Click to open network menu
Join or Log In
Mobafire logo

Join the leading League of Legends community. Create and share Champion Guides and Builds.

Create an MFN Account






Or

Kindred Build Guide by kindo

Middle [S11] Doopliss - Challenger Kindred Mid [Updated 11.18]

Middle [S11] Doopliss - Challenger Kindred Mid [Updated 11.18]

Updated on October 2, 2021
9.5
60
Votes
3
Vote Vote
grandmaster
League of Legends Build Guide Author kindo Build Guide By kindo 60 3 23,696 Views 3 Comments
60 3 23,696 Views 3 Comments League of Legends Build Guide Author kindo Kindred Build Guide By kindo Updated on October 2, 2021
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!
Would you like to add a comment to your vote?

Thank You!

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

Runes: Resolve Secondary (UPDATED)

1 2 3
Precision
Conqueror
Triumph
Legend: Bloodline
Last Stand

Resolve
Conditioning
Overgrowth
Bonus:

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

Spells:

1 2
Flash / Ignite
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

LeagueSpy Logo
Jungle Role
Ranked #43 in
Jungle Role
Win 52%
Get More Stats
Jungle Role Ranked #43 in
Jungle Role
Win 52%
More Kindred Runes
>

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

Champion Build Guide

[S11] Doopliss - Challenger Kindred Mid [Updated 11.18]

By kindo
Intro
Hey guys, I don't do guides often - but I have been a Kindred OTP since release back in season 5. I've gone under a bunch of different aliases, but as of late I am known by either kindo or Doopliss. This is my first guide on here, so I apologize if I'm missing information. I will update it I can and I become more familiar with making guides.

I've played Kindred Jungle for 4 seasons through season 9, and peaked Challenger in Season 9, but remained Masters the majority of the season. I started to play Kindred Mid in season 9 on a second account and found it enjoyable, but was frustrated that I was losing due to inexperience. In season 10, I quit jungle and moved onto Kindred mid since jungle is an extremely unfun role to play and in season 10 I managed to consistently stay GM+ throughout the entire season and remained challenger for a few months. My peak in s10 was nearly 1000 LP with a 70% Winrate.

Now in season 11, I have maintained Challenger for the entire season and currently at 800 LP with a 60% winrate.

I stream almost all games I play on youtube at https://www.youtube.com/channel/UCfXdp5JwO4QghC01p-_h5OA/featured.

I wrote this guide mainly for my stream since it is a niche pick, I'm really the one that plays it. I think it's an extremely underappreciated pick, and I genuinely believe Kindred is stronger mid than jungle in almost all scenarios.

Thanks for reading, hope this guide helped you guys out!
Why Kindred Mid?
Kindred is supposed to be a jungler, right? It's really hard to say, but Kindred mid has some glaring advantages over jungle. You're an exceptional duelist, but so are most junglers. Given that jungle is an extremely snowball-based role, and Kindred suffers the most when falling behind, it's almost counter-intuitive to play Kindred in the jungle.

Jungle more than any other role is extremely unforgiving. Kindred's midgame is already their weakest point in the game, and they naturally fall behind going into midgame because of pacing. Other junglers farm faster than Kindred, have higher movespeed for rotations, and have stronger gank potential.

Kindred mid covers some of these weaknesses more than jungle by far:

- You don't get penalized for the lack of base movespeed in midlane, since you're not rotating around the map as much. Yes you're roaming, but ~10-20 movement speed is not the difference between rotations if you rotate first.

- You almost guarantee that you can get lane priority for jungle in any given game. Kindred suffers heavily from lack of lane priority. If you can't get lane prio, then become lane prio.

- Kindred's ult makes them an exceptional duelist in lane and gives them gank protection that they normally wouldn't have. Ulting under or near a tower is going to put a lot more pressure on the enemy than somewhere in the jungle.

- Almost unfair lane sustain, Kindred's W is one of the sole reasons that lane Kindred is playable. It gives immense lane sustain for free, and makes most poke you take in lane negligible. Something I'll emphasize later, taking seemingly bad trades is more beneficial to Kindred due to this.

- You only need to assist on marks, so helping your jungler secure enemy camps or scuttle crabs nets a huge advantage to jungle while simultaneously getting you to 4 marks.

- Being an exceptional duelist, you're also extremely strong in the early 2v2 with mid/jungle. You provide burst, a bit of soft cc, and sustained dps.
Summoner Spells
Flash + Ignite always unless higher elo - low elo players do not know how to abuse tp.

Flash is standard. Don't try to be different and take Ghost because you have your Dance of Arrows. You will regret it.

Ignite always for synergy and executes out of Lamb's Respite. It also provides vision, which is extremely useful.

Teleport loses your lane prio unless you're experienced and can fundamentally perform on Kindred despite not having Ignite kill pressure.

If you are more experienced, I recommend taking Teleport versus high range control mages such as Syndra, Xerath, or Ziggs.

Exhaust is a longer cooldown than ignite, and it always feels underwhelming when I use it. I prefer Ignite although I think Exhaust can be used versus assassins if you prefer it.

All other summoners suck and should never be used.
Combos
There aren't many combos to know on Kindred.

Standard Auto/Q/Auto followed by your Wolf's Frenzy. Save your Mounting Dread for when you will execute them off the third auto.

The most useful combo is comboing your Lamb's Respite with your Mounting Dread and Ignite. This can net you kills from seemingly impossible situations. Just force yourself onto them with Dance of Arrows, and drop your Wolf's Frenzy when they're in melee range. Drop Lamb's Respite when low, and bring them to 10% hp. Drop Mounting Dread and prime it with 2 autos, ignite, then Dance of Arrows and auto to execute almost anyone out of your ultimate.

Be careful of an enemy using invulnerability such as Stopwatch, Zhonya's Hourglass, or other effects such as Tryndamere's Undying Rage.
Abilities
Dance of Arrows > Mounting Dread > Wolf's Frenzy

Standard Q > E > W. Dance of Arrows for spamming in your Wolf's Frenzy, Mounting Dread for more execute damage. Wolf's Frenzy doesn't provide much impact when leveling it up, only a slight increase in bite damage and 1 second less cooldown.

Max Wolf's Frenzy second when playing against tanks such as Malphite or Ornn.
Runes
I take one primary rune setup every game -

Conqueror + Triumph + Legend: Tenacity / Legend: Bloodline + Last Stand |

Conqueror outclasses Press the Attack in almost every single scenario - it's a placebo rune used by inexperienced players. There are only 3 matchups I will ever take Press the Attack in - those being Lucian, Tristana, and Teemo. That's because these are extreme duel-heavy marksmen and a lot of the lane can be decided very early. It's better to play it safe and not put yourself far behind because of a weak levels 1-3.

Triumph gaps every game. Personal preference is that I think triumph is too strong to give up, but Presence of Mind can be useful when building Trinity Force along with Tear of the Goddess since you can still run out of mana, but it's not necessary. You will never need Presence of Mind when building Essence Reaver.

Legend: Tenacity is extremely strong, since one of your biggest inherent weaknesses is getting CC'd and not being able to ult. You're an ADC with a no-die ultimate. You're squishy, and if you get CC'd before being able to ult, it can be game changing. If the enemy team doesn't have any hard CC, Legend: Bloodline is my preferred substitute since you don't build much of any healing aside from 10% on Immortal Shieldbow.

Last Stand is one of the strongest minor runes on Kindred, and oftentimes gives ridiculous numbers on it, even outdamaging many keystones some games. If you're low, you will always get the 11% damage bonus so it synergizes extremely well with Lamb's Respite. Coup de Grace is horrible, don't ever take it. Cut Down is meh, but the HP difference comes into play so late in the game that I don't find it worth it - the numbers are never high on this rune, so I don't see much benefit from it.

Trinity Force || I take Resolve tree every game, although switching out minor runes based on enemy team.

Conditioning is one of the strongest minor runes in the game. Combined with the 200 HP you get from Trinity Force, you can negate a TON of burst from enemy mages and assassins by negating their lethality and magic penetration just solely by the rune itself.

Overgrowth is very strong and should be taken most games along with Conditioning. The amount of pure survivability you gain at ~12 minutes from about 100 HP and 12+12 flat resistances is huge.

Revitalize is an all around mediocre rune and I personally find it inferior to Overgrowth all the time. If you prefer a bit more healing, it can be useful, but flat hp is almost always more beneficial than a bit of extra healing. Something to note is that Revitalize does heal the enemy team more HP from your Lamb's Respite, along with yourself and your team. Overall it's useful for if you're taking Fleet Footwork, your Wolf's Frenzy Healing and lifesteal.

Unflinching combined with one other tenacity source, typically either Mercury's Treads or Legend: Tenacity is extremely impactful. If the enemy team has a lot of AP and CC threat, combine both Unflinching with Mercury's Treads and take Legend: Bloodline. If the enemy team has a bunch of AD threats and CC, take Unflinching and Legend: Tenacity and build Plated Steelcaps or Berserker's Greaves.

Essence Reaver || I take two secondary trees depending on enemy team comp.

1 - Biscuit Delivery + Cosmic Insight

For the majority of games. Biscuit Delivery solves almost any mana issues you could have early in the game before you get Essence Reaver. It also helps in conjunction with your Wolf's Frenzy passive for some low HP regen if you survive a gank or take a bad trade.

Cosmic Insight is just a nice rune to have since there aren't many more appealing options. -30 seconds on your Ignite cooldown means it is more reliably up for duels or executes out of Lamb's Respite. -50 seconds on your Flash means you have a large window of opportunity to catch your opponent off guard if you trade flashes early.

2 - Taste of Blood + Ultimate Hunter

If the enemy team has low-cd ultimate assassins. Taste of Blood for more lane sustain, and Ultimate Hunter for your horrendously long Lamb's Respite cooldown. CDR is weak on Kindred on almost all abilities aside from Lamb's Respite, so this gives Kindred immense value. The main downside is that it requires takedowns to be impactful. Without takedowns early, the rune is as good as useless.
Builds
BUILD 1 -> / -> / /

Core Build should be any combination of first item Trinity Force, second item Wit's End or Blade of the Ruined King, and third item Muramana or Serylda's Grudge or Lord Dominik's Regards. Third item can be swapped for other situational items as needed.

The initial idea of this build is that it counters most forms of flat penetration built by enemies, being that Conditioning can provide you with a flat 12-14 Armor and Magic Resist combined with the 200 HP that you get from Trinity Force. It makes it much harder for Kindred to get 100-0'd by any champion and stops them from forcing your Lamb's Respite easily. Along with this, ability haste is an extremely good stat to have for lane kindred, being that it brings your Lamb's Respite cooldown down ~30s at rank 1 from 180s to around 150s.

The crux of this build is that it covers a lot of weaknesses and opens a lot more flexibility in items due to runes and core items and lets you scale into midgame quicker (Kindred's weakest point). Trinity Force is a very close contender in DPS to Kraken Slayer, the catch being that it also provides you with 200 HP and 20 Ability Haste - two stats that make Kindred in midlane extremely more versatile. Wit's End is very close in terms of DPS to Blade of the Ruined King, and it provides you with more mixed damage. It's always a better choice in situations where the enemy team has even a slight amount of magic damage. Blade of the Ruined King is a substitute for Wit's End against most full AD team compositions or extremely HP stacker heavy.

DO NOT build Muramana every single game. Even if you have a fully stacked Tear of the Goddess, the item is not a good buy every single game. If you need armor penetration, Muramana should not be built unless you are extremely far ahead. Otherwise, build Lord Dominik's Regards or Serylda's Grudge instead. If the enemy team has a lot of healing, Mortal Reminder is a good third item - or Serpent's Fang if the enemy team has a lot of shielding. Muramana is an extremely high dps item for Kindred, but it should only be built if you have a fully stacked Tear of the Goddess and don't need other situational items.

BUILD 2 (OUTDATED, BUT STILL VIABLE.) -> / -> Situational

Essence Reaver is the single most important item on Kindred. Lamb's Respite is a 180/150/120 second cooldown at ranks 1/2/3. Essence Reaver takes ~30 seconds off of your ult at rank 1, it provides a mythic's worth of damage, and it gives you infinite mana.

Immortal Shieldbow gives you extra durability to help manage your extremely long ult cooldown. Being a 90s cooldown, it can be used in conjunction with Lamb's Respite or alternatively to survive and make plays you normally wouldn't be able to make. Something people don't realize is that there is a HUGE difference between using Lamb's Respite even a second or two later in a fight. If you waste it, that could be the difference between a win or a loss.

Situational items include - Lord Dominik's Regards against tanks, Serylda's Grudge vs. assassins and low mobility tanks, Blade of the Ruined King for extra tank shred, Wit's End vs. high magic damage, Runaan's Hurricane with enchanters and against melee targets, Mortal Reminder for heal cut, Death's Dance vs. heavy AD comp, Guardian Angel vs. heavy AD/assassins, Silvermere Dawn for QSS, Ravenous Hydra against bruisers/assassins without tanks (for ult CD and sustain), and Black Cleaver vs. assassins/bruisers that build armor.

Most often I'll build Wit's End, Guardian Angel, Lord Dominik's Regards, Serylda's Grudge, or Ravenous Hydra.

Crit items including Stormrazor, Infinity Edge, Phantom Dancer, or Rapid Firecannon make Kindred too squishy and provide no room for situational items. Almost every game you'll need situational buys against tanks, ap/ad stacked teams, cc, etc. - with crit items you lock yourself into almost an entire build with no room for situational buys depending on the game. You won't be able to carry if you get flashed on and one shot by anyone on their team being full crit.
Early Game / Laning
Always start Doran's Blade exccept for high range mages - this includes but is not limited to Syndra, Azir, or Xerath. Against these champion, take Doran's Shield.

Kindred possesses extreme early game duel potential. With ignite, you can duel almost any champion in the entire game at level 2-3. This means you're guaranteed to get lane prio for crab at 3:15. Typically, both junglers will full clear towards one side of the map - although some don't. Depending on enemy mid/jungle and your jungle, you need to manage the wave differently.

There's a few different ways to manage the wave that I follow each game.

If your jungler is full clearing and the enemy jungler is as well -

- You can last hit the first two waves and slow push the third/fourth wave in while fighting your laner if they contest the wave. This goes for enemy junglers such as Udyr, Fiddlesticks, Evelynn, Morgana, Kayn, etc.

If you're prone to early ganks, you can either -

1 - Don't fight your laner. Using your Q will indirectly push the wave early, which will make it difficult to dodge early ganks since you'll be pushing to their tower.

2 - Ward the enemy jungle early and hover the side of the lane you have warded. In this case, you can trade your laner, but always keep in mind that you'll likely get ganked and do not overextend on trades.

The crab at 3:15 -

- If the Mark of the Kindred spawns on the side of your jungler, walk over and help him kill the Rift Scuttler , making sure you tag it within 6 seconds of it dying.

- If the Mark of the Kindred spawns on the opposite side, see if your jungler needs help at their Rift Scuttler first. If they do, help them because they'll be able to rotate to the opposite side after. If not, just go up and prevent the enemy jungler from taking your Mark of the Kindred if possible. If you can't stop it, then just stay mid.

Your objective is to keep lane prio and pressure your laner. Poke with Dance of Arrows by Auto/Q/Auto since your Q is an auto reset. Try to save your Wolf's Frenzy for extended trades, as that is the main source of dps from Kindred. Fighting without Wolf's Frenzy will almost always lose you the fight. Sustain any damage taken in trades with Wolf's Frenzy passive.

Keep in mind, Wolf's Frenzy passive heals based on Kindred's missing HP, so often times a trade that seems bad will be better for Kindred than the enemy. If you take 40% of an enemies HP in lane from a trade and they take 60% of yours - you'll have much more sustain than them with your Wolf's Frenzy passive. Just sustain back up and trade again.

Kindred destroys objectives like Dragon or Rift Herald extremely fast, so try your best to ping your jungler to do objectives early. With a few marks, it's even faster and you can solo it if necessary. Once you get Essence Reaver, you melt turrets extremely fast. Keep your Dance of Arrows attack speed buff up and abuse Sheen procs with your Dance of Arrows.

Matchup-specific lane strategies are explained in the matchups section. Different strategies exist for different matchups, so understand what each matchup entails before thinking about what to do.
Recall Purchases
For early recalls - you should buy different items depending on the matchup.

I always like to swap Stealth Ward for Oracle Lens when it's on cooldown.

- For hard CC mages, always rush Mercury's Treads.

- For roaming, rush Berserker's Greaves or Plated Steelcaps if you have enough gold. If not, then just buy dueling items like a Long Sword or Sheen.

BUILD 1

- Always rush Trinity Force no matter what. Depending on whether or not you are in a volatile lane, you prioritize items differently.

- I look for 1100 gold on recall, so that I can buy a Sheen and Tear of the Goddess.

- Tear of the Goddess and Long Sword along with Doran's Blade allow you to 1 hit ranged creeps under tower. Therefore, in mage farm lanes, I prioritize Long Sword and Tear of the Goddess over Sheen.

- If you recall with a small amount of gold (~400), ALWAYS buy Tear of the Goddess before Long Sword. You will need the mana without Essence Reaver and with Triumph.

BUILD 2

- Normally, if you base with 700 gold, 2 Long Sword is better than Sheen. 2 Long Sword allows you to last hit the caster minions under turret.

- If you base with 1050 gold, Sheen + 1 Long Sword is preferred - 2 Long Sword and Boots is also good, it's preference.

- If you base with 1400 gold, Sheen + 2 Long Sword is ideal.

- Cloak of Agility should only be bought after 2 Long Sword and Sheen. Caulfield's Warhammer is not worth the extra 400 gold unless you have all other components since Kindred doesn't value CDR that highly other than for their ultimate.
Obtaining Marks
Mark of the Kindred can be obtained both through champion takedowns and camp takedowns. Keep in mind, you only EVER need 4 Mark of the Kindred on Kindred. That goes for any role, since at 4 Mark of the Kindred you get +75 bonus range. Every succeeding 3 marks (7, 10, 13, etc.) only give 25 bonus range. The risk is not worth the reward from 4 onwards - free marks are free, but never risk a play for them post 4 mark.

Mark predicting is a strategy that I use extremely often to obtain marks - which pretty much boils down to understanding what camps can spawn marks at any given time along with jungle tracking. I won't go in depth with tracking the enemy jungler, since that's not something that's champion-specific to Kindred.

Mark of the Kindred has a 45 second respawn timer once a mark is killed. This means if, for example, a mark on Gromp is killed, you can almost guarantee that the next Mark of the Kindred will spawn as a 50/50 on either Crimson Raptor or Rift Scuttler . If one of them dies, then the mark is guaranteed to spawn on the other. Typically, once the mark disappears on the map, I add 1 minute to the timer and subtract 10 seconds.

At 0 Marks, Mark of the Kindred can only spawn on Rift Scuttler .

At 1-3 Marks, Mark of the Kindred can spawn on Rift Scuttler , Gromp , or Crimson Raptor .

At 4-7 Marks, Mark of the Kindred can spawn on Blue Sentinel , Red Brambleback , Ancient Krug , or Murk Wolf

At 8 or more Marks Mark of the Kindred spawns on Dragon , Rift Herald , or Baron Nashor .

Typically, you will obtain Mark of the Kindred through champion takedowns in early skirmishes, solo kills, or Rift Scuttler . Sometimes, you will get a mark on Crimson Raptor if your jungler invades, but not often. I hardly ever recommend invading Gromp for a mark unless you're following your jungler for other reasons, you'll always always lose a wave of minions since it's far from mid.

There's almost never a game I don't get 4 marks, I get marks much more frequently than I ever did in jungle - and when I don't get marks in jungle it feels infinitely worse to play than mid.
Mid-Late Game and Teamfighting
Like other mid laners, you'll wind up side laning to push waves and rotate for teamfights. Depending on the matchup and situation, you could opt to continue split pushing and attempt to pressure that way. Typically, you should shove a wave and then rotate to group with your team.

If the enemy mid is still clearing a wave bottom-side, try to force a fight while you outnumber them - but be careful is the enemy mid laner has Teleport.

I also like to use Oracle Lens after pushing a wave to see where the enemy team has a Stealth Ward. A good strategy is to catch an enemy on rotation where they don't have vision - sitting in their jungle where they don't have vision to catch them rotating can often net you a free kill.

For teamfighting, you are an ADC but don't necessarily play like one always. You should not be afraid to jump in melee range ready to use your ultimate. A good way to play teamfights is to either kill a priority target then use Lamb's Respite so that you outnumber the enemy team OR force a priority target to stay in your Lamb's Respite and then execute them with Ignite and Mounting Dread.

You shouldn't be afraid to play up on Kindred or the enemy will capitalize on it and bait your Lamb's Respite out easily. Lamb's Respite is an offensive tool more than a defensive tool. Keep that in mind and use it.

It's hard to really say how to play teamfights since it depends on the enemy team comp and a ton of other variables. You shouldn't ever play teamfights the same way, but keep in mind that you don't want to play where you're just running away and using your ult to survive only.
League of Legends Build Guide Author kindo
kindo Kindred Guide
Vote Vote
[S11] Doopliss - Challenger Kindred Mid [Updated 11.18]

League of Legends Champions:

Teamfight Tactics Guide