Kindred Build Guide by Glasletter
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+10% Attack Speed
+10 Adaptive (6 AD or 10 AP)
+15-90 HP (lvls 1-18)
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...
Hook out of ult hurts, ulting his ult is hilarious.
A Soraka R can bring your entire team to 50% after coming out of Lamb's Respite. Just make sure they know to ult after it ends, otherwise it will be negated entirely.
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.
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.
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.
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.
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.
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 a difficult clear, with low base stats and little early-game dueling capability.(With the heal added to Wolf's Frenzy, this is no longer true, making Kindred a better jungle pick than before.) 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, 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
+ 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.|
- 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
- No good skins :'(
|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.|
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 oppressive.
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 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 is more useful for midlaners that can't tag-team to regen their mana. If you're finding this rune attractive-looking, it simply means you spam too much in lane. Learn to manage your resources and pick something to keep you alive instead.
If going attack speed based, choose this rune.
This rune is hardly helpful because Kindred has natural mobility.
If you plan on building heavy lifesteal, choose this rune.
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 in 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 Triumph and Coup de Grace.
|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. When using Wolf's Frenzy, the buff becomes effectively permanent.|
Runes of note:
Taste of Blood provides a heal similar to Fleet Footwork. Unfortunately, it is on the same tier as Sudden Impact, which is the rune equivalent of Press the Attack to Kindred.
Eyeball Collection gives a decent AD buff, but it falls short of both Sudden Impact and Ravenous Hunter. The same is true of Cheap Shot.
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 helpful against healing supports, although you should be able to secure kills without it.
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 of recent patches, as a passive effect Wolf's Frenzy now provides a small heal upon auto after moving or attacking enough, based on 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:
0 Marks: Rift Scuttler
1-3 Marks: Rift Scuttler, Crimson Raptor, Gromp
4-7 Marks: Red Brambleback, Blue Sentinel, Ancient Krug, Greater Murk Wolf
8+ Marks: Rift Herald, Baron Nashor, Elemental Drakes, Elder Dragon
You can collect marks from takedowns on the marked champion, even if you didn't land the killing blow. The same is not true of jungle monsters; you need to land the last hit on these, with the exception of Dragon and Baron.
This has been changed; when an allied champion kills a marked monster that you have damaged, you still get the mark. This does not apply to monsters killed by enemy champions you have damaged.
The jungle mark is only applied to the largest monster in the camp, specifically relevant to the large Krug, Raptor and Wolf. Killing these monsters alone will clear the mark, which can be helpful if you're in danger of being found or are needed elsewhere.
For reference on timing of marks and remarking:
Wolf marks jungle camps every 40 seconds after the mark disappears from the map. Once cleared the mark disappears several seconds later so that collection or clearing of marks doesn't alert the enemy team to your location. Marks on Raptors, Wolves, Krugs and Buffs only appear on enemy camps.
Upon killing a marked champion, Kindred cannot reapply a mark to that champion for another 240 seconds. You can change marks 90 seconds after marking a champion without killing them.
For reference on ability increases based on marks:
At 0 marks Kindred has a base 500 attack range, the same as Lucian, Sivir and Kog'maw.
At 4 marks it is a 575 range, exceeding Jinx, Xayah, Draven, Corki, Ezreal, Jhin, Kalista, Miss Fortune, Twitch and Vayne.
At 7 marks it is a 600 range, exceeding Varus and matching Ashe.
At 13 marks she matches Caitlyn with a 650 attack range.
At 25 marks and 750 range, Kindred is only beaten by Twitch's Spray and Pray at 850 and Caitlyn's Headshot, with a range of 1,300
---Tristana has scaling range as well, but she maxes out at 669.---
Dance of Arrows: Bonus attack speed increased by an additional 5% per stack.
Wolf's Frenzy: Current health damage increased by an additional 1% per stack.
Mounting Dread: Missing health damage increased by an additional 0.5% per stack.
Arriving in lane after leashing your jungle, a single Q will kill the first 3 minions and give you increased attack speed. 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.
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 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:
If you think you can kill them, do the same heal/barrier at the end of the ultimate, W just before it ends, Q just after and put your damage out as quickly as possible. The nature of this ultimate also allows you to pick your targets before you go for the kill, so make sure you're hitting the most dangerous enemies first. Don't forget to bring your enemies low during the ultimate as well! There's no point shooting anyone who won't get any lower.
Keep an eye our for enemies outside of the circle as well, as they can still die.
Be aware when trying to save teammates that, while the circle is somewhat large, it is also placed directly under Lamb. In that sense, it has half the range when trying to save people.
Kindred's ultimate can also be used to secure objectives such as Baron and Dragon. It's not quite as reliable as smite and requires more coordination to pull off a proper steal, but oftentimes it turns into at the very least some kills, and maybe a steal if you're lucky. You could consider it a counter-smite of sorts.
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 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 an upvote, and I'll see you on the Rift!