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Kindred Build Guide by GrayJinxed

Jungle Kindred Guide Patch 12.5 with Jumpable Walls Image (Work In Progress)

Jungle Kindred Guide Patch 12.5 with Jumpable Walls Image (Work In Progress)

Updated on March 18, 2022
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League of Legends Build Guide Author GrayJinxed Build Guide By GrayJinxed 4,416 Views 1 Comments
4,416 Views 1 Comments League of Legends Build Guide Author GrayJinxed Kindred Build Guide By GrayJinxed Updated on March 18, 2022
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Runes: Press the Attack (Go to Runes)

1 2 3 4
Precision
Press the Attack
Triumph
Legend: Bloodline
Coup de Grace

Inspiration
Magical Footwear
Approach Velocity
Bonus:

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

Spells:

1 2
Flash + Challenging Smite
LoL Summoner Spell: Challenging Smite

Challenging Smite

LoL Summoner Spell: Flash

Flash

Threats & Synergies

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

Champion Build Guide

Kindred Guide Patch 12.5 with Jumpable Walls Image (Work In Progress)

By GrayJinxed
Kindred Abilities

Passive - Mark of the Kindred


Passive 1 - Lamb
Kindred is able to mark a champion target out of combat to hunt. It will take 8 seconds to fully initiate the hunt. Scoring a takedown on a marked target will grant her 1 permanent Kindred Stack that will permanently empower her abilities. Upon the first time reaching 4 stacks that game, Kindred will receive a permanent 75 bonus range and every 3 successful hunts onwards will grant her 25 bonus range.

Each Mark of Kindred that she receives will add 5% bonus attack speed when you use Dance of Arrows (Q), an additional 1% current health damage on each bite of Wolf Frenzy (W), and an additional 0.5% of the target's missing health upon fully stacking Mounting Dread (E).

Passive 2 - Wolf
Starting at 3:15, Wolf will periodically mark a random large monster within the enemy team's jungle. Once the marked monster is defeated, a new one will appear in 45 seconds.

The type of monster that Wolf can mark changes based on Kindred's current Marks:

- 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


Ability 1 - Dance of Arrows (Q)

Active: Dashes in the direction of the cursor location, gaining 25% bonus attack speed(+5% Per Kindred Mark) for 4 seconds. After dashing, Lamb fires up to 3 arrows at nearby visible enemies dealing 60/85/110/135/160 (+75% bonus AD) physical damage upon arrival per arrow. Lamb's current attack target at any proximity will be prioritised by one of the arrows.

Dance of Arrows has a fixed cooldown of 8 seconds. When casting Wolf Frenzy (W) or using Dance of Arrows while inside of the area will reduce the Q ability's cooldown to 4 seconds at level 1. Each point level decreases the cooldown time by 0.5 seconds when inside of Wolf Frenzy.

Lamb is able to cast any of her abilities during Dance or Arrows.
Dance of Arrows resets Lamb's basic attack timer.


Ability 2 - Wolf's Frenzy (W)

Passive: As Kindred moves and attacks, they build up to 100 stacks of Hunter's Vigor. At full stacks Lamb's next basic attack will heal her based on her missing health for a max of 49-100 health (Scaling with Kindred's current level).

Active: Wolf moves to the target location and claims the surrounding area as his territory for the next 8.5 seconds, separating from Lamb. Wolf will automatically attack enemies within the area prioritising Lamb's attack target. Wolf deals 25/30/35/40/45 (+20% bonus AD) (+8% (+1% per Kindred Mark) of target's missing health) as magic damage.

Wolf's basic attacks deal magic damage and scale with 25% of Kindred's bonus attack speed. Wolf deals 50% increased damage and slows the target by 50% for 2 seconds against monsters.

Wolf Frenzy will end immediately if Lamb leaves the area or dies.


Ability 3 - Mounting Dread (E)

Active: Lamb fires a shot at the enemy that upon arrival marks them for 4 seconds and slows them by 50% for 1 second.

Lamb's basic attacks on the marked target will refresh the mark's duration and apply a stack. Upon reaching 2 stacks, her next basic attack against the target will consume the stacks to deal an additional 80/100/120/104/160 (+80% bonus AD) (+8% (+0.5% per Kindred Mark) of targets missing health).

The additional damage will critically strike targets below 15% - 65% (Based on Critical Strike Chance) of their Maximum Health. The scaling of the critically striking pounce is 50% of Kindred's Critical Strike Chance. The base attack part of the pounce is independent of the wolf pounce. This means that the damage from the basic attack may critically strike on top of the critically striking pounce.

Ability 4 - Lamb's Respite

Active: Lamb creates a circle around herself for 4 seconds. All units inside the zone gan a minimum threshold of 10% of their max health and will become invulnerable for the remaining duration when they reach the threshold.

All targetable units within the zone are healed 150/300/400 (Scaling per Point of Level) immediately when the blessing ends.
Summoner Spells
Flash is the most importnat spell in the game! It is used to reposition, engage and disengage. This will be in most if not all of your games.


Ignite is an alternative to Flash if you are very confident in your early game. This spell will allow you to strengthen yourself in the early skirmishes and ganks.


Smite is a must have is 100% of your games (Unless you're playing lane Kindred). Do not forget to take smite in the jungle since this is the primary spell to get your jungle item and survivability when clearing your jungle.
Runes

Press the Attack


Press the Attack Helps you deal an additional 40 - 180 bonus Adaptive Damage and renders the target exposed for 6 seconds causing them to take 8% - 12% more damage. (Except True Damage)

Using this Rune will give yourself more burst in all stages of the game. The best way to fully utilise this rune is to auto first before you start your E Mounting Dread so that your fully stacked E Mounting Dread will deal that extra 8% damage.

Lethal Tempo


Increases attack speed for extended fights and increase attack range at max stacks.

Conqueror


Press the Attack Stacks damage and heals.

Hail of Blades


Gives you 3 quick autos to activate your Mounting Dread.


Matchup Tips

Extreme Threats:


Kha'Zix will most of the time attempt to assassinate you however, if he has ult up, he will just need to get you low inside of your own ult, go invisible then Q you after your ult has ended.



Yi has a similar scenario with Kha'Zix he can Q you or your teammate after your ult has ended after lowering you both in the ult. (Yi is a recommended ban in the low elo)



Lee Sin can kick you out of your own ult during team fights where your ult matters a lot and easily Q you after during skirmishes.



Jax's counterstrike (W) will completely disable your attack damage and his Jump (Q) will disable your kiting abilities. The best way to avoid those circumstances is to just E him as soon as possible. As he jumps to you with a stun, try to jump over a wall before he stuns you. When he ults (R), he will have increased armour and magic resistance.

He can get close to you and slow/burst you if going AD Shaco. Once he ults, if possible try to mark him or E him before he ults so that you can see who the real Shaco is once both are out of invulnerability.


Major Threats:


Graves
Elise
Kayn
Rammus
Rengar
Vi
Poppy
Hecarim

Even Threats:


Evelynn
Diana
Ekko
Lillia
Xin Zhao
Jarvan IV
Warwick

Minor Threats:


Nunu & Willump
Fiddlesticks
Olaf
Ivern
Nidalee
Rek'Sai
Sejuani
Viego
Zed
Talon

Tiny Threats:


Amumu
Gragas
Karthus
Skarner
Udyr
Zac
Lulu
Jumpable Walls

This image shows the walls that Kindred can jump (Q) over.

Colours show the difficulty of the jump
Blue = Easy
Yellow = Medium
Red = Hard
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League of Legends Build Guide Author GrayJinxed
GrayJinxed Kindred Guide
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Kindred Guide Patch 12.5 with Jumpable Walls Image (Work In Progress)

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