile matchup without any recipes. You can make your own moves and she can make her own moves, it very much depends on the current situation whether you want to counter her moves, or make your own moves. You two are very dangerous to each other, so it's an intense game off chess. I don't know why, but what happens 10 out 10 times when i play into a Vi is that i trade my toplaner for a drake & possibly some botside camps. Playing mostly around objectives & punishing her for being elsewhere by taking the objective/camps/gank the opposing lane can be a safe play, but will not always work out as she can really get out of hand. But don't forget, just like you.
You can farm him in the early game as you are much stronger than him especially if you have a red buff, but watch out because he can deal a surprising amount of damage. Somewhat kiteable but he can get on top of you with his E and his Q slow. If he does not kill you during that time, he's pretty much doomed and he definetly can't kill you under that time in the early game if you are at 100% HP. He can only win early if he manages to stun you. Your best bet is to catch him off guard in the jungle as he gets kinda low and you will have a HP advantage. He scales super well into lategame even if he's very behind, also his ult reaches his current position after 4 seconds, the same time as your ultimate, so if he forces you to ult, he can either stun you at the end of your ult and/or deal a huge amount of damage with his own ult which is a guaranteed death for you, so you must jump a wall or flash out. If you engage him later in the game & you have some stacks for the extra attack range he will be forced to ult and/or die, just make sure he can't get to you because he will delete you, also watch out if he builds protobelt and prioritize keeping your distance over dealing damage. Red smiting him means he is unlikely (but still can) to burst you if he manages to get on top of you.
Very much abusable, you can literally make him look like a clown, you just have to dodge his jump with your Q and kite him to death after. Can be problematic if he counters your gank, and he can become quite hard to kill if he goes tanky, and he also deals a lot of damage. Easy matchup but only if you always respect him and play it smart, if you get a lead he can't stop you unless you make a stupid mistake. Also he can knock out everyone out of your ult.
You might meet morgana in the jungle, as i play it myself too and she's super good at it. She mostly wants to farm early game but she can pull of some nasty ganks too. This means you can invade her, and you can engage on her at all stages of the game, but you really have to dodge her Q as it is her main source of damage because it makes you stay in her W which deals a ton of damage when maxed and with some AP, and it can give enough time for her teammates to collapse, or she can just run away as her spellshield block your slow from E and red buff too. You dodge her Q you win the fight. Her ult can do some nasty damage and CC especially if you serve your team on a platter with your ult. Try to abuse her early game, invade his camps, kill her, deny XP and it should be an easy win. If she counters your gank, she's mostly in trouble, depending on the situation.
I don't know why she is still on the list with other junglers, but you can just murder her early game in like 20 ways and she cannot do anything about it. She gets low when doing her camps, also not too great at it. If you abuse her early and make her behind it's a 4v5 and an extra camp to farm for you. If she wants to enter her jungle, just chase her away. But respect her damage if she's at least almost even or if she somehow got fed as she has the ability to CC you and oneshot you before you can ult. Try to not stay near walls while fighting her and try to maintain a level advantage throughout the game and that way she cannot oneshot you. She can also possibly knock out people from your ult.
Very kiteable, and squishy without tank items. You should invade her and kill her if possible and deny XP, maintain an xp lead. You just have to watch out for her knockup when she's burrowed. If you don't get knocked up you can kite her until we colonize mars. Can be problematic as she can ult you at the end of your ult and it's kinda the same as with Yi, and can turn around your gank if she counters it.
She's not a threath at all and she will try to avoid you at all costs. Invade and make her life hard, try to prevent her scaling and her getting drakes or she can turn into a real oneshot monster which can definetly turn the game on you. Early is yours, you want to be active and on the map, abuse it.
Kinda hard to kill and he can F' you up. You can kill him if you are ahead but i don't really recommend trying to 1v1 him in the jungle, or if you have to, be sure to not do it in his crystal zone thing as it will give him huge movespeed and attackspeed as well as mana regen. All you can do is counter his ganks and steal some camps. If he casts his W (shield) apply your E to slow him and try to use walls to your advantage. If he get's on top of you, you are kinda doomed and he can also pull you or one of your teammates out of your ult. You kinda need your team to play around him.
What is this guy doing in the jungle
It's hard to kite him as he can slow / block you with pillar and he has that extra movementspeed zone. He can also outheal your damage and steal your armor so you are even more squishy. You can steal some camps but you want to run away asap if he spots you. If a teammate helps you to engage on him then he's somewhat easy to kill. Luckily he is very rarely played in the jungle
You can kill him early but keep your distance. He can also follow you through walls but he's not the greatest jungler. If you end up dueling him, he has to ult first, if not then you should run away asap, unless he accidently ults near the start of your ult, but he can still finish you off for good with AA + spin. So not the best one to duel post 6, but you kinda outperform him in every other way.
This champion is very very very annoying. He can do a surprising amount of things unpunished, and he can oneshot you for no reason. Hard to kill, but if you kite him he's definetly killable early, but i wouldn't try to force a play like that unless it's kinda free. If you get ahead you can deal a lot of damage to him, but if he get's ahead he's a monster you don't wanna face and you have to play around him with your team super good as he can even 1v2. Steal some camps and counter his ganks and he will be mad AF.
You don't wanna F with this guy as he can easily engage on you, CC you and get away/juke you with his invisibility. You also cannot finish him if you have the upper hand because of the invisibility. Thankfully he's somewhat rarely picked in jungle.
Kinda the same as Wukong, and his ult is really annoying as it just blocks all your damage and you don't really want to get in his face as he will heal a lot and knock you up. He also deal a broken amount of damage, but you can kill him early if you kite him. Your best bet is to engage on him, and jump a wall after he jumped on you and avoid his 3rd auto which knocks you up and then he's an easy kill but it can really backfire. If you are ahead you destroy him mid game, and in any scenario in lategame unless you went like 0/5/2 and couldn't cs.
He can F your ganks up big time, but you can do that to him too. He is somewhat weak early and has a slow clear speed so you can abuse that but watch out as his blobs take forever to kill. You can smite a blob and instantly kill it, but otherwise he might just survive long enough to get help from his teammates. His presence is a good reason to buy a BotRK/Cleaver/Bloodrazor. You can dodge all his abilities and kite him to death, but he can become a real problem if he gets somewhat ahead so try to prevent his ganks, and force him into farming the jungle, which you will steal anyways. His clear speed gets much faster if gets a bami's cinder / complete JG item. He straight up sux at taking objectives, he needs help, so you can sneak 1 or 2 early drakes.
If he places his W thing on you, you can aim his stun pretty well with your Q. Also i found it somewhat hard to pull off, but Kindred R + Taric R combo is montageworthy, as it can really really clutch a teamfight. It mostly depends on the Taric. Your ult lasts for 4 seconds, Taric ult gives the invulnerablity after 2 seconds, so he has to time it right.
If you have a somewhat competent Yorick on your team, i found that you can literally speedrun the game if you can get him&yourself ahead/fed. Just take the heralds and hardcore push waves with herald + Yorick R. Yorick + Kindred can 2v2/2v3 when even/ahead. And the mega death bomb is when you take second herald, then you take Baron at 20:00 with him, and just oneshot every tower in your path with Baron buff + Herald + Yorick ult.
Easy to gank if she lands her CC, your ult combos can really clutch a teamfight if she uses her ult after your ult
If she reaches 6, don't forget to pick up the drive-by freebie when doing your jungle stuff & she has ult up.
Lulu can really boost your damage output, boost your survivability by a great margin, and peel for you. You can melt baron at 20:00 with her
Yone has great synergy with Kindred, as long as he is in the enemy team, because 9,7/10 Yone will overextend and shove waves like there is no tomorrow, thus financially supporting your project on destroying their nexus & provides you with some egobiscuits with spamming jg diff in all chat. Below diamond, of course.
She gives you peel, shield, AD, and she can displace enemies from your Ult, or cast her ult right at the end of your ult which means huge healing for your team & CC for enemies.
You are already very slippery, and having a Thresh (support) on your team means you can invade the enemy bottom side jungle with more confidence. A higher level play with thresh is: When trying to steal a drake/nashor, Thresh throws lantern in the middle of the pit (which also provides vision), you jump in, steal the objective, lantern out, ctrl+6. He can also flay/hook out enemies from the edge of your ult. Comboing your ults are also nice.
He can stack his passive in your ult pretty easily, so problematic enemies can be eaten at the end, optimally a split second before the end.
He can stun everyone in your ult at the end, and when the invulnerability ends, he can just ult you/someone, majorly discouraging enemies from even trying to win the game. Only a strong instead of ideal, because comboing ults need some coordination as using the two at the same time is not optional, and will happen if you are not premade talking on voice with the zilean.
Ult combo really nice, some private invulnerablity after the AOE invulnerablity with some extra damage to spice it up. You two also scale super good into the lategame
He can ult into your ult. If he lands just at the right time, there is hardly any counterplay. You basically pin the enemies in place for the Galio ult which is otherwise kinda avoidable, as the enemies don't want to leave your ult. If they leave they get shot, if they don't they get knocked up, damaged, taunted, dead.
He can knock enemies out of your ult with his own, and block them from entering it again.
He can ult enemies out of your ult, or stun/CC them at the end. He can also gain his passive for free if he couldn't transform before.
If you ult&he ults an enemy inside (preferably a carry/hypercarry, or just someone who is low), your ult won't be in the death realm so no invulnerability for them there. If he's on the enemy team, this is kinda problematic. Also if you ult in the death realm, your ult will stay there.
Same as Yone, but windwalls are really annoying.
He can deal some nice damage with his ult at the end of your ult. Also possibly knocking out enemies from your ult with his W, just like as himself.
Can knock out enemies from your ult.
Nice snowballing if he roams with you or you roam with him & spam ganks. You can help him shove his wave/break a freeze as you are ranged, and/or kill his counterpart if he struggles to start roaming.
You better just hope that your R & his R will never meet. But a nice companion to get a scuttle/gank mid or do a cheesy invade with.
If he does not get overzealous and waste his ult before, your ult combos can be insane, as you will focus on getting the most enemies possible to the 10% HP mark, and when your ult ends you just have to wait for rift alexa (YT/Rav) to announce a pentakill.
Possible AOE stun&burst damage at the end of your ult.
If he times his ult to the end of your ult, oh boi...
Strong ult combo. He can even waste some of his damage with casting his ult a bit before your ult ends, but enemies will get stunned at the and anyways.
She can possibly grab out enemies from your ult, but mostly its some AOE CC & nice damage at the end of your ult.
He will be not happy if his HP gets locked at 10% in your ult with him having his own ult, but the other way around, your ult can possibly negate the relatively small damage his ult would deal to him around 15-20% HP, and he will get some big a** healing at the end, he just needs to ult right before the end of your ult, but this is a very rare scenario.
He can get a pretty big amount of stacks for free in your ult, and finish enemies after with his own ult. Also nice to gank as he has a slow and a pull.
Can knock out enemies of your ult.
Some extended godmode for him, but needs coordination as casting your ults at the same time is a waste for him
Easy to gank due to her knockup&slow, also she can knock out enemies from your ult (not the one she targets).
You can F his ult up as he will just spit out enemies if he tries to execute them in your ult, but if played right, he can execute someone who's inside your ult by casting his 2nd R just before your ult ends&applying AOE fear every other enemies near. Also he can just walk out of your ult while dragging an enemy with his 2nd cast R, or possibly throw someone out with E.
Comboing your ults are pretty easy, and if they want to avoid the stun&damage from the morgana R they have to walk out of your R and die/give up the healing. If they stay they will get stunned and most likely killed. Also black shield&the pick potential is really nice for you, her W damage is higher if a target is low, your W damage is higher when a target is not low.
Nice to gank for as she can have a kind-of-point&click root if she takes water with W, and its really nice to roam with her for the same reason. Also, she can knock out and possibly stun enemies of your ult.
Nothing flashy, it's just always nice to have a nautilus on your team isn't it? Perma CC everytime everywhere.
Its not healthy to have a ranged toplaner with no to little CC on top of a Kindred and an ADC.
If you are fed&she decides you will be her new host body, thats even greater snowball potential.
He can knock out enemies from your ult or cc them afterwards, and it just warms my heart when i have an alistar support in team.
Under diamond 2 dodge the game if he's on your team. Either this dude or its support will always go somewhere around 0/3 - 0/8 on lane, and i have literally never won a game with this champ as ADC, and you can't even help him because minions render him useless. But even if he can deal his damage, it's very realiant on skillshots, and even if is able to do his damage, it is very irrelevant until he has 2-3 items complete.
Nice ult combo if coordinated well, but if soraka ults when your ult is still doing its thing, or you two accidentaly ult at the same time, you can negate all of her healing if you lock yourself and/or a teammate at 10% HP. Also, she can silence enemies at the end of your ult, for example this way a yi cannot Q you.
He can do nasty stuff when your ult ends as well as in general, and you two paired up are really fearsome and can hunt down literally anything ends. Nice laner to camp and get ahead as he snowballs hardcore.
You can give her a lot of ult hits if enemies gather in your ult and there is kinda no way that anyone survives that.
He can ult at the end of your ult and it somewhat guarentees him targets to hit. You can even try to get low and bait enemies into this if you coordinate it with your team.
Somewhat a nice to gank lane with big burst & some kinda almost reliable CC. Snowballs hard, and her mobility allows you to get to you to be saved by your ult in clutch situation, or you can just ult her whatever shadow thing where she will teleport back.
Your slow makes her Q easier to hit, and she can CC enemies at the end of your ult. But mostly the healing + the extra movementspeed and the slow on your autos is really nice and helps your kiting&chasing a lot. Also we like to get an ardent censer buff.
He almost always gets pushed in & he will look to freeze mostly in his turret range stacking Q. So he makes gank targets for you by making the enemy walk up too far, also easy to gank because of the point & click "slow" which lasts until next christmas, and his E also shreds a percentage of the enemy's armor, and you like that.
Upgraded IE or BotRK ♥ Also easy to gank as he has a lot of cc, you can guarantee his Q+E combo hit with your E if he is a bit too far away. You can pick up some freebies depending on the matchup and get him&yourself ahead, which means everyone gets upgraded items that much faster and he turns into an unkillable god faster. Also can hardcore CC enemies at the end of your ult.
Champion Build Guide
I started playing Kindred right after when they came out. Back in the day i was just learning the game, i had a really bad PC, like 20-24 FPS max bad, so i was pretty bad at the game. Also i did not know at all how to jungle, but i was super hyped about Kindred and i just played them as ADC. I found some success doing it, but it was not optimal, then i tried to play them as jungle, catastrophically failed at it, then i tried learning jungle with Jax first instead. Then i had a big Kindred break, started maining Shen, and after like a year or two, i finally got to Silver spamming Talon mid. After that, i decided to pick Kindred up in the jungle and no excuses, because i still really loved them. I had some bumps and struggles, but in the learning process i finally made it to Gold. Then i had a break from the game, until i received a new PC which could finally run League at 40+ FPS. I watched some jungle guides (Virkayu, this dude is awesome check him out), then i literally speedran from Gold V to Plat with spamming Kindred jungle. It took me like 1-2 weeks (With really bad mmr). Now i am currently Plat 3, and in the process of un-hardstucking myself still with playing mostly Kindred jungle with about ~64% winrate and getting to Diamond.
Triumph is the only viable option in this line, the restored % missing health can help clutch fights and the extra gold20 gold can add up quite a bit, for example, it will fund the Control wards
Coup de grace
Coup de grace synergize well with your Mounting dread (E) execute damage, and the 8% extra damage is nice against targets with <40% HP left. Last stand is viable too as it synergizes well with your Lamb's respite (R).
Sudden impact has the most value in domination, as your Dance of arrows (Q) will proc it very often.
This is the reason why you scale super hardcore into lategame. Each stack amplify your basic abilities:
Q - Dance of Arrows: Bonus attack speed increased by an additional 5% per stack.
W - Wolf's Frenzy: Current health damage increased by an additional 0.5% per stack.
E - Mounting Dread: Missing health damage increased by an additional 0.5% per stack.
You can mark enemy champions, which will activate after 8 seconds, and if you kill the target or assist in its death, you gain a mark, and you can't target that champion for 4 minutes
You will passively mark enemy jungle camps. After 40 seconds of having no active jungle mark, you will get a mark on a jungle camp for 3 minutes.
0 Marks: Scuttle
1-3 Marks: Scuttle/Raptor/Gromp
4-7 Marks: Red/Blue/Krug/Wolves
8+ Marks: Herald/Baron/Drakes
If you kill a marked target or assists in their death, you gain a mark. Your basic attacks and Mounting Dread (E) gain 75 range at 4 stacks, plus 25 range every 3 stacks after.
DO NOT DIE FOR MARKS!
When you begin to play Kindred, this ability is easily forgotten. You should always have a target marked as soon as you can mark someone, unless you want to reserve it for some mindgames.
Always mark the enemy jungler in the beginning of the game. You will meet him first most likely, if you invade him, or he invades you. It does not matter if you two do not meet, or you don't get the mark from him, after taking the first buff you will already be able to mark a new target.
You do not have to greed for marks. You just have to play like a jungler. Having 4 marks is kinda crucial, as you get the +75 attack range, but they are not that hard to get. Everything 4+ is a nice bonus.
I personally only go for marks when they are free, or when i know i can cheese it from the enemy jungler mostly unpunished. But you really do not have to focus on getting jungle marks, you better just gank instead. For example if you have a mark on the topside jungle, and have no info from the enemy jungler, or you know he had just recalled, you can assume he will be near that mark, so you can gank botlane and/or go for a drake. This is mostly true when you are against junglers like Evelynn, as they want to sequence their camps efficiently in the early game to maximize XP gain and reach their power spikes asap.
If your mark dissapears from the map, it means someone have taken it 10 seconds ago, so this is a good way to get an idea where the enemy jungler may be.
If a jungle camp is marked, you only have to kill the big guy to gain the mark (like wolves/raptors/krugs
You do not have to get the kill on an enemy champion/herald/baron/drake/junge camps to gain the mark. So basically if anything is marked, you will get the stack if you assist in it's death, and your team kills it. I love this, because at first, you had to get the killing blow on the jungle camps, and my teammates almost always took it from me like there is no tomorrow.
When you are planning on ganking a lane, you can bait an enemy to ward the river (if they have not already warded it, but you have Oracles right?), where you will be waiting for them.
You jump in the target direction, and gain 25%(+5%/mark) attack speed for 4 seconds, and fire up to 3 arrows when you land on the 3 nearest targets.
If you cast Wolf's Frenzy or dash inside it, it's cooldown will reduce to 4 / 3.5 / 3 / 2.5 / 2 seconds.
This is your main kiting tool, or gapcloser when you are chasing down targets.
When ganking/engaging someone, do not use it right away if you can just walk up (enemy overextended, or have not noticed you in time, or your laner can CC the enemy), so you can use it later when you have to chase, or jump away for example when a Renekton thinks you are the double buff delivery guy, or you know you will have to dodge some nasty CC like Ahri's charm or Xerath's E. You should use it right away if you are sure you just murder the enemy's face mostly unpunished, or they won't be able to respond until your next Q, as it will have less then 4 seconds cooldown due to your Wolf's frenzy (W), or when you have to close the gap asap and apply the slow from your Mounting dread (E).
You can jump walls. More info down below on the jumpable walls section with images.
Q into W, to maximize the cooldown reduction you get while being in your Wolf's frenzy (W) zone.
Always try to cast this ability between two basic attacks to maximize your damage output.
You can do an animation cancel by casting this where you currently stand after an autoattack. This will rarely have use, but nice to know.
If you jump the drake/baron pit, your Q will not fire an arrow to the drake/baron/herald if you do not have vision there when you start jumping.
If you jump into a wall, without hopping it, you will get a quick small glimpse of the other side of the wall. For example you can check the bushes at blue buff this way, but this is rarely useful.
When an enemy wants to escape with a blastcone, you can jump on their side of the cone so they end up being dog food.
If you are being chased down, and you are sure the enemy has flash too, jump a wall, then flash back. It is very unlikely that you can pull this off, but when you do, it is montageworthy and your team will ask questions like "is this korea?".
Passive: Basically Fleet footwork without gaining movement speed. When charged, you heal for up to 49-100 (at levels 1-18) based on your missing health %.
Active: You separate wolf from yourself, placing down a 800 unit radius zone. Wolf attacks nearby enemies, prioritizing your target. Wolf ignores unit collision. Also it says it ignores terrain collision, but he does not move through walls like Kayn, wolf goes around walls, but if he can't he will awkwardly get to the target after some struggle. You will see when you try to chain Red buff&krugs.
Wolf's basic attacks deal 25 / 30 / 35 / 40 / 45 (+0.2 per bonus AD) (+1.5% (+1% per Mark) of target's current health) magic damage and scale with 25% of your bonus attack speed. Wolf deals 50% bonus damage against monsters.
If you leave the zone, this ability ends immediately.
This ability is often ignored, by the enemy team, and by beginner Kindred players. Well, this bad boy deals an a*load of damage. You always want to have this ability up when you engage in a fight.
Deals % current health magic damage, which means it helps a lot melting tanks, but it is just as good in dealing damage to squishies too, and the magic damage makes it less efficient for the enemies to just stack armor against you.
You can position this ability a little bit off, so try to think ahead when casting, and place it where you will be most likely moving in the future, so you do not walk out of it prematurely and it keeps lowering your Q cooldowns and dishing out its damage for more time.
Wolf grants vision, so you can check bushes/the other side of the walls with this ability (if you place it on the other side of the wall). Can be super useful when you want to steal a drake/baron, or you are just suspicious about the early game Warwick who went too quiet. 300 gold + a drake.
Sometimes wolf is not willing to attack the scuttle. Super annoying. I usually Q into W when starting scuttle, and wolf attacks the scuttle like 50-60% of the time. If you cast W first while having vision of the scuttle, and you did not attack the scuttle or did anything to it, Wolf will attack it 100%.
If you are superfed and have 8-10+ stacks, Wolf can literally 1v1 a weaker enemy. Nice BM.
You shoot a projectile at the target unit, which slows them by 50% for 1 seconds, and apply Dread for 4 seconds. Your next 2 autoattacks refresh Dread's duration. On the third attack, you yeet wolf at the enemy instead of an arrow, dealing 80 / 100 / 120 / 140 / 160 (+0.8 per bonus AD) (+ 8% (+0.5% per Mark) of target's missing health) bonus physical damage. Percentage damage is capped at 300 vs. monsters.
This critically strikes if the target is below 15% health for 50% (+0.5% × bonus critical damage) bonus damage. Threshold increased by 0.5% health per 1% critical strike chance (up to 65% health at 100% crit chance.
This ability is basically an execute, as it deals more damage the less % HP your target has. Also this helps your ganks and kiting a lot with the slow.
Nice synergy with Press the attack, as your 3rd auto will proc PTA and this abilities extra damage as well, and it gets the bonus vulnerability damage from PTA. Also have nice synergy with Coup de grace.
When ganking, only use this right ahead when your laner can not CC the enemy first, and the enemy is starting to get too far away. Otherwise, you want your laner to CC the enemy first, get some damage on him, and use it then, so you chain your CC's and get the most damage out of this ability as it deals more damage the less % HP your target has.
This ability's cast range is always the same as your autoattack range.
While clearing camps, do not use it right away, as it will deal more damage the less HP the jungle monster has, so it makes your clear faster, saves time of maybe 2-3+ autoattacks which is nice. Later in the game you can use it right away on camps, as you will just 3-shot all of them.
You can extend your smite range with this ability. For example, when you go for an early drake around LVL 5-7, place this on to the dragon around 1.150-1300 HP (~1300 when your teammates are helping you, if not, less), and when you launch your 3rd attack, smite the dragon just right before it hits, this way your smite is like 880-1000 instead of 480. Takes some practice, and varies at all stages of the game, but if you master it you will not be outsmited. And always take into note, that sometimes using E on the enemy jungler or just an enemy who tries to contest the current objective is simply just better than showing off how big of a smiteologyst you are.
You can cancel its pretty long animation by casting Q right after, or casting this while mid-air with your Q. I use this ability like this 90% of the time. If you have to cast it while you do not have Q, squeeze it between two basic attacks.
You create a zone for 4 seconds, where nothing can die. If anything reaches 10% of their maximum health, it's health is locked at that value until the zone ends. No damage and no healing. At the end, everything inside the zone is healed for 250 / 325 / 400.
This ability is a gamechanger, and it can be just as valuable for the enemy team as for your team. If you do it right, your team will praise you, if you do it wrong, you better just /mute all if not already.
If you are just starting Kindred, you will F this up big time. Even professional Kindred players F it up sometimes. Don't worry about it, with some practice you will understand how and when to use this ability.
Best tip is, when you are not sure if you should use this ability, just don't. Use it greedily, only for yourself.
Always take into account what the enemies can do when your ult ends, and what your team can do when your ult ends. For example: Neeko, Nunu, Galio, Taric. Think about this at loading screen, and when the skirmishing/teamfighting happens.
Always take into account who can kick out who from your ult. For example: Lee sin, Janna, Tristana.
If someone on your team is clearly getting business done (e.g. hypercarries), you should use this to save them, unless you can do the same work as him and/or he's in a bad position.
DO NOT SAVE ENEMY CARRIES/HYPERCARRIES if they are in danger zone, or enemies at all if you don't have to.
Under your turrets it is OK to use this ability when you are at least 60-70% sure, but try to wait until the low HP enemies die, unless you need life saving asap.
If you are dying, but your team is winning the teamfight, sometimes you just better die and let your team clean up instead of saving enemies.
If you are caught in the jungle, and you are being killed, ult. If there is a wall at the edge of your ult, or your ult overlaps with a wall, you are GTG. Enemies will often think that you will not leave your ult until it ends, because why would you, right? You can pull off a surprise escape, if you leave your ult before it ends. This will mostly just work when you have walls nearby and/or you have flash up. Against a champion like Camille this will not really work, unless his gapcloser is on cooldown, so take that into consideration. Also before you try to pull this off, make sure you do not have some DOT (e.g. Ignite, Toxic shot). Otherwise you just wait until your R ands, and jump right at the end, this way you get the heal, and you instantly dissappear. With some practice it is not hard to make some grand escapes, but you just better not get into situations like that.
Lamb's respite (R) is a nice tool for diving. Feel free to do it whenever you feel like it, just make sure the enemy will die before you have to ult, and they themselves have no invulnerability like Tryndamere, Kayle, or you can end up in a really awkward situation. Sometimes you will have to ult before the enemies die, on that case you want to walk to the turret attack range after taking turret aggro and you are on low HP, ult, tank 1-2 more turret shots and let your teammate(s) finish the dive.
When you end up in a close fight, or you are getting killed (this applies to mostly small skirmishes or 1v1 duels), you can turn it around by ulting, then getting the enemy low, applying Mounting dread (E) to your target and getting your 3rd execute auto ready, then wait until your ult ends and AA them. This is almost always a guaranteed kill, and this way you will win most duels/skirmishes. Unless they can stun or displace you at the end, or Yi. We hate Yi.
If you do not have smite up, or the enemy has champions like Nunu or Cho'gath, or you are behind 1-2 levels, or you are just not confident that you win the smite battle, you can ult the current objective (Baron/Drake/Herald), the enemy will (very likely) waste its smite on it, and it's an even smite battle at the end, but most likely he will just die, because your team is taking the current objective, so i can assume you have the numbers advantage.
On the other way around if you want to be flashy, you can jump in to pretend you want to steal the objective, ult it, enemy wastes its smite, you jump back out, then you jump back in when your ult ends (your ult heals the Baron/Herald/Drake too), steal it, then flash out/jump back. Mostly flash. Hard to pull off, especially when you just end up oneshotted and/or cc'd, but you will be officially Korean if you do it once, and it is montageworthy.
If you ult, and Mordekaiser ults you, your ult will not exist in the Death realm, and you can die there. If you ult in the death realm, your ult will stay there.
Urgot can not execute enemies with his ult in your ult, but he can drag them out with it if he just walks out in time.
If an enemy turret is low, and you have 1-2 minions remaining only, you can ult to save the minion(s) long enough to take the tower. Just consider if it's worth it, and look the map where the next wave is. You can also save the herald & maybe even squeeze out another charge of it on a turret. Your ult does not make towers invulnerable.
If the enemy nexus is open, you can ping your teammates to focus it, and your whole team can have an extra 4 seconds of free damage on the enemy nexus if you ult. This way you can possibly end a game with skipping a teamfight which you could not win.
The other way around, when the enemy is targeting your nexus, you do not really want to ult if it means you save any of the enemies, it is just better to sacrifice yourself or a teammate for your nexus, right?
I like Kindred because they can be powerful in the early game, just like at all stages of the game, with scaling to late super nicely, and this means if you can't get a lead in early game by ganking, powerfarming is still a safe option most of the time.
Keep in mind, the game starts at the lobby, not at 01:30.
At the loading screen you should ***es the matchups, look for lanes which you can gank easily and which you can not. Easily gankable lanes mean your laner has some reliable CC. Hard to gank lanes can be identified by opponents having good escape tools like (le blancLe blanc or Morgana and/or your laner has no reliable CC or CC at all (like Kassadin. You can also look for melee vs. ranged matchups and melee vs. melee matchups. This is important, because you will adjust your early jungle pathing accordingly.
1. Picking lanes to gank
This scenario is simple&straightforward. You want to gank the lane which has reliable CC, as it is always almost a guaranteed kill, but at least a burned Flash. Try to gank and get ahead all your easily gankable teammates as well as yourself as soon as possible.
If one/all of your easily gankable lanes is losing/lost, or they are kinda incompetent, if you have a winning lane, try to get that laner more ahead & help him take the turret (Herald OP) so he can help you to help that lane & snowball the game.
In this scenario, you want to look for your best shot and camp that lane. You will mostly look for not reliable/weak CC which you can make easier to hit with your E slow, or for melee vs. ranged matchups, or for your teammate who has the best snowball potential.
Melee vs. ranged matchups mean the ranged champion has the upper hand & can poke his excelsior.
-If you have a ranged laner vs. a melee laner you can dive that lane easily, or if the enemy laner pushes up/overextends he will mostly be defenseless against 2 ranged champions (you & your laner).
-If you have a melee laner vs. a ranged laner means he will get poked and he is possibly diveable. You can play around this by simply ganking when the enemy ranged laner overextends (check your laners HP and see if he can help, if not, be sure you can duel the laner and the enemy jungler is not around, also don't do this in a huge minion wave), or if your melee laner is currently diveable (wave under turret, or crashing soon or enemy slowpushing into turret & preferably he is under ~70-80% HP) means the enemy jungler will most likely want to dive him. If you track the enemy jungler correctly, or you just can safely assume that he is on that side of the map, prepare to ****block them and turn the whole thing around with your ult (or even without your ult).
Melee vs. melee matchups are volatile, and they will trade for sure, so always check the HP's when you are near that lane or planning to be there soon.
This happens. You would think this is the worst scenario, but actually this is good too. Your only job here is to powerfarm and take objectives, but most importantly, F up the enemy jungler as hard as you can. Track him, pretend where he will gank, be there, invade his jungle&if you can just straight up murder him (be sure that you have lane prio near, and he won't get help in time), steal camps, for example if he ganked bot and you are topside, just leave whatever you are doing and steal his topside camps (if you can be at least 60-70% sure that they are up). Take all raptors, kill only the big krug. This way the raptors will respawn, but the krugs won't until it is cleared so his topside camps will not be up at the same time, making his time spent there innefficient for the next 3-4 minutes.
You basically want to be as much as a nuisance you can be, so in the worst case you stall the game until you&your team scales and win the game after.
Change your plan according to the state of the game & try to take all opportunities to get a lead / an objective.
2. Early game pathing&opportunities
You are a monster with red buff. You always want to have red buff especially in the early game before you gank or look to fight the enemy jungler. The burn means more damage, and the slows makes your kiting super easy, and you can chase down opponents who try to run from you more easily. As you will see from the maps, in most of the games you will want to minimize the time spent in your jungle, and try to influence the map, gank, invade, countergank, get objectives and all that jazz. If you can't do any of this, that's when you fall back to farming your jungle. But of course, you should try to maximize the XP gain, so it never hurts to get 1-2 camps on your bot/topside jungle and make a better decision about what your next play will be. Also, if you left any first spawn camps, you should clear them as they will give more XP on their next spawn. Doing full clears is also OK when you are behind or you want to reach lvl 6.
A. Blue side
1. Red start #1
This is almost always the option you should take when you are on blue side.
Pick this in this scenarios:
-Your toplaner is easy to gank
-Your toplaner is not hard to gank & the enemy jungler will (or should) look to make plays topside
-Your botlane is hard to gank (e.g. + )
Around 00:45 - 01:00, place a ward at the green circle (~01:00 if you are backing from a position where the enemy can't stop your back) and grab an Oracle lens at base and go to your red buff.
You clear Red buff->Blue buff->Gromp, then look to gank top/mid.
Yellow arrows are possible gank paths.
Red arrows if you think the enemy has warded the bush in the river or your laner signals that it is warded. You can wall hop/blastcone while sweeping for wards if you take the shorter path to possibly avoid vision. The enemy will only see that his ward got disabled, and it can be hard to notice. The other red path is just simply avoiding vision, but not the enemy jungler if he started botside too.
Green arrows are opportunities if you can not gank any lanes or you'd just rather cheese the enemy jungler (if he started botside). If the enemy jungler is a farming jungler, he will most likely be at red buff or raptors this time. You can walk up to the bush near red buff while sweeping for wards. Here, you can either engage the enemy jungler, or steal a red buff, or check if the enemy jungler is on raptors, as raptors are the most dangerous in the early game and thats the point where the enemy jungle has the lowest HP. If the red buff is already taken you just go take krugs. They are ignored in the early stages in most games, so they will be there for you.
If you ganked, but didn't get a kill or assist, you should go and take a camp or two if you are not low HP (you should not be in this case), so you do not leave empty-handed.
After making your play, you will look to get the topside scuttle right away when it spawns.
Worst case scenario in this option is when you couldn't gank top or mid & the whole topside jungle were taken. In this case your time is mostly just wasted, but at least you gathered information, enemy jungler is sure to be at botside. If not, he is wasting his time. In this case, just take the scuttle, and look again to gank top or mid. If neither are avaliable again, then do a transition gank on mid, even if you surely can't be a threat to the enemy laner, you apply pressure, make them know that you exist, and look to contest the other scuttle with the help of your laner. And maybe you end up accidentaly countering the enemy junglers gank.
2. Red start #2
This is a pretty aggressive start & i mostly recommend it against farming junglers.
Pick this in this scenarios:
-Enemy is a farming jungler & he started topside
-Your botlane has some nice CC early & enemy jungle started topside
-Enemy invaded your blue buff at the start
You clear your red, kite it towards the dragon pit, jump the wall of the pit. This way you avoid vision in the river bush & you get there faster overall. Then you go straight to the enemy blue & take it. Sweeping for vision is highly recommended and you might have to leave empty handed if the enemy responds, but if you notice enemy laners are rotating, your laners can do that aswell and you will have the numbers advantage and you are OP with red buff so you still can get a kill from this, or at least some burned summoners providing you with gank targets, and some pressure on the lanes. If they do not rotate and do not have vision, you should take gromp after, to hit level 3. If the enemy is a farming jungler and he's doing a full clear, he will be near the wolves at this point. You can wait for him at the bush in the blue buff and surprise him, or you can just run straight to wolves. If you know that he invaded your blue side too, you can take wolves if enemy laners are still not rotating & leave a baby wolf. If you kill all of the wolves you give a big XP advantage to the enemy jungler as he will have second tier wolves spawning when he gets there and he wouldn't clear that camp anyways until then especially if he invaded you too. After this, you can either go & gank botlane if you can, or transition gank on midlane/just walk back in to your jungle and run to your topside jungle. Here we mostly want to have the scuttle when it spawns, so if you have time until it spawns, you can look to gank top (even if scuttle is up and there is a nice opportunity, take it before scuttle), or you can just get your wolves/gromps/blue buff instead. If you got invaded, wolves are the most likely to be still up, but usually they only take your blue buff & gromp is still there too. Always prioritize the resources in the river or in the enemy's jungle, as you want to take their XP & gold and forge a lead, and you will have your own camps as a fallback option, or as a reward for yourself after successfully ruining their day.
After making your move on the topside, e.g. taking scuttle, ganking top/taking some of your jungle camps, the enemy krugs will be just about to respawn if they took it. You can invade that too if you feel like it, but around 1000-1300 gold you want to go base and get your items.
Check the cs score of the enemy jungler if you happened to have a glimpse of vision of him, and this way you kinda can tell which, or at least how much camps he took. Each camp equals 4 cs. If the enemies cs is something like 10-11 or 14 means he took krugs & didn't clear all the small ones, this can be quite common as you do not need to clear all of the krugs to get to lvl3 with 3 camps.
This is a somewhat risky path that involves a lot of running around and decision making. The most important thing here is, to not die. So, in the worst case you still end up even with the enemy jungler (if you do not die) and you have the option to countinue jungling vertically, and this can be favorable for you if your botlane is easily gankable, but mostly if the enemy's toplane is hard to gank or he wanted to play around his botside/drakes, and you will also have a better shot at taking drake. But if the enemy did not invade your top side jungle, you wasted a lot of his time, and its a cherry on top if you kill him too. He won't have a blue buff so he will have some mana issues if he tries to do a full clear again, forcing him to the river looking for a scuttle/honeyfruits to restore mana, where you will be catching him next time, if not along his path on his 2nd clear.
3. Red start #3
This is a safe start if your lanes are somewhat hard to gank and you are not confident in invading or making an aggressive play too early.
Pick this in this scenarios:
-Enemy jungler is a threath to you (e.g. )
-Your top and botlane is hard to gank
-You have a mostly scaling team
This is basically a full clear excluding raptors as you are a machete champ. You should try to avoid taking raptors without a Talisman, unless you somehow end up in a situation where is nothing else is left for you eary on.
You will want to go Red->krugs->wolves->Blue->Gromp. Prioritize scuttle over gromp. This will give you level4 if you took your 5 camps and the scuttle. Only try to contest the scuttle if your top/midlaner can help you if the enemy jungler is there. After scuttle, you can look for a gank top/mid, if you can't you can go to try and steal krugs if the enemy started red, as you mostly pick this option into junglers who almost never take krugs on their first clear. If you did not clear your gromp, just fall back to it and go base, as the point of this option mostly is to maximize your XP gains to reach lvl 6 fast. Krugs should spawn right when you got there or before, and you can do a full clear again with including raptors as you will have a talisman at this point.
More coming soon, i would like to update this guide every day with a complete block of content until it's complete. After that, i'll update every patch that affects Kindred&the jungle