Kindred Build Guide by Glasletter
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+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
Threats & Synergies
Being condemned out of your ult is not enjoyable, trust me.
Janna's R can completely negate yours. Luckily, the heal is cut off as long as you get them low enough before she hits it, so it can be alright depending on the timing, but it's a pain either way.
Push attached to stun? Not cool, Poppy...
Ult can pop you out of your own and her jump provides greater short-term mobility. The trick to this one is to bait her into jumping before really going all in.
His high DPS and burst capability at low levels deserves watching. Make sure to dash out of his CC when possible and don't fight unless you can lock him down with hard CC.
She's overtuned at the moment. Her scaling hits harder than yours, so you'd best shut her down early.
As long as she saves pull, you can't ult to save yourself. Your one saving grace is that she basically dooms her support with her ult vs yours.
Hook out of ult hurts, ulting his ult is hilarious.
Binding hurts but if necessary you can ult to live. The real trick to this matchup is that the last to ult wins. If she ults halfway through yours, she stuns and kills you just as it ends. If you ult hers, you have consistent damage and she has no cooldowns.
If she's smart she'll get you low in ult with 4 stacks, then auto once at the end; it comes down to who has better timing.
Her harass is annoying, but you counter her burst. Fleet Footwork is a good option if you're unsure of yourself.
Even though you counter his burst, a follow-up arrow can end your life fairly easily.
He can pull people out of your ult, but more often than not you ult after he pulls you and therefore counter his entire kit, plus the several seconds during your ult to burst him down.
She's normally not a threat, but her passive after getting a kill can catch you off guard. Play carefully, but still aggressively.
If you get hit with her hook or ult, you weren't paying attention and now you're dead. Pay attention.
Don't get hit by her Q bounce and sustain her out. If she gets fed you'll have a rough time catching up, but you definitely can.
Farm lane, don't get bubbled. You can burst her pretty easily if her ult is down.
Most Sorakas don't know they can't heal anyone in your ult. The ones that time it just after will ruin your day.
Don't jump into traps and she can't kill you.
You have more consistent mobility and can counter his big damage with your ult if necessary. Just outfarm and win game.
Easy. Dodge and live, dash out of chain.
AD Kog is squichy. Burst him any time you feel like it. AP is harder, but you can still pop him if you can get close enough.
Cake matchup. Just dash away if he ults, kite him to death.
Bounce away from that sparkling specimen and he can't touch you.
Nothing he does can't be countered by your ult. He is, by nature, a burst CC champion. Ignore him when fighting and go for the carry.
Easy matchup. Outsustain and outfarm.
A Soraka R can bring your entire team to 50% after coming out of Lamb's Respite. Just make sure they know to ult just after it ends, otherwise it will be negated entirely.
He can flay enemies out of your ult or throw a lantern inside to get allies out reliably when in danger. Thresh is a comfortable support for a Kindred.
Another great option for players unfamiliar with supporting a Kindred, Yuumi easily lands Qs when paired with a Kindred and they are very difficult to get a hold of. Cats, wolves and lambs, it's a regular petting zoo in here!
With the right timing, a Morgana ultimate can be the most powerful tool to end a Kindred ultimate; it can either force them all out of the ultimate, or provide a burst of damage and a sizeable team-wide stun if they choose to stay, allowing you to clean up any leftovers easily.
Your dash allows you to reposition Taric's stun, making for some easy engages when they aren't expecting it.
Ori+Kindred ult is amazing, and even without that the mobility that Kindred brings to Oriana's damage and utility is amazing.
Everything she does is in range of your ult. The more precise they are, the more destructive the duo is.
She can peel or engage depending on the needed style of play. That flexibility pairs well with Kindred.
Nami allows Kindred to stick close on targets, while Kindred is generally pretty close to the enemies during a fight, allowing Nami's heal to easily bounce between targets. It is also much easier for Nami to land a bubble near the end of your ultimate.
A good Bard can utilize Kindred's ult in amazing ways. A bad Bard can at least stun your enemies and do a considerable amount of damage at the same time.
Great as a counter-pick and for defensive players. Typically the support I'd most want against a Draven.
Rakan's timing for his abilities allows for better decision making as there's a pause between each thing he does. This makes Rakan a solid support for people unfamiliar with supporting a Kindred.
Amazing synergy IF the Fiddle knows Kindred's timing. If not, he just kinda does his own thing while you do yours.
Brand's damage is predictable yet often unavoidable. A Kindred ult provides a way to avoid his damage, but it also provides a setup for strong burst after it ends. This matchup is reliant on the player behind the Brand.
Strong peel, but it largely depends on the Ali player's ability to make calls. They either get you both killed or you get a double.
Blitz's hook is counter-productive more often than not with your ultimate, and the engage is difficult as he has to chase the enemy down, and your semi-low range pre-4 marks forces you to be in danger regardless.
To preface all of this, I am and always have been an avid Kindred fan, which is why I was disappointed to learn she was infrequently played because of her many "weaknesses". In this guide I will attempt to explain why she is better suited for ADC than Jungle, and how these "weaknesses" become perks!
Feel free to visit my twitch as well~!
Kindred's chosen role is naturally jungler because of the importance and nature of her marks. Unfortunately, these come with their own set of problems.
The largest issues when playing Kindred are hunting marks and unrewarding or inopportune ganks. You can only mark one enemy at a time, therefore you are often forced to choose less-than-ideal ganking situations in order to collect marks, or you gank knowing you're unable to achieve the collection of a mark.
The other issue is that Kindred can easily be caught unawares while hunting marks, even with aggressive warding. This is difficult as Kindred is known to have slow early clear, with low base stats and little early-game dueling capability. It is also difficult if not impossible to collect marks if your team is behind, as you have to go so far into enemy territory that you are likely to get caught out.
So why ADC?
First of all, you are always in lane with a marked enemy. You can potentially get 2 marks within a minute if you play smart. Assuming both are on cooldown you can mark the jungler as they are likely to pay you a visit sooner or later.
The other issue, collecting marks from the jungle, is simple: you don't touch anything in the top half of the map. Marks on Scuttle or Gromp can be simple to collect if you have the chance. You also tend to clear enemy camps during late game, so your marks become an added bonus.
There are several other reasons why Kindred makes a wonderful ADC, such as extreme mobility, attack-speed increases from Q, a targeted slow + burst damage in one, and some of the best waveclear with Runaan's. Her R also works wonders with keeping both you and your support alive.
+ High mobility
+ Strong kite
+ Ultimate counters EVERYTHING
+ Poke outside tower range
+ Built in sustain
+ No skill shots
+ Infinite scaling and strong late-game
+ Hard tank-shred
+ Outplay capability
+ Beautiful champion design
|Kindred is a lot of fun to lane with, and she is deeply underestimated. Her Dance of Arrows gives both engage and disengage, with increased attack speed and damage built in, making dealing with frequent ganks and aggressive laners simple. Mounting Dread also provides peel with burst damage if your opponent doesn't play carefully. Wolf's Frenzy also gives a healing effect in lane similar to Fleet Footwork which gives strong sustain in lane.|
- Average early game(ex. Twitch)
- Ultimate requires team knowledge
- Can be knocked out of ult (Ban Vayne or Janna!)
- Little zoning ability
- Easy to overextend for marks
- Hate for playing off-meta
|Kindred can find herself out of options if you've used your full kit and your enemies are still alive or pursuing you, and you can't do much but wait for Dance of Arrows or Wolf's Frenzy to come off of cooldown. She can also be easily killed if her ultimate is on cooldown or when caught by unexpected damage, particularly pre-4 marks with her limited range. Additionally she is one of the most timing-precise ADCs, making her similar on level to Kalista for practice required to become skilled.|
Press the Attack|
This is the keystone of choice for Kindred. Press the Attack provides greater burst damage after every third attack, which naturally works well with Mounting Dread and Dance of Arrows. It also helps increase your damage output on tanks with Wolf's Frenzy.
After studying and number crunching the differences between Lethal Tempo and Press the Attack, this keystone begins to pull ahead after 12 auto attacks, and it is a somewhat minimal change overall. It's still a viable option against tank-heavy comps, but in general I recommend Press the Attack.
Adds some sustain in lane, but the mobility is unnecessary. Your other keystones are generally better. Since Wolf's Frenzy now has a small heal attached to it with movement, you effectively have this keystone built in now; taking this in addition would simply be redundant.
Conqueror is strong particularly if you're going for the full lifesteal/1v9 build. This makes this rune specifically better on toplaners though, and the added damage and strength in teamfights with Press the Attack makes this a sub-optimal keystone.
If you plan on building more lifesteal, Overheal can be a strong survival tool that can counteract Kindred's natural squishiness. It also works well with healing supports like Soraka and Sona.
Triumph can help you more easily outplay after fights with multiple people inside Lamb's Respite. The added gold is a nice bonus as well.
Presence of Mind
Presence of Mind was changed to add ultimate cooldown in addition to mana. If you rely heavily on your ultimate to outplay or win fights it could be an option, but in team fights it falls behind Triumph.
This is the rune of choice for almost any ADC for good reason. Your kit revolves around your auto attacks, meaning the more you have the better you are.
Tenacity is more relevant for tanks who are easily hit by a lot of CC and need to walk it off. If you're facing a CC heavy team build a Quicksilver Sash.
If you need lifesteal build it. The added attack speed will be more relevant to both your damage output and your healing.
Coup de Grace
The natural choice for an ADC with an execute ability, Coup de Grace also provides extra damage in team-fight situations.
Your focus in fights should generally be on the enemy ADC or damage-dealers, so this rune is more counter-intuitive. It's a potentially viable pick, but only against a tank-heavy comp. It can also be a comfort pick for new Kindred players as you may not be familiar with your ultimate timing and usage.
Last Stand is potentially a viable alternative to Coup de Grace, although it's only really helpful whilst standing in your ult and shooting outside of it, which is unlikely. A Kindred doesn't tend to stay at low life for long.
To summarize the sub-tree, your runes of choice are Sudden Impact and Eyeball Collection.
|Sudden Impact has a cooldown of 4 seconds, giving lethality for 5 seconds every time it is activated. With a 9 second cooldown on Dance of Arrows, you can have more than 50% uptime on the buff.|
|Eyeball Collection provides a decent amount of AD and allows Kindred to more easily snowball into her devastating late game.|
Runes of note:
Taste of Blood provides a heal similar to Fleet Footwork. With the sustain built into Wolf's Frenzy it is simply a more dangerous and redundant method of sustaining in lane.
Ravenous Hunter provides a large amount of healing, as you do execute and % health damage constantly. This is a decent rune for players unfamiliar with Kindred as it is a bit more forgiving.
The other Hunter runes are useless, as you don't use active items and you already have mobility. The ward runes could potentially be helpful, but you have a support, don't you?
Everybody loves a good flash! You may change this for teleport if it suits your playstyle better, but I don't recommend it.
Ignite can be vital against certain healing supports such as Soraka, Nami and Sona. Additionally, you can ignite someone inside your ultimate to reduce the healing they receive from it and put you at a bigger advantage.
Take Barrier if your support uses heal. Additionally, you can use barrier before your ultimate ends, as it is not a heal, therefore giving you more room for error if you're unfamiliar with the timing.
Smite is actually alright to take for securing jungle marks and objectives, but as you'll already have the damage to quickly clear them by the time you hit the contested points I'd recommend something else.
|Dance of Arrows (Q): Dance of Arrows is a short dash that causes you to fire three arrows at the nearest target(s) within range. It also provides a base 25% bonus attack speed for four seconds, with an additional 5% for every mark. You can use this to get over several walls in the jungle, although be aware it's a shorter dash than many, so you won't make it across every wall that you would on another champion.|
Wolf's Frenzy (W): Wolf's Frenzy marks a fairly large area for Wolf to hunt in. Wolf automatically targets either the closest target or the last target Lamb hit. The primary use of this ability is the cooldown reduction it provides for Dance of Arrows, bringing it from 9 seconds to 4-2 seconds, depending on the rank of Dance of Arrows. It can also be used to damage enemy champions from outside tower range. Wolf does % health damage and scales with both AD and attack speed. Leaving the circle cancels the ability. As a passive effect Wolf's Frenzy also provides a small heal upon auto after moving or attacking enough based on your missing health. This is effectively Fleet Footwork, and makes movement between autos incredibly important for outsustaining your enemy laners.
Note that this heal is not used unless you are missing health.
|Mounting Dread (E): Mounting Dread is a targeted slow that applies dread on the champion, indicated by a mark underneath them. The third auto that Lamb fires at this target causes Wolf to attack, dealing execute or missing health % damage. This also critically strikes enemies with lower health, with a higher damage based on your marks and a higher crit threshold based on your critical strike %. Mounting Dread also gains increased range for every four and three marks. This is often your killing blow. Be careful when using this to slow pursuers; it does have a short cast time.|
|Lamb's Respite (R): Lamb's Respite can be a double edged sword, and all the more deadly to those who are unaware of how it works, teammate and enemy alike. Whilst inside the circle, nothing can die. This includes ally, enemy, minions, jungle monsters, even Baron and Dragon. Whenever anyone inside the circle hits 10% or less health their HP can no longer change, whether by healing or damage, but shields still apply. At the end of the ability, everything inside the circle heals for an amount based on the rank of the ability. This ability is best placed in a difficult position for your enemies to reach or under a tower, as it doesn't stop enemies from being targeted by turret.|
More details of Kindred's passive:
Arriving in lane post leash, a single Q will kill the front 3 minions and give you increased attack speed.
---> FOR PLAYERS UNFAMILIAR WITH KINDRED: Use this and every opportunity to shove your lane hard into tower, as you and your support will be well enough equipped to deal with ganks easily, and will force your enemy ADC to miss out on early CS. As Kindred has a somewhat weak early game, you need to establish your lead early as well, just be careful to keep up vision and remember who the enemy jungler/midlaners are.
---> FOR PLAYERS EXPERIENCED WITH KINDRED AND ADC: Allow the enemy to push into you and freeze the wave; Kindred has strong chasing potential and unexpected damage, and if you're confident enough you can turn almost every encounter in your favor easily just by waiting on enemy cooldowns and playing aggressively.
Your most used ability while laning is your Q, as you can use it for poke, dodge, engage, disengage and regular CSing. Be aware that Kindred can drop low on mana extremely quickly. Use your E when either the support or ADC moves past a minion wave and immediately engage with Q. The increased attack speed will help activate the Dread proc, bringing them low extremely quickly. Place a Wolf's Frenzy for the reduced cooldown on Q if you need to either catch up to them for a kill or for a disengage if you've taken too much damage. There is no pressing need to stay in the circle, just stay alive.
Always keep the river warded, and in the case of a gank, Q towards tower, W, Q, then Q a third time and you're out. If your support is in danger of being caught out, use E to slow and try and put some shots into them to scare them off. If it's a choice of you or your support dying, though, let them die-it's their job.
Whenever you get the chance, such as when you've killed one or both of your enemies, or they've just backed, check for marks on Gromp, Scuttle or their bottom buff. If there is one, ask your support to follow you and take the mark. It is generally dangerous to go alone, but the two of you could potentially get another kill if you catch the jungler unaware. You can also go alone if you know where the enemy jungler is and you have enough aggressive vision.
When damaging towers with no enemies nearby, make sure to Q once to get the increased attack speed to bring the tower down faster.
As a natural jungler with high mobility, you want to catch people in the jungle as much as possible. This requires well-placed wards and a responsive team. It also gets easier as you become more familiar with which walls you can dash over when trying to catch up to or escape from someone. In team fights coming in from the side or front both work. Kindred deals a large amount of burst damage, so it is easy to pull off assassinations whilst your opponent's attention is elsewhere, but coming from the front works just as well. Your mobility lets you easily keep up to put damage into their team, and being in the front also provides for better ult placement to keep both you and your teammates alive.
For better ultimate usage:
Kindred also has a really solid waveclear, and combining that with her mobility makes split-pushing extremely easy to do as well. Keep tabs on your team and your objectives, and take a wave or two in each lane as often as possible. During team fights you'll have minions pushing down towers while your enemy is busy. When a wave is pushed to tower, make your way down, Q and bring it down as quickly as possible. Don't forget to place a ward or two in the nearby jungle for safety.
Don't forget to clear marks in your enemy jungle during this late game phase. Normally when you play jungle your enemy expects you to regularly go for marks, but since an ADC Kindred doesn't, they don't check marks regularly. This makes for easy collection. On average I end my games with around 10-13 marks.
Just fall in love with their story and you'll see what I mean.
Thanks everyone for reading, feel free to leave a comment and ask any questions you might have as I tend to reply within a day or two. Have a great time with the build, and I'll see you on the Rift!