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Kindred Build Guide by Massive Nuts

ADC gold

Massive Nuts' Kindred ADC complete guide for Season 10

By Massive Nuts | Updated on March 25, 2020
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Choose Champion Build:

  • LoL Champion: Kindred
    The frontline burster
  • LoL Champion: Kindred
    The backline specialist


Press the Attack
Legend: Alacrity
Coup de Grace

Perfect Timing
Biscuit Delivery

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor


LoL Summoner Spell: Flash


LoL Summoner Spell: Heal


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Jungle Role
Ranked #36 in
Jungle Role
Win 51%
Get More Stats

Threats & Synergies

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None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies

Champion Build Guide

Massive Nuts' Kindred ADC complete guide for Season 10

By Massive Nuts

Hey guys, my name is Massive Nuts, I'm a lvl 400 high-plat player in EUW, peak D2. Kindred really happens to be one of the strongest ADCs in the meta and everybody seems to ignore it. I played it competitively in university teams and my team reached #8 of the UK thanks to that Kindred meta.

Kindred is fun, it's creative, efficient, it's extremely strong in late aswell as in early paired with the right support. Very few people know how to play against it and underestimate its damage. Abuse that for your advantage.

Kindred is not insanely hard mechanically, 10 games of practice should be enough to understand your skillshots, your combos and your limits. So I hope with this guide, you will learn new things, try it out and come back and say "Hell yeah this is busted". Enjoy the reading, I'll try and keep it simple and clear, hope you enjoy it

Just a quick question answering because I know a lot of you are wondering and it's the most common rebutal to playing Kindred ADC: How do you get your passive stacks? Do you just lose all that power?

No, just a reminder you have two ways of getting stacks: Wolf hunts are granted when you kill (or have an assist on) an enemy camp, and Lamb hunts are granted when you kill (or have an assist on) a marked enemy champion. On average, Jungle Kindred can hope for 3 stacks every 10 minutes. It's the same for ADC kindred. Where wolf hunts are easy to get for Jungle kindred, for ADC kindred it's the lamb stacks that will matter the most. You have two opponents in your lane which you will frequently fight with. Marking the one which appears to be the weakest, or not have flash will allow you to keep up with those bonuses in-lane. In addition, you can always roam for the crab in early once you pushed the wave, it is definitely worth missing a couple minions to grab it, to grant vision on your river and getting a stack. In mid-game and late-game, you can decide if it's greedy to go for camps or not depending on the situation. Overall, the passive is not at all a problem. Your powerspikes happen after 4 stacks, 7, 10, 13, etc. when your range is increased.

You basically have two [correct] ways of playing Kindred ADC: The Frontline Burster or the Backline Specialist. It's not about which one is better or does more damage, but which one should you play in what situation, depending on your team composition and the enemy's. Here is a breakdown to help you chose which one you should go for before the game:



You have an enchanter support (Taric, Yuumi, Rakan...)

The FB benefits less of having an enchanter and will most likely want to pair with an aggressive support with some peel power. (Nautilus, Pyke, Thresh, etc...) Your supports will want to take items such as Knight's Vow or Zeke's Convergence or Twin Shadows.
The BS will take all benefits from having an enchanter, as you are more likely to take extended fights and will need more direct protection from your allies. You most likely want them to build items such as Ardent Censer, Athene's Unholy Grail or Redemption.


You are playing against an aggro lane (Draven, Twitch, Blitz...) rather than a chill lane (Varus, Sivir, Janna...)

Getting caught/ grabbed off-guard is a real hard punishment for Kindred in early-game but by answering with heavy burst damage you will be able to scare them and think twice before hard-engaging on you next time. That's why if I'm against annoying botlanes i'll usually go the FB.
Often times, you won't have enough time to get your Conqueror working as these aggressive botlanes take short trades and this build profits more of long trades and late-game, but if you get punished too hard you might not reach it. Overall a bit more punishing to take the BS build against these.


You have good engages in your team (Kled, Malphite, Jarvan IV...)

Having good engages correlates with having a good frontline, therefore you standing in front of them may ruin your team's better chances at winning teamfights. You're less efficient doing that poking job if you have an engage teamcomp that can engage better than you.
The BS will really enjoy having a frontline and being able to follow more than to engage. You want to be putting all your efforts towards your positionning. Make sure you stand behind them, close to your support. This only really accounts in grouped teamfights though.


You are more the greedy playmaker type than the backline hypercarry

Your playstyle also greatly impacts the way you prefer playing the game. If you're more of a playmaker ADC who likes to greed and take risks, the FB build is probably better for you and will make reward your risky gameplay.
If you're more of a backline hypercarry and won't take many unnecessary risks or if you're in a more professional environment, you'll want to be taking the BS build. Which means in that scenario you're gonna prefer the other build.


The enemy team is really tanky (Sejuani, Braum, Malphite...)

While Kindred is a pretty good tank shredder with his kit, if you're against tanks, you're probably going to take more extended trades and have heavy frontliners rush at you. This FB build is probably less efficient in that situation as you benefit more of short trades.
The BS is definitely the better option in this scenario. Those long teamfights will really make you use your full power and you'll have more sustain with Legend: Bloodline, Conqueror and Guinsoo's Rageblade


Heal is a must for pretty much all ADCs but especially Kindred. Giving him movement speed and extra-health can allow him to get a lot more kill pressure without risking his life for it. It can be used to get out of your ultimate more safely, to speed you up in a chase, or simply heal your support in a 2v2 situation. However it is not the only viable option for Kindred.

Barrier is more useful on Kindred than on any other ADC. Generally, I am not a fan of that summoner spell and I do believe it needs a slight buff, but it synergises really well with Kindred. Right after your R, use your barrier to have twice the health percentage of your opponents for 2 seconds, giving you the time to deal enough damage to kill enemies. I take this with a Yuumi or a Taric and tell them to take heal. In fights early it can also surprise your enemies. Triumph gives you 12% of your missing health which is usually just slightly less than a Heal.

Exhaust is a really useful rune to run on Kindred. It can allow you to survive to burst damage by reducing damage by 40% if you're against heavy burst team, and it also allows you to catch two people at the same time (E and exhaust). I would take that if you're against an immobile botlaner (draven, jhin, ashe, jinx) and I have a heal support.


Flash is a must on Kindred. It is so useful to get out even faster from your ultimate than just dashing over a wall. It can also be used to finish an enemy who is really low, just use Flash -> Q -> AA and it should do the job everytime. There is no other options better than flash and you should always take it.







The Frontline Burster will use the E-max over the W-max as he will be bursting down targets in mid-game rather than stalling in long fights with his W. The E-Max level 13 often happens roughly at the same time as the Infinity Edge purchase and the 4 stacks on the passive, which gives you an insane burst power spike before getting out of lane. This will be your time to surprise every fed enemy and collect those bounties to snowball the game.






The Backline Specialist wants to make the most out of his AOE and extended fights, so maxing W will not only give him more damage in extended fights, it'll also give Kindred more mobility since the cooldown is lowered by 1 second every upgrade. (From 18 -> 14)


I will not just write what the abilities do because you can read, I'll put the key elements, some additionnal informations about them and why and when I max them.

Dance of Arrows is the most important part of your kit. It grants you an insane amount of mobility, AOE damage and waveclear. Practising the walls you can dash over will really help you control Kindred. Is it extremely useful in the botlane to dodge skillshots or follow a gank from your jungler as it is almost instant and unexpected. I really recommend maxing your Q asap to get it on a low cooldown and increase the attack speed it grants. I also recommend taking it level 1 clear those first 3 minions in one Q, and have mobility in case of an invade or to take early trades.

Wolf's Frenzy is a very discrete ability, even you may not even notice the damage it deals sometimes, but you would be surprised on how much it actually does. The fact that it lowers your Q cooldowns makes it a key component of your kit and you become very weak when you have it on cooldown. I would advise you place the zone in the direction on where you are heading instead of where you are, as you will want it to last as long as possible without stepping out of it. I max this after dance of arrows to lower the cooldown and increase wolf's damage. (especially with the on-hit build which includes AP and AP-pen) Take this level 2 to provide good sustain with W passive.

Kindred's E, Mounting Dread has an insane burst and will proc perfectly with Press the Attack to absolutely destroy any given ADC. The damage highly increases on targets below 15% so if you almost killed someone and you're only missing one AA to proc it, do not hesitate to flash, it will most likely kill him. I do max this as last even though it is really strong, simply because the other 2 abilities are more important in the botlane and you're less likely to assassinate someone 1v1. If you are going for a crit build, max this first.

Your ultimate makes champions invulnerable when hitting 10% of max health in the zone. If you are dueling someone and he hits 10% and does now have insane healing, I would advise you keep your cooldowns while it is activated and just auto-attack. 4 Seconds is pretty long, so think about your next move. Plan a quick-strategy, either on how you're going to finish them, or a plan to escape. This ability has a really big cooldown for what it is, so use it wisely, as a last resort. Punish any enemies stepping out. Maxing your R is an obvious priority as it will reduce the cooldown, and increase the healing.



Doran's Shield is my starting item in 90% of matchups. Granting some decent health and health regen, this is highly increase your sustain. The extra damage from the passive helps you securing the last-hits aswell as pushing faster when it is needed.

Doran's Blade would be my starting item if I'm confident I will win trades pre-6. Starting this will more damage but you will also take more. The lifesteal is quite useful too, it really depends on how aggressive you and your opponents will be.

Health Potion is most likely going to be the only option your have after buying any doran item. Once you get bork, don't bother buying potions anymore and save your money for pink wards and your other items. As a general rule on Kindred, you should only consume a potion when you have less than 50% of your health, not above.


Blade of the Ruined King is a key first item. Giving you a really decent amount of attack speed(25%), attack damage (40) and lifesteal (12%), BOTRK is an extremely strong item for early especially for on-hit champions. The active is also very useful on Kindred either to additionally slow a target affected by your E, in a 2v2 chasing situations, or even trying to kite/ escape without using your e and losing momentum. Rush this item first for your first power spike. Component wise, i would advise you building Recurve Bow before Bilgewater Cutlass so that your attack speed is decent enough to apply your Press the Attack and E.

Runaan's Hurricane is a really good AOE-maker that is almost mandatory on Kindred. While it isn't extremely good in the jungle, this item is, in my opinion, really useful and needed on the botlane. The attack-speed and passive it gives allows you to engage in teamfights and deal a lot more damage to multiple targets, especially when you R. Build this right after botrk. Think of Kindred as a mobile Kalista or an aggressive Jinx. This item really increases your possibilities.

Guinsoo's Rageblade is an extremely strong item on Kindred and I'm actually surprised I don't see it more in the jungle. The magic and armor penetration it provides really allows you to get through tanks and offtanks. The AP it gives increases your W damage, and the attack speed makes you reach the attack speed limit. Build it third for an insane power spike. This will also highly increase your damage when getting out of your R because you will be fully stacked.


Berserker's Greaves is your typical game: giving you an insane amount of attack speed aswell as decent movement speed. (keep in mind that you will get free the boots before 10 minutes)This is my choice 99% of the time.

Ninja Tabi is a safe boot choice when you're slightly behind because of the enemy ADC (ex. Draven) or a fed assassin (ex. Zed). Keep in mind if you go these, you will lose some damage so make sure you need it before picking it blindly.

Sorcerer's Shoes are really powerful to assert your dominance when really ahead. Giving your W an insane powerlift, these boots are definitely not troll on Kindred. Pick them if you have a heavy advantage and/ or your team is mainly AP.


Black Cleaver is extremely efficient when approaching late-game as you will most likely have enough damage. It gives you more mobility and cooldown reduction, allowing you to have more mobility, but also some AD, great health and more armor reduction. The passive also makes you melt tanks and wreck some armor. This is an item I really love to build. Upon reaching late-game, you have more pressure on your shoulders as an ADC and this 4th item might be just what you need.
Maw of Malmortius is an occasional item I would advise you take in case of a strong AP-burst in their team. Let it be a LeBlanc, a Velkoz or a Brand, you will need this either to continue chasing them, or to survive longer and have the reaction time to R. This also gives you some lifesteal and AD when your Lifeline triggers for 5 seconds. Absolutely decent 4th item.

Guardian Angel is an item that is hard to synergise well with Kindred and that is why I wouldn't make it an absolute essential. Although, it gives you a second life and in late, it is extremely precious for you to survive those extended fights. Giving you more AD and armor, this is still a good choice as a 5th item.

Mortal Reminder is a really efficient last item in many games as the Grievous Wound it gives is insanely efficient. If you have this and Black Cleaver, you will see tank champs as squishy as Ashe level 1. Also, this item is pretty cheap. Build Executioner's Calling before in the game if they have heavy healing like Soraka or Sylas.

Bloodthirster is really expensive but really worth it on Kindred. Not only does it give a shield for you to engage feeling safer, but the amazing lifesteal will also save you from most situations where you could be dead after your ultimate. I would build this if the game went over 45 minutes and/ or if you have enough to buy it if you sell Guardian Angel.

Press the Attack is probably the best rune to take as an ADC. Although Conqueror and Lethal Tempo are also very viable options, I feel like PTA gives Kindred more burst damage aswell as ability to take "extended trades" against tanks or full-hp champions. I would recommend taking it over the other runes as an ADC as you need that "all-in" power of an ADC like Draven. The 3-AA mechanic synergises well with your E and will make a really big burts to the enemy lifebar.

Triumph is really useful on Kindred over Overheal especially since it got nerfed in 9.6. Triumph ables you to take more risky plays undertower, or survive a hard 2v1, or get out of your ult in awkward situations. Overall, this rune is the best of the 3 here and it is a must for Kindred, giving you more opportunities to make plays.

Legend: Alacrity is a really strong rune to give you stacking attack speed and reach the limit as soon as possible. The strength of it really shines in early game, where it can really make a difference in farming aswell as fighting. If you are looking to focus on late-game Kindred, you should take Legend: Bloodline to give you more lifesteal on each attack.

Coup de Grace is really optional and depends on the enemy team's composition. I prefer it in most cases because the extra-damage will be very useful while getting out of your R aswell as when you all-in the enemy botlane. It's the offensive/ aggressive version of the "defensive" Last Stand which is also very good. It is a very strong and flexible rune. If the enemy team has many tanks or off-tanks, I would recommend you go Cut Down.


Sudden Impact is a very strong rune giving you some decent burst power with armor and magic penetration. This rune amplifies your damage everytime you Q and it's a very strong rune that highly increases your damage. The low cooldown of sudden impact also synergises with your Q cooldown and will almost grant you the bonus permanently.

Relentless Hunter gives your more map-mobility, giving you more opportunities to roam/ get your hunts in the enemy jungle. The effectiveness of this rune is increased by getting takedowns, so your snowballing will be extremely efficient. I do really like taking this rune but Ravenous Hunter could also be a strong option.

New crit items on Kindred can be very strong. They both have about the same DPS but instead of being a play maker, crit Kindred is more of a "hit-and-run" type of play style. Not providing enough sustain and late-game carry, I do believe on-hit is a lot better for playing it ADC. You will have much more carry potential rather than being an assassin.

League of Legends Build Guide Author Massive Nuts
Massive Nuts Kindred Guide