Usually a pushover except for his Q that he can use twice. Don't stand near him or you'll get hurt a lot by his W and E
Bel'Veth
She might have 4 dashes but each of them is in a different direction. Use that to your advantage and use your Dance of Arrows to dodge her knock-up.
Briar
Any champion with some way to push you out of Lamb's Respite will be dangerous if they know how to fight you
Darius
Not a jungler, luckily not as popular anymore, as he used to be a while ago but you should still be careful when you're up against him.
Don't fight him up close and kite him as much as possible, as he'll quickly stack his passive and 1-shot you with ult. Beware that he can pull you to him or worse, out of Lamb's Respite with his Apprehend
Diana
Not super strong unless fed, but that goes for pretty much every champion
Ekko
Don't let his Q or W hit you, that way he can't proc his passive nor stun you with his W.
Do your best to proc his R before he forces you to proc yours
Elise
Her stun is all she needs to quickly 1-shot you so avoid it at all cost
Evelynn
Before 6 she's a pushover if you don't let her charm pop off.
After 6 she can be anywhere on the map so pray that she does not get fed
Fiddlesticks
As most mages he's not at all dangerous in early game if you take advantage of him
Gragas
He can burst you down quickly once fed and his ult can push you out of your own.
Graves
Stand as far as possible so that less of his New Destiny bullets hit you.
If he uses Smoke Screen don't move closer unless you are stronger than him and can kill him
P.S it CAN go through walls so don't get caught off guard if she dashes after you
Hecarim
He's not only another champion that can push you out of your R but also one of the two champions that running away from will be nearly impossible. Your best way to counter it is abusing terrain with Dance of Arrows
Ivern
You don't have to worry about him anytihng other than his Q that you can easily avoid with Dance of Arrows but rather his team as Ivern is basically a support on jungle that plays around everyone else.
Jarvan IV
If he ults you simply Dance of Arrows through the "cage", you can also dodge his knock up with it as he HAS to pull himself to the flag in order for the knock-up or pull to work
Jax
Rarely in a game as jungler, do your best to kite him and avoid his stun if possible. Use terrain to your advantage
Karthus
He's immobile and should not be a big problem as long as you avoid his Q and keep your R for his own if needed.
Kayn
Bully him in early game or he will do that to you if you let him
Kha'Zix
Don't let him catch you with no minions or monsters around as his passive will make him deal significantly more damage
Lee Sin
A mobile champion (thanks to Sonic Wave & Safeguard) that can quickly kill you if you're not careful
The other champion that can easily catch up to you if she gets a chance. Try to kill her before her sleep activates on you, otherwise just ult if you're low on health before it
Master Yi
He's pretty much like you but melee assassin with untargetability.
He can easily steal objectives from you due to his Consume] + [[smite, so if you need to use your Lamb's Respite to prevent him from doing so then go for it
Luckily not that popular on jungle anymore so that's one less assassin to worry about, be mindful of your surrounding and don't stand near walls or she can easily ult and destroy you before you can save yourself with Lamb's Respite
Rammus
THE ADC counter. You can easily avoid him spinning towards you with Dance of Arrows through a wall, do not attack him when he has his thorn shield on or you'll damage yourself more than him
Rek'Sai
Rengar
He cannot leap at you if you are close to him in the same brush as him so use that to your advantage.
STAY AWAY FROM BRUSHES IF POSSIBLE AND NEVER FACE CHECK THEM AGAINST HIM
Sejuani
Shaco
He'll possibly try to steal your buff thanks to Deceive while you're doing it only to then kill you for first blood if you're unlucky.
Be mindful of anything that can mark him before he uses Hallucinate (PTA, ignite etc.) as they'll stay on the original one and not the clone, which will make it significantly easier to kill him.
Don't get baited into traps or you'll be doomed, and keep in mind that he IS an assassin so you won't have a good time.
Shyvana
Skarner
Even after his rework he's miserable and doesn't do much nor is seen at all
Taliyah
Talon
Avoid letting him proc Blade's End by not getting hit by Rake twice as it'll do a lot of DoT damage
Abuse terrain with Dance of Arrows to your advantage due to the fact that he's immobile
Udyr
If he builds some strange new korean meta build he will 1-shot you with just Wilding Claw
Vi
Her Cease and Desist is the only thing you really have to worry about as you cannot escape from it while she's coming for you.
Have Dance of Arrows ready to jump away from her after she uses it and preferrably Wolf's Frenzy as she will most likely use Vault Breaker once you try to escape her
Viego
Only thing you need to worry about is Spectral Maw, he has no mobility (except for Heartbreaker if you count it) besides that
Volibear
Surprisingly can't do much to catch you besides stunning you wtih Thundering Smash
Warwick
You NEED Executioner's calling ASAP to reliably win fights against him due to him healing a lot.
But as long as you kite him with high hp (so that he does not gain move speed towards you and attack speed thanks to Blood Hunt) you'll be fine
Wukong
Very mobile.
Can shred your armor and gaining nearly 200 extra range on his next attack thanks to Crushing Blow on top of that.
He'll knock you up with Cyclone,
Hopefully you'll never see him in game as he is very dangerous
Have not seen a lot of him but he's not something to worry about anyways. Just don't be close to any monsters/teammates he can stun you with Stretching Strikes
Zed
Not a jungler but not so unusual to see him picked there
You're forced to treat Living Shadow as if it was him due to him being able to swap places with it at ANY MOMENT (Don't stand near it or he WILL Shadow Slash you with it)
Any champion that can push at least one enemy out of your Lamb's Respite is a good champ, although you'll most likely never see him since he's played on jungle and nowehre else
Morgana
Basically Zyra but better due to Soul Shackles being an AOE stun rather than just an AOE knock up
Malphite
Another huge aoe ult that can use Lamb's Respite as a perfect setup
for huge burst damage and knock-up, especially if he goes full AP
Orianna
Any champion with huge AOE works great with Lamb's Respite. Especially if it's a well timed one
If he knows how to play with Death from Below around your Lamb's Respite he can easily pop off with it since pretty much any champion within your Lamb's Respite should be within his execute threshold
You can use your Lamb's Respite to guarantee that his Stand United goes fully through and lets him join you in the fight
Varus
Xin Zhao
His Crescent Guard is great for when there's more than one enemy inside your Lamb's Respite forcing them all out of it except for one, possibly letting you finish them off before Lamb's Respite ends
Yasuo
Your Lamb's Respite forces enemies to either stay inside and risk getting hit by his Steel Tempest and then Last Breath due to smaller area or run away on low health
Yone
Just like with his brother. Your Lamb's Respite forces enemies to either stay inside and risk getting hit by his Mortal Steel or Fate Sealed due to smaller area, although they might not be able to escape Yone as they would with his brother due to Soul Unbound giving him extra range and movespeed
Her Stranglethorns will force enemies to leave your Lamb's Respite or get knocked up which might result in their death if she times her ult with your own
Synergies
IdealStrongOkLowNone
Alistar
Just like [[Lee sin]] or [[Blitzcrank]] he can push someone out of [[Lamb's respite]]
Azir
Can push enemies out of [[Lamb's respite]] with [[Emperor's Divide]] and later acts as a wall for them
Blitzcrank
Can pull enemies out of your [[Lamb's respite]] and /or [[Static Field]] everyone inside it after it runs out
Fiddlesticks
Just like with other "huge AOE ults"
[[Lamb's respite]] can be a perfect setup for [[Crowstorm]] if timed correctly
Just like with [[Lee sin]] you most likely won't see him on your team due to being a jungler
Galio
Pretty much all his abilities work great with [[Lamb's respite]]
His [[Hero's Entrance]] the most obviously due to huge AOE knockup
Lee Sin
Any champion that can push at least one enemy out of your [[Lamb's Respite]] is a good champ, although you'll most likely never see him since he's played on jungle and nowehre else
Morgana
Basically Zyra but better due to [[Soul Shackles]] being an AOE stun rather than just an AOE knock up
Malphite
Another huge aoe ult that can use [[Lamb's respite]] as a perfect setup
for huge burst damage and knock-up, especially if he goes full AP
Orianna
Any champion with huge AOE works great with [[Lamb's Respite]]. Especially if it's a well timed one
Ornn
[[Lamb's Respite]] makes it easier for him to use [[Call of the Forge God]] on enemies inside it
Poppy
Just like [[Lee sin]] she can push enemies out of your [[Lamb's Respite]] thanks to her [[Heroic Charge]] & [[Keeper's Verdict]]. But unlike [[Lee sin]] you might run into [[Poppy]] on top or support
Pyke
If he knows how to play with [[Death from below]] around your [[Lamb's Respite]] he can easily pop off with it since pretty much any champion within your [[Lamb's Respite]] should be within his execute threshold
Renata Glasc
Just like with other "huge AOE ults"
[[Lamb's respite]] is a perfect setup for her [[Hostile Takeover]]
Shen
You can use your [[Lamb's respite]] to guarantee that his [[Stand united]] goes fully through and lets him join you in the fight
Varus
Xin Zhao
His [[Crescent Guard]] is great for when there's more than one enemy inside your [[Lamb's Respite]] forcing them all out of it except for one, possibly letting you finish them off before [[Lamb's respite]] ends
Yasuo
Your [[Lamb's Respite]] forces enemies to either stay inside and risk getting hit by his [[Steel Tempest]] and then [[Last breath]] due to smaller area or run away on low health
Yone
Just like with his brother. Your [[Lamb's Respite]] forces enemies to either stay inside and risk getting hit by his [[Mortal Steel]] or [[Fate Sealed]] due to smaller area, although they might not be able to escape [[Yone]] as they would with his brother due to [[Soul unbound]] giving him extra range and movespeed
Zeri
[[Lamb's respite]] Lets [[Zeri]] time her [[Lightning Crash]] and possibly finish enemies off with it or at least deal huge AOE damage to them
Zyra
Her [[Stranglethorns]] will force enemies to leave your [[Lamb's respite]] or get knocked up which might result in their death if she times her ult with your own
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 also find bruiser and on-hit items and runes as well!
Both Lamb and Wolf mark targets to hunt. Scoring a takedown against a hunted target collects a stack of Mark of the Kindred.
Lamb can choose enemy champion to hunt if she has not been in combat with any of them in the last 6 seconds. Once selected, the mark is applied after an 8 second delay, after which it can be collected by Kindred.
Lamb gains the ability to select a new target every 1:15 minutes (75 seconds). Targets successfully hunted cannot be marked again for 4 minutes (240 seconds).
Starting at 3:15, Wolf periodically marks a random large monster within the enemy team's jungle for 3 minutes (180 seconds). The hunted camp is highlighted on the mini map to both teams. Once the hunted target is slain or the mark expires, Wolf will wait 45 seconds before selecting a new target.
The type of monster that Wolf can mark changes based on Kindred's current Mark of the Kindred stacks:
0:
1 – 3:
4 – 7:
8+:
How impacts your abilities:
Lamb gains 75 range on 4th mark and 25 range every 3rd mark after the first 4 (up to a total of 250 bonus range at 25 marks) bonus range affects her basic attacks and Wolf's Mounting Dread.
Mounting Dread gains 0,5% missing health damage per , and 0,75% per if it hits an enemy within the threshold. (<25% HP if you have 0% crit chance, all the way up to <75% HP if you have 100% crit chance)
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?
Lamb dashes toward the target location, gaining 35% (+ 5% per ) bonus Attack Speed for 4 seconds and firing an arrow at up to 3 nearby visible enemies that deals physical damage. Her current attack target within any proximity will be prioritized by one of the arrows.
Dance of Arrows total cooldown is reduced to 4-2 seconds (based on it's level) while Lamb is within the area of Wolf's Frenzy.
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?
Passive: As Kindred move and attack, they build up to 100 stacks of Hunter's Vigor.
Hunter's Vigor: At maximum stacks, Lamb's next basic attack heals her for 0% – 100%
(based on Kindred's missing health) of 47 – 81 (based on level). The heal is not triggered if Kindred is at full health.
Active: Wolf dashes to the target location, then claims the surrounding area as his territory for the next 8.5 seconds, separating from Lamb.
He automatically attacks the closest nearby visible enemy within the area, prioritizing the last enemy Lamb has attacked, then enemy champions, then non-champions.
Wolf's attacks deal magic damage and the speed at which he attacks scales with 25% of Kindred's bonus Attack Speed. Against monsters, his attacks deal 150% damage and slow the target by 50% for 2 seconds.
Wolf's Frenzy ends immediately if Lamb leaves the area or dies.
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?
Lamb fires a shot at the target enemy that slows them by 30% (+ 5% per 100 AP) for 1 second and marks them for 4 seconds. Her basic attacks against the marked target each apply a stack, refreshing the duration and stacking up to 3 times.
The third stack directs Wolf to pounce on the target, consuming all stacks to deal additional physical damage, capped at 300 against monsters.
The missing health portion of the additional damage will critically strike for (150% + 40%) damage if the target is below 25% – 75% (based on Critical strike chance) of their maximum health and cannot critically strike otherwise. The base damage of the pounce can independently critically strike for (175% + 40%) damage.
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?
Lamb blesses the ground underneath herself and enters a 0.264 seconds cast time, creating a sacred zone at her location at the time of cast that lasts for 4 seconds.
All units inside the zone gain a minimum health threshold equal to 10% of their maximum health, and will also become invulnerable while remaining in the area when they reach or are at the threshold, during which they also cannot be healed, but can still regenerate health.
All targetable units within the zone are healed when the blessing ends.
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.
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 Arrowsresetting auto attack cooldown, so be sure to abuse it
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 withPTA)
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.
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 is also a decent choice if you don't want the Magical Footwear. It'll give you 200g after purchasing Trinity Force, and 1k gold total (roughly 200g per legendary item).
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 but can also be used with on-hit or standard crit if you're not going for Inspiration secondary runes.
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.
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.
Gives you lethality and crit (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.
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
A lot of 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 keeps your Jack of all Trades stacks at 10 (due to giving you % Movement Speed) and also letting you hit 3 people at once which makes it great for teamfights. It also brings your crit chance up to 100% and Mounting Dread threshold to <75% HP.
JOAT Stacks (min. for 10 stacks on JOAT):
Trinity Force
Berserker's Greaves
The Collector
Infinity Edge
Last Whisper
Vampiric Scepter
BOOTS:
Berserker's Greaves
Plated Steelcaps
Mercury's Treads
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 Crowd Control and/or AP champions. (Especially since CC usually deals magic damage if it deals any to begin with)
BRUISER ITEMS:
Black cleaver
Core item for when you're going bruiser. It gives you armor penetration and bonus movespeed 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 Crowd Control, 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.
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).
ON-HIT ITEMS:
Guinsoo's Rageblade
THE main on-hit item. It applies 30 magic damage on-hit, further increases your Attack Speed for each attack (up to 4) but most importantly, once you reach those 4 stacks it makes every 3rd attack apply on-hit effects twice which in turn makes every item below more effective.
KEEP IN MIND YOU NEED STACKING ITEMS FIRST FOR Guinsoo's Rageblade TO BE USEFUL SO DON'T BUILD THIS AS FISRT ITEM, build Blade of the Ruined King or even Kraken Slayer as first item instead (however Blade of the Ruined King is preferred personally).
Runaan's Hurricane
Great item that not only increases your Attack Speed (which is what on-hit is all about), but also hit 3 people at once which makes it great for teamfights. It also gives you 25% crit chance which may not seem like a lot especially since you don't build Infinity Edge, however 25% is better than 0% nontheless as critical attacks deal 75% increased damage.
Blade of The Ruined King
Just like with Bruiser build, it's a great anti-tank item due to dealing % current health damage and slowing the enemy every 3rd attack while granting you lifesteal for more sustain.
Kraken slayer
Deals on-hit physical damage every 3rd attack (120-160 based on level), increased by up to 50% based on enemy's missing health.
Best anti-ap item you can get for on-hit build. It deals 45 on-hit damage with each attack while granting you both magic resist and tenacity which can be very useful against crowd control.
(Keep in mind that if there are no AP champions in enemy team there's no reason to build Wit's End and you would be better off with Infinity Edge for more powerful crits and Mounting Dread damage or Bloodthirster for even more sustain.)
Mortal Reminder
Can be built in on-hit builds as a replacement for Terminus if you need anti-heals. Keep in mind it'll make you a bit more squishy due to not stacking armor and magic resist like you would with Terminus.
This summoner spell is the only reasonyou 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.)
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
!!!HELPFUL JUNGLE 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.
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
1 - 6 melee | 3 ranged true damage per second to structures over 4 seconds.
2 - Damage is increased to 18 | 9 per second.
3 - Damage goes up to 24 | 12 per second & you spawn a Voidmite that only targets structures (whenever you attack any structure) every 15s.
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 Roses (Flowers that when attacked / destroyed grant you xp and Adaptive Force) 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 Petal, then slow enemies in area of the corpse for 60% for 1,5 second and deal 15% current health adaptive damage to them.
Kiting is an important thing 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.
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.
(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 to ask any questions outside of mobafire's comments section on discord.
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