Help Support Our Growing Community

MOBAFire is a community that lives to help every LoL player take their game to the next level by having open access to all our tools and resources. Please consider supporting us by whitelisting us in your ad blocker!

Want to support MOBAFire with an ad-free experience? You can support us ad-free for less than $1 a month!

Go Ad-Free
Mobafire League of Legends Build Guides Mobafire League of Legends Build Guides

Kindred Build Guide by Pacu

Bottom Pacu's guide to Kindred (as an ADC) 9.23

By Pacu | Updated on December 8, 2019
54,379 Views
40 Votes
3 Comments
x
Did this guide help you? If so please give them a vote or leave a comment. You can even win prizes by doing so!
Vote
Comment

You must be logged in to comment. Please login or register.

I liked this Guide
I didn't like this Guide
Commenting is required to vote!

Thank You!

Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.

Runes: Press the attack

1 2 3 4 5
Precision
Press the Attack
Triumph
Legend: Bloodline
Coup de Grace

Domination
Sudden Impact
Ravenous Hunter
Bonus:

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

Spells:

LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Heal

Heal

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

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies

Hello my name is Pacu and this is my guide to Kindred ADC.

Pros:

  • Mobile
  • Good damage even against tanks
  • Very good lategame
  • Teamfight changing ultimate
  • Good range

Cons:

  • Easy to fall behind, and hard to come back
  • Very squishy
  • Very weak early game
  • Your fellow teammates might hate you
  • Needs good team coordination
  • Hard to get marks passively, you need to kill champions.

Why Kindred adc?


Kindred became one of the best ADCs because of the 8.11 ADC nerfs nerfs.
Not only can you take out other squishy ADCs easily, but even the tanks in the enemy team, thanks to your W and E, I will talk about them later.

What should you do as Kindred ADC?


Once you pick kindred as an ADC your work is easy. Stay in lane, farm, like a normal ADC. Once your mark appears on the map you fast shove the way in and go for that mark. It is a really powerful ability hence, you have the ability to control the pathing of the enemy jungler. If you lose it don't worry, most of your marks will come from the enemy champions.

Can I collect marks instead of farming?


You can, but I don't advise that until you, make sure that it's still there and get your minionwave shoved in or frozen under your turret. Also The pre-season changes really changed up laning phase, so you should always go to: Krugs, Gromp or Scuttlecrab, basically the botside camps, if and only if the enym champs won't take plating from your turret.

Abilities:

  • Your passive is: Mark of the Kindred
    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.

    After 40 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.
  • Your Q is: Dance of Arrows
    Lamb dashes in the target direction, gaining 25% (+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.

    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.
  • Your W is: Wolf's Frenzy
    Passive: Kindred gains stacks of Hunter's Vigor from moving and attacking. When charged, she will heal for up to 32-100 (at levels 1-18) based on her missing health %.

    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.

    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 25% of Kindred's bonus attack speed. Wolf deals 50% bonus damage against monsters.

    Wolf's Frenzy ends immediately if Lamb leaves the area.
  • Your E is: Mounting Dread
    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.

    On the third attack, Lamb signals Wolf to pounce on the target, dealing 80 / 100 / 120 / 140 / 160 (+0.8 per bonus AD) (+ 8% (+0.5% per Mark) of target's missing health) bonus physical damage. Percentage damage is capped at 300 vs. monsters.

    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).
    Your ultimate ability is: Lamb's Respite
    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.
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Start with your E Mounting Dread to get a good trade in them level 1. Max this ability second for intense damage.
Level 2 you should follow it with Q Dance of Arrows to make sure your 3rd autoattack hits for Mounting Dread. You max this ability first, this is your escape, gapcloser, and damageing ability.
Level 3 is where Kindred really gets her power with W Wolf's Frenzy you can kite for days, and deal a lot of damage to the enemy. You should max this ability last, because you only need this to lower your Q Dance of Arrows cooldown.

Runes:


Primary( Precision): Your keystone is Press the Attack almost all the time, because your 3rd autoattack will deal more damage with your E Mounting Dread. You can also take Fleet Footwork for harder matchups or for more heal with your W Wolf's Frenzy. Triumph is a good rune, take this almost all the time, it can help you get hp back, and the bonus gold is always nice. Overheal can be an option if you have an enchanter support, such as Soraka Lulu or Janna. Take this for more attack speed all the time. Take this to deal more damage to champions below 40% health. Its easier to finish a kill with your E Mounting Dread Last stand is also a possibility, because you deal mor damage when you are low in hp. Which is great if you use that with your ultimate Lamb's Respite.
Secondary you either go with Sorcery, Domination, Inspiration.
From Domination: It is a must have, because you can trigger it every time with your Q. It gives you passive healing, from your abilities. It can heal you for a lot of damage with death's dance.
From Sorcery: Take this if they have a lot of magic damage, or a heavy ap support in the enemy. It helps you survive laning phase. You always take gathering storm from sorcery, it's such a great rune. It gives you adaptive damage as time goes on.
From Inspiration: It helps you survive if they are a heavy poke lane or just in general. Time warp tonic enchances the healing from potions and biscuit delivery. It is such an underrated rune. Always take this if you have biscuit delivery. You can also take future's market. It helps you get your powerspikes faster. Bring magical footwear if you take future's market. It gives you 10 bonus movement speed + a free boots. The only downside is you have to wait up to 10 minutes for your boots.

Items:


START

: You should always start this, because it gives you hp ad, and lifesteal. It's mandatory Always get a Warding Totem until you hit level 9 to buy Farsight Alteration

RUSH:

It's a good early item, because it gives you lifesteal, and helps you escape sticky situations. Alway buy this boots, the extra attack speed helped me a lot with Kindred. Buy this if you don't have enough money for Blade of the Ruined King

CORE:

It's still a good item, but crit feels so much better on her. But you can't go wrong with it even if you build it. The new stormrazor is really mediocore, you shouldn't buy it on anyone in my opinion. Only go for Trinity Force if you are ahead, really snowbally.

AFTER CORE:

Pretty good item on kindred helps you with waveclear. Alway buy this item, it synergises well with your passive. Good item on kindred it gives you hp, and you can do a lot more damage to tanks with it's passive. Even if it's not as good as it was Pre 8.11 it feels so much better now. This should always be your first item, because crit kindred is actually decent.

SITUATIONAL/LAST ITEM CHOICES:

It's a good item if the enemy team has a lot of healing like: Vladimir It gives you Magic Resist and a shield against magic damage. Very good into full ap supports, such as Lux or Xerath The new phantom dancer is not as god as it was, but it can still be a good choice if you find yourself melting in teamfights. The shield can actually be good. You should buy this if you're really ahead, or if you are really behind. Buy this if you want 100% crit. Shiv is a great choice now, it actually packs a punch, and can crit. Buy this if you want 100% crit. You shouldn't buy this after 9.3. Phantom Dancer is a better item than youumus currently on kindred. The extra healing is nice, and it also gives you a lot of Attack Damage.

Summoner spells:


Take Flash and Heal. Always. Don't take anything else besides that.
Hope I helped you a lot, if not then message me in the discussions or on twitter @karakaipatrik. Also if you think I left out something, you can always leave a comment, and I try to add it into this guide. Thanks for reading.

GL HF summoner

League of Legends Build Guide Author Pacu
Pacu Kindred Guide
Follow