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Kindred Build Guide by Narutoe

Jungle [13.22] Play Maker Build By 'Yed'

Jungle [13.22] Play Maker Build By 'Yed'

Updated on November 15, 2023
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League of Legends Build Guide Author Narutoe Build Guide By Narutoe 3174 135 3,769,467 Views 78 Comments
3174 135 3,769,467 Views 78 Comments League of Legends Build Guide Author Narutoe Kindred Build Guide By Narutoe Updated on November 15, 2023
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Runes:

Precision
Lethal Tempo
Triumph
Legend: Alacrity
Coup de Grace

Domination
Sudden Impact
Relentless Hunter
Bonus:

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

Spells:

LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Scorchclaw Smite

Scorchclaw Smite

Threats & Synergies

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



Hey! I'm Yed. I started playing in Season 4, and main Kindred the moment when they got released. I am Currently Diamond, ranked up only playing Kindred. I have got over 8000 ranked games with Kindred, and I would like to share my knowledge with the community.


I have over 4.7 million mastery points on Kindred Right Now. By playing over 8000 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.




Starting items


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.

Early Game


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 Mythic 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. Do not build Immortal Shieldbow as it is very bad on kindred, Kraken Slayer just gives much more benefits with damage and attack speed, you get life steal from Blade of the Ruined King and Ravenous Hunter so Immortal Shieldbow is not needed, it should not be build under any circumstances especially if you are behind, you will do no damage.

The Collector Should be your second item to go for, it will increase your damage massively and will help you burst down enemies with each gank. The damage will be unexpected and synergises perfectly with Mounting Dread to execute enemies. However if the enemy has a lot of HP, such as a tank top, jungler & support you should concider building Blade of the Ruined King Instead.
Do NOT build this item if it is a very tanky enemy team, and replace it with Lord Dominik's Regards.

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 40-150 magic damage and movement speed in order to kite your enemy.


Main Build



Black Cleaver gives you the attack damage, cooldown reduction and 450 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 shreds a maximum of 30% of the targets armor and gives you movement speed to kite easier.

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?

Situational Items



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 for the jungle, 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.
Ravenous Hunter - Personally I would go with this rune if I build a crit build, as I will not build a life steal item, it will help me massively late game to survive and stay longer roaming the map rather than having to recall.



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.



Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

> > >

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.

Mounting Dread will be maxed second, it will help you to burst down enemies when ganking, while you are inside your ult with an enemy, get him to low health and stack your Mounting Dread, once your ult finishes trigger the attack to execute them, building The Collector will help in execution.

Wolf's Frenzy should be maxed last as it is not as important as your other abilities, ensure to position it well to kite away from the enemy.




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:

0 Marks

1-3 Marks

4-7 Marks

8+ Marks


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%


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:

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.




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 / 85 / 110 / 135 / 160 (+0.75 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.




Passive: Kindred gains stacks of Hunter's Vigor from moving and attacking. When charged, she will heal for up to 49-100 (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.

The ability will be cast where your cursor is, so its important to place it well, if someone is chasing you, cast it in front of you so you can continue kiting and dashing back, or cast it in front of you to chase someone down. Just ensure to cast it where you are moving to.




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).

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 250 / 325 / 400.

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 hit 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 when it spawns 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.

Jungle Pathing


Since the new 11.24 patch, early jungling is pretty easy as Kindred has very good sustain and kiting abilities, 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 on red side, always do Red Brambleback first, do red buff, proceed with doing wolfs(B) and them gromp(C) which will then give you level 3. Do blue Sentinel after, use Mounting Dread when its low to kill it faster. Proceed into riven where you check if midlane or bot is gankable. If midlane is over extending, ensure to walk up from behind him as the buy may be warded, be careful as enemy jungler might be on other river. If midlane is ungankable, jump over the all at dragon pit, then jump over the next wall, do not walk through tri-bush as it may be warded. If the lane is over extending then gank it, otherwise do the crugs and wait until botlane or midlane is gankable. If not, recall and proceed to clear your top side.




When Starting blue side, Do your Red buff first, then proceed to do your wolfs followed by gromp, then do the blue buff. Check if midlane or toplane is over extending, walk up from behind the lanes to gank. Jump over dragon pit to appear behind the enemy top laner incase they warded the river.

Teamfight



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.

Ganking



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.

Wolf's Frenzy
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.

Mounting Dread
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.

Lamb's Respite
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.

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