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Kindred Build Guide by Njbakb8100

Jungle Never One Without The Other

Jungle Never One Without The Other

Updated on August 11, 2017
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League of Legends Build Guide Author Njbakb8100 Build Guide By Njbakb8100 14,270 Views 4 Comments
14,270 Views 4 Comments League of Legends Build Guide Author Njbakb8100 Kindred Build Guide By Njbakb8100 Updated on August 11, 2017
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Introduction

Welcome! My name is Njbakb8100 (I know its a bad name), and this is my guide to Kindred! The goal of this guide is to help you understand the in's and out's of Kindred. Up votes are appreciated. Without further ado, lets get started!
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Runes


For your runes you want to just go a standard ADC page with Attack Damage Reds, Armor Yellows, MR Blues, and Attack Speed Quints. The AS gives you more damage on hunters machete, the AD makes your autos and abilities do more damage, the armor helps jungle clears, and the MR helps with early fights against AP's.
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Masteries


For masteries there are a couple changes you can make. You can go either 18, 12, 0; or 18, 0 12. Either one is up to you. In cunning you can go Savagery, I just prefer wanderer. The main debate is whether to go Fervor of Battle or Warlord's Bloodlust. Fervor is strong if you want to focus on early dueling and invading because it gives you bonus AD, but I prefer Warlord's because it don't build sustain till late game if at all, and it synergizes well with Statik Shiv-Rapid Fire Cannon. It also allows you to kite really well through all stages of the game.
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Abilities (Kind Of)

In this section i'm not going to describe what your abilities are (just look them up), but rather how to use them.
Kindred's Passive: for Kindred's passive there are a few things you need to remember. First off, MARKS DON'T MEAN EVERYTHING. I cant stress enough how marks don't mean everything to you early. Ever since her update(rework), Kindred stopped relying on marks so much. The biggest mistake I see new Kindred players make is that they go for marks no matter what, either killing themselves or screwing up their route. Its not worth it. If you can, get marks, and if not don't worry about it. This is part of the reason why I love the new Kindred so much. Its all just a big mindgame which you cannot lose. Either your enemy goes out of their way to deny you marks in which case you counter jungle them and steal all their gold which you scale amazingly off of, or they don't care, meaning you get free stats for no reason. Kindred is more of a gold reliant champion than a mark reliant one, so both options are great.

Also, on Kindred's passive Marks the first one is always on a scuttlecrab, marks 1 to 3 can be on scuttle, enemy raptors, or enemy gromp, marks 4 to 7 can be on enemy krugs, buffs, or wolves, and marks 8+ will be on either Baron, Dragon, or Herald.
Kindred's Q: This ability is what gives Kindred her mobility and kiting potential, making it really strong. Its important to note to never use this ability aggressively in fights unless there is no risk of you dying. The kiting potential it provides is just too strong. Think of this ability like a Tristana W, or a Lucian Dash. There is no point jumping in just to die.

You can also do some really neat hops in the jungle with this ability (this isn't me btw)

E or W max, that is the question. But no, seriously, people are still maxing W second for some reason on Kindred. Don't. Just don't. I had a post where someone gave the math behind why that I can't find, but just trust me you lose damage for no reason.

Kindred's Ult: this ability is possibly one of Kindred's strongest abilities, and also the hardest to use. Some simple tips and tricks for it are you can use your E while in ult (say if your in a 1v1), apply two stacks of it, and once your ult ends auto them once for the third and killing stack. You can also ult objectives like dragon and baron to try and secure them easier. One trick you can do is if you're trying t take a tower, you can ult the minion wave so that they don't take damage, allowing you to get more hits on tower (clarification: the minion wave is under tower).
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Items


Starting Items: We go machete because it is superior to talisman due to Kindred being an auto-attack reliant champion in the jungle. Refillable because you don't need the extra pots, and its nice to have sustain a little later into the game.

Core Items: As Kindred we need early AD or you feel useless, so Skirmishers Sabre Warrior Enchant is really nice. Whenever you have spare gold, work towards getting your boots. After Warrior, pick up a BF sword. This will make you spike super hard (after both AD items) so its very important to get them early. Its important to note you don't need early AS because your Q provides it.

Final Build: This is most often what my build turns out to be. You spike hard in the early game with a lot of AD, transition well into mid game with Crit and AS, and end with a bang late game due to an excess of damage, survivability, and range due to marks.

Situational Items: (no icons because there are a lot, may be added in future)

Blade of the Ruined King: this is a great item if they have a lot of tanks on the enemy team, as well as if you need more objective control and damage on baron/drag. Provides nice sustain and kiting as well.

Bloodrazor: building this item basically says, "I wont be useful till 25 minutes and thats ok!" I would only ever build this item if the enemy team is extremely tanky. Go to my test item build at the end of this chapter to see more on it.

Deaths Dance: very nice item if you are getting bursted in LONG fights and need sustain while in them. Only added this item because of the test build at the end of this chapter.

Guardian Angel: Synergizes really well with your kit, considering your ult and such. Very versatile item that you can build as you see fit.

LDR: I dont buy this item often (get the other version of this item vs heavy healing teams), but when I do its usually vs extremely tanky comps. Usually a last item in replacement of GA.

Maw: Ever had that game where the enemy katarina goes 10 and 0 in lane and can one shot you with her Q alone? No, really? Then get this item, preferably getting hexdrinker early on into the game.

Mercurial Scimitar: Useful for when you need a little bit of MR as well as life steal. The main reason you get this is if a nautilus (or another similar champion) keeps diving into your backline and ccing you till you die...

Zeal Items (PD, RFC, SS, RH): You buy these depending on how the games going. You need more burst? Go RFC and Statik Shiv. Need more survivability? Go PD. You went so outdated on-hit build because you can? Go RH.

Tri-Force: A very interesting item which I would no recommend getting unless you've tested it a bit. Its mainly for when you need the game to be over by 25 minutes or your team loses by default. Example Comp: Panth top, Kat mid, Lucian and Zyra bot. This item's sole purpose is to give you a strong mid game. Thats it.

Boots: for boots I either go for Merc Treads or Tabi's. Personally, I hate berserker greaves on Kindred because I feel like they make you way too squishy, but that's just my opinion.

TEST BUILD PLS TRY IT OUT: A build I have recently been testing is going an early Death's Dance, into Bloodrazor, BORK, PD, whatever last item you want. For boots go Ninja Tabi. If you want a more in-depth reason why this build works ask me in the comments.
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Jungle Routes

Since I'm lazy and making this section last, this will be relatively short. There are two routes you can take. The first one is Bot side buff, wolves, top side buff. This is just a standard level 3 clear because Kindred can't start raptors.

Another clear is the "try to get mark" clear. For this one you simply go Blue, Gromp, Wolves, Scuttle.
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Early Game

(Stage 1)
Despite common belief, Kindred's early game is not bad. In fact, its one of the best if played correctly. Reasoning? Well, Kindred is the only jungler in the game that is ranged. In the early game, whatever jungler gets the "jump" on the other first usually wins early fights. As Kindred, you always get the jump first (unless they come out of a bush or corner) because you are ranged. The enemy will likely have to burn spells just to get to you, meaning you can use yours to kite away. In higher elos, people might expect Kindred invades or know how to play around her, making her early game more risky, but in low elo people are clueless against you allowing you to do as you please. In the early game as Kindred your job is to get gold and marks for so you can scale.
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Mid Game

(stage 2)
This is the point in the game where you're supposed to "fall off", meaning that you lose strength till late game. You guessed correctly, riot is re******! In reality, you do a crazy amount of damage having a lot of early AD, and with your crit you can 3 shot a squishy target. Good job riot! In this stage you should be trying to make plays because nobody can 1v1 or 2v2 you. Try to extend leads by taking towers and other objectives.
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Late Game

(Stage 3)
Congratulations, you're now the most terrifying thing on the rift! This is the point in the game where your main focus should be to do as much damage in team fights as possible. Even though it can be easy to 3 shot squishy targets, you shouldn't be putting yourself at risk trying to kill their back-line. Your focus should be to survive as long as possible while doing as much damage as possible. The game is in your hands now!
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Summary

Kindred is a fun champion that is definitely worth your time. If you have any questions or things you think I should add let me know in the comments. Also, if you have any results on my special build or what an in-depth why its works let me know. Thank you for reading my guide and good luck on the rift!
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Edits

8/10/17 Modified some typos and updated the video for a better one.
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Njbakb8100 Kindred Guide
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