Click to open network menu
Join or Log In
Mobafire logo

Join the leading League of Legends community. Create and share Champion Guides and Builds.

Create an MFN Account






Or

Kindred Build Guide by Massive Nuts

ADC [11.19] Massive Nuts Kindred ADC Ultimate Guide

ADC [11.19] Massive Nuts Kindred ADC Ultimate Guide

Updated on October 3, 2021
10
179
Votes
12
Vote Vote
platinum
League of Legends Build Guide Author Massive Nuts Build Guide By Massive Nuts 179 12 321,835 Views 20 Comments
179 12 321,835 Views 20 Comments League of Legends Build Guide Author Massive Nuts Kindred Build Guide By Massive Nuts Updated on October 3, 2021
x
Did this guide help you? If so please give them a vote or leave a comment. You can even win prizes by doing so!
Vote
Comment

You must be logged in to comment. Please login or register.

I liked this Guide
I didn't like this Guide
Commenting is required to vote!
Would you like to add a comment to your vote?

Thank You!

Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.

Runes: VS/ short-trade botlaners

1 2
Domination
Hail of Blades
Sudden Impact
Eyeball Collection
Ravenous Hunter

Precision
Presence of Mind
Coup de Grace
Bonus:

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

Spells:

1 2
LoL Summoner Spell: Exhaust

Exhaust

LoL Summoner Spell: Flash

Flash

LeagueSpy Logo
Jungle Role
Ranked #43 in
Jungle Role
Win 51%
Get More Stats
Jungle Role Ranked #43 in
Jungle Role
Win 51%
More Kindred Runes
>

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Champion Build Guide

[11.19] Massive Nuts Kindred ADC Ultimate Guide

By Massive Nuts




Hey guys I’m on holiday right now and will update soon, but these are the best builds to be playing right now. Stay tuned ;)





Heyo what's poppin' people, my name is Massive Nuts, I'm a lvl 500+ peak D2 EUW ADC enthusiast. Kindred happens to be one of the strongest ADCs in the meta. I played it competitively in university teams and my team reached #8 in the UK thanks to the Kindred-Taric synergy. Some koreans are hitting challenger with it, it's nuts.

Kindred is fun, it's surprisingly strong, efficient, it scales really well in late aswell as being super strong early played correctly.

Kindred is not insanely hard mechanically, 10 games of practice should be enough to understand your skillshots, combos and limits. Kindred ADC's role is to be an aggressive marksman with built-in resistance to burst damage and lockdowns, with self-peel and mobility, which melts frontlines, backlines and can kite super easily. Checkout the video if you'd like more depth and visuals.



SUMMONERS AND ABILITIES ======================================================> Head down


ITEMS ======================================================================> Head down


RUNES ===================================================================> Head down


GAMEPLAY =============================================================> Head down





PASSIVE STACKS


No, just a reminder you have two ways of getting stacks: Wolf hunts are granted when you kill (or have an assist on) an enemy monster camp, and Lamb hunts are granted when you kill (or have an assist on) a marked enemy champion.


On average, Jungle Kindred can hope for 3 stacks every 10 minutes. It's the same for ADC kindred. Where Wolf hunts are easy to get for Jungle kindred, for ADC kindred it's the Lamb stacks that will matter the most. You have two opponents in your lane which you will frequently fight with. Marking the one which appears to be the weakest, or not have flash will allow you to keep up with those bonuses in-lane. In addition, you can always roam for the crab in early once you pushed the wave, it is definitely worth missing a couple minions to grab it, to grant vision on your river and get a stack. Overall, the passive is not at all a problem. Your powerspikes happen after 4 stacks, 7, 10, 13, etc. when your range is increased.








SUMMONERS


Heal is actually quite suboptimal on Kindred. Compared to other ADC's who can use it efficiently for escaping, catching up, etc. Kindred has enough mobility in his kit to escape these difficult situations. When the argument is to help teammates, you already have your R which is a really good utility too. Due to the short range in early, Kindred also benefits more from exhaust and it can really turn fights around.

Exhaust is defo the optimal spell on Kindred ADC. It can allow you to survive to burst damage by reducing damage by 40% if you're against heavy burst team, and it also allows you to prevent a fast death coming out of your R. Really has multiple uses. It can work really well if you know how and when to use it. It can also help you against champs like Warwick and Hecarim who tend to stick to you a bit too much.

Cleanse is a very strong summoner spell. As a rule, I would advise you to take it when they have more than two lockdowns. ( Twisted Fate, Galio, Nocturne, Lissandra, Nautilus etc.) It's really complicated and not worth for Kindred to spend 1300 gold to get Quicksilver Sash and Cleanse also removes Ignite which is strong in laning phase.



__________________________________________________________________________________________________________________________________


Flash is a must on Kindred. It is so useful to get out even faster from your ultimate than just dashing over a wall. It can also be used to finish an enemy who is really low, just use Flash -> Q -> AA and it should do the job everytime. There is no other options better than flash and you should always take it.






ABILITIES




->

->

->




I won't just write what the abilities do because you can read, I'll put key elements you might have missed, some additional information about them and why and when I max them.

Mark of the Kindred is gigacore to allow you to be important in a game. As mentioned before, you get most of your stacks from enemy kills as Kindred ADC. You should mark the enemies in this order ADC > Supp > Jun > Mid. Grab some marks from enemy monsters when possible. Both lamb and wolf hunts take 8 seconds to activate, Wolf's Frenzy lasts 8,5 seconds, so use it as a measurement. It's nearly always worth to die for a mark. They're worth roughly 312.5 gold for the first four marks each, 267.35 gold for every mark after that, not including execute damage. Try and remember this: 0-3 Crab/ Raptor/ Gromp. 4/7 other monsters. 8+ drake/ nash.

Dance of Arrows is the most important part of your kit. It gives Kindred mobility to dodge and chase, AOE damage to waveclear, and attack speed to increase DPS. Practicing all wall-jumps will really help you control Kindred. It is extremely useful in the botlane to dodge skillshots or follow a gank from your jungler as it is instant and unexpected. Master also the autoattack-reset in practice tool. As soon as the animation of the first auto has started, immediately Q and click again on the target. It should be extremely fast and allows you to proc your E in 1,5 seconds while maximizing damage. This ability has a good AD scaling.

Wolf's Frenzy is a discrete ability but you would be surprised on how much it actually does. The fact that it lowers your Q cooldowns makes it a key component of your kit and you become very weak when you have it on cooldown. Place the zone in the direction on where you are heading instead of where you are, as you will want it to last as long as possible without stepping out of it. Take this level 2 to provide good sustain with the passive in the laning phase. The combo is usually Q into W so you can cast Q 3 times in the duration instead of 2. Moving between each attack is super important to stack the passive even faster. If you have trouble with that, watch this video

Kindred's E, Mounting Dread has an insane burst and will proc perfectly with Press the Attack to absolutely destroy any given ADC. The damage crits (damage a;most doubled) on targets below a certain threshold roughly 40% so ideally try to place your E on a target that will be below this threshold after two AA. Any critical chance increases the threshold of this ability's critical strike. Learn to charge it when you're in your ulti with two AA so your last autoattack destroys them. Your marks stay on targets for 4 seconds. The range of this ability will scale the same as your AA range with marks but Rapid Firecannon won't work on E, obviously. Keep that in mind.

Your ultimate Lamb's Respite makes champions invulnerable when hitting 10% of max health in the zone. 4 Seconds is pretty long, so think about your next move. Plan a quick-strategy, either on how you're going to finish them, or a plan to escape. Punish any enemies stepping out. Maxing your R is actually optional, you could hold on to it level 1 if you wanted but the cooldown can be important to reduce in most cases. The combo out of R is as follows in the video: prepare your E to 2 charges and keep your Q to cast exactly when the R ends to maximize your burst.









The best builds for lane Kindred are 100% crit, and should always be structured for the first 4 items by: a mythic, a legendary, Infinity Edge as a 3rd item and Berserker's Greaves. Basically, you can change your mythic and core legendary each game depending on what you need.


STARTING ITEMS


Health Potion is going to be the only option your have after buying any starting item. This gives you good sustain for a low cost. As a general rule on Kindred, you should only consume a potion when you have less than 50% of your health, not above, because your W passive and omnivamp can sustain you a good amount by itself.

Doran's Blade is the most consistent option for Kindred. He benefits decently from the omnivamp and the extra-health as Kindred also has a short range compared to other ADCs helps to trade closer accordingly. The health it gives can emphasize Last Stand and allow you to sustain more through the lane.


Cull is also a very decent option due to its synergy with Cut Down. When you are playing against tankier teamcomps, this is the better option as it will give you lots of additional damage and secure your mid-game spikes, as you are less likely to kill tankier enemies to get marks.

PAIR OF NIKES



Berserker's Greaves is a core spike: giving you an insane amount of attack speed as well as the upgraded boots ms allows you to focus on mainly building raw AD and utility in the rest of your build. The time you complete them depends on each game and your gold on back, but it is not wasted resource as a first rush. No other options will give you the same strength you need to take the game in your own hands.

__________________________________________________________________________________________________________________________________


MYTHIC ITEM



Kraken Slayer is a very reliable item which absolutely melts through tanks and bruisers. It's the mythic which will give you the most attack speed too, allowing you to kite more efficiently and play with the enemy frontline. This mythic is the least safe one and the most DPS heavy, which plays more like a hypercarry. I recommend only running this if you've got an enchanter or peelers to help you.

Galeforce is a very smooth mythic. It fits Kindred's kit perfectly as an executioner. Despite the mobility nerfs in 11.13, it's still one of the main choices for Kindred ADC. Learning to use the active as a finisher or to dodge key skillshots is what will make the difference. This mythic gives you a lot of mobility and burst potential. It can deal up to 645 magic damage on a 90-second cooldown. Into poke or protect comps, this is also a great tool to gapclose your enemy and force them to fight you man-to-man.

Last but not least, Immortal Shieldbow. It's an amazing second lifeline which gives you extra-damage for a few seconds, allowing you to surprise your enemies and become an invincible ADC. This item allows you to skirmish assassins and control mages a lot more confidently and gives you tons of sustain through the omnivamp and mythic passive which is really sweet in kill lanes.


CORE LEGENDARY ITEM



You're probably wondering why we're rushing a Rapid Firecannon second item. There's a couple of reasons, but the main one is because it's the best cheap crit item, so you can have your Infinity Edge powerspike ASAP. It helps Kindred match enemy ADC's AA range in earlygame and scales really well into late-game with your marks. The attack speed is also mandatory since this end of laning phase will require faster waveclear and objective taking.

Alternatively, Runaan's Hurricane is also a great second item. It costs the same as RFC, and gives more attack speed. The passive greatly helps waveclear, which can be really strong into enemies with weak waveclear. (Vayne, Ashe..) The downside is you can't freeze with it, and you don't get the extra-range to poke which makes it slightly more risky, but it's still a very viable choice.

Stormrazor has recently come back to my build path in some games where enemies lack mobility or have too much disengage. This item works similarly to Phantom Dancer in that it helps you get the kills certain targets to enlarge your lead. It works best with engage supports to help them land their CC.

Phantom Dancer is a quite fun item which can help you stay mobile against sticky frontliners. However, Kindred doesn't really benefit from the passive in late since more than 4 AA usually means teamfight, which means you're close to using your ult and the bonus attack speed becomes useless. It's also quite underwhelming as a second item compared to other options.

The Collector is absolutely huge on Kindred, due to its synergy with your ultimate, letting people at 10% HP. The issue, however, is it doesn't provide any attack speed which means you can't build it as a first item. After Kraken Slayer or Galeforce will work a lot better, and I recommend taking this if you're ahead and wish to extend a lead against a squishy team.

IE POWERSPIKE


Infinity Edge is a must for Kindred ADC, you should always build this as a 3rd item. Aswell as increasing the damage of your autoattacks by 35% and giving you raw 70AD, IE also increases the damage from Mounting Dread by 37,5% additional physical damage. This item is a must as a 3rd item and no alternative gives this much of a powerspike to Kindred ADC. Once you've completed it, you're usually unleashed and can take over the game.


FOURTH AND FIFTH ITEM



Bloodthirster is the best sustain item for Kindred's sustain in mid to late-game. This is the section of the game where you'll be taking short skirmishes before more intense fights, and healing back to full out of R or after a few seconds of poke is absolutely huge. I recommend building this every game as a 4th unless you've gotten Immortal Shieldbow which gives enough sustain alone.

Wit's End is one of the strongest scaling items in the game right now due to the high value of its stats, and the strength of its components. If you're playing against a strong AP team this is the item you should look at. Giving you extra mobility on your auto-attacks, this item works well when to help you kite and deal magic damage to balance in case of heavy armor stacking.

If the game you're in doesn't require long skirmishes, Mortal Reminder is be a very solid mid-game item which helps deal with overhealing enthusiasts like Kayn or Hecarim aswell as reduce the Lamb's Respite healing from 10% of the enemy's max health to 6% with that 60% grievous wound. It's quite cheap and it'll help a lot.

Navori Quickblades is a really underated items nobody is playing but which can really make your late-game a lot stronger. This item is only really effective as a last item, capping at 100% crit and reducing your cooldowns for free, which makes you a lot more mobile and volatile. Perfect last item for Kindred ADC.

Situationally, Lord Dominik's Regards is a strong af item which can really help deal with heavy frontlines and divers such as Udyr, Hecarim or Poppy. This works best when you have another carry taking care of the backline such as a Katarina or Lissandra. Overall a very cost-efficient and effective 4th or last item.

Serpent's Fang is a cheap strong last item against very shield-heavy teams such as Lulu or Sion. It's more effective against squishy champions since it builds off lethality, so don't build it into stuff like Sion or Skarner even if their shields can be annoying: it's usually not your job to melt these guys.

I'm personally not a huge fan of Guardian Angel as an item, especially since you already have a lifeline with your R. But in certain cases you're focused so hard by the enemy team, either their assassins or their engage bruisers, that you just need another lifeline to allow your team to take over while you're down. It's also quite cheap and efficient.

ITEMS I DON'T RECOMMEND AND WHY



Essence Reaver has some good-ish stats, and a lot of potential benefits for lane Kindred. The problem is its price and the fact you can't rely on it for lane sustain or you'll have mana problems in lane where you're put behind, and it'll only worsen your case. Additionally, rushing a mythic is the most effective strat right now. And if you wanted a damage item second item you would rather go The Collector.

Maw of Malmortius could be good in extreme cases but the item scales off maximum health which you don't have that much of as Kindred. The haste doesn't really benefit you that much either, so I recommend you go Wit's End if you need MR.

Mercurial Scimitar is so expensive and so unworthy. Even when facing a Malzahar or a Mordekaiser, I recommend you buy a Wit's End and attempt to position behind your frontline. If you're in a crucial situation, take Guardian Angel, once out of it you can R and your team should be doing the job to punish the enemies for coming so close to you.











__________________________________________________________________________________________________________________________________

- Versus long-trade botlaners -


Such as: Jinx, Samira, Yasuo, Tristana, Kog'Maw, Leona, Nautilus, Swain, Rell


Press the Attack is the best keystone to take as Kindred. Ontop of the really sweet scaling damage, the synergy with your Mounting Dread makes it the best tool to enhance not only your damage but your team's damage (support, jungler, midlaner, etc.) on the target you're focusing. It's the best burst keystone for a marksman and it scales really well too. Always better than Conqueror or Lethal Tempo for Kindred.

Presence of Mind is mandatory as lane Kindred suffers from mana problems otherwise. Where Triumph would be a better rune in this tree, Riot has decided to disregard AD champions' mana pool in season 11 so we have to stick with this for now. This will reward you for poking and make sure you're always mana-healthy.

Legend: Alacrity is the strongest and most efficient rune of this branch, as you really need the attack speed in early. Legend: Bloodline takes way too long to stack and won't ever be as effective/ useful in order to snowball. Kindred also happily builds a Bloodthirster as a 4th item to grant himself sustain.

Last Stand is the strongest off all three options and definitely the most adapted to Kindred. In lane combats, skirmishes, or out of your R, you're very often left under 30% health when you're killing someone. And if you're not, it means you'll kill that target later with your superior mobility. Getting 11% increased damage against all enemies when out of your R can be so much more important than having 8% on single targets. That being said, Coup de Grace can also be a viable pickup into more burst-oriented bruisers like Nocturne or into poke matchups like Ezreal or Caitlyn who have a higher mobility.


DOMINATION


Sudden Impact is the most optimal rune of this branch, giving you extra-pen on both damage types. As your W deals magic damage, this benefits Kindred a lot, especially in early game. The cooldown also matches your Q cooldown so this will give you consistent penetration advantage in most trades. Taste of Blood could also be an option in poke matchups.

Ravenous Hunter is such a broken rune by itself and despite the nerfs, the omnivamp feels so good and is quite easy to stack up to 3 in the botlane early in the game. 11% omnivamp means if around 20 minutes you're dealing 2000 damage to someone semi-tanky you're going to heal 220HP, which corresponds to roughly 20% of your own health around that time. Absolutely massive for a single rune. Must have.


__________________________________________________________________________________________________________________________________


- Versus short-trade botlaners -



Such as: Caitlyn, Senna, Sivir, Ashe, Ezreal, Varus, Lulu, Morgana, Soraka, Shaco



Hail of Blades is a great keystone for trades in lane. It allows you to win most trades in lane with supports or ADCs. Being on an 8 seconds cooldown means you can use it in almost every opportunity and be super aggressive. This rune works especially well because of your Mounting Dread and Kraken Slayer 3AA mechanic. It scales really well with your attack-speed and marks, however it stays better for short trades and less effective for teamfights for example. Also very important: your Q is an AA reset so you can actually auto 4 times with the bonus attack speed, as shown on the video below:



Sudden Impact is the most optimal rune of this branch, giving you extra-pen on both damage types. As your W deals magic damage, this benefits Kindred a lot, especially in early game. The cooldown also matches your Q cooldown so this will give you consistent penetration advantage in most trades. Taste of Blood could also be an option in poke matchups.

Eyeball Collection happens to be a super strong rune which makes your snowballing so much smoother. It can give you up to 18AD after participating in 10 takedowns. With this build being aggressive, you're very likely to complete this before 20 minutes even in high-elo. It's the best option which will secure you great scaling.

Ravenous Hunter is such a broken rune by itself and despite the nerfs, the omnivamp feels so good and is quite easy to stack up to 3 in the botlane early in the game. 11% omnivamp means if around 20 minutes you're dealing 2000 damage to someone semi-tanky you're going to heal 220HP, which corresponds to roughly 20% of your own health around that time. Absolutely massive for a single rune. Must have.

PRECISION


Presence of Mind is mandatory as lane Kindred suffers from mana problems otherwise. Where Triumph would be a better rune in this tree, Riot has decided to disregard AD champions' mana pool in season 11 so we have to stick with this for now. This will reward you for poking and make sure you're always mana-healthy.


Last Stand is the strongest off all three options and definitely the most adapted to Kindred. In lane combats, skirmishes, or out of your R, you're very often left under 30% health when you're killing someone. And if you're not, it means you'll kill that target later with your superior mobility. Getting 11% increased damage against all enemies when out of your R can be so much more important than having 8% on single targets. That being said, Coup de Grace can also be a viable pickup into more burst-oriented bruisers like Nocturne or into poke matchups like Ezreal or Caitlyn who have a higher mobility.










Win the game in champ select.

First thing you want to do in champ select is try and see if you can get to influence your team's picks around you. Kindred works well with junglers such as Nocturne, Rek'Sai, Nunu & Willump or Kayn that can frontline and join fights fast, or midlaners like Galio or Twisted Fate. These picks essentially allow you to secure kills when you R and backup arrives. You can first pick Kindred as there are only a few bad matchups and it will also make the enemy think you're playing jungle and gives your team this "flex" advantage. For botlane matchups, here is a breakdown:


- Kindred works best with -


Taric is the best support for Kindred ADC. Not only does he give you great trading potential and additional threats with his E, he also gives you a really sweet amount of sustain and pressure. This allows you to trade even more. The best part tho, is with your ultimates. Combined, you get over 6 seconds of global invulnerability. Just makes sure you both cast your ults at the same time for the best effect. Well, usually if he ults like 1 second after you that's still fine too.
Pyke is a close second for best support. Downside of pyke is he requires much greater skills and knowledge, but the outcome is often much greater. His pressure in early makes you such a strong kill lane, and his ult and yours form a great killing duo. My personal favourite for high-elo.
Thresh is also a super strong partner. His pick potential and great peel allows for a more safe lane and secured scaling. In mid-game and late-game, he can lantern you out of ult or R so enemies can't escape. His early game allows you to get your marks easily too with secured kills.
Janna is, as far as enchanter go, the best one. She can provide decent poke which allows you to follow with these 3-AA trades you like taking. She can also peel really well for you and her R is great with your R as it will push anybody who wants to stay in. For best result, tell the janna to ult right before your heal comes.
Zilean is also a fantastic support for Kindred. Although his laning is rather weak and he can't really sustain for as long as you, in late-game, you both can 2v5 any situation. His R allows you to have an extra life and the movement speed makes you a mobile beast.
Braum has become quite a beast in S11 with the new items, and having him meta is great for Kindred, as he benefits so much from this 3-AA mechanic into stun. He also provides great peel and late-game catch potential. A great tank support who can follow your dashes over walls and freaky stuff too.
Last but not least, Sett is still one of the strongest supports with Kindred. His ability to lockdown any champ out of your R is amazing, aswell as his ability to catch enemies offguard or catch up to those you are hunting. A great forward going support who can sustain the lane perfectly.

- Kindred has trouble against -


Caitlyn is such a pain in the parsnip. This insane range she has makes her, from level 1, the hardest matchup for Kindred. And saddly that continues until one of your nexus explodes. She's maybe not a strong champ right now but she sure as hell counters you. Any time you'll come close she'll E and she can poke you without being punished. Really hard matchup for you but you can't focus her unless your team manages to catch her.
Ezreal is also quite annoying with his poke and range, aswell as E escape. Probably a lot less tho because he has no waveclear and that's where you can abuse the matchup: you have to go full push and hope for some scuttles and bad ganks or until he makes a mistake to take the upper hand. In late it's an even matchup although it'll be hard to finish him off.
Alistar is the most annoying support for you, as he can push you away with his W from anyone you're chasing or out of you ultimate, making you vulnerable. He can also CC chain you for quite a bit. Against an alistar, try and always keep a safe distance and make him fail his combo by Q'ing as he engages. It's tricky but it works.
Braum is, similarly to alistar, the only support who can rly be a pain. Not so much because of CC chains but more because he can deny all your damage with his E and slow any of your attempts to attack with a Q which also acts as a threat. Ideally you want to play the lane passive and scale until late game where braum performs a lot less well against you.


Adapt your runes and prepare your build in champ select. This means looking at your team and the enemy team and making impactful choices. For example if they have a Twisted Fate or a Galio i'm most likely to run Cleanse. If you're playing in solo queue and inevitably fall on some people who don't like unconventional picks, just send them this guide I'll deal will em ehe and then mute them ofc. The rift is not the place for chat, it's a place where you can show them how strong it is. Concentrate on your own game.


Outside of the botlane, Kindred's kit also synergizes super well with:
Kled
Galio
Darius
Azir
Fiddlesticks
Lillia
Mordekaiser
Nocturne
Syndra


Early game has to be your full-focus concentration point.


First thing you do when you arrive in-game: mark their ADC. Each time you get a successful hunt or you think the support is more vulnerable because he has no flash or is more squishy, mark him. Alternate your two targets in lane, if you get two successful hunts in a row, mark the jungler, until you reach mid-game and can go back to normal hunting. As botlane is a very active lane, you should be getting at least 2/3 marks in the first 10 minutes from the enemy botlane.

Kindred's level 1 is rather weak compared to most ADCs. His range is short and even with his Q and good AA resets, he often loses short trades taken early on. His level 3 however, beats any other ADC's level 3. That being said, you do have a range disadvantage and supports and waves exist so, it's really game dependent whether you want to engage into extended fights (3 autos in your case) or keep it safe. You can also harass the support if he comes too close of their ADC when he's going for a minion. It's important you get some experience in to know exactly how much damage you deal at every point of the game.

With the korean hardcore setup, you want to be really aggressive, engaging in a trade every 8 seconds once you've past your level 3, you'll be winning as long as you respect the 3-golden rules of ADC trading: MINIONS (your positioning and you target's in relation to minions) -JUNGLER (consider the enemy jungler's last position and if the enemies could be trying to bait you here) - COOLDOWNS (What are your cooldowns, your support's and your enemies'? How long should you trade for?). Once you begin thinking about these things in laning phase, you'll win a lot more lanes and games.

With the regular setup, you want to apply the same golden rule, take trades when the possibility shows: their positioning mistakes or wave opportunities. However, you don't want to force anything which could put you in danger. You're aiming for a more secure, controlled scaling through minions and pressure. Of course, like any ADC, you should react to your support or jungler's actions and act accordingly. You are a super strong champ which makes any lane you're in a kill lane. After all, kindred's real name is DEATH.


Your back timing is quite vague: Between 875 and 1300 gold. This can depend on a number of factors such as kills, minions and also depend on which setup you're going. For the aggressive setup, you'd ideally want a 1300 gold to buy Noonquiver, whereas you only want a Caulfield's Warhammer for the regular setup. Pay attention to that and don't stay in lane with too much gold. You have enough waveclear to not be pushed in even against a sivir or trist. Make sure you concentrate on farming throughout laning phase as a priority.

If you can grab the scuttle crab, with your jungler or just before backing, get it. The faster you get your 4 marks-powerspike, the faster you'll carry the game. Gromps and golems are a bit more risky but if you see a window to grab them when you're ahead, go for it too.

Your first powerspike happens after you complete your first item ( Essence Reaver or Kraken Slayer. Use it to take trades and win fights, don't let it go to waste. You may be able to 2v1 any botlane if you've completed your item and they didn't back in a while.

Every mark you get is worth dying for. This is an important concept and quite hard to grasp. But unless you've got a bounty, a huge wave or a drake coming up, taking down someone you marked is always worth it. Even more so if the enemy you've taken down had a bounty himself. Kindred is especially talented at trading 1 for 1 with his R to pick up those bounties on fed midlaners, for example. Stay reasonable of course with this rule, i'm not asking you to run it down, just take risks. It'll pay off. Laning phase ends when a tower is destroyed in a side-lane, the third drake is spawning or until you get your Infinity Edge completed. Then it goes into phase 2: mid-game.



Gather those marks, objectives and minion

Kindred's midgame is where he gets strong. Getting out of laning phase in an even gold with your opponent is a win for Kindred because of how much he scales.

It's like you're picking up the fruits of your hard labor in early-game. You are getting stronger every minute, even more so if you focus on marks, objectives and minions, in that order. You want to get successful chases by marking the right champs such as the jungler on an upcoming drake, or the support who keeps dying because of his trash engages or greedy wards. It's up to you to adapt to the game.

Concentrate on your macro: minions are super important. Never share a lane with your jungler, mid or top unless you're shoving before an objective. Always look at the map and make sure you're not overextended or wasting time.

Kindred's biggest powerspike is for his third item, the Infinity Edge. Upon completing it, he will be granted almost 40% more of the power he had before. This is figurative ofc but it's really this big of a powerspike. Make sure you use it.

If you're behind as Kindred ADC, you can either try and help the team to slowly get marks and build a gold advantage through kills, or you can focus on farm, put pressure on sidelanes and try and catch up to enemy's gold through superior macro. That's up to you and the state of the game and the enemies you're playing against.


Payday

As of late-game Kindred ADC, you should be the strongest champion in the game. There are two ways you can win the game. You can either try and poke, possibly bait for enemies to waste everything on you while you R and backup arrives and smashes opponents. You can also try and be a backline specialist, with great peel and engages on your team making you the actual damage dealer for the team.

You have an amazing amount of damage by late-game and it will only keep growing, so enemies will often make mistakes to try and take you down first or upon taking objectives. It's the most fun part of play but also the most stressful because of how much pressure is on you. Focus, keep your head straight and use everything you've ever learned in league to beat your opponents consistently. Goodluck my friend.

A last point for your macro which you can give to your team. Remember: Nashor is temporary, drakes are forever.
League of Legends Build Guide Author Massive Nuts
Massive Nuts Kindred Guide
Vote Vote

League of Legends Champions:

Teamfight Tactics Guide