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Runes:
1
2
3
Precision
Domination
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Smite
Items
Ability Order
Mark of the Kindred (PASSIVE)
Kindred Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Shaco
Sion
Ideal
Strong
Ok
Low
None
Sion
Champion Build Guide
STRATEGY
The Kindred Kindred roam the jungle camps collecting monsters with relative ease thanks to the Wolf Frenzy Wolf Frenzy, which grants twin spirits the damage they need for their basic attacks. With the cooldown of Dance of Arrows Dance of Arrows reduced, Wolf Frenzy Wolf Frenzy will allow the sheep to run around camps, wearing down multiple targets. Dance of Arrows Dance of Arrows is not only a spectacle, in addition, its repeated use very quickly increases the passive of Wolf Frenzy Wolf Frenzy; which, in turn, increases the life of the former twins as they go from camp to camp. The Kindred may be a fragile champion, but by constantly moving and attacking, as long as their passive is ready, the duo will be able to conserve the life they need to continue executing the ancient art of hunting. Giant monsters are the greatest challenge for this double champion and this is where they can turn to Rising Fear Rising Fear. This ability consumes too much mana to be used on small monsters; However, against the largest and most resistant creatures, it allows you to harass from afar and take a percentage of their maximum life from them by achieving maximum stacks. And once the Kindred have cleared their jungle, they are in a position to go for the larger prey. The Mark of the Kindred Mark of the Kindred is a powerful tool, and not just for the buff it gives twins when they take down a marked target. It also has great psychological value: knowing that they are marked by death, the targets begin to play more passively and retract their advances down the lane, fearful of being ambushed. But the mere fact of marking a prey does not force the Kindred to go to their lane to hunt it down. As this ability has a global range, for example, you can try to ambush the center lane by faking with a mark left on the top lane. Although the improvement is not permanent, it is not advisable to rush trying to hunt down the objectives that are known to be marked, since many times the time of the Kindred could be better spent helping their allies.
Let's say, however, that the Kindred chose to go after the target set. What then would be the best way to go hunting them? We could start with Rising Fear Rising Fear, slowing targets down as they get closer to better position Wolf Frenzy Wolf Frenzy. Set the table, the Kindred will be more than ready to unleash their Dance of Arrows Dance of Arrows and their basic attacks on their marked rival. Sheep and wolf certainly can hit hard, but they still lack traditional crowd control effects. This is why they are most effective against wounded enemies or when fighting with allies capable of immobilizing the enemy. The Kindred will always want to keep an eye on the enemy jungle, as while these twin beasts choose the champions to which they will apply the Mark of the Kindred, the affected enemy camp is chosen randomly. The Kindred do not get a vision of the chosen targets, but they do know that once a camp is marked, it is at least alive. This is where they must use their cunning: knowing where there are camps is equivalent to knowing where the enemy jungler is not going to be, or at least where he could go, which will give you the opportunity to better plan your ambushes or advance routes as you see fit. . The mark is also visible to the enemy jungler, who will suddenly find himself at the crossroads of deciding between not destroying the marked camp and leaving the Kindred without the passive bonuses or setting up an ambush. It is not an easy decision: opting for the latter, especially in a lane away from the marked camp, is practically equivalent to accepting that the Kindred improve their statistics without response. Otherwise, what the enemy jungler will have to do is plant sentries around the marked upgrade and stay close enough to pounce on the Kindred, if they decide to attack the camp. Despite their speed and power, the Kindred will find it difficult to take on some of the strongest jungle duelists. Lamb's Serenity Lamb's Serenity, when used at the right time and circumstances, is an incredibly useful skill. It can thwart enemy hunting of epic monsters - even the enemy's use of Punishment - and when the Kindred team is taking a beating, it can provide the serenity needed to turn the game around. In addition, it is a perfect ability for raids under turret, because as it only protects the living, its effect does not apply to towers. Even in inferior situations, the Kindred team can hit targets using Lamb's Serenity Lamb's Serenity before landing on enemy structures. Its healing effect also offers ample possibilities: prolong the offensive if the enemy decides to start a base race, or give them enough time to finish off stragglers trying to save their defenses.
Team fights
In large-scale fights, the most suitable place for the Kindred is behind the vanguard, moving within the area of Wolf Frenzy Wolf Frenzy to cast Dance of Arrows Dance of Arrows as many times as they can and use Growing Fear Rising Fear against enemy frontal units that manage to penetrate the delicate bowels of the team. If they have the upper hand in the fight, the best thing the Kindred can do is reserve Lamb's Serenity Lamb's Serenity to ensure the survival of the most powerful units on their team. But instead, if they lose, the twins can use Lamb's Serenity Lamb's Serenity to protect the entire team. The rare but precious seconds of immortality that this ability confers will help balance the actions and leave the top champions of both teams on the brink. Once the ultimate is complete, Lamb's Serenity's Serenity Healing will quickly wear off for the brutal seconds that will inevitably follow.
Let's say, however, that the Kindred chose to go after the target set. What then would be the best way to go hunting them? We could start with Rising Fear Rising Fear, slowing targets down as they get closer to better position Wolf Frenzy Wolf Frenzy. Set the table, the Kindred will be more than ready to unleash their Dance of Arrows Dance of Arrows and their basic attacks on their marked rival. Sheep and wolf certainly can hit hard, but they still lack traditional crowd control effects. This is why they are most effective against wounded enemies or when fighting with allies capable of immobilizing the enemy. The Kindred will always want to keep an eye on the enemy jungle, as while these twin beasts choose the champions to which they will apply the Mark of the Kindred, the affected enemy camp is chosen randomly. The Kindred do not get a vision of the chosen targets, but they do know that once a camp is marked, it is at least alive. This is where they must use their cunning: knowing where there are camps is equivalent to knowing where the enemy jungler is not going to be, or at least where he could go, which will give you the opportunity to better plan your ambushes or advance routes as you see fit. . The mark is also visible to the enemy jungler, who will suddenly find himself at the crossroads of deciding between not destroying the marked camp and leaving the Kindred without the passive bonuses or setting up an ambush. It is not an easy decision: opting for the latter, especially in a lane away from the marked camp, is practically equivalent to accepting that the Kindred improve their statistics without response. Otherwise, what the enemy jungler will have to do is plant sentries around the marked upgrade and stay close enough to pounce on the Kindred, if they decide to attack the camp. Despite their speed and power, the Kindred will find it difficult to take on some of the strongest jungle duelists. Lamb's Serenity Lamb's Serenity, when used at the right time and circumstances, is an incredibly useful skill. It can thwart enemy hunting of epic monsters - even the enemy's use of Punishment - and when the Kindred team is taking a beating, it can provide the serenity needed to turn the game around. In addition, it is a perfect ability for raids under turret, because as it only protects the living, its effect does not apply to towers. Even in inferior situations, the Kindred team can hit targets using Lamb's Serenity Lamb's Serenity before landing on enemy structures. Its healing effect also offers ample possibilities: prolong the offensive if the enemy decides to start a base race, or give them enough time to finish off stragglers trying to save their defenses.
Team fights
In large-scale fights, the most suitable place for the Kindred is behind the vanguard, moving within the area of Wolf Frenzy Wolf Frenzy to cast Dance of Arrows Dance of Arrows as many times as they can and use Growing Fear Rising Fear against enemy frontal units that manage to penetrate the delicate bowels of the team. If they have the upper hand in the fight, the best thing the Kindred can do is reserve Lamb's Serenity Lamb's Serenity to ensure the survival of the most powerful units on their team. But instead, if they lose, the twins can use Lamb's Serenity Lamb's Serenity to protect the entire team. The rare but precious seconds of immortality that this ability confers will help balance the actions and leave the top champions of both teams on the brink. Once the ultimate is complete, Lamb's Serenity's Serenity Healing will quickly wear off for the brutal seconds that will inevitably follow.
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