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Kindred Build Guide by Fyrrnix

Jungle KindredBueno | [15.9] | In-depth guide

Jungle KindredBueno | [15.9] | In-depth guide

Updated on May 1, 2025
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League of Legends Build Guide Author Fyrrnix Build Guide By Fyrrnix 1,062 Views 0 Comments
1,062 Views 0 Comments League of Legends Build Guide Author Fyrrnix Kindred Build Guide By Fyrrnix Updated on May 1, 2025
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Runes: Joating

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

Inspiration
Magical Footwear
Jack of all Trades

Spells:

Spellsâ„¢
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Smite

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

Champion Build Guide

KindredBueno | [15.9] | In-depth guide

By Fyrrnix

Greetings

I'm back with another guide, this time for my 2nd most played champion: Kindred
This is Jack of all Trades focused guide, even though the build is pretty much your standard crit Kindred.
Be sure to let me know if I made any errors & feel free to ask any questions you have and I'll do my best to answer them!

Pros & Cons

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
Runes


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.

Both Legend: Haste and Legend: Alacrity are great choices, however I personally think that Legend: Haste is better 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 on top of items like Trinity Force and Berserker's Greaves.

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 low health enemies, the other helps you with full health enemies. 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 more useful in bruiser kindred build but can also be used with crit build the same way the other two are. It's simply more risky due to lack of bonus health.




INSPIRATION

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.
Jack of all Trades is a funny sub-rune that does nothing more but grant you free Ability Haste per stack 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.

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.
Abilities
PASSIVE ABILITY
Mark of The Kindred

Both Lamb and Wolf mark targets to hunt. Scoring a takedown against a hunted target collects a stack of Mark of the Kindred.

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.

Dance of Arrows grants an additional 5% Attack Speed per .

Wolf's Frenzy gains 1% current health damage per .

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)

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 75 seconds. Targets successfully hunted cannot be marked again for 4 minutes.

Starting at 3:15, Wolf periodically marks a random large monster within the enemy team's jungle for 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+:

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 his Gromp) then go for it.




Q
Dance of Arrows

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.

Wolf's Frenzy reduces Dance of Arrows current cooldown to the same amount.


!!IMPORTANT TIP & EXAMPLE BELOW!!


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.

W
Wolf's Frenzy

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.



E
Mounting Dread

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.

You can set it up 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.



R
Lamb's Respite


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.

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.


Items

JOAT CORE:



Trinity Force


Magical Footwear


The Collector


Infinity Edge


Last Whisper


Vampiric Scepter


Trinity Force - Great first item for Kindred, it provides Attack Speed, Ability Haste and Sheen which gives you free daamge whenever you use ability.

Magical Footwear - Free boots with 10 extra movespeed that you can get at 12 minutes in worst case scenario but usually sooner than that.

The Collector - Gives you lethality and crit which are both useful for you, 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 as a stack for Jack of all Trades.

Last Whisper - Grants you % armor penetration and another stack for Jack of all Trades.

Vampiric Scepter - Gives you your 10th stack for Jack of all Trades (if you went for Berserker's Greaves on top of finally giving you some sustain besides your jungle item and Triumph.



STANDARD FULL BUILD:



Trinity Force


The Collector


Infinity Edge


Mortal Reminder


Bloodthirster


Runaan's Hurricane

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 - 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.



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


Sterak's gage



Blade of The Ruined King



Chempunk Chainsword


Jak'sho, The Protean


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.

Chempunk Chainsword If you need anti-healing this is something you'll have to buy due to locking yourself out of Mortal Reminder due to buying Black Cleaver (You can only have one armor penetration item.

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).



ON-HIT ITEMS:



Guinsoo's Rageblade


Runaan's Hurricane



Blade of The Ruined King


Kraken slayer


Terminus


Wit's end


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.

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 Jack of all Trades 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.

Terminus - Your go-to anti-tank item that alternates between light (increases your armor & magic resist by 6-8 depending on level) and dark (increases your armor penetration & magic penetration by 10%) attacks. Each going up to 3 stacks (18-24 (depending on level) armor & magic resist and 30% armor penetration & magic penetration).
(Remember that if enemies have a lot of healing going for Mortal Reminder is not a bad idea as having more crit chance means more damage and higher Mounting Dread threshold.)

Wit's End - 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.)


You and Smite

SMITE
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 SMITESâ„¢
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.)
Jungle 101

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

!!!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 four different lines on each lane (except top as there is no way to SAFELY sneak behind them if they are close to the turret unlike mid or especially bot) that basically explain good and bad time to gank (You should always do your best to gank from behind 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 Ghost.

Orange - Unless the enemy has no Flash/low health OR your laner can help you quickly kill them (like assassins/burst mages (i.e Sylas / Lux) before they escape, you most likely will not succeed with a gank (best way is to gank from the side marked with the arrow) but you might scare them into burning Flash due to simply existing which will help your laner in the long run if they can use that to their advantage.

Red - Same as with orange, however you'll most likely have to burn Lamb's Respite and maybe even Flash 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, otherwise it's just a waste health and time.


Ganking as BLUE side:


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:

- Cloud Dragon | Provides Slow resist & Out of combat Movement Speed | Grants cloud soul when slain the most from all dragons.

- Infernal Dragon | Provides Attack Damage & Ability Power | Grants infernal soul when slain the most from all dragons.

- Ocean Dragon | Provides Health regen & Mana regen | Grants ocean soul when slain the most from all dragons.

- Mountain Dragon | Provides Armor & Magic resist | Grants mountain soul when slain the most from all dragons.

- Chemtech Dragon | Provides Heal and Shield power | Grants chemtech soul when slain the most from all dragons.

- Hextech Dragon | Provides Ability Haste & Attack Speed | Grants hextech soul when slain the most from all dragons.

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 buff (dealing a total of 24 melee | 12 ranged true damage to structures over 4 seconds) to the team that kills it.
At 2 stacks of it's damage is increased to 18 | 9 per second and at 3 stacks it's damage goes up to 24 /12 per second & you spawn a Voidmite that only targets structures (whenever you attack any structure) every 15s.
!!!You need to kill at least two of them for them to count towards feats!!!

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.

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.


Using Dance of Arrows through walls:



Green - Easy

Yellow - Medium / easy once mastered

Red - Hard (may feel impossible at first but it requires a VERY specific angle)

Kiting

Kiting:

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.



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.

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