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Recommended Items
Runes:
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Challenging Smite
Flash
Items
Ability Order
Mark of the Kindred (PASSIVE)
Kindred Passive Ability
Champion Build Guide


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.

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.

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 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.


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.

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.
-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
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.
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
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