This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
We recommend you take a look at this author's other builds.
- {13.20} Menace To LoL Gwen Revamped!
- [12.14] Menace To LoL Lillia
- [Patch 12.10] Menace To LoL Lucian
- [12.8] Menace To LoL Gangplank
- [12.8] Menace To LoL Ashe
- [12.9] Menace To LoL Corki
- [12.8] Menace To LoL Tryndamere
- [12.11] Menace To LoL Garen
- [12.11] Menace To LoL Swain
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Recommended Items
Runes: Main Runes
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Ignite
Items
Threats & Synergies
Kha'Zix
Kha Zix is my ban in the jungle as he can ambush you at any time, his isolated passive makes you an even easier target, as if being as squishy as most ADCs was bad enough, and he can effectively move around the jungle to clear your marked camps.
Taric
this is just for pure invincibility cheese. You combine your R with Taric R and suddenly you can't die for 10 seconds. It's so fun in a teamfight when you can just do whatever the fuck you want.
Taric
this is just for pure invincibility cheese. You combine your R with Taric R and suddenly you can't die for 10 seconds. It's so fun in a teamfight when you can just do whatever the fuck you want.
Champion Build Guide
Good Mobility: Kindred already has good mobility with her Q, and with W reducing that cooldown you can kite extremely well. Add on Navori Quickblades and you can perform Q auto Q combos if you can get the crit to make yourself even hard to reach.
Infinitely Scaling: Kindred is one of only a few champions who have the ability to infinitely scale through a game. This means there is always a chance to get back into the game and get ahead, no matter how far behind you were 5 minutes ago. It also helps that her roam have playstyle matches perfectly with how you'll want to play in the mid game.
Extremely Squishy: Kindred is naturally a very squishy champion, as she's essentially just another marksman with more mobility and scaling power. We're getting shieldbow and sustain to mitigate some of this issue but it's not entirely avoidable.
Susceptible to Ganks: Naturally, seeing as you're one of the squishier champions in the game you're any AD junglers wet dream, so you're usually going to be a heavy target to ganks and tent pitchers. The best way to counter it is to either play safe after your level 2 all-in or use your kiting potential to force the jungler off or kill them.
Early Mana Problems: Kindred's early mana isn't all that great, thus is why we're running presence of mind. Unfortunately for us that won't mitigate all the mana issues we face in the early game, so play aggressive but don't go full blown genocide. On the upside, once you get Essence Reaver you shouldn't struggle with mana all that much.
-
Innate: Lamb and Wolf mark targets to hunt, Lamb(you) marks Champions, Wolf marks Jungle monsters. Getting a Takedown on a hunt target permanantely empowers kindred's abilities. Once Kindred hits 4 stacks she gains 75 attack range, and every 3 stacks after grant her 25 attack range. The bonuses are calculated by how many stacks you have, so at 4 stacks you gain an additional 20% attack speed on Q, 4% additional current health magic damage on W, and 2% additional current health physical damage on E. Therefore at 5 stacks, Q will increase by 5%, W will increase by 1%, and E will increase by .5% for 25%, 5%, and 2.5%. These bonuses stay the same for champions and jungle monsters. Kindred can mark enemy champions for 75 seconds before being able to select a new target, and if a target is hunted successfully, they cannot be selected for another 4 minutes. Wolf on the other hand, starting at 3:15, will select a random large jungle monster in the enemy jungle for 180 seconds. After the target is killed or the time expires, Wolf will wait 45 seconds to select a new target. The type of target selected also depends on your stack amount.
0= Scuttle, 1-3=Scuttle, Raptor, or Gromp, 4-7= Krug, Buffs, Wolves, 8+= herald, baron, dragon, and elder dragon. -
Active: You Dash in a target direction, gaining 25%(+5% per mark) bonus attack speed for 4 seconds.
after dashing, you fire an arrow at up to 3 enemies, dealing physical damage. enemies currently being attacked will be prioritized by one of the available arrows. Casting Wolf's Frenzy or using Dance of Arrows while inside Wolf's Frenzy will reduce the cooldown of Dance Of Arrows. You can also cast kindred's other abilities while using Dance Of Arrows. Finally, Dance Of Arrows counts as an auto reset. -
Passive: as Kindred moves around and attacks enemies, they build up 100 stacks, similar to fleet footwork, at full stacks kindred's next auto attack heals them an amount determined by their missing health.
Active: Wolf dashes to a target location, attacking any enemies within the target location. Wolf will prioritize any enemies currently targeted. Wolf's attacks deal magic damage and scale with 25% of Kindred's bonus attack speed. Wolf deals 50% increased damage against monsters and slow the target by 50% for 2 seconds. Wolf's Frenzy ends after 8.5 seconds, if Kindred leaves the circle, or if they die.
-
Active: Kindred fires applies a mark on a target enemy, lasting for 4 seconds and slowing the target by 50% for 1 second.
Kindred's attacks on the target apply a stack, at 3 stacks wolf pounces on the enemy, consuming the mark to deal additional physical damage on-hit. The damage is capped at 300 against monsters. The additional damage will crit on enemies below 15-65% of their maximum health depending on your crit chance. In our case at full build 80% will crit enemies who are below 55% health, otherwise the additional damage cannot critically strike. the auto attack portion of the pounce can still crit independently.
-
Active: Kindred blesses the ground beneath her in a 535 unit radius for 4 seconds, ALL units inside the circle, including champions, can't be reduced below 10% of their max health and become invulnerable for the remaining duration after reaching the threshold. Units also cannot be healed during this time, but can still regenerate health. Any unit that is targetable once the duration ends will be healed.
-
Press The Attack is Kindred's best keystone, as kindred has an auto reset on Dance of Arrows and can pair the 3 hit with E stacks for insane burst. This was an easy choice for a keystone and likely won't change unless there's a MAJOR change to another keystone that takes better advantage of her kit or Press The Attack gets nerfed hard. -
Presence Of Mind is good on kindred as you generally want to be trading a lot early game, so you may use up a lot of mana in the first few minutes of laning phase. Presence Of Mind makes mana regeneration a lot quicker for a few seconds and will restore mana on takedowns. -
Legend: Alacrity is a nice scaling rune for kindred, and gives her a solid amount of attack speed in the late game. It'll keep us on track once we start getting less attack speed items later on. -
Coup De Grace will be a good damage rune to pair with your E's additional damage in the early and mid game, and just in general throughout the whole match. Can't be mad at more damage right? -
Sudden Impact adds some subtle burst, and can be activated really easily with Kindred's spammable Q. It's going to be up a lot and will help in early trades and mid game skirmishes. -
even with Ravenous getting nerfed again, the added omnivamp is always a welcome boost and will be important for early trades and sustain in the mid game after we get Shieldbow.
You must be logged in to comment. Please login or register.