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Kindred Build Guide by Fyrrnix

Jungle KindredBueno | [15.13] | In-depth guide

Jungle KindredBueno | [15.13] | In-depth guide

Updated on July 13, 2025
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League of Legends Build Guide Author Fyrrnix Build Guide By Fyrrnix 16 1 44,561 Views 8 Comments
16 1 44,561 Views 8 Comments
League of Legends Build Guide Author Fyrrnix Kindred Build Guide By Fyrrnix Updated on July 13, 2025
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Runes: Standard (non-joat)

1 2 3
Precision
Press the Attack
Triumph
Legend: Haste
Cut Down

Inspiration
Magical Footwear
Cosmic Insight
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10-180 Bonus Health

Spells:

Spells™
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Scorchclaw Smite

Scorchclaw Smite

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


Greetings

I'm back with another guide, this time for my 2nd most played champion: Kindred
This is a guide that mainly focuses on Jack of all Trades, even though the build is pretty much your standard crit Kindred so don't worry if you don't like that rune.
You'll find bruiser items and runes as well!





Pros

+ Very unique playstyle due to passive Mark of the Kindred and also being one of the only two ADC champions in the Jungle

+ Can easily snowball if fed

+ Mark of the Kindred makes you a lot stronger thanks to buffing abilities and the bonus range

+ Rewarding if properly mastered

+ Can significantly impact teamfight or objectives outcome with Lamb's Respite

+ Can technically scale infinitely except for the range

+ High skill ceiling

Cons

- Weaker in early game than most junglers due to being an ADC and reliant (at least 4 for powerspike)

- Lowest base range (500) from all ADC's

- Can easily get 1-shot by assassins
( Shaco Kha'Zix) and stronger junglers such as Xin Zhao and Lee Sin especially in early game

- High skill floor required

- Can easily fall into the dying for a mark syndrome if you don't know when to go for them.

- Requires jungle and kiting knowledge to be good



PASSIVE ABILITY
Mark of The Kindred

How does your passive work?

IMPORTANT TIP

Don't focus on just getting Mark of the Kindred, especially in early game, focus on doing your jungle to build Trinity Force ASAP as it'll greatly improve your dueling potential.

IF you see an opportunity (i.e The enemy champion you have marked is overextending / You see low health enemy that you could easily mark and kill / Enemy jungler is dead and you can safely take from their camp) then go for it.

Q
Dance of Arrows

How does your Q work?


Using Dance of Arrows through walls


Green - Easy

Yellow - Can be tricky, but easy once mastered

Red - May feel impossible at first but it requires a VERY specific angle


IMPORTANT TIP

Be sure to use Dance of Arrows before Wolf's Frenzy and use it whenever possible during Wolf's Frenzy. If you do it correctly you will be able to use Dance of Arrows 3 times total and then have it at 4 second cooldown instead of 9(use it once your current Dance of Arrows runs out, it will refresh attack speed buff thanks to which you'll have it for longer if used this way.

Keep in mind this example video is for when your Dance of Arrows is at lvl 1-3 as at the 2.5s cooldown you can use it 4 times total before Wolf's Frenzy ends, and 5 times at 2s.

EXAMPLE

W
Wolf's Frenzy

How does your W work?

IMPORTANT TIP

You can use Wolf's Frenzy to check brushes / start objectives without engaging them yourself. Just make sure it's close enough as it won't attack anything outside it's range.

E
Mounting Dread

How does your E work?

IMPORTANT TIP

You can set up Mounting Dread during your Lamb's Respite and hold it on 2 stacks on low health enemy till your ult finishes, after that you can easily kill them with one more auto attack.

Example

R
Lamb's Respite

How does your R work?

IMPORTANT TIP

If there are hextech gates due to the Hextech Dragon You can use them while on the health threshold since you cannot be dealt any damage in that state.




PRECISION



Press the Attack is the best rune for Kindred (unless you plan on going bruiser) as you can easily auto attack someone 3 times especially thanks to Dance of Arrows resetting auto attack cooldown, so be sure to abuse it

Conqueror will 9/10 be way better than Press the Attack if you are going for tankier build (i.e Black Cleaver and Sterak's Gage) as it provides you healing and free AD during fights.

You should really only build bruiser if you are getting annihilated by assassins or to get used to kindred as it'll make it easier for you to survive fights in exchange for lowering your damage a lot since you aren't building 4 crit items (as you would with PTA)

Triumph Is the only good rune in this category for kindred. It grants you more gold for takedowns and restores 2.5% max health + 5% missing health.

Absorb Life will rarely if ever be of use to you as the heal it provides is simply nothing, especially when you're already healing from jungle monsters thanks to your jungle item.

The same goes for Presence of Mind which won't be helpful because you naturally regenerate more mana in jungle thanks to being a jungler.

Legend: Haste is my preferred choice, as it gives you 15 Ability Haste for your basic abilities (Q, W and E), which given you don't really build it on Kindred is more helpful than just 18% more Attack Speed that Legend: Alacrity provides on top of items like Trinity Force and Berserker's Greaves.

Legend: Bloodline could be used and would definitely be more beneficial than Legend: Alacrity in my opinion because while Legend: Alacrity provides something you can easily obtain there are only a few items that provide lifesteal and Legend: Bloodline grants up to 5% total.

Another choice where every rune is a good choice. Coup de Grace and Cut Down are two sides of the same coin, one helps you with squishier (low health) teams, the other helps you with tankier (lots of health) teams. I prefer Cut Down due to it being more useful in early game since you usually don't have enough damage yet to get enemies to Coup de Grace <40% health threshold reliably.

Last Stand is best used in bruiser kindred build, but can also be used with crit build the same way the other two are. It's simply less useful and more risky due to lack of bonus health.




INSPIRATION
Inspiration secondary runes are your standard runes that you'll take most if not all of the games.

Magical Footwear grants you boots that have +10 movespeed at 12:00 (-45 seconds per takedown) but prevents you from buying them yourself beforehand. You will also not obtain them if your inventory is full so be sure to keep a free slot for them.

Cash Back can also be used although it's not as useful Magical Footwear. It'll give you 200g after purchasing Trinity Force, and 1k gold total (roughly 200g per legendary item).
Cosmic Insight is great choice if you're not going for Jack of all Trades as not only will it lower your Flash cooldown but also your Smite cooldown by 13% (provided it works the same as Ability Haste).

Jack of all Trades is a funny sub-rune that grants you free Ability Haste per stack (Which at 10 stacks with Trinity Force lowers your ability cooldowns by 20% total and with Legend: Haste it further lowers your basic ability cooldown by 28% instead of just 20%) and 6 or 15 attack damage at 5 or 10 stacks respectively, which may not seem like a lot, but given that you are an ADC and your main damage is auto attacks that 16 AD is basically 16 more damage you can deal per attack.


RESOLVE
Resolve secondary runes are more ""beginner"" friendly secondary runes as they provide you with sustain or simply for bruiser build.
Conditioning isn't a good rune in comparsion (it will give you around 10 armor & magic resist max). It's more of a tank rune so unless you're doing some weird tank kindred build it's not worth it.

Second Wind is great pick for bruiser since you're going to be building health items.

Bone Plating is better for squishy builds, especially in early game or against burst/assassin teams since it reduces the damage you take from next 3 spells/attacks within 1,5 second.
Revitalize is in my opinion the best choice in here. It makes your Wolf's Frenzy passive's & Lamb's Respite's healing (and also any enchanter's shields & heals cast on you) better, where in comparison Overgrowth won't be as useful since you're not a laner and as such have way less minions to soak in for the extra health, Unflinching is in my opninion still a dead rune ever since it was changed.



Stat shards
In the 1st one you should always pick 10% Attack Speed due to being auto attacker.

In the 2nd you should pick Adaptive Force because it's simply more AD so more damage.

In the 3rd you can pick either health or Health Scaling, however keep in mind that health grants you 65 more health at level 1 which let's you survive invades for longer even if it's just a single auto attack.



STANDARD BUILD



Trinity Force
It's objectively the best 1st item. Better dueling potential thanks to stats like health and Attack Speed. The best part of trinity force is Sheen which gives you free damage whenever you use ability and the extra 20 movespeed whenever you attack something, it can help you catch up to someone or make kiting easier. It also gives you 4 stacks for Jack of all Trades.


Berserker's Greaves

they provide Attack Speed and Movement Speed you only gain unique stack for movespeed from them.

!!!IMPORTANT!!!

Depending on if you build Plated Steelcaps (2 stacks due to Movement Speed and armor) or Mercury's Treads (3 stacks due to Movement Speed, magic resist and tenacity) you might be able to use Jack of all Trades in bruiser build as well.


The Collector
Gives you lethality and crit chance (which count as 2 stacks for Jack of all Trades build), not to mention the passive that let's you execute anyone that reaches less than 5% health.


Infinity Edge
Increases your critical strike damage by 40% which affects both your auto attacks
and Mounting Dread and also counts critical strike damage as a stack for Jack of all Trades.


Mortal Reminder
Better Lord Dominik's Regards, the 5% less armor penetration does not make it worse especially when there's always at least one champion that builds some sort of healing or has healing runes in game.


Bloodthirster
80 AD and 15% life steal that will easily turn into 100+ healing per attack with full build. You also gain overheal shield when your health is full.


Runaan's Hurricane

You should get this as a boots replacement.

Great item that lets you hit 3 people at once on top of giving 40% Attack Speed, which makes it great for teamfights. It also brings your crit chance up to 100% and Mounting Dread threshold to <75% HP. Keeps your Jack of all Trades stacks at 10 (due to giving you % Movement Speed).

Situational items



Mercurial Scimitar
Great item for when you need magic resists/ anti-cc. Gives you active that Cleanse all CC (with airborne being the only exception) off of you & gives you 50% move speed for 1.5 second. Perfect replacement for Bloodthirster as it still grants you lifesteal, just a bit less.


Immortal Shieldbow

You can build it to help you deal with assassins and burst mages. Although I personally feel like Lamb's Respite already does it's job and better due to not taking up an item slot.

(if you're going for Jack of all Trades DO NOT build it. If you REALLY want to here are some combinations that'll keep your stacks at max (10):
- Mercury's Treads / Plated Steelcaps instead of Berserker's Greaves + Immortal Shieldbow instead of The Collector.

- Mercurial Scimitar instead of Bloodthirster + Immortal Shieldbow instead of boots.

- Mercurial Scimitar instead of Bloodthirster + Immortal Shieldbow instead of The Collector + Runaan's Hurricane instead of boots.


BOOTS



Berserker's Greaves
Your go-to boots thanks to the bonus Attack Speed if you don't need to go very defensive. (which as an ADC you really shouldn't until later items as you should prioritize getting your main powerspikes ASAP).


Plated Steelcaps
Boots you take when the enemy team has a lot of auto attackers ( Yasuo, Vayne etc.) and/or AD champions.


Mercury's Treads
Boots that grant you Tenacity for when the enemy team has a lot of CC and/or AP champions. (Especially since CC usually deals magic damage if it deals any to begin with).


BRUISER BUILD


WARNING

Items such as Trinity Force, Runaan's Hurricane & Mercurial Scimitar have already been explained above in Standard build.


Black cleaver
Core item for when you're going bruiser. It gives you armor penetration and bonus Movement Speed whenever you deal physical damage, making it easier for you to chase someone down.


Sterak's gage
Gives you tenacity which can come in handy if the enemy team has a lot of CC, a shield when you reach low health (<30% HP) and also free AD that scales with your level (Currently 54 AD at max lvl).


Blade of The Ruined King
Great anti-tank item due to dealing % current health damage and slowing the enemy every 3rd attack. It also grants you life steal and Attack Speed which are both great for you.

Situational items



Jak'sho, The Protean
This is your best option for defense as it'll grant you both armor and magic resist. After 5 seconds of combat it will also increase any bonus armor and magic resist you got by 30% (including ones it grants. Giving you total of 59 armor & magic resist during combat).


Mortal Reminder
If you need anti-heals or simply want to combine Black Cleaver with Chempunk Chainsword in order to have additional item slot.

Keep in mind you can't buy both Black Cleaver and Mortal Reminder. You can only have one armor penetration item!






SMITE
This summoner spell is the only reason you can buy a jungler item to begin with.

It let's you deal 600 -> 900 -> 1200 (Upon leveling it every 20 stacks) TRUE damage to monsters and objectives like dragon or baron.


UNLEASHED SMITE
This is the first upgrade of smite (20 stacks out of 40)

It now deals 900 instead of 600 true damage AND it now can be used on enemy champions to slow them by 20% which may not seem like a lot but it can easily make a difference in your gank being successful or failed due to letting the enemy run under their turret.



THE SMITES™
RED SMITE: It's your go-to smite, due to the 30% slow (which makes it easier to catch up/run away from enemies) and the 4% true damage burn (which can genuinely help you secure kills even if it may seem unlikely)
GREEN SMITE: My least picked option due to it simply not being a good one for Kindred. The only thing it provides is 300hp shield which is not a great option even into assassins as it's only available when you finish smite item
BLUE SMITE: Great for movespeed but nothing else, upon entering a brush you gain 30% movespeed that decays over 2 seconds upon leaving it, and 45% decaying movespeed upon killing a large monster (Gromp, Buff, etc.)



First clear



As you can see my first clear starts from blue buff, however red buff clear would be identical (start from buff -> Krugs -> raptors etc.), except for placing the ward in the bush next to the buff for safety, since it is more likely for enemy to invade your red rather than blue due to more bushes where they can wait for you to come.

0 - Start by warding bush next to Red Brambleback, that way you know if anyone invades it while you wait for Blue Sentinel

1 - Blue Sentinel
2 - Gromp
3 - Greater Murk Wolf
4 - Crimson Raptor
5 - Red Brambleback
6 - Ancient Krug

Mark of the Kindred: Depending on which side it appears on you might want to skip Ancient Krug

IMPORTANT TIP

Pay attention to when your Gromp respawns, especially if you can keep track of the enemy jungler as it might give you an opportunity to invade their jungle that just respawned.



Ganking


You should always do your best to mark enemies at least a few seconds BEFORE ganking as it takes 8 seconds in which they could very easily die before you can collect your mark off of them. A good habit is to ALWAYS ping "on my way" so that your laner knows that you're coming with a gank since they most likely won't be paying attention to the map.

I've made 3 different zones on each lane that basically explain good and bad time to gank (You should always do your best to gank from behind (i.e the sides marked with arrows) the enemy, that way you're cutting off their escape route and force them to go through you):

Green - Enemy is overextending and they will be forced to at the very least burn Flash if they want to escape especially if your teammate helps you. It's THE time for you to gank.

Yellow - Both your ally and the enemy are equally pushed and depending on if they actually help you with the gank you will most likely succeed or at the very least force the enemy to burn their Flash or any other means of escape.

Red - Unless the enemy has low health or no Flash OR your laner can help you kill them quickly (like assassins/burst mages (i.e Zed & Veigar) before they escape, you most likely will not succeed with a gank, however if you go further under the turret you'll most likely have to burn Flash and maybe even Lamb's Respite in order to not die yourself if you stay in turret's range for too long.

Only go for these plays if you KNOW you'll kill them, don't be overly confident or you'll end up dying or wasting time.


REMEMBER, GANKS DON'T DEPEND ON JUST POSITIONING. TAKE HEALTH, MANA, COOLDOWNS, ETC. INTO CONSIDERATION.



Ganking as BLUE side

VS

Ganking as RED side



Epic monsters (Objectives)


Dragon | Spawns at 5:00 at Bottom river | Respawns after 5 minutes | There are 6 different dragons and their order is completely random and varies from game to game.

Dragon types and what each of them provides

Voidgrub | Spawn at 8:00 at Top river | Never respawns | They spawn in a group of 3, each one of them providing a stack of Touch of the void team that kills it.

You need to kill at least two of them for them to count towards feats


How amount of stacks affects it

Rift Herald | Spawns at 16:00 at Top river | Respawns after 6 minutes | Once defeated spawns a pickupable Eye of the Herald that disappears after 40 seconds if not picked up by any member of the team that has slain him.

Atakhan | Spawns at 20:00 at either river's end (depending on which side most kills had occured by 14 minutes mark) | Never respawns | Sucks up all the Bloody petals from the map and grants additional 10 and then converts all of them into Spirit petals that grant 25% more xp and Adaptive Force.
Whenever you kill enemy champion you grant your team a Spirit Petals, then slow enemies in area of the corpse for 60% for 1,5 second and deal 15% current health adaptive damage to them.

Baron Nashor | Spawns at 25:00 at Top river | Respawns after 5 minutes | Provides Hand of Baron once slain.

Elder Dragon | Spawns after 6 minutes at Bottom river once one of the teams obtains a Dragon soul (slays 4 Dragons) | Provides Aspect of the Dragon once slain.


Jungle Plants


Map of where the plants spawn


There are 3 types (excluding Atakhan's Bloody petals as they spawn in areas around him and champion kills) of different jungle plants:

Honeyfruit - Drops 5 fruits that last 30 seconds. Healing 6% mana and 3,5% hp + 14-116 (based on level) and slowing by 35% on pickup.
When do Honeyfruits spawn?


Scryer's Bloom - Reveals area in a cone-like shape in front of you, revealing enemy champions for 3 seconds and non-champion enemies (wards, monsters etc.) for 12 seconds.
When do Scryers Blooms spawn?


Blast cone - Triggers an explosion that causes all units within it's radius to be displaced (as far as 900 units and over terrain) Can be used to jump over walls, escape from enemies chasing you on top of revealing everyone you displace with it.
When do Blast cones spawn?


How do Dragon rifts affect the plants and their placement?


>>Back to chapter selection<<



Kiting


Kiting is an important thing to at the very least be aware of for any league player, however it is an essential skill to pick up for any ADC champion. If you want to play Kindred You should learn it as soon as possible.

How to kite? (Step by step)

0. Start by binding "Player Attack Move click" command

1. Get enemy within your auto attack range (otherwise you will start walking towards them).

2. Press A (your "Player Attack Move Click" button) as close to the enemy as possible (it will target the enemy closest to your cursor only attacking enemies such as monsters/minions and enemy champions will count. (unless clicked directly on the enemy)

3. Right click away from them (as they will move towards you to get in range to kill you) / towards them (for example when they are running away from you towards safety)

4. Repeat constantly, make sure you keep your enemy at the edge of your range so that you can safely attack them from afar.



Why is kiting a good thing?


If you don't kite you will be a standing target, and that's never a good thing, especially since you are a ranged champion and thus very squishy.

Example of doing Blue Sentinel without kiting:



Example of doing Blue Sentinel with kiting:



As you can clearly see you lose a lot less health since Blue Sentinel is constantly forced to move closer to you in order to even attack you.

Keep in mind that this is just an example on a monster camp.
Against real players you will make a much greater usage of kiting than in the jungle since AI is very simple.




Thank you for reading!
(or simply choosing this chapter from chapter selection out of curiousity)

If you found my guide helpful feel free to rate it!

You can reach out to me in case of any questions or such through discord by clicking this link, or simply adding me (same username as here ^^). I'm also in Mobafire's discord server so you can reach to me from there as well!

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