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Kindred Build Guide by Mehka

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League of Legends Build Guide Author Mehka

Kindred Jungle (6.3)

Mehka Last updated on February 18, 2016
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.


Natural Talent
Bounty Hunter
Battering Blows
Piercing Thoughts

Ferocity: 18

Dangerous Game

Cunning: 12

Tough Skin
Runic Armor
Veteran's Scars
Legendary Guardian

Resolve: 0

Threats to Kindred with this build

Show all
Threat Champion Notes
Jarvan IV
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Table of Contents -

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Hey guys I've been a Kindred main for a while now.
I'm not a pro player but from experience with Kindred I've learned that this build is really effective on them. I transformed this build from a higher elo build and it works great. I'm going to be giving a more detailed description below.

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Pros / Cons

->High mobility
->High damage
->Scales all game

->Short ranged
->Ult is hard to use correctly

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Flash so you can reposition or escape if you're close to dying.
Smite because you're jungle.

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Fury ->Gives you more attack speed which goes well with your passive stacks.
Double Edged Sword ->Gives you more damage while ganking. This increases your damage to everything meaning your jungle camps too.
Vampirism ->It's better than Natural Talent and it gives you a little bit of lifesteal.
Bounty Hunter ->I choose this over Oppressor it's better for ganking.
Battering Blows ->It's armor penetration.
Fervor of Battle ->Is great for ganking and dueling enemies.

Wanderer ->This helps kiting.
Runic Affinity ->Buff's help you go through jungle faster and makes ganking easier.
Merciless ->Makes finishing enemies off a piece of cake.
Dangerous Game -> This just saves lives and keeps you in team fights longer.

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Mark of the Kindred PASSIVE
Playing Kindred there is a interface on your UI above your items. This is where you pick a champion on the enemy team to mark them. When you mark them you want to kill that champion to gain a mark. You will also see marks on the map in your enemies jungle. You get a mark for killing the camp that has the mark symbol over it. You stop getting stacks from enemy jungle when you hit 6 marks. After that you either have to do Rift Herald OR Kill the champion you have marked. There is no cap.

What I do is at the beginning of the game I mark the enemies jungler. You are more likely to run into him while getting your first mark. If you get your mark and see that the marked jungler is low on health you can kill him and claim another mark. That would be GG unless your team feeds.

If I'm going to gank a lane I will mark the champion about 10 seconds before I actually gank because the person you mark can see when they're being marked. If you have no time to wait then mark the champion right before you attack. It takes around 8 seconds to mark someone.

Dance of Arrows Q
Lamb leaps in the direction of your mouse cursor and shoots 3 arrows to the closest targets.
You can also use this to jump over small walls to evade, enter battle, and even kite jungle camps.
This skill is what you kite with. What you normally do in a duel is use Dance of ArrowsQ then Mounting DreadE then Wolf's FrenzyW and kite with Q again.
Note The cooldown for Dance of ArrowsQ is reduced to 2 seconds while in Wolf's Frenzy
Wolf's Frenzy W
This skill places a AoE below you for 8 seconds. While you're in Wolf's Frenzy your Q's cooldown is reduced to 2 seconds and wolf attacks a target.
Wolf attacks a random target if you do not choose a target to attack. He will attack the whatever you attack.
This passive heals you a decent amount when you hit a target with 100 stacks.
Mounting Dread E
This is Kindred's slow. It's point and click. Upon hitting the target 2 more times, your basic attack sends wolf to attack. Dealing a percentage of the targets maximum health.
Lamb's Respite R
Your ultimate places an AoE under you which prevents all living units from going below 10% health. Any units at 10% health cannot receive healing or damage. After it ends, any units still on the AoE will be healed a fixed amount of health.

This is Kindred's most difficult ability to use. These are good situations to use it on:
Someone being killed by an assassin such Talon.

AoE ults used on your team by champions like Malphite, Brand, Azir,and Katerina.

You can save allies from Karthus ult, Zed ult, and Zilean bombs.

You can use it to dive under towers by placing it far enough to get out of tower range. Do not ult on tower...

Note if you are countered and hit out of your ult. Do not try to get back in it. You're better off trying to run away.

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Jungle Route

Start at the bottom.
Remember to kite the jungle camps or you're going to take a lot of damage.
Note After you clear 2 camps your mark usually appears on scuttle. "Usually", so it won't happen all the time.

Blue Side
Krugs > Red > MARK > then whatever is close. If you do Raptors make sure you kill the little ones first. They do a lot of damage.

Red Side
Gromp > Blue > MARK > then whatever is close. If you do Raptors make sure you kill the little ones first. They do a lot of damage.

I only recommend taking marked enemy camps when you know where the enemy team is.
I usually take the first mark after I clear my second jungle camp because the enemy jungler should be occupied leveling. This could be just because I'm silver elo though.
I take dragon at level 7 if I know the enemy jungler is top side or if I have a successful gank bot lane.
I highly recommend taking Rift Herald with help from either mid or top. You can solo Rift Herald at a certain point but you have to know what you're doing. Leave it to the pros.

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I start Hunter's Talisman and 3 Health Potion because the Hunter Talisman heals you more overall and I don't worry much about mana. If you struggle with mana then I recommend starting with Refillable Potion and upgrade it to Hunter's Potion first back.

Skirmisher's Sabre - Warrior gives you good burst potential.
Boots of Swiftness - Furor gives you mobility. Makes it easy to kite.
Rapid Firecannon gives you more mobility, attack speed, and at 100 stacks your first basic attack has extended range.
Runaan's Hurricane gives more mobility and attack speed. Also it deals 15 damage and it shoots 3 bolts while doing 25% of your attack damage.
Blade of the Ruined King goes well with your passive and lets you destroy health stacking tanks.
Sterak's Gage will save you in sucky situations. Say you get jumped on by an assassin such as Talon, Rengar, or Zed. This will help turn that sucky situation around.

Lord Dominik's Regards-> If the enemy starts building armor take this. Also take this if you think you need more damage.
The Black Cleaver-> Not a bad item against Malphite or Nasus.
Mercurial Scimitar-> Goes well against champions with lots of damage and CC. Examples: Malzahar, Swain, Morgana, Lissandra, Zed
Maw of Malmortius-> Good against bursty mages such as; LeBlanc, Diana. If you're not the villain of Garen then this is a good defense to Demacian Justice.
Guardian Angel-> if you're against Talon or Zed.
Banshee's Veil-> Great item against LeBlanc, Lux, Malphite, Amumu.
Frozen Mallet-> If your enemies are to fast then this is not a bad item to recommend. Especially for champions like Shyvana or Udyr.