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Kindred Build Guide by Iced IMP


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League of Legends Build Guide Author Iced IMP

Dynamic Duo of Death 8.10

Iced IMP Last updated on May 16, 2018
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Cheat Sheet

Eternal Hunters Unleashed

Kindred Build

Precision
LoL Path: Precision
LoL Rune: Press the Attack
Press the Attack
LoL Rune: Triumph
Triumph
LoL Rune: Legend: Tenacity
Legend: Tenacity
LoL Rune: Cut Down
Cut Down

Domination
LoL Path: Domination
LoL Rune: Sudden Impact
Sudden Impact
LoL Rune: Ravenous Hunter
Ravenous Hunter
Bonus:

+9% attack speed and +10 ability power or +6 attack damage, adaptive

LeagueSpy Logo
Jungle Role
Ranked #15 in
Jungle Role
Win 51%
Get More Stats

Ability Sequence

2
4
5
7
9
Ability Key Q
1
8
10
12
13
Ability Key W
3
14
15
17
18
Ability Key E
6
11
16
Ability Key R


Threats to Kindred with this build

Threat
Low
High
Show all
Threat Champion Notes
1
Ekko You ALWAYS do % damage, whereas Ekko needs to get you below 30% hp to do % damage
1
Tahm Kench Easy. Just don't get eaten. Pretty easy to invade.
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Which Main Build to Use

For the sake of simplicity I will refer to the Bloodrazer build as build A and the Warrior build as build B.

The choice between build A and build B is highly dependent on what champions your team is facing. Both builds are equally strong (from what I've experienced) provided you choose them in the correct situations.

Build A
Focuses on on-hit damage mainly % hp damage in both current hp and total hp. Because of this it is highly effective against targets that build a lot of hp such as tanks and bruisers so if you find that the opponent has multiple of these types of champions I highly recommend using build A. In cases where the opponent has champions that are way too tanky (I'm looking at you patch 8.9 Mundo) then I HIGHLY recommend replacing Runaan's hurricane with Guinsoo's Rageblade.

Build B
Focuses on single target damage or dueling.


(For a dueling focused build replace Statikk Shiv with phantom
dancer and replace Blade of the Ruined King with Deaths Dance,
this is mainly for facing Graves or Kha'zix)
Sorry, tangent, back to about build B... Single target damage and dueling focused build. This lets you kill squishy champions EXTREMELY fast, often times putting your e on an enemy ADC will allow you to kill them outright on the 3rd hit. When your opponent chooses mainly low health champions this is the much better choice but it can also be a good choice when you already have someone dedicated to dealing with tanks on your team (IE a Vayne or Fiora).

Hopefully these give you some sort of Idea of when to use either of these builds and personally I find myself using both of them about the same amount. If in the end you still find yourself unsure which to choose I highly recommend sticking with build A since it is effective in any game and Kindred is already a champion based around % damages due to Wolf so sticking with the champions theme never hurt anyone [except the enemy]


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Alternative Runes

Fleet Footwork
-This makes clearing in the jungle extremely easy since it's essentially a throwback to when kindred had a heal on their w.
Lethal Tempo:
-Lethal tempo lets you focus less on attack speed focused builds and you can actually build a Warrior enchant instead of Bloodrazer since the burst of attack speed makes up for it
Legend Rune:
-Alacrity: alacrity can be a replacement for Legend:Tenacity when the opponents lack hard cc
-Bloodline: bloodline is viable however feels the least useful and can just be outshone by merely building a Blade of the Ruined King


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Pros / Cons

PROS
- Great clear
- Great sustain
- Scales indefinitely
- High kill potential on ganks
- Easy to get control
- Snowballs REALLY HARD
CONS
- Squishy
- Ult can ruin a game
- Prone to being extremely under fed (passive stacks are a must)
- To stack the passive you must put yourself into dangerous situations


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How Has this Season Affected Kindred?

In all honesty I feel like this season is a great thing for Kindred other than the fact that Graves and Kha'zix are still popular.

The lack of tanks is a mix of good and bad, on the bright side tanks are normally the ones to bring the cc and you can easily duel a lot of the squishy champs. On the down side the lack of tanks makes your % damage a lot less useful.

Kindred feels like they're in a really healthy spot right now and you can have tons of fun with this champ in ranked right now.


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Patch 8.10 Effects (Huge Jungle Changes)

Patch 8.10 brings a large number of changes to the jungle overall. These changes seem to be beneficial for the most part.

The slowed down level 3 is a bag of mixed feelings, on the bright side, Kindred's level 2 duels are quite strong, on the down side Kindred's duels can be a little scary without access to E.

Bad news is, you are now more likely to have to contest for your marks on scuttle crab. But in certain jungle matches, this opens the door to easily gain another stack of your passive if the jungler comes too close! Invading also seems to be more effective when looking to shut down the opponent jungler now which brings high hopes since this is something you should always look to be doing on Kindred when given the chance.

Overall I think the jungle changes of the patch will work out better for Kindred in the long run.


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Guinsoo's Rageblade

So... is Guinsoo's any good?

Well, Guinsoo's passive (double on-hits every other auto attack after 6 autos) works really well with bloodrazer and blade of the ruined king! It used to work well with Kindred's passive, however since the changes to how Kindred interacts with their marks the synergy is no longer there however the new changes to Guinsoo's mainly the price drop has made this more viable once again!

My biggest gripe with Guinsoo's is that you dont get ANY use out of the AP stats from it... So it personally hurts me to buy it.


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What about Warrior

So... one of the greatest questions a jungler may ask... what about the Warrior enchantment?

Well hopefully I can help you answer this daunting question. First of all, lets look at some of the traits that go along with the Warrior enchantment.

Warrior
-More potent ganks
-Better the shorter the game is
-Early power spike
-Makes being set behind less detrimental

If you have a really early game team I still say taking Warrior and Blade of the Ruined King works, however with the current state of Bloodrazer + Blade on Kindred it is generally more advantageous to buy these two items.
Another thing worth noting before you make your decision is that Kindred now gains attack speed from Q! This makes Bloodrazer less of a necesity and lets you make more use of the AD granted by Warrior, so if you can pass up on the % damage from BLoodrazer it is quite strong!


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Kiting

Kiting on Kindred is REALLY easy. You don't need any fancy attack command clicks or anything.

Kiting is a major part of playing Kindred effectively since you need to kite ALL THE TIME, even in the jungle. In the jungle Kiting a camp is the most efficient way to reduce the damage that you take and keep your sustain up. As well as kiting camps you need to kite melees so they cant cc you (Renekton and Udyr come to mind) or burst you ( Vi, Tryndamere, and Shyvana come to mind)

Now then I said Kiting was easy on Kindred, right? Why?
Well. Q,W,E. (no don't use them in that order E W Q is a better order or W E Q)
So Q lets you hop a short distance but its on a 9 second CD that can't be reduced, right? Yes, until we use our w. This lowers Q's CD to 2 seconds flat which is enough for an auto attack or 2 in between each time. If this is all you did without moving with your mouse at the same time the enemy would still get less auto attacks or abilities off (this is good!). Also, it lets you start to use your Q to avoid skill shots or escape over walls if things get scary. This brings us to Kindreds E. Kindreds E applies a large slow (70%) which means that using this to start a fight with someone will delay their arrival giving you free time to fight. If done properly you can go through an entire fight before either killing them or causing them to run (did I mention all of these help you chase too? BTW DON'T CHASE! WITHOUT VISION!)

Don't forget to do this for jungle minions too! Big minions hurt!


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Invading

Kindred's passive marking enemy jungle minions I thought I should touch on this topic. So, IS Kindred even ANY good at invading? Well. To put it as simply as possible. Yes. And it's a good thing too because with the new changes to Kindred's passive + Q its even more important than ever to maintain the pre 6.11 Q damage (it requires 9 passive stacks to retain the pre patch Q damage)

Kindred is an excellent duelist especially once you have Skrimisher's Sabre. There are a few things you have to consider before deciding to invade though...

Who. Ahead. Vision Where. Lanes. Mark.

Who:
Who is the opposing jungler? Are they good at dueling? better than you? (probably not you can kite for days) do they clear really fast? (ie Shyvana) if so its probably not worth invading because it is probably cleared out already!

Ahead:
Is their team is ahead? Is their jungler ahead? if so you probably shouldn't invade unless all of the following points are true.

Vision:
Do you have vision in the enemies jungle? No: try to get some vision (upgrade your trinket and make a quick detour when you go to gank or ask your team)

Where:
Where is THEIR jungler? Can you see them? Are you on the other side of the map as their jungler? if so it's probably safe to invade.

Lanes:
What are the lanes like? Is any enemies missing? will an opposing laner try to take their teams raptors while your at them? Is your team pushed against them? is your team being pushed? If your team is pushed and you cant gank any invading might be the best bet. If they are being pushed, is there a lane you could gank instead or after taking an enemy camp?

Mark:
Where is your mark at? can you get to it? would you be able to contest it if you ran into the jungler at it? how many marks do you have? Wolf stops marking enemy camps when you have 6. BUT if you have 5 marks and can gank a marked champion to get 6 you can actually sneak a 7th mark from the jungle if the enemy doesn't clear it since it doesn't go away when you get 6 marks.

Try to consider all of these things before invading, but if you're crushing the enemy jungler, sometimes its worth it just to kill them in their territory. Its all yours Wolf.


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Early Game

Mark an enemy champion as soon as possible, you can do this before the jungle camps even spawn. Start bot side buff to get a leash from the ADC and Support (ASK NICELY!). Immediately following this move to either the wolves or raptors depending on which side you are on and clear it as fast as possible. Your first mark should appear now (at 2:30) thanks to wolf and some recent balance changes it will appear on the scuttle crab. Be ready rush to it right away when you finish the camp, if its at the far scuttle crab make sure to stay in your jungle to prevent the enemy mid laner from seeing you! Be ready for the opposing jungler to show up. If The jungler does show, then you should to fight them since your q and w will often be enough to get a free kill here (So I recommend marking the jungler for your first target in case of this)

Proceed to clear your jungle taking the buff opposite to your start. Look for any ganking opportunities and chances to invade their jungle or take more marked scuttles.

Using your mark early:
Use your mark at the start (preferably on the jungler in case of a kill at scuttle or failed invade by them) and then mark who you want to gank. it takes 8 seconds for the mark to activate though so using it early is essentially mandatory. Also your mark can be used to psych the opponents out by making them think you're going to gank somewhere else. (ie mark top and then go bottom shortly after) be careful with this though since you do want to consume the mark, especially if you can't invade.


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Mid Game

Yes I know. Your top lane thinks its still laning phase.
Just gank for him/her, help them take the tower, ask to co-ordinate a TP gank with you somewhere, do something to help them get out of that lane as fast as possible.

During the Mid game you want to look for small fights especially with your marked target. Dragon control should be a priority, all of the elemental drakes are REALLY useful and your passive makes taking dragons SO EASY! Focus on rotating with your team, try to get objectives, low towers from laning can be taken easily with Lamb's Respite and Wolf's Frenzy used as a zoning tool. Use these to your advantage!

When/before Baron spawns if your team is ahead and you have attained at least 4 stacks (5% current hp) of your passive you might want to look at getting vision control in the area and then making a sneaky Baron call since you kill baron (or Rift Hearald if it is still early enough) a lot faster than most other junglers thanks to your passive. DO NOT CONTINUE IF ANYONE FINDS YOU

If behind still focus on rotations but look to use your ult to defend towers (no it wont keep the tower alive) but it will let your team stay alive under the tower to stop dives, and maybe get a few kills as they are trying to run out of the tower.


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Late Game

Objectives, objectives, objectives.

Look for the chances to rotate with your team to get objectives that still remain.
Also try to get your team to push lanes other than just mid. Seriously if you get that bot inhib then Baron is an easy play.

Use this time a lot like mid game, rotate as a team, look for picks, KEEP THE JUNGLES WARDED! Nothing ruins a game more than getting caught right before the game deciding team fight. Or having someone die only to give the opponents a free Baron or Elder Drake.

If breaking into the base is posing a problem split pushing is often a good idea. As Kindred when you split push you should easily be able to take care of any 1 person they send after you, so they should be sending 2 which gives the rest of your team a numbers advantage. Also since you are a marksman taking towers goes pretty fast not to mention if they send someone for you and you're on the last 1/4 (quarter) of that tower or inhib when they get to you, you can just ult and take the rest of it out before escaping using your q and Blade of The Ruined Kings active.


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Teamfights

So, I hate to say this, but... This is why your team said not to choose Kindred. You just saved every enemy on the other team with 3/4 of their hp left and stopped your 0/7/0 riven from getting a pentakill. Sorry about that, GG.

Lets be serious here for a moment, your ultimate DOES NOT NEED TO BE USED EVERY TEAM FIGHT! In team fights you want to put down your W and skirt around it in the back line of your team, or skirt around it to take out their back line. Your focus is to kill either the squishes that are over extended or to whittle down (as fast as possible, and your passive makes this easy) the tanks that are diving into your team. Try to focus on avoiding CC and only ult if you need to save an ally or group of allies (ie Malphite flash ult into Yasuo ult).

Don't be the person to engage the fights (I'm guilty of doing this one, I love to fight, especially if I'm ahead). Let your TEAM mates engage the fight and go in with them, you put out a lot of damage to everyone, even tanks so don't feel bad if you're stuck shooting the Malphite that's smacking your adc in the face.


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Conclusion

Thanks for taking the time to read my guide! Thanks to Marbled Cheese for helping out, name ideas are a pain! I hope it helped at least one of you out there who are interested in Kindred - The Eternal Hunters.

~Happy Hunting