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Kindred Build Guide by IceBrittle

Jungle Jungling Lamb by BestWaifuEmilia [Season 9] [V8.24]

Jungle Jungling Lamb by BestWaifuEmilia [Season 9] [V8.24]

Updated on December 7, 2018
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League of Legends Build Guide Author IceBrittle Build Guide By IceBrittle 44 3 132,823 Views 8 Comments
44 3 132,823 Views 8 Comments League of Legends Build Guide Author IceBrittle Kindred Build Guide By IceBrittle Updated on December 7, 2018
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Press the Attack
Legend: Alacrity
Coup de Grace

Absolute Focus

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Ideal Strong Ok Low None


Hi, my name is Im Too KindRed!

Im Kindred main with 150k mastery points. (as for the moment I'm writing this)
In this guide I'll try to share my experience and give you some tips.
Hope I helped at least a bit!
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Pros / Cons

-very mobile
-slow clear (wihout runnan's)
-late game carry
-good ganks
-very dynamic and fun to play
-very useful in good hands

-very weak comparing to "in-meta" junglers
-weak early
-hardly depends ony early game
-very squishy
-hard to master
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In this section I'm gonna explain you how Kindred abilities are working.


Mark of the Kindred -

INNATE: 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 75 - 250 (based on Marks) bonus range.
LAMB - ENEMY CHAMPIONS: 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. Targets successfully hunted cannot be targeted again for some minutes.
WOLF - ENEMY MONSTERS: Starting at 2:20, Wolf periodically selects a monster camp within the enemy's jungle based on Lamb's current Marks for 180 seconds, and selects another one 45 seconds after killing a marked monster:
    0 : Rift Scuttler
    1 – 3: Rift Scuttler, Crimson Raptor, Gromp
    4 – 7: Ancient Krug, Blue Sentinel, Greater Murk Wolf, or Red Brambleback
    8 + : Rift Herald or Baron Nashor, Dragon or Elder Dragon


Dance of Arrows -

ACTIVE: Lamb dashes in the target direction, gaining 10% (+ 5 per Mark) 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.

Casting Wolf's Frenzy or dashing while inside its area of effect will reduce Dance of Arrows cooldown.

Dance of Arrows resets Lamb's autoattack timer.

Physical Damage:
60 / 80 / 100 / 120 / 140 (+ 65% bonus AD)


Wolf's Frenzy -

ACTIVE: 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 basic attacks deal magic damage and scale with 50% of Kindred's bonus attack speed. Against monsters deals 50% increased damage and Cripple icon cripples them by 50% for 2 seconds.

Wolf's Frenzy ends immediately if she leaves the area.

Magic Damage:
25 / 30 / 35 / 40 / 45 (+ 20% bonus AD) (+ 1.5% (+ 1% per Mark) of target's current health)


Mounting Dread -

ACTIVE: Lamb cripples the target unit, slowing them by 50% for 1 second.

If Lamb manages to attack the target twice in the 4 seconds after casting Mounting Dread, her third attack within the following 4 seconds directs Wolf to pounce the target, dealing bonus physical damage (capped at 300 against monsters).

Wolf's pounce will critically strike for 50% (+ 25% With Infinity Edge) bonus damage against targets below 15% (+50% Critical Strike Chance) of their maximum health.

Bonus Physical Damage:
65 / 85 / 105 / 125 / 145 (+ 80% bonus AD) (+ 8% (+ 0.5% per Mark) of target's missing health)


Lamb's Respite -

ACTIVE: 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.

200 / 250 / 300

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Press The Attack - Works pretty well, with Kindred depending mostly on their AA's.
Triumph - Makes it easier to fight against more than 1 person.
Legend: Alacrity - More attack speed won't hurt anyone.
Coup De Grace - Works very good with Kindred's E.

Manaflow Band - Thanks to it you won't have lacks of mana.
Gathering Storm - You are late game carry champ, so it fits you perfectly.
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All I can say about farming as Kindred is that you must farm as much as you can for early and part of mid game. (As all late game carries)
Here's a picture of my usuall (probably best) starting route (Use Smite On Red):
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Ganking as Kindred is very simple:

You engage with your Q and W, harassing enemy laner as much as you can, and when he is starting to retreat you cast your E and end his life with 3 aa's. If you want to dive, you can cast your R near the tower range border to escape safely.
Here is an example of a good gank:
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Wall Jumps (Including Corner Jumps)

Here I marked fragments of walls all around the map than you can jump over:Edit: I accidentally market brambleback camp wall, you can't wall jump over it. :(
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Kindred is very unique champ, that's also very hard to master.
I hope that wiht this guide based on my experience, I made playing as Kindred a bit
easier for all of you.

Hope you enjoyed,
and Thanks For Reading!
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League of Legends Build Guide Author IceBrittle
IceBrittle Kindred Guide
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Jungling Lamb by BestWaifuEmilia [Season 9] [V8.24]

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