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Kindred Build Guide by AniNebula

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.

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League of Legends Build Guide Author AniNebula

Kindred~ We are not a dream, We are the waking.

AniNebula Last updated on October 19, 2015
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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.



Offense: 25

Legendary Guardian

Defense: 2


Utility: 3

Threats to Kindred with this build

Show all
Threat Champion Notes
Kindred Skill match up. dont fuck up, deny their camp marks and take yours asap.
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Lets play Kindred well and with versatility~

So you've been browsing many guides, or this just happened to be the first one you've popped on to. Well im going to try to guide you in the right direction to playing Kindred in various ways and hopefully well.
Side note) I will hopefully be adding more to this guide in the future, so dont forget about me!

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Pros / Cons


Strong early game dmg.
Very mobile with constant dashes.
Sustained clear.
Easy to snowball.
High dueling potential.
Decent initial burst followed by great DPS
Carry potential is a very plausible outcome.
SHEEPish item costs... *cough* I mean, Cheap-ish item costs.
(Please don't hate me)

Very squishy as they still are technically an ADC.
Ultimate can quite easily backfire.
Takes time to learn.
Very difficult to play properly.
Kite heavy when clearing early waves for sustain.
Can easily fall off if improperly played.

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Stats & Ability's

HEALTH 540 – 1985 ATTACK DAMAGE 49 – 86
HEALTH REGEN. 10.0 – 19.4 ATTACK SPEED [*] 0.625 (+0% – 42.5%)
MANA 300 – 895 ARMOR 27.0 – 82.3
MANA REGEN. 7.0 – 13.8 MAGIC RES. 30.0

Mark of the Kindred COOLDOWN: 25 PER TARGET COOLDOWN: 240
Mark of the Kindred
INNATE: Both Lamb and Wolf mark targets to hunt. Scoring a takedown on a marked target permanently empowers Lamb's basic attacks to deal 1.25% of her target's current health bonus on-hit physical damage, stacking with each mark consumed. The bonus damage is capped at 75 versus monsters.
LAMB - ENEMY CHAMPIONS: Lamb is offered a selection of champions to take down, which is hidden while in combat. Once selected, there's an 8 second delay before the mark can be collected and Lamb can change her target after 90 seconds, if the target hasn't died in that time. Targets successfully hunted cannot be targeted again for some time.
WOLF - ENEMY MONSTERS: Wolf periodically selects a random monster camp within the enemy's jungle, excluding epic monsters, and highlights the camp to both teams, starting at 2:30. This ends upon acquiring 6 stacks.The mark is removed upon the monster camp's death even if Kindred are not involved.

Ability Details
Mark of the Kindred's Passive is a physical on-hit effect.
Mark of the Kindred's Active is a global single targeted ability.

Mark of the Mark of the Kindred does not apply spell effects.

~Q Ability~
Dance of Arrows RANGE: 340 / 500 COST: 30 MANA COOLDOWN: 9
Dance of Arrows
ACTIVE: Lamb dashes in the target direction and fires up to three homing arrows on arrival upon the three nearest targets, dealing physical damage to each. Lamb's current attack target at any proximity will be prioritized by one of the bolts.
PHYSICAL DAMAGE: 60 / 90 / 120 / 150 / 180 (+ 20% AD)
Casting Wolf's Frenzy or dashing inside of Wolf's territory will reduce the cooldown of Dance of Arrows to 2 seconds.

Ability Details
Dance of Arrows is a ground targeted dash that fires up to 3 auto-targeted missiles. Casting Dance of Arrows while inside of or reaching inside of Wolf's territory by the end of the dash of Dance of Arrows will reduce the cooldown of Dance of Arrows to exactly 2 seconds, regardless of any cooldown reduction items, abilities or other sources.
Dance of Arrows applies spell effects as an area of effect ability.
Hextech Revolver Spell vamp is reduced to one-third effectiveness.
Will of the Ancients Will of the Ancients will heal you for 5% of the raw damage dealt.
Rylais Crystal Scepter Rylai's Crystal Scepter will apply a 40% slow for 1 second.
Banshees Veil Spell shields will block Dance of Arrows's damage.
This ability is considered to be a projectile for Unbreakable and Wind Wall.
~W Ability~
Wolf's Frenzy RANGE: 800 COST: 40 MANA COOLDOWN: 18 / 17 / 16 / 15 / 14
Wolfs Frenzy
PASSIVE: Lamb builds stacks of Hunter's Vigor as she moves around, up to 100. Once fully stacked, her next basic attack heals her for 「 (60 + 3 × Kindred's level) 」.
ACTIVE: Wolf claims a small area as his territory for the next 8 seconds, separating from Lamb. Wolf attacks targets within the area autonomously, prioritizing Lamb's attack target.
Wolf's basic attacks scale with 50% of Kindred's bonus attack speed and deal physical damage, equal to a base amount plus 40% of Mark of the Kindred's damage.
PHYSICAL DAMAGE: 25 / 30 / 35 / 40 / 45 (+ 40% AD)
On activation, the territory is centered about Lamb and her current attack target, or the nearest unit, and Wolf's Frenzy ends immediately if she leaves the area.
Ability Details
Wolf's Frenzy's Passive is a non-damaging on-hit effect.
Wolf's Frenzy's Active point-blank area of effect and summon ability.

Banshees Veil item.png Spell shields will not block Wolf's Frenzy's Wolf.
Additional Information:

Wolf's attacks apply spell effects.
Rylais Crystal Scepter will apply 20% slow for 1 second whenever Wolf attacks.
~E Ability~
Mounting Dread RANGE: 500 COST: 70 MANA COOLDOWN: 16 / 15 / 14 / 13 / 12
Mounting Dread
ACTIVE: Lamb cripples the target unit, slowing them by 70% for 1 second.
If Lamb manages to attack the target twice in the next 4 seconds of each other, her third attack in the next 4 seconds after instead directs Wolf to pounce on them, dealing bonus physical damage, capped against monsters.
「 BONUS PHYSICAL DAMAGE: 80 / 110 / 140 / 170 / 200 (+ 5% target's max. health) 」 (+ 20% AD)

Ability Details
Mounting Dread is both a single targeted debuff and physical
Mounting Dread does not apply spell effects.
Banshees Veil Spell shields will block the application of Mounting Dread's mark,slow and the detonation of the mark.
This ability is considered to be a projectile for Unbreakable and Wind Wall.
~R Ability/ ULTIMATE~
Lamb's Respite RANGE: 400 / 500 COST: 100 MANA COOLDOWN: 150 / 130 / 110
Lamb's Respite
ACTIVE: Lamb blesses the ground under an allied champion or herself for 3 seconds. While inside the area, all units (including champions, minions and monsters; both allied and enemy) cannot be reduced below 10% of 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.
HEAL: 200 / 250 / 300
Ability Details
Lamb's Respite is an ally-targeted point-blank area of effect.
Lamb's Respite does not apply spell effects.

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Ability Combos and Jungle clearing

Well when starting just about anywhere, lane or jungle. I like to startW for the lane control if the enemy gets to cozy trying to farm, though its a small amount of dmg, its still Good free damage being dealt to them without return. Some cheeky mates might wanna try and fight you, but youre simply going to out dmg them, especially if you start kiting them as well and stack up W's passive heal.
Youre still going to max out your Q because it will still be your main source of damage from your abilities.
Max E second due to the explosive pop damage done from the third proc, its like a glorified vayne proc.

~Full Combo~
(Optional, Auto first)Q dash, E slow, Bork Active for extra slowing,
W for Q reset, Q dash, auto, Q dash, auto.
pop the ult if you become dangerously low or if youre getting dove, it kinda ****s up their day cuz its like, either run and risk dying from the tower and you, or stay and try to kill you after the ults down, but either way, it aint gonna be a good outcome for them.
When jungleing with Kindred, its very optimal to start with yourW due to the "dot" damage from wolf and the passive heal you get from moving around; so when clearing, its always good to be kiting the camps for the heal.
For taking down camps, Auto, Q,
W for the reset on Q, and continue kiting around the camp with Q and autos for the most amount of damage out put with the least amount of damage taken; they have to keep chasing you and they cant auto you as much, PLUS, youre getting a small heal from your W passive.

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When Ganking a lane, do not ever try to 'Force a gank'. Forcing a gank is basically trying to gank someone who isnt over extended or if theyre just in a very defensive position and not very low.
So when you do find that lane thats either Overextended, Low, or walking in to counter gank; try to do theQ,E,
W,Q combo as it destroys their hp bar, making for a very effective gank.
You either have to in a way assassinate our target or just get them low enough for your allies to pick off because of your minimal CC capabilities.

If counter ganking, try to go for the opponent with either less hp, is deeper in the lane, or with low defensive stats to ensure they target dies.

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League of Legends Official Champion Spotlight ~
RedMercy's League of Myths on Kindred. ~
~ RedMercy's Tips and Tricks for Kindred. ~
Though it doesnt exactly mesh with my idea of how to play kindred, it still has some very valuable content within.