Kindred Build Guide by Narutoe
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+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
Threats & Synergies
Easy opponent to invade and kill early game, but be careful late game as his fear and ult can instantly kill you, so ult instantly.
Easy to dodge his leap and Barrel, after dodge just kite and kill him. But if he gets ahead, his combo can instant kill you.
Do not fight him early game as he will out trade you. With a little lead you can kill him solo.
With your ult up, you can prevent his late one shot with his movement speed with your ult.
Just ward your jungle, and start the opposite buff as he might take it.
If he gets ahead and build damage, he may one shot you, so be careful and keep your ult when invading him
Hard champ to fight as his stun lasts forever, and he will kill you during that time before you can ult, if he is ahead. Worth giving a bann.
Only fight Kayn if he is not ahead, safe your ult when he ults you.
Do not fight him in the jungle unless you got a lead. Better dont invade him unless youre very ahead
A problematic champ as he will kick you out your ult with his ult and Q with you. You can kill him if he misses his Q.
You are able to burst her down easily, but so can she if she gets a mark on you, so be careful and safe your Q to dodge the spear.
Ult after he ults you and right before you get feared.
Very annoying champ if he keeps invading your jungle, but not a problem. Use the time instead to sit a lane and gank.
A problem as he is a fully tank with thornmail. Try to avoid him.
With good reaction speed, you can ult and prevent his one shot, and then kill him in your ult. At all costs avoid fighting him near bushes after early game. Early and mid game you destory him, but he can still one shot you with his ult
Also a problematic champ with a lot of CC and damage, whereas she is still a tank. you will not out trade her after early game, so dont bother.
Trade him down and then use your E to mark him before he ults, youll know who is the real one and youll easily kill him. Jump away from his boxes.
Easy champion to deal with if she has no great lead. Trade her down in your ult and kite her.
As any other tank, you wont be able to quickly kill him so dont bother, better buy QQS as he might focus you with the ult.
Pure skill matchup. Look at his build, and change your build accordingly.
Very Very easy match up, all early game you will be able to burst him down, and invade all game as he will be low when farming.
You will outscale him late game, he wont be able to do much if youre grouped.
Xin is a very good 1v1 champ. if he gets a lead he will kill you in a 1v1. Try to avoid him early game.
you can dodge all his abilities with your Q.
Ult before he one shots you, then trade him down in your ult.
She has massive burst.
Nunu & Willump
Always ward objectives and your jungle as he has fast clears.
If you dodge her Q with your Q you can easily kill her, however she has a lot of burst damage so try avoid fighting her.
Very easy to gank at level 6 as she can dash to the target and stun/slow them.
You can camp her and get fed, and she has a pretty long stun early on, and at level 6 you'll definitely get a kill (unless she is laning against a tank.)
Braum has a lot of stuns and is easy to gank.
His slow is very strong to gank with.
Hey! I'm Yed. I started playing in Season 5, and main Kindred the moment when they got released. I am Currently Diamond 5, ranked up only playing Kindred. I have got over 5000 ranked games with Kindred, and I would like to share my knowledge with the community.
I have over 3.5 million mastery points on Kindred. By playing over 4000 games and undergoing trial and error, trying out every item and build, and I have determined the best build for Kindred.
Kindred is an optimal choice if you want to main a champion. It does not matter if she is not meta, but if she is in the right hands and build correctly, she can be dominating, and your way to Diamond+. Her ganking potentials are very strong, even in early game which can determine the game. Her Wolf's Frenzy allows you to dash out a lot of damage and burst them down, and her Q ( Dance of Arrows) allows you to close in even after the flash. Kindred is a wonderful champion to kite with, as she can hop over walls or away from targets. Kindred can also be the replacement of your ADC if they are not performing well, or even have 2 fed ADC's. With my build, you are able to melt down tanks very fast and also burst down squishes. Kindred gains attack range and additional ability damage from Mark of the Kindred, which means she will easily snowball the more marks she get, BUT marks are not necessary in order to stay relevant. Kindred Is the only ranged champion that has % Damage, which is a perfect pick against a tanky enemy team, and the item build amplifies your % damage against tanks. Kindred can also easily invade and take enemy junglers camps, as she can escape jumping over walls with Q.
|This is the best choice for Kindred as you are looking to invade and maximise your damage, if you come across the enemy in the jungle you will decrease their damage by 20% and inflict more damage upon them, so its the perfect duellist option for invading and duelling 1v1.|
|Start with Refillable Potion as it is much more cost efficient than 3x Health Potion and Kindred has a very healthy clear and doesnt need much potions.|
|Mercury's Treads are the best option for the current duellist build, it will give you tenacity which means you will spend less time being CC'd and more time to deal damage to your enemy. It will safe you a lot of time from getting caught. If the enemy does not have much CC and AD damage go for Berserker's Greaves. However, if the enememy is AD heave, build Plated Steelcaps|
|Kraken Slayer Should always be your first Legendary Item you build. This item maximised your damage and duelling potential as it gives you both a lot of Attack Damage and Attack Speed, it will help you clear your jungle faster, and deal a lot of damage with it's passive. I find it to be much easier to jungle, invade and gank with. Whereas Immortal Shieldbow gives you good sustain, it does not give you damage from it's passive and not as much attack speed. Build Immortal Shieldbow if you are playing against a lot of burst and assassins as only then will it's passive come in handy. As our build has enough life steal from Blade of the Ruined King, we will not need more from Immortal Shieldbow.|
|After you buy Blade of the Ruined King, you can already 1v1 almost anyone. It synchronises perfectly with Kraken Slayer and Black Cleaver. It will melt the opponent, if tank or not. It gives you the needed life steal, attack damage, and attack speed. The passive effect, gives you extra 40-120 magic damage and movement speed in order to kite your enemy.|
|Black Cleaver gives you the attack damage, cooldown reduction and 300 Health which gives you a lot of sustain, which is important in the current meta where you can easily get one shot. Black Cleaver Shreds the enemies armor giving you a lot of damage to deal. It's passive allows you to execute the enemy faster as it gives you an extra 5% damage depending on the enemies missing health.|
Guinsoo's Rageblade should always be build with Kraken Slayer as every third hit does an extra out attack, which means you will trigger Kraken Slayer's passive even faster each time. With this, you will do a big amount of True damage from it's passive and shred the enemy regardless if he is a tank or not.
Guardian Angel can be a game changer, its such a strong item, it must be build. If the enemy team focuses you, after all their abilities are wasted, you will be revived and can proceed killing them. It also plays a mind game on them, when they see you got GA up, they might not even bother focusing you, and you are left alone killing them all. It also gives you the extra damage and armor.
Why would they waste their burst on you if you're going to revive?
|Build Stormrazor against enemies such as Hecarim/ Udyr/ Trundle who depend on movement speed to get to you. You will reduce Hecarim's Damage when you hit him before you charges at you, and you won't allow Udyr or Trundle to charge at you.|
|Build Wit's End Instead of Guinsoo's Rageblade if they have a lot of magical damage in order for you to sustain.|
Mortal Reminder Should always be in your mind, and you have to implement it into your build on and off. Healing reduction is a very important and you can change the whole outcome of a team fight just by having it. Build this if they have champions like Soraka, Vladimir, Swain Maokai or ADC's with a lot of life steal like Draven
Switch out Guinsoo's Rageblade For Mortal Reminder
|Press the Attack - This is the most viable rune page to take, as it will maximise your damage output and leaves your enemy vulnerable. With your attack speed it can be triggered very quick.|
|Triumph - Out of the options you have, this is the best to take to. It will give you more sustain in a team fight.|
|Legend: Alacrity - Even though Legend: Bloodline is tempting, you already got Life Steal from Blade of the Ruined King, so therefore attack speed is the perfect choice as it helps you to clear your jungle faster, and deal more damage to your enemy.|
|Coup de Grace - As you will be kiting your targets in a 1v1 or in a gank, and as you are squishy, this will help you to kill the enemy off quickly.|
|Sudden Impact - Kindred's Dance of Arrows (Q) will trigger this each time you cast it giving you a burst of lethality and therefore increasing your damage output which is very important to burst the target down.|
|Relentless Hunter - It is the best option to take, you will join team fights faster, have faster ganks and roam faster around your jungle, or into their jungle to collect a mark. Your ganks will be more efficient as you will be running faster into the lane.|
Ultimate Hunter - Only choose this if they have more than 2 champions that can easily one shot you such as Veigar, Syndra, Pyke etc..
It is a very good choice as it gives you permanent cooldown reduction on your Ultimate for each unique take down. Kindred's Ultimate is very important and a game changer so its very good to have the cooldown reduced as much as possible. It can turn around a whole team fight, or a 1v1.
|Flash - DO NOT pick anything else than Flash, this is the only summoner to take. Otherwise you will constantly get invaded and die, die ganking lanes, miss out on kills, and tilt everyone on your team. Flash also allows to do big plays, or reposition in your ult.|
|You are playing jungle, you need this to buy jungle items and clear your jungle, and to smite drake or Baron.|
|> > >|
Dance of Arrows is maxed first as it is our bread and butter ability. This is your main ability to kite and mobilise so its very important, it also gives you attack speed when casted to deal more damage to enemies or camps.
Lamb's Respite is Kindred's Ultimate and you should always put a point into it when you can. Their ultimate is a game changer, as it can change the whole outcome of a teamfight, or in a 1v1.
Wolf's Frenzy should be maxed next as your whole kiting depends on it, the cooldown will be reduced and you will be able to fight faster, and the attack speed of Wolf's Frenzy will increase aswell.
Mounting Dread will be maxed last, but put a point into it at level 12 as it will help a lot with killing squishes.
You are able to select an enemy champion who you will hunt in order to get a mark. After selecting a target, the mark will activate after an 8 second delay, while wolf is periodically marking monsters in the enemy jungle or the scuttle crab. All players can see which targets are marked. After collecting a mark from the jungle, it will take 40 seconds for wolf to mark a new jungle monster for 3min. Wolf marks jungle monsters based on Kindred's current stacks:
If Kindred kills a marked target or assists in their death, they gain a mark. Kindred's basic attack and Mounting Dread gain 75 range at 4 stacks, plus 25 range every 3 stacks thereafter. Stacks also amplify Kindred's basic abilities:
Dance of Arrows - Bonus attack speed increased by an additional 5% per stack.
Wolf's Frenzy - Current health damage increased by an additional o.5% per stack.
Mounting Dread - Missing health damage increased by an additional 0.5%
Targets suxxessfully 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.
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.
You can use Dance of Arrows to close distance with a target, or dash away in order to kite them. You can also use it to jump over walls. It will also give you attack speed so its good to cast it straight followed by Wolf's Frenzy to reduce the cooldown.
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 magic 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% x bonus critical damage) bonus damage. Threshold by 0.5% health per 1% critical strike chance (up to 65% health at 100% crit chance).
Mounting Dread will slow the target by 50% for 1 second, so you should cast it straight when ganking so your team mate can follow up, but if you are in a 1v1, cast it when your target it low on health as the damage increases the less health they have, and also crits (depending on how much missing health they have, and how much crit you got) to execute them.
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.
Lamb's Respite can be used in several ways.
- Use it to get your target down to low health while you are low on health, and then execute them with Mounting Dread after the Ultimate is over.
- Safe yourself or teammates while you are running from enemy or about to get by a global ult. Or to keep them safe until your teammates gather.
- In a team fight, if you are ahead, the enemy team will target you, ult yourself only and stay away from your other carries so they can deal the damage and get them all down.
- Use the ult on your carries if you are behind and they are carrying, as they will be targeted, you can cast your Ultimate to keep them safe and get the enemy to low health.
How to deal with Marks
How to Mark
When the game starts, mark the enemy lane that is on the opposite of where you start or the midlane if they don't have an escape. The KEY to winning is to ask your lanes to freeze so you can gank them and collect marks. If the enemy lane is very pushed, and are trading, run into the lane and mark them before you enter, after 8 second the are marked and you will be able to kill them. Wolf also marks a scuttle at 3:15 so try to contest that. When invading their jungle for a mark, make sure you got smite, attack the main monster and use Mounting Dread followed by smite to quickly get out, as in the early game you can get killed if their laners follow.
It is also important to not die for the marks as you can still stay relevant without them. But if you get the opotunity to get them, then do so. But do not contest if you see your laners pushed into their turret, keep an eye on them if you go to river or their jungle, and if you got no vision on them, do not proceed. Safe your Dance of Arrows to escape. It is also better to mark squishes, or assassins who do not have Guardian Angel as they will most likely be killed in a teamfight.
It is better to just avoid marks early game and gank a lot to get your lanes ahead, get items after, and then go for marks and you can even ask your laners for help.
Dance of Arrows
Dance of Arrows is your best friend. Do not waste this ability, and make sure its always off cooldown, as someone could invade you, you need Dance of Arrows to jump over a wall to escape, or dodge an ability. You can also use your Dance of Arrows to jump over a wall while you are in combat to attack the enemy, they will not be able to get to you while you are attacking them, if he dashes or flashes to you, simply jump over the wall again, you can keep doing that until he is dead or your circle is on cooldown.
Since the new 9.14 patch, early jungling has been made much harder, the pathing I have found to be the best is to always start with your Red Brambleback (red buff), as starting blue Sentinel blue will just be a waste of mana, doing blue after will allow you sustain in the jungle for longer.
You can early gank, and maximise your ganking potential early with red buff and have a higher chance to kill the enemy in lane.
Starting Red Brambleback side, do red buff, and then jump over the wall and continue to the enemies blue buff and steal it (ward), then check if top or mid is over extending which would be a free kill with your red buff. As you now got a blue buff, go to your blue buff and check if its still there, do Wolfs and gromp to not waste your blue buff, and proceed to take yours. Then go check for scuttle, and see where you can pull off a gank.
|When Starting blue side, Do your Red buff first, then proceed to do your wolfs. Do your Blue buff and then invade into their red buff (You will either take it, or catch the enemy doing it.. If its already gone then he might be doing golems or ganking top where you can counter), this will give you Level 3 and you can proceed to gank Top or mid.|
You should safe your ult right to the point when you feel like you are about to die, or one of your carries will die. Do not ult if one of your tanks is dying whereas you can kill their carry as it will be worth to kill the carry and finish the rest off.
You need to stay with your carries in order to ult them if they get focused, only do this if you are no very ahead yourself. Ulting for them will allow them to deal damage to get the enemy down on health so you can finish them off. However, if you are very far ahead you will have to stay away from your carries as this will play the their instincts, they can either attack you whereas you got an ultimate that will safe you, or your squishy carries. They will most likely attack them, so you are free to kill them off.
Mark of the Kindred
The best option here is to safe up your mark for when you are about to gank, if you see the enemy laner extending, get close enough and the mark them. This will give you enough time to get to them and kill, whereas they would not be able to react to it and leave.
Dance of Arrows
Use this ability to close in to gain attack speed and start attacking him. Also use it to kite him if he starts focusing you.
Use this ability right after you use Dance of Arrows, make sure to place it well, mostly behind them incase they try to run under their turret so you are able to cast as much Dance of Arrows as possible.
If you are ganking a squishy you should cast this straight away to burst them down with your other laner, if your laner does a lot of damage you might be able to critically strike them on the 3rd hit. Otherwise if you are ganking a bruiser or tank it is best to wait a bit and then cast it to do maximum damage. Also cast it straight if you are ganking a mobile champion.
Use it when you are getting focused or counter ganked and you are very low on health, you and your laner might be able to out trade them and get 1-2 kills instead of dying and getting nothing out of it.