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Kindred Build Guide by ElmoreMage

Jungle [10.24] Season 11 Kindred Guide

By ElmoreMage | Updated on December 1, 2020
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Runes:

Precision
Press the Attack
Triumph
Legend: Alacrity
Coup de Grace

Domination
Sudden Impact
Relentless Hunter
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

LoL Summoner Spell: Challenging Smite

Challenging Smite

LoL Summoner Spell: Flash

Flash

LeagueSpy Logo
Jungle Role
Ranked #36 in
Jungle Role
Win 50%
Get More Stats

Champion Build Guide

[10.24] Season 11 Kindred Guide

By ElmoreMage
Introduction
Hi I am Elmore Mage and I have been playing League of Legends since August of 2016 and for the first week of me having my account all I played was Kindred. They second I saw them and heard their voice and read their lore I was hooked and I bought them. I wasn't level 10 yet so I didn't even have smite so I just went into Blind Pick called for jungle and went with my mid laner until level 6 than cleared my jungle and I always lost and fed those games. When I reached level 10 I was so happy and all I played was Kindred and within 2 weeks I got mastery level 7 on them. When Season 7 rolled around I had just turned level 30 and had just gotten 16 champs so I solo queued in ranked and got demolished I lost all of my matches and got placed in Bronze 4 and never played Ranked again. Recently I found someone to duo with and I am slowly climbing I started playing ranked again and I am now Gold and I know that isn't great but again in my defense I rarely played Ranked and I am already climbing.
Runes Back to Top
Precision
Press The Attack
Press The Attack synergizes really well with Kindred mainly because you need three auto attack to proc Mounting Dread but it also just provides really good burst on Kindred.

Triumph
You should take Triumph because it can go really well with your ult if you time it right since you could put your E on someone get the first two autos and when the ult runs out trigger the last one and with the heal from your ult and a possible kill from your E you should come out with a bit more health which could save you in large scale team fights and skirmishes.

Legend: Alacrity
You should take Alacrity because Kindred relies on attack speed to proc PTA and her E plus none of the other Legend runes really benefit Kindred as much as Alacrity does.

Coup De Grace
Coup De Grace goes really well with Kindred's E because once you get crit on Kindred your E starts to crit if they are below 15% health and Coup De Grace should not only help you get them to 15% quicker but also make your E do more damage once it hits.

Domination
Sudden Impact
Because of how many times Kindred can dash with her W out Sudden Impact really helps Kindred get that little bit of extra damage out every time she uses Dance of Arrows which could be three to four times with her W out.

Relentless Hunter
Because Kindred needs to get around the map quickly to not only gank, but to get to her marks quickly, Relentless Hunter is a really good option for her. Kindred is also generally a pretty slow champ when it comes to movement speed so any help she can get in that area helps a lot.
Pros / Cons Back to Top
Pros:

-insane late game damage ( https://youtu.be/-Ide5xHb8jw )
-team fight turning ult
-great counter jungle
-good dueling

Cons:

-ult can save entire enemy team
-very squishy
-very bad if behind
-forced to go into enemy jungle for marks which can be bad if behind
Abilities Back to Top
Mark of the Kindred (P)
Both Lamb and Wolf mark targets to hunt. Scoring a takedown on a marked target permanently empowers Kindred's abilities, as well as granting her bonus range. 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 seconds delay before the Mark can be collected, and Lamb can change her target if the target hasn't died during a period of time. Wolf periodically selects a monster camp within the enemy's jungle based on Lamb's current Marks.

Dance of Arrows (Q)
Lamb dashes in the target direction, gaining 10% bonus attack speed for 4 seconds while firing up to three homing arrows on arrival against the three nearest targets, dealing them physical damage. Lamb's current attack target at any proximity will be prioritized by one of the arrows.

Wolf's Frenzy (W)
Wolf dashes to the target location and claims the surrounding area as his territory for the next 8.5 seconds, separating from Lamb. Wolf attacks enemies within the area autonomously, prioritizing Lamb's attack target. Wolf's Frenzy ends immediately if she leaves the area. Casting Wolf's Frenzy or dashing while inside its area of effect will reduce Dance of Arrows cooldown. Passive- As Kindred move and attack they build stacks of Hunter's Vigor, up to a maximum of 100. At full stacks Lamb's next basic attack restores up to 32 - 100 (based on level) health, based on Kindred's missing health.

Mounting Dread (E)
Lamb cripples the target unit, Slow icon slowing them by 50% 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 at 300 against monsters. Wolf's pounce will also critically strike for 50% bonus damage against targets below 15% of their maximum health.

Lamb's Respite (R)
Lamb blesses the ground under herself for 4 seconds. While inside the area, all units (including champions, minions and monsters; both allied and enemy) cannot be reduced below 10% 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.
Skill Sequence Back to Top
You always want to max Q on Kindred no matter what because it is the only bit of mobility you have so you need it to engage and disengage it also does quite a bit of damage when you max it first. After that you want to max your E because it is one of her core abilities for doing damage and picking of people. Last max your W.
Starting Back to Top
I start Blue buff then Gromp to Wolves then my Mark on Scuttle after that I go Red buff then Raptors then Krugs. You really need to start Blue buff because you won't be able to get to your mark in time if you start Red side since you would have to go to Blue buff right after clearing Red buff since Raptors and Krugs are too strong fight at lvl 2. If possible get your team to invade so because you can get a really easy Mark in the beginning and that can be very good for you but make sure you have Champs like Blitz or Syndra on your team. If you don't invade than make sure you mark the enemy jungle first because you are probably going to need to invade after you get your first mark to get your second one.
Ganking Back to Top
Mark the person you are ganking and wait 8 seconds before you engage because that is the time that it takes for a mark complete. Then you use Q>W than auto attack a few times than once they are below half health use E and you should kill them or at least get them pretty low.
Mark Back to Top
The first mark will always spawn on either of the scuttle crabs at 2:05. Marks on jungle camps last for 3 minutes and after you kill the mark another one will spawn 40 seconds later. If you have 1-3 marks it will spawn on scuttle, the enemy Raptors, or the enemy Gromp. If you have 4-7 marks it will spawn on the enemy Wolves, the enemy Krugs, or either of the enemy buffs. After that all marks will spawn on Herald, Baron, Dragons, or Elder Dragon. After you have gotten all possible marks from camps your only source of marks will be from killing champs and large objectives like Baron and Dragon. If you can't get a certain mark for example you mark the enemy LeBlanc and every time you gank she leaves immediately you should mark someone else so I say if you can't get a certain mark after 2 or 3 ganks then mark someone else. Also if you want to help out a certain lane but you can't get there in time for example the 4/2 enemy Teemo is pushing in on your 2/3 Riven and can't 1v1 him you can mark that Teemo and hopefully he knows how Kindred works and will get scared and back off.
Kindred's Ult Back to Top
Kindred's ult is very bad if you use it in the wrong way you can save the entire enemy team, but if you use it right you can easily win a team fight. Some ways you can use it correctly is to even out a team fight for example if the entire team engages on you and gets your entire team low and you use your ult that gives your team time to turn around and get they enemy teams health low and you can make the fight even. You can use it to save a teammate from dying for example if the enemy mid laner engages on your mid laner as you are almost mid lane to gank you can jump in and save your mid laner from dying then get the enemy low and give your mid a chance to escape while you kill them.
Wolf's Marking Chart Back to Top
First Mark- Scuttle
1-3 Marks- Scuttle, Enemy Raptors, or Enemy Gromp
4-7 Marks- Enemy Wolves, Enemy Krugs, Enemy Blue, or Red Buff
8+ Marks- Herald, Baron, Dragons, and Elder Dragons
League of Legends Build Guide Author ElmoreMage
ElmoreMage Kindred Guide
[10.24] Season 11 Kindred Guide

League of Legends Champions:

Teamfight Tactics Guide
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