Kindred Build Guide by Comrade Eshgrim
Path of the Eternal Hunters / Simple, quick guideBy Comrade Eshgrim | Updated on August 5, 2020
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Runes: Manamune setup
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
Ability Order Level up order
Threats & Synergies
He is very difficult to deal with. A good and more importantly, fed Jax will finish you under a counterstrike stun. Best not to invade this guy and avoid or ban him.
Same as Jax. If he is fed, you can't do anything about him. Just avoid or ban him. The only way to kill him is him getting CC trained by your teammates.
He counters Kindred in general, but the difficulty will depend on how good he is and what he is building. If he builds damage, he is squishy enough for you to kill him fast but he is also very much able to kill you if you don't dodge his Q. Watch out as he can kick you out of your ult, rendering it useless in 1v1.
If you know he is onto you, you can turn the fight by ulting as soon as he jumps on you, allowing you a chance to fight him off, then try to avoid bushes, dodge his bolas and use the tremendous slows you have in your arsenal to keep him at distance while making him regret his life choices.
He is ironically easy to bully out of his jungle early but is pretty scary when fed and doesn't leave you much room for defending yourself when he has ult. Use your own as soon as he leaps on you and try to buy time for his ult window to wear out, hop over thin walls and attack him when you have the chance. If you're confident, invade him early with red buff cheese and try to follow up on his ganks. If you're successful, you will render him completely useless.
Largely depends on what he is building. AD Hecarim can be shut down fast by using the freeze ray from Glacial Augment through BotRK, and finish him while he can barely move. Watch out as he can knock you out of your ult with his charge.
He is often underestimated yet dangerous when in good hands. Don't go 1 on 1 with him, his healing will win every time. Opting into a Mortal Reminder is a good idea.
Dodge her javelin and she loses her opener and the bulk of her damage. The difficulty is in getting to her, as she is usually trying to land javelins from behind jungle walls or from behind enemy lines. If invaded or once in range, she is easy prey though.
Depending on her build. AD Shyv is relatively easy to keep at distance and fight off, AP Shyv will likely nuke you from afar when she ults. Ult to save your team from AP Shyvana dives.
She can deal a lot of damage if you don't dodge her cocoon but she is manageable when you're doing it right. Hard to catch though if she has additional targets to Repel to; she will use them as an escape.
Flash or hop away from her knockup, she is pretty managable with your slows then.
He is too chunky to kill quickly or alone. Keep him at bay with your slows, preventing him from landing his full combo on you. Hop out of his E and ult, or use your own ult to survive his and try to turn it from there if you have no other options.
He literally cannot kill you on his own. Ask your top/bot in the beginning to ward your other buff as he will likely try to steal it before you even get there. Invade him vigorously, keep dodging his root.
You only see him at play once in a blue moon. Low kill pressure, but his CC is threatening mid to late game. Invade him vigorously.
This is a proper old western film-like duel of reflexes and timing. Pinpoint your ult to survive her charm and burst, and you have a fair chance to turn it from there.
He can't really kill you, but you can't really kill him either. Difficult to invade because he can escape quickly with his slingshot that you have no means to interrupt. Best just avoid him early to mid game, and keep your teammates alive with your ult when he sets up dives in teamfights.
She is annoying, your slows are useless as she is immune to them most of the time, but she has low kill pressure on her own. Deploy the same treatment as with Zac, and keep your teammates safe from her dives in lategame.
Nunu & Willump
He is tanky but not unkillable, you can counter or avoid most of his abilities. Invade him vigorously, but be careful if he builds AP, he can dish out some surprising damage later on.
It's not likely that you will see him in low elo, but if so, invade vigorously and keep hopping out of his Qs. Counter his ult with yours.
She deals ridiculous damage with Hail of Blades and will CC train you before you even have a fair chance to retaliate. Ban or avoid her if she is fed.
Depends on his build. Most often he will go mixed Tank/AP, but you can deal with it. Try to counter his ganks, invade vigorously.
You have no means to interrupt his drain resulting in him winning most duels between you. You can try to invade him early with red buff cheese but better to avoid a 1 on 1 fight with him later on. Save your teammates with your ult from his all-in and follow up on his ganks.
His fear lasts forever and he will literally right click you to death from 100 to 0 before you could even press ult. Avoid or ban him.
Not impossible to deal with but it's not healthy to go toe to toe with him either. Better play safe and follow up on his ganks if you see the chance.
He has tons of outplay potential, your reflexes will matter here a lot but this matchup is not in your favor in general. Play it safe.
Udyr's biggest counter is a fat slow, and we have just that. Keep him at bay, use BotRK active to proc freeze ray on him during Glacial Augment cooldown, and show him the door.
Red Kayn is unkillable 1 on 1, and Blue will obliterate you regardless if you have ult or not. Ban or avoid him.
She isn't very popular nowadays so you won't see her much. If you do, you can invade her with red buff cheese. Try not to hop over her "minefield".
Purely skill matchup. Invade him with red buff cheese and follow up on his ganks when you can.
He is tanky and has respectable damage output. Watch out for his cheesy Flash+E and R into Q combos.
He is just too good right now, not to mention he counters you by throwing you away from your ult. His insane damage output and survivability is definetely worth a ban, or avoid him like fire.
He has a surprisingly high damage output that can catch you off guard if you're not careful, but if you are you can go toe to toe with him depending on your skill and state in the game. Ult when he does, hop out from his walls and kite him.
Ah yes, Olaf. Another big nemesis, another must ban or avoid at all costs.
He is notorious for busting ADCs with his ridiculous armor and double thornmail. Black Cleaver or Mortal Reminder can be a boon here but avoid taking him 1 on 1 if possible.
Pretty much of a skill matchup. Ult if you get caught by him, stack up Mounting Dread on him before he ults (if possible), that way you can easily identify the real one. Track him with Oracles when he bails with his Q.
His healing is ridiculous and he will prevent you from killing him by stealing your ult. You can invade him early on with red buff cheese but best not to tickle him when he has built items.
He is too strong right now. Try to follow up his ganks when you have the chance, but otherwise just ban him or avoid him.
You can work together to maximise your team's impact in lategame, with you both providing a means to survive the unsurvivable, resulting in neat, montage worthy teamfight and game saves. Just try and not overlap your ults!
When it comes to saving one key person, you both are pretty nasty. If you happen to have a Kayle duo to climb with, you can look forward to a lot of carry potential if you can exploit it.
Champion Build Guide
My name is Eshgrim, playing on the EUW server, a long time League player and Kindred enthusiast. I've instantly fell in love with this champion right after her reveal and have been playing her vigorously ever since her now seemingly so faraway release in 2015. While it's safe to say I'm too much of a pleb to reach high elos and put a fat respectable rank down the table, I'm happy with the experience and knowledge I have accumulated with Kindred over the years, and I'm also happy to share what I can :)
Kindred is perhaps best described as: unique. We are talking about a jungler marksman with virtually infinite scaling, bold playstyle and an exceptional, difficult to use and potentially game changing ultimate that is uncommon for an ADC.
Let's break down the abilities ft. https://leagueoflegends.fandom.com/wiki/Kindred for simplicity.
PASSIVE: More about this down below in Tips section.Q: The damage compoment is useful early but this is mainly used for mobility later on. See more down below!W: Very important part of our kit, powerful tool for clearing camps and objectives and enables Q - Dance of Arrows to be used more frequently, helping you kite enemies.E: Commonly misused ability; it's best use is as a finisher, amplified by crit chance. See more below!ULTIMATE: Entire teamfights and objectives can depend on how and when do you use Lamb's Respite. Think of it as Bard's ultimate; game changer when used in the right moment and for the right reasons, but can potentially "backfire" and costing you a teamfight and even a game. See more below!
First, let's talk about marks!
Marks are very important to collect as they are the means to scale with, improving our abilities and attack range. Keep this in mind, however, inting for marks is a common mistake and you should not do that. The first mark always spawns on a rift scuttler on one side of the map (typically on the opposite end of the river of where you're at). You can ideally sneak the first mark before the enemy jungler even gets there, or solo kill them (depending on champion), or at least ping for your midlaner's assistance if you have to.
Keep track of the enemy jungler's movements and the minimap, only move in to invade for marks when you have a clear idea of where the jungler is, and if the nearest enemies are visible on their lane.This is important because a surprising amount of times players go out of their way to take your marked camps or to trap and kill you, and the last thing you want is your teammates starting to flame you with "jungle diff" in /all chat.
For your personally chosen marks; always start the game with marking the enemy jungler in case you encounter them on your scuttle mark or happen to countergank him. Afterwards, typically target the enemy you're most likely to get a kill/assist on(this is especially true for mid-to-late game),or the enemy you intend to gank in the near future, depending on lane priority (maintain or create).
You get the attack range bonus at 4 marks, so this is your early game goal. Truthfully everything above that is an extra, but it will never hurt to obtain more marks later on as the game progresses.
About E - Mounting Dread
Using Mounting Dread right at the start of a fight is a very common misplay by lots of Kindred players, especially newer ones. The slow component isn't as important at the execute mechanic, so ideally you should wait with using this ability until your target reaches the execute treshhold (which depends on your critical chance; 15% HP by default) and learn to rely on kiting, Blue Smite slow and Stormrazor procs. Example: *VIDEO COMING SOON*
Using R - Lamb's Respite
This can be your ticket to win games or lose games. For general purposes, you can use Lamb's Respite to win duels by using it to prevent you from dying and fully apply Mounting Dread on your opponent, then launch Wolf to finish them off AFTER your ultimate fades. You can also tower dive with ult, finishing your enemies and retreating, dropping ult right on the edge of tower aggro range, saving yourself or your teammates from dying to it. You can even win Smite battles on objectives with it, dropping the ult as soon as the dragon/Baron is reaching smiteable HP range, potentially baiting the enemy jungler to waste their Smite while the objective is unkillable, then allowing you to Smite it yourself once Lamb's Respite fades. Examples: *VIDEOS COMING SOON*
In teamfights, you should use Lamb's Respite to either save yourself from certain death, save your most important teammates, or to counter cheesy wombo-combos and all-ins, providing your team a chance to fight back. Examples: *VIDEOS COMING SOON*
Jungle pathingThis is the standard first clear order, depending on if you're choosing Red or Blue start. I recommend starting Red because it lets you be more aggressive early and have better chances if you encounter the enemy jungler. Blue start is good if you don't plan on invading and/or you want to keep your red buff last longer while you're attempting to gank lanes at level 3.
Kiting & wall hopping
Kiting is an essential mechanic to any marksman, and Kindred is no exception. Your effectiveness with Kindred will heavily rely on how nimble you are and if you can keep yourself safe while dishing out as much damage as possible! Thankfully, we have some nifty tools in our arsenal for this purpose. Q + W allows us to jump more frequently, and it should be used mainly for dodging skillshots and kiting mid-to-late game. Avoid jumping directly towards enemies, especially when ganking, because that way you can be easily shut down by an otherwise avoidable CC and you're just putting yourself in harm's way. Only jump towards enemies if it means immediately landing a certain killing blow.
Examples: *VIDEOS COMING SOON*
Please let me know what do you think; I'm always open for feedback and critizism!
I will also intend to extend, improve and update this guide as time and opportunity allows.
Thank you, peace!