Sorcery
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+18% Attack Speed
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This path includes an increase to movement speed, and additions to scaling for Kindred, increasing the overall playability of the champion. The rune choices here mirror those of an ADC, therefore, if the player has experienced any ADCs to a greater extent, skills may transfer over.
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Celerity
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Gain 4% increased Movement Speed and add 8% of your Bonus Movement Speed to your AP or AD, adaptive.
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One of the main argued buffs Kindred is asked to have added to them is a movement speed buff. Celerity provides and initial boost of 10 MS, granting more map access, faster rotations, and quicker clears. The increase shaves seconds off most actions, and promotes more Mark taking/stealing as excursions to the enemy jungle tend to be easier to accomplish earlier in the game with the addition of ample movement speed.
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Gathering Storm
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Every 10 minutes, gain AP or AD, adaptive.
10 min: + 8 AP or 5 AD
20 min: + 24 AP or 14 AD
30 min: + 48 AP or 29 AD
40 min: + 80 AP or 48 AD
50 min: + 120 AP or 72 AD
60 min: + 168 AP or 101 AD
etc...
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Chosen for a massive scaling increase overtime. Without the base/scaling-stat increase from the old runes, having the ever increasing damage provided by Gathering Storm provides the push needed to aid in their late-game power.
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Other Options
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The Ultimate Hat
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Your ultimate's cooldown is reduced by 5%. Each time you cast your ultimate, its cooldown is further reduced by 2%. Stacks up to 5 times.
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Both Lamb and Wolf mark targets to hunt. Lamb marks an enemy champion for death (this mark activates after an 8 second delay), while Wolf periodically marks monsters in the enemy jungle. All champions can see which targets are marked.
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After 50 seconds of having no active jungle mark, Wolf marks an enemy jungle monster for 3 minutes.
Wolf marks jungle monsters based on Kindred's current stacks:
0 Marks: Rift Scuttler
1-3 Marks: Rift Scuttler, Crimson Raptor, Gromp
4-7 Marks: Red Brambleback, Blue Sentinel, Ancient Krug, Greater Murk Wolf
8+ Marks: Rift Herald, Baron Nashor, Elemental Drakes, Elder Dragon
If Kindred kills a marked target or assists in their death, they gain a mark. Kindred's basic attacks and Mounting Dread gain 75 range at 4 stacks, plus 25 range every 3 stacks thereafter. Stacks also amplify Kindred's basic abilities:
Q - Dance of Arrows: Bonus attack speed increased by an additional 5% per stack.
W - Wolf's Frenzy: Current health damage increased by an additional 0.5% per stack.
E - Mounting Dread: Missing health damage increased by an additional 0.5% per stack.
Targets successfully hunted cannot be targeted again for 240 seconds. Lamb can also change her target after 90 seconds if the target hasn't died in that time.
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Kindred's Passive:
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With Kindred's rework, items have become just as important as marked monsters and champions. Back before the rework, it was detrimental to miss any of the marks that appeared. From now on, it's not deathly important; Missing a few initial marks is beneficial if you're pathing to assist a laner with an obvious gank, or counter gank, or if the mark spawns on the opposite side of the river. Focus on meeting your mark stepping stones to increase range. Reaching at least 4 marks for 575 units of range is highly recommended.
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Lamb dashes in the target direction, gaining 10% (+5% per Mark) bonus attack speed for 4 seconds and fires up to three homing arrows on arrival upon the three nearest targets, dealing 60 / 80 / 100 / 120 / 140 (+0.65 per bonus attack damage) physical damage to each of the targets she hits.
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Casting Wolf's Frenzy or dashing inside of Wolf's territory will reduce the cooldown of Dance of Arrows to 4 / 3.5 / 3 / 2.5 / 2 seconds.
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Kindred's Q:
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Kindred's Q is both an extremely useful tool, and an attack speed steroid.
Dance of Arrows allows the player to hop over walls such as the dragon/baron pits,
as well as several monster walls as well. With an improved jump speed, their Q feels even better than before. The scaling attack speed granted by marks on Dance of Arrows also allows players to skip out on previously mandatory attack speed items due to it's 4 second buff.
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Wolf claims an area centered on the target location as his territory for the next 8.5 seconds, separating from Lamb. Wolf attacks enemies within the area (800 unit radius) autonomously, prioritizing Lamb's attack target, ignores unit collision and ignores terrain collision.
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Wolf's basic attacks deal 25 / 30 / 35 / 40 / 45 (+0.2 per bonus AD) (+1.5% (+1% per Mark) of target's current health) magic damage and scale with 50% of Kindred's bonus attack speed. Wolf deals 50% bonus damage against monsters and reduces their attack speed by 50% for 2 seconds.
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Wolf's Frenzy ends immediately if Lamb leaves the area.
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Kindred's W:
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Wolf's Frenzy, though previously a fairly secure ability, has certainly weakened throughout previous patches. It's not completely obsolete, however. Acting as a Dance of Arrows's cooldown reset, players often activate Mounting Dread after using Q once. This ability may also be placed over walls due to its placement radius, grant vision into buff, or dragon/baron pits.
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Lamb cripples the target unit, slowing them by 50% for 1 second and applying Dread for 4 seconds. Lamb's next two attacks mounts the Dread and refreshes the duration.
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On the third attack, Lamb signals Wolf to pounce on the target, dealing 65 / 85 / 105 / 125 / 145 (+0.8 per bonus AD) (+ 8% (+0.5% per Mark) of target's missing health) bonus magic damage. Percentage damage is capped at 300 vs. monsters.
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Jaws of Death: Wolf's' pounce critically strikes targets below 15% health for 50% (+0.5% × bonus critical damage) bonus damage. Threshold increased by 0.5% health per 1% critical strike chance (up to 65% health at 100% crit chance).
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Kindred's E:
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Being an interesting mix of both Kindred's initiation, and execute, Mounting Dread forces players to choose which they value more. With a 50% slow, the ability is useful for slowing down enemies enough that other teammates may catch up, but also provides hefty critical damage to targets below its threshold; Mounting Dread is the easiest way for Kindred to obliterate other champions.
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Lamb blesses the ground under herself for 4 seconds, creating an area in which no living things, ally or enemy, can die. Upon reaching 10% of their maximum health, units become immune to further damage or healing. When the blessing ends, all living things inside the area heal for 200 / 250 / 300.
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Kindred's R:
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An interesting ability capable of both saving an entire friendly team, and also the enemy team if used incorrectly. When R is pressed, Lamb's Respite spawns directly under lamb, and cannot be placed similarly to Wolf's Frenzy. Whether a player's team is close to destroying the enemy nexus,in a tower siege gone sour, or contesting a close-call dragon, Lamb's Respite can be game-changing.
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Dance of Arrows:
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The primary ability with an attached attack speed steroid. Great for dealing an initial burst of damage, providing increased attack speed for 4 seconds, and hopping over walls. This ability should be a player's greatest priority when leveling.
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Mounting Dread:
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Kindred's second maxed ability allows players to initiate with a slow, or execute after three autos. With critical strike items such as Infinity Edge, Wolf gains a larger window to crit. The massive damage potential of Kindred's E, is what makes this ability the second max ability in their kit (Unlike previous iteration where W was the second max).
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Wolf's Frenzy:
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Kindred's last maxed ability; It serves solely as a Q reset, and has no substantial power over Kindred's other abilities when maxed first or second. However, can still be useful for poke, or vision if placed over walls.
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Smite is the key spell for all junglers in League Of Legends, and is required to purchase different sabres to allow different smites.
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Another key spell all players take; Flash. Without, escapes from poor positioning, or CC, and kill secures wouldn't be.
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Ghost happens to be an interesting spell for Kindred. With the windup speed nerf, it has mostly fallen out, but few still do take Ghost instead of Flash. Ghost may also be paired with Phase Rush for inescapable ganks, similar to an old
Stormraider's Surge
build known as the "Dodge Lamb" build.
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The basic beginning jungle item for Kindred. More efficient than Hunter's Talisman due to an increase in attack speed, and on-hit damage.
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A basic necessity inside the jungle. More advantageous than Health Potions due to a need for health sustain later in the game for Kindred.
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Pick up a yellow trinket. You should always be warding!
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Though Celerity does assist, Kindred is strapped for movement speed, and any addition is much needed to aid them in map rotation.
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Controls wards are a necessity just as a Refillable Potion. Being used in many scenarios to the players benefit; Placing in river, or tri-bushes before ganks to secure vision on your route before entry. Warding center-river bushes for river control, warding laners side bushes, or deep-warding enemy jungle bushes allow for several sources of information income for the player. Every player should have one out at all times.
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OPTIONAL : If you find yourself low on health frequently after clearing, or engaging in ganks or duels, a Hunter's Potion may be for you. While not typically super useful in every situation, they can be handy.
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The primary boots the player will be purchasing as Kindred. Increasing their attack speed is one of the main objectives for them.
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Ninja Tabi boots aren't a goto item. Under specific circumstances, they outshine both Berserker's Greaves, and Mercury's Treads. Most scenarios include quick-autoing champions who have gotten out of control, (ex. Xin Zhao, Tryndamere) where dueling becomes almost impossible, and survivable is prominant.
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Similar to Ninja Tabi, you should only be purchasing these under specific circumstances. If the player is being bursted down by mages, run down by Corki or Kayle (and champions similar), or the enemy team has large amounts of Crowd Control, they may want to consider Mercury's Treads.
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This choice of jungle item provides a large power spike to Kindred's damage, supporting the build into later stages of the game.
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Now the main item to begin Kindred's build, B. F. Sword is a staple to advance towards Infinity Edge, and should be bought first after boots, and a jungle enchantment.
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Zeal is the next piece of the puzzle that will lead into your first regular item, Statikk Shiv. The boost of attack speed, and the kick-start of critical-strike chance allows you to become more present within the realm of applying damage.
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Arguably the most important item on Kindred currently, Infinity Edge allows mid to late-game Kindred to one-shot and blow up any squishy champions, with moderate tank shredding included.
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The core is completed with a different zeal item comparatively to pre-rework Kindred. Runaan's Hurricane isn't as favourable as Statikk Shiv with its ample wave clear and extra magic damage.
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Death's Dance, providing a 15% heal, and allowing for survivability with its unique passive that alters a third of damage taken as a bleed over time. With the rework, this item allows Kindred players to skirmish as they most likely use to rather than hunkering behind allied champions 100% of the time. Narrowed into an ADC role, Death's Dance promotes flexibility. Purchase if you're being bursted down frequently.
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One of the most common items to complete Kindred builds, Guardian Angel can increase the lifespan in risky scenarios, essentially giving the player two "do-overs" with Lamb's Respite. Purchase if you're being pinned down, or picked out regularly.
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A great secondary zeal item, Rapid Firecannon provides the range to snipe, and blow-up targets from a distance. If the player finds themselves out of range, or unable to catch targets regularly, RFC is recommended greatly.
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Maw of Malmortius is similar to Death's Dance in purchase recommendations; Its use stems primarily from an over abundance of magic damage on the enemy team, and should be bought as a defense item to ward against being bursted down.
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An great escape item, Mercurial Scimitar allows Kindred to escape, and continue to kite. Slipping free from abilities like Malzahar's Nether Grasp, and Ryze's Rune Prison with an item active can be particularly handy. Only recommended in those specific scenarios, otherwise, better items can be purchased.
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Survivability in duels, or in teamfight dives, Phantom Dancer can be crucial in one versus one engagements. Kindred, without any proper kiting, has health removed viciously due to their squishy nature. With a 12% damage reduction against the champion the player is auto attacking can be extremely beneficial. This item is recommended in most scenarios.
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While considered an item from Kindred's past, Blade of the Ruined King still applies itself nicely in certain scenarios similarly to the application of Lord Dominik's Regards. Stacking 8% current health damage allows Kindred to dismantle tanks faster than they typically would with a standard critical strike build.
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Though not typically seen anymore, Youmuu's Ghostblade has roots in an old lethality build used by Kindred during the assassin meta. This item is not recommended for regular use anymore.
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From the pre-rework Kindred,
Black Cleaver use to be part of the tank-shredding item-set used by the duo. Now that marks no longer supply % max health damage, it has no substantial use. Some still do build similar to Graves, and therefore, the item still sees some, if very little use.
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One of the lesser zeal items for Kindred, Runaan's Hurricane is still plucked from the three other zeal items, but isn't as efficient in all scenarios. It does assist in tank-shredding if need be, however.
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Combo #1
Primary combo inside of Kindred's kit.
*Repeatable until end of Wolf's Frenzy.
AA >
> AA >
> AA >
> AA
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Combo #2
For slowing or catching targets.
*Proceed into primary combo if target is within range.
> AA >
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Combo #3
For executing or dealing significant damage.
*Proceed into primary combo once again if target is within range.
> AA > AA > AA-(attached to Wolf Critical Strike)
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Trick #1
For saving teammates or neutral buffs.
*Take note of both your Flash, and Lamb's Respite range.
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Hint #2
Confirming Dance of Arrows damage.
*Many players Flash before Dance of Arrows, which denies Dance of Arrows damage.
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Thanks for reading!
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I'm bound to have messed up somewhere; My formatting is awful.
Please leave comments if you find anything out of place, or incorrect,
and I'll do my best to repair it immediately.
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Changelog: 1.0 - Release, October 17th, 2017.
1.1 - Runes Reforged, November 7th, 2017.
1.2 - Item descriptions, November 8th, 2017.
Special Thanks
r/AJZullu for their "Lifesteal Oriented" & "Utility Oriented" runepages
r/ardianlol for their "Burst Oriented" runepage
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