Kindred Build Guide by Rermo99
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+9% attack speed and +10 ability power or +6 attack damage, adaptive
Threats to Kindred with this build
Ladies, gentlemens and Draaaaaavens! My summoner’s name is UtsukushiiSempai. This is my first guide on Mobafire and it's about Kindred in mid lane. I don’t like to play jungle, but Kindred are my favourite characters. I made this build to play them in my main lane, THE MID LANE.
Why should you trust me with this? Don't... ( ͡° ͜ʖ ͡°)
Just kidding, I'm probably the only one you'll see who mains Kindred in mid lane! I've played Kindred once in jungle and I didn't like it that much. Kindred was still my favourite champions so I decided to try them mid and absolutely loved it???
I hope you’ll enjoy this guide about an awesome way to play Kindred and hope you'll have as much fun as I do while trying it!
Nerf/Buff List & SurrenderAt20!
Why is Kindred Mid any good?
Kindred are good junglers, but can also be really quite surprising in lane.
Starting with the basics, Lamb is a marksman. It's an important advantage in mid because most mid laners play mage characters and are too dangerous for fighters and other "melee" champions in early game.
Another good point, Kindred have a very good burst and make it easy to keep a constant pressure on your opponents. They can deal much damage even if you don't focus your build on AD.
In mid, they get 2 big advantages over other lanes.
First one, they have only one opponent, which makes it easier to get their mark.
Second one, they can dodge many skill shots with Dance of Arrows. It makes them really strong against many mages.
It's important to note before anything that Kindred mid are a HUUUUGE counter to Caster/Artillery mages using skill shots. Use them as a counter pick.
A fair warning though :
Click-to-win mages like Malzahar or AD assassin like Yasuo, Talon and Zed are gonna eat you.
The most important thing to note is that Kindred mid are a good pick to have fun. It's not really viable for ranked, but playing them in mid lane with this build or even with smite is one of my favorite thing in the game. Have fun!
Strenght / Weakness
... Very Mobile;
... Tons of buff with passive;
... Very good laning phase;
... Excelent sustain with W;
... Very useful Ult that can secure team fights;
... Gap closer with Dance of Arrows;
... High damage to tank;
... Strong execute on low health enemy;
... Counter mages using skill shots;
... Ult allow you to tower dive without dying!
... Ult can save your opponent's life;
... Short range early game for a marksman;
... An immobilized Kindred is a Dead Kindred.
Kindred are marksman champions that have been created mostly for the jungle. This guide is for Kindred in lane, which plays very differently.
We rarely see them in mid lane, and yet, Kindred have a very good burst on champions. Many people only fight against Kindred when she’s ganking, but there, your opponent has to fight you in a whole laning phase. Kindred also give you a good advantage on a bunch of mages, because you can easily dodge skill shots like Light Binding, Flash Frost or Pillar of Flame with Q.
Furthermore, Kindred need their marks to be strong. Being in mid lane let them focus one champion and makes them closer to their jungle marks than if they were in top or bot lane. With those easy marks, your early game can become a real problem for your opponents.
Early Game (Levels 1 to 6)
In early game, Kindred can be a real monster. You have to play aggressively to try and have your opponents far from their farms.
In mid lane, you only have one opponent, so you know who you’re going to mark first with your passive. Many mages will try to begin with a skill shot spell. If they do, dodge it and get closer to your opponent with Dance of Arrows. You will be able to deal a good amount of damage to them even before minions get in lane.
Each of your Q, W and E must be at least at rank 1 for your main combo (AA > Q > W > E > AA > AA > Q > AA > AA). Be sure to have them all unlocked at level 3. With this combo, you’ll have one of the easiest counter-engage of all mid laners.
Up until level 6, you’ll out-damage your opponent or even kill them if they try to play aggressively.
At level 6, you also won't have much difficulty killing them, because Lamb's Respite can save your hide while you’re under a tower's aggro. That makes you one of the best champions for tower-diving. It's a risky move, but it is worth learning how to do so. You just need to be sure that you can secure the kill quickly before attacking under tower and be sure to activate your ult only if your opponent is dead and if the tower is going to kill you.
Be sure to take your jungle hunt each time you kill your laner or whenever they recall. You can ask your jungler for help if you don’t feel secure enough to invade the enemy's jungle. Your marks are your main preoccupation, like Nasus and his stacks.
Mid Game (10 to 25 minutes)
That’s when the real fun begins. You’re now powerful enough to gank without your jungler in other lanes, so your game won’t be summarized by farming and pushing your lane for a thousand years. With Wolf's Frenzy’s extra damage on monsters, you can help your team easily get their jungle objectives. Also, you can jump over most walls with Dance of Arrows and chase low health enemies trying to escape team fights.
Around 15 minutes in, depending on your division, team fights might begin in the jungle. In such case, you must focus the squishies in the back line. ADCs and Mages are the squishier and they usually try to stay behind the jungler, the tank and their support. Be careful, you can't just dive in because you also are THE SQUISH. Instead, try to move around the fight to avoid becoming a living fluffy-cute punching bag.
Mark of the Kindred also gives you a lot of damage against tanks, but they are not those who deal the most damage, so chasing and killing the ADC will better help your team toward victory.
During this part of the game, you can gank as many times as you want, as long as you don’t let your laner alone. Don’t forget: You are Kindred. You dominate many champions in 1v1. So kill your laner as much as you can, then choose between ganking or farming, depending on what you need (Kill/Assist or CS).
One of the biggest problems with Kindred in lane is your low damage to towers. So ask for some help if you have a short window of opportunity to push. If you don’t, you’ll give the enemy team all the time they need to organize and corner you while you're trying to destroy the tower.
Late Game (30 minutes or more)
In your late game, you are a real monster. Your passive will be (I hope for you) at 12 or more stacks, which means that you are going to destroy pretty much any opponent in 1v1.
In team fights, you should always target their biggest damage (usually the ADC). That's not a rule for Kindred mid, it's a trick for any champion no matter your lane or role.
You will kill very quickly any squishies in 1v1, but you still deal relatively low damage to towers and inhibitors, so try to attack them along with someone else. It will also give you a chance to survive, because the enemy team will focus on you. If you die, they will take a big advantage on your team.
On the same subject, winning a team fight can very well make you win the game. You must use your ult wisely. Don't activate it in the middle of a team fight, you'll save the enemy team. So cast it behind your team, in the back line. If an ally is going to die, he'll go back to your ult, but don't cast it to save only one guy if your team is winning the team fight. Use it to save your whole team.
At last, during your early game you must focus your mark, but in the late game, if you got around 7 marks or more, you won't need to focus them anymore.
You'll have to focus on jungle objective and on your team. Kindred aren't the best champions for split-pushing. Let this job to another player on your team and focus on fighting in team. Your ult is one of the best fight-changing tool of the game and your high damage to champion isn't really good against towers.
You can also use your passive as a call to objectives. Whenever a mark appears on the Baron, it would be a good time to do it. First, the enemy team probably think you'll wait to win a fight to do it. If they appear to suspect your team doing it (or it was warded), you can use it as a bait. Kindred's ability for good positioning in the river is amazing. After all, they were made for the Jungle. Even in mid lane we can use this at our advantage.
Relationship goal with your Jungler
For every games, you must have good communication with your jungler, because as the mid laner, you won't have Smite to secure your marks in the enemy jungle.
When your marks appear, it'll be easier to get if your jungler wants to invade. Being two at your marks will help to get them while keeping the enemy jungler out of your path.
Also, receiving gank at the right moment in mid lane can give you your marks on your laner. If you want marks on any other champions, you can gank with your jungler every time he's ganking where you have your marks, putting your opponents in a 2v4 or 1v3, depending on the lane you gank.
Collecting your marks during Team Fights
In team fights, if you have at least 10 marks in 25 minutes, you'll be the biggest pain spreader of your team. Before the team fight, marks the enemy ADC or Mid laner (mostly the ones dealing the most damage of their team). After this, your team must focus first the ones you target. This way, you'll get many marks in late game and your team will get the advantage quickly.
With Kindred mid, Junglers that can push very fast or lock down your laner with a stun or something (Like Jax!) are the best matchup for you.
Kindred mid is good in solo queue, but if your jungler doesn't want to help you or won't communicate with you, it'll be better to play something else. In duo queue with a jungler, you'll be a real monster.
Top almost-5 Champions who have synergy with Kindred Mid
#1 : Bard (Jungle/Support)
#2 : Rek'Sai (Jungle)
#3 : Jax (Top/Jungle)
#4 : Lee Sin (Jungle)
#5 : Sejuani (Jungle)
#6 : Maokai (Jungle/Top/Supp)
Skill Sequence and explanation
Mark of the kindred is your passive. Your passive allows you to put a mark on a target and killing it collects the mark. Each marks make your abilities stronger by giving you more attack speed, more current health damage On-Hit and more missing health damage. However, you won't get the mark if you kill them while the it is applying (8 seconds after activation).
Dance of Arrows is your first ability and your first one to max. It allows you to get closer to your enemy and dodge its abilities. However, you have to be careful before casting it. If your opponent still has its skill shot, it will be easier for them to hit you while you're closer.
Wolf's Frenzy is your second pick (at level 2) and your second ability to max. It give you an easy way to farm in lane and it reduces the cooldown of Dance of Arrows. However, if you cast it, be sure to stay in it while you attack your opponent. If you don't, it'll disappear.
Mounting Dread will be your third pick and your last ability to max. At rank 1, it already gives you a good slow and helps you deal more damage on your third basic. However, the slow is the main utility of this skill and it doesn't upgrade with the ability's rank. If you wait too long before attacking an enemy hit by your E, it will disappear.
Lamb's Respite is your ultimate. You must upgrade whenever you can. It makes every unit with 10% or less of their max health invulnerable in a zones that spawns under lamb's feet. However, it also works on your enemy, so you need to be careful.
So what are Runes Reforged? Runes Reforged is the new rune system that replaces the old runes and masteries. Those bring a huge change in the league gameplay overall.
The new runes are similar to old masteries, but a lot stronger. Yes, it may sound broken, but we still lose a lot of OP functionality we had with the old runes.
First, there are 5 different path :
I won't explain each of them, because for kindred mid, there's only two that matters :
Precision and Domination.
In Runes reforged, you may choose two paths: Your primary path and your secondary path.
With Kindred, we will go for the Precision path as our principal. This path has been made for the ranged champions and for big AD carries that are not necessarily assassins. We'll go for Domination as our secondary path because this path has been made for allowing an assassin to reach its target easily. Kindred may not be assassins, but they put marks on champions to get buffs when they kill them. Going Domination can help them get their marks.
Precision : Set bonus : +18% Attack speed
Press the Attack : Hitting an enemy champion with 3 consecutive basic attack will deal 40-180 (based on level) bonus adaptive damage (Physical or magic depending on what you are building) and expose them, causing them to take 8-12% more damage from all source for 6 seconds.
Triumph Takedowns restore 12% of your missing health and grant an additional 20 gold.
Legend : Alacrity : Gain 3% attack speed plus an additional 1.5% for every Legend stack (max 10 stack)
Earn progress toward Legend stacks for every champion takedowns, epic monster takedowns, large monster kills, and minion kills.
Coup de Grace : Deal 7% more damage to champions who have less than 40% health.
Additionally, takedowns on champions grant an adaptive bonus of 9 AD or 15 AP for 10 seconds.
Taste of Blood : Heals when you damage an enemy champion.
Healing: 18-35 (+20% bonus AD and 10% AP) health (based on level).
Relentless Hunter : Gain 8 out of combat movement speed plus an additional 8 per Bounty Hunter stack.
Earn a Bounty Hunter stack the first time you get a takedown on each enemy champion.
Blade of the Ruined King
First of all, you must know that this build is based on critical strikes. Kindred need a great amount of AD, but their passive gives enough current or missing health damage. Crit is the key to executing your opponents faster and dealing a decent amount of damage.
Starting Item & First back
The Doran's Blade will be your starting item if you want or have to play an aggressive laning phase. It is also the most commun starting item for any AD champion in mid lane. It gives you a bonus AD for your AutoAttack and your Abilities. For any lane matchup that have a threat level lower than 7, It will be preferable to take this one because of the health and lifesteal boost. They will both help you putting pressure on your opponent.
The Cull will be you starting item if youwant or have to play a passive laning phase. It is rare that this item will be picked as a starting item, but it is for me the best starting item for Kindred if your lane matchup has a threat level of 7 or more. It doesn't give bonuses health like the Doran's Blade, but the 3 life On-Hit it gives will heal you more than 3% lifesteal for your ealry game. You won't gain enought AD before you begin to build your Infinity Edge to make your AutoAttack deal 100 physical damage On-Hit to say that 3% lifesteal heals you for 3 health On-Hit. With the Cull, you won't only have a better healing On-Hit but you'll also gain extra gold while farming so even if your opponent do a lot of presure and you have hard time to farm, you'll be able to catch up with the gold.
The Zeal is the item you'll have to take at your first back, no matter what. Even if you want to build your Infinity Edge before your Statikk Shiv, which isn't a bad choice, you'll have to take the Zeal for the ealry bonus Attack Speed and Critical Chance to buff your E as much as you can. Your E Mounting Dread is your best advantage to burst down any low health enemies because it deals missing health damage and Crit on enemy below 15% health. But you can crit on enemy below 22.5% health with the 15% crit chance of the Zeal, And your E will be stacked faster on your opponent with the 15% Attack Speed it gives.
The Statikk Shiv is your first item because you don't need your AD quickly in this build. Also, it gives you some attack speed you really need with Kindred and a good magic damage On-Hit that occur as an Energized attack
The Infinity Edge is necessary as your second item because you're still an AD champion and you don't have any AD from your first item. Also, you have a lot of critical chance with this build. So doubling your critical chance will gives you a huge damage spike when you'll get it. Also, it converts 15% of the damage you deal with crit in true damage, making you more effective against. Yes, the true damage is also on your 3rd attack with your E when it crits on a low-health enemy.
The Berserker's Greaves are your boots. I pick them as my third item for a more personal gameplay, so feel free to take them whenever you want. The berserker's greaves are my pick because I love to play Kindred Aggressively, but I suggest the Mercury's Treads for a more passive play style.
The Rapid Firecannon is also really important in this build, because it will brings you to your 100% critical chances stacked with your two first full item, it gives you bonus range on your Energized attack, attack speed buff and the faster energized reload time to speed up your Statikk Shiv burst.
Usual pick for Late Game
The Youmuu's Ghostblade is a very powerful item. If I go with this one, it's because it gives you a good burst of movement speed with its active, which lets you get closer to your marks and gives you the bits of lethality you'll need to kill their poor little squishy ADC.
The Blade of the Ruined King was amazing on Kindred, but since her passives buffs your abilities instead of your Auto Attacks, it's no more a core item. it will give you the sustain you'll need in late game, but I'm still able to win games without it. You can replace it with any situational items if you need to.
The Maw of Malmortius is really viable while playing in mid lane because of the magic shield and the magic resist. You'll try to pick Kindred mostly against AP champions because most of the AD ones counter you. so getting a good amounth of Magic Resist right after building your Core build can be a wise choice.
First, I want to give a SPECIAL GOLDEN CHOCOLATE BAR to JhoiJhoi, because of her guide: "Making a Guide". Without this guide, I would never have finished mine. I suggest to all new users who want to create a guide to read all through all of her "Making a Guide" guide. It helps A LOT.
Also, I give a VERY BIG COOKIE to my dear friend Capuccinoglace for the correction and the review of the whole guide in addition of the spell check program Antidote I used, and for supporting me all the time I was working on it.
TY TO EVERYONE WHO CLICKED ON MY GUIDE! OVER 200K VIEW IT'S AMAZING! X3
Next is a HUGE MEGA FLUFFY STRAWBERRY CAKE to both Mowen and PsiGuard for being the fastest admins I've ever seen when someone's in need and for helping writers at any moments.
At last, I want to give a SPECIAL PLATINUM COOKIE to my brother Fuzzy Demon. He showed me many tricks in text formatting and BBCode for making my guide better and more comprehensive. He also helped with a full correction of this guide.
I'm an artist in real life and I know how copyrights are important, so there is the list of the website I used for picture, the guide I read to help me and anything like this. Remember that all champion, runes, masteries, runes reforged, items and summoner spells are the propriety of Riot games.
July 10st, 2018 (23:00)
- Guide properly updated to 8.13, Thanks to PsiGuard!
- "Change Log" chapter has been updated!