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Recommended Items
Runes: Joating
Spells:
Flash
Smite
Items
Ability Order Q -> W -> E
Mark of the Kindred (PASSIVE)
Kindred Passive Ability
Threats & Synergies
Darius
Not a jungler but sadly very popular as of late.
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
Galio
Pretty much all his abilities work great with Lamb's Respite
His Hero's Entrance the most obviously due to huge AOE knockup
Galio
Pretty much all his abilities work great with [[Lamb's respite]] His [[Hero's Entrance]] the most obviously due to huge AOE knockup
Champion Build Guide
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!
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![]() ![]() ![]() ![]() ![]() ![]() ![]() 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 ![]() |
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![]() In the 2nd you should pick ![]() In the 3rd you can pick either ![]() ![]() ![]() |
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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.
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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.
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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).
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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.)

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.


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!!!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.
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.


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:
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Cloud Dragon | Provides
Slow resist & Out of combat
Movement Speed | Grants
cloud soul when slain the most from all dragons.
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Infernal Dragon | Provides
Attack Damage &
Ability Power | Grants
infernal soul when slain the most from all dragons.
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Ocean Dragon | Provides
Health regen &
Mana regen | Grants
ocean soul when slain the most from all dragons.
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Mountain Dragon | Provides
Armor &
Magic resist | Grants
mountain soul when slain the most from all dragons.
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Chemtech Dragon | Provides
Heal and Shield power | Grants
chemtech soul when slain the most from all dragons.
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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.

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