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Kindred Build Guide by Zula Warrior

Jungle [S11] STOMPING Solo Que with Kindred Jungle [CHALLENGER] 11.

Jungle [S11] STOMPING Solo Que with Kindred Jungle [CHALLENGER] 11.

Updated on January 9, 2021
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League of Legends Build Guide Author Zula Warrior Build Guide By Zula Warrior 90 10 504,892 Views 58 Comments
90 10 504,892 Views 58 Comments League of Legends Build Guide Author Zula Warrior Kindred Build Guide By Zula Warrior Updated on January 9, 2021
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Runes:

Precision
Press the Attack
Triumph
Legend: Bloodline
Last Stand

Domination
Eyeball Collection
Ultimate Hunter
Bonus:

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

Spells:

LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Smite

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

About Me

Hello! My name is Zula, actually I go by quite a few names but that is the one that has always stuck (hence my IGN). I'm a challenger player who mains both ADC and Jungle, however my Top/Mid/Support excel far above your average player as well.

But before we get into all of that here is a screenshot of my top rank.



I've been playing League for about 7 years and have played in many tournaments but as of now I am attending university in Hawaii as a Bio Chemistry student. When I'm not too caught up in my school work (such as the summer months) I enjoy playing games, and it's become not only a passion of mine, but a way to connect and build new friends and relationships. So I would like to give back to the community that I've spent so long with and offer guidance on how to become a better player of League of Legends. So I hope you enjoy, learn, and put into action everything in this guide, as these are the ways I've found to lead to pure success in my League of Legends career.

Due to the recent Master+ changes that require you to play once a day essentially or you'll lose 100 LP per day I didn't push for challenger this season however I did hit challenger mid season 9 before I decayed out and only got masters at the end of the season. I will most likely push for challenger in season 10
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Introduction




Kindred is an extremely versatile champion in solo queue, especially in the jungle (tested from Gold to Diamond in 2 days, Kindred Only, as long as she (Yes I know Kindred is referred to as them, but She is just easier) wasn't banned). The fact that she is rarely played correctly, means your opponents won't be expecting the game-altering plays you'll be making.

In all seriousness, a well played Kindred is more than capable of stomping solo queue, even at the highest of elos; I played my Kindred jungle vs many pros, top streamers, and other challenger players, and Kindred is one of the most contested for champions at that rank.

There are three main reasons for Kindred jungle to be able to compete at this level:

1. Her clear time is among the fastest in any jungler ( especially late game ) due to her mobility.

2. She can not be juked and has crazy good ganks with her skill set combo that other junglers don't have (the range... oooh the range!) and easily tower diveable ganks with her R

3. Her sustain in the jungle is plentiful, with the new Wolf's Frenzy you hardly get touched when you kite well, kiting used to be harder but since you now have an enormous slow on all large monsters (not dragon/RH/baron) you can just easily dance away from them.

After the consistent nerfs Kindred is still stronger than most people think and extremely fun due to her unique play style, mobility, and range (unlike almost any other jungler).

Oh, and if you're looking for a champion to get out of "Elo hell" with, Kindred will be the one. I've coached hundreds of people in the recent year who were stuck in Bronze/Silver/Gold and even Iron and helped them get out of their elo hell with Kindred.
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What exactly does Kindred Do?

Kindred is a mobile, high-damage output, ranged jungler. Her early game ganks are among the best in the game and can have devastating effects on the enemy teams morale and influence on the game. Her spells are meant to keep her alive while still doing a massive amount of damage, there is rarely a game where I do not top the damage charts.

Pros

+ Fast Clear Times
+ Physical Burst / Sustained DPS
+ Ability to Jump through walls and around enemy players
+ Highly effective ganks
+ Strong early game duelist and invader
Kindred has one of the highest skill caps out of any of the junglers in the game, which is why you see such a big gap between Kindred win rates depending on the rank. However, as with most high skill cap champions she is high risk/high reward. This means when playing Kindred your main goal is to make it a low risk/high reward situation for both you and your team; which is exactly what this guide is going to teach you how to do.

Cons

- Fairly Low Auto Attack Range
- Situational Ultimate can throw games
- Susceptible to chain/long CC
With the recent changes to the jungle this preseason, early game junglers with a lot of sustain are in the best spot currently. A well-played Kindred is exactly this. Not only are you one of the few ranged champions in the jungle which is a huge advantage in the early game, you’re also one of the most evasive and unpredictable jungle champions so you can get yourself out of a lot of situations. Because of this game knowledge about when/why to invade or not invade and understanding lane pressures and match ups is key. This will take time to learn but as you practice kindred and apply the techniques I teach in this guide, you’ll be on your way to mastering her kit!
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Runes / Summoner Spells




The best runes right now are the ones pictured above. Precision tree with Press the Attack into Domination tree gives the highest chance to snowball. I personally never take Conqueror because it ins't as powerful early off in the game and Press the Attack helps your teammates later in the game as well. Something I will change game to game however is the armor rune to magic resistance depending on if I'm going against an AD or AP jungle.

I also take Ultimate Hunter because our Ultimate has an extremely long Cool down, and I having a game changing ultimate on a lower Cool down can make or break a lot of games.



Haha hopefully I don't have to go into extensive detail about this for anyone, cause if I do I might lose hope in humanity xD Get Smite and Flash Nuff said... ohhh and put Flash on F otherwise I'll probably judge you. ;)
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Skills

Every one of Kindred's Abilities can be used both offensively and defensively.






Mark of the Kindred


Kindred's Passive is the absolute definition of who she is, there are two ways to get your marks.
By Champion
In order to get kindred marks, you’re going to want to be able to manipulate the time it take for the mark to become activated as well as the mind game of “fear” the enemy faces when you mark them. When you’re going for a gank, what you want to do is mark them approx. 2 seconds before they gain vision of you, that way by the time they realize they are marked, you’re going to be damn near in their face. And if you manage to get the kill (which you should be able to if you’re going for the gank!) it should be activated by the time they die. This takes practice, because if you do it too early they will just run to their tower because you marked them. Do it too late and they will die before the mark goes off (probably by 0.1 second knowing our luck xD).
Another thing to keep in mind is when ganking phase is over, and team fights start occurring, do not forget to get your marks off! Even if you kill somebody and your mark CD comes off, make sure you get the next mark off ASAP. I will go deeper into this in a later chapter but for now this is a good start.
By Enemy Jungle
[The other way to get your marks is (you guessed it) by the camps in the enemy jungle (WAIT ZULA DON’T FORGET ABOUT SCUTTLE…shuddup). The marks are semi-random. Semi meaning that for the very first mark it can only be on scuttles, 1-3 Scuttle/Raptors/Gromp, 4-7 Red/Blue/Krug/Wolfs, 8+ only epic monsters. Luckily the new jungle changes where it actually shows when enemy camps are going to spawn makes it a lot easier to predict where your mark is going to spawn. Just remember, marks can't spawn on dead camps so you can actually force them to spawn on certain camps. However don't stress to much about forcing marks, it's more important to make sure you're getting safe marks by either having knowledge (or a pretty damn good guess) about where the enemy jungler is or knowing you can win in the event a fight breaks out. Letting your laners know you're going to a mark by pinging on your way is 100% recommended so they can prepare to assist if needed.
Offense
You can use your passive offensively by obviously just marking targets that are highly killable and in route to wherever you're trying to be on the map.
Defense
KindredYou can use your passive defensively by marking a target that is applying a lot of pressure to one of your lanes, typically if you're in a good position where the enemy lane can't 1v2 you and your lane they will play a little more passively with your mark on them. If they dont? Well go gank them and get your mark!




Dance of Arrows


Dance of Arrows Is Kindred's signature move. Since it is her spam ability and also the ability that does the most sustain damage for her, it is the one you max first for shorter cooldown and max potential damage. I don't know about you, but one of the most annoying things to me is when I'm playing a champion that can't go through walls, and then I see the enemy with 5% HP dash through a wall! No problem here, as Kindred can hop through many walls with this amazing spell! When cast inside of Wolf's Frenzy the Cool Down is significantly reduced. At low levels, this ability has quite a long CD and will not be quite as spammable, which is why she is a weak early game jungler. I suggest not invading or doing lvl 2 ganks until you fully understand Kindred, since this is such a crucial part of her kit.

Offense
When using this spell offensively there are a few things you're going to want to look out for. You want to make sure you're not putting yourself in a bad position by jumping to a location that you can't get out of. At the same time you want to position yourself to where you stay inside your Wolf's Frenzy so that you can maintain your W's passive. One thing I've noticed when I give my students lessons on Kindred, is when they are ganking, they tend to use this spell in the direction of the enemy champion instead of the escape route of the enemy champion. There are times where you need to be moving towards the enemy champions escape route as this is the best way to secure the kill. Your Q is going to prioritize champions so don't worry about it not hitting champions in a lot of minions. Lastly when using offensively, try to remember that it is still your only real escape, so be aware of when you may need it to get out of a tough spot

Defense
This is not only your best offensive move, but debatably your best defensive move as well (but Zula what about my ult? or my slow?) Well your Q is what allows you to escape from enemies during both your ult and slow! With that being said, you should be using this skill in combination to your other skills for best results. Hopefully by now you understand that if your Wolf's Frenzy is up you should be using it to lower the cool down of your Q. When escaping an enemy you can jump through small walls, to do this click as close to you can to the wall without going over it, place your cursor over the wall after, and once you step as close as you can to the wall, press Q! (No Pressure xD). But your Q isn't only defensive for escaping. You should be micro managing the team fight if at all possible (it's always possible) and dodging skills with your Q. This is where that game knowledge I was talking about earlier comes into play, because the better you know or gradually guess when the enemy is going to use their skill shot, the better chance you have of dodging it. You really want to press your Q before they press their spell "because reaction time isn't reliable but your brain is." So once you begin to be able to predict when enemies aregoing to use their spells, this, as well as all of your gameplay will be much more smooth and effective.




Wolf's Frenzy


Wolf's Frenzy is a pretty simple ability, because really it's all passive and you just have to stay inside of the circle. The complicated part of it is using it in the best possible position. Which is the area that you're going to be fighting while still being slightly in your escape area so that you can still escape if necessary.

Offense
KindredLike I said earlier, this is a pretty simple ability, so it's simple to understand how to use it offensively. You want to combine (just as all your spells) the use of your W with your other spells to maximize your full potential. That means you're going to want to launch your E, Mounting Dread, and your Q to get you in the best possible position before you lay down your W, that way you can maximize the time that wolf does damage and be able to stay inside your W to get the reduce CD for your Dance of Arrows. Another tip I love to give my students when coaching them is using the W to tower dive and do damage without actually tower diving. Since Wolf can't die or take damage, you can position your W to deal damage to get those last few hits without taking the tower agro, it is a great little tip that very few Kindred players take advantage of. Another tip is to use it right before you get stunned. Since Wolf can't be stunned, you will continue to do damage while you are stunned and then can come out with a reduced CD Q.
Defense
Using W defensively is more of an advance Kindred tactic. It's not necessarily harder, but you want to make sure you only do it in the correct situations, because it is still usually more useful used offensively ( I didn't confuse you did I?) The tip I gave in the offensive column is somewhat of a defensive trait as well. But other than that there are many times that may come up to put this spell on your defensive side. Such as when you're trying to save a teammate but have very little health or mana to do so, drop down your W to "push" the enemy team away by scaring them. It's almost like a warning shot because it seems as you are going to go in. The most obvious form of defensive however comes when jungling. You want to really use Wolf's Frenzy to kite the jungle camps so you can stay as topped off as possible. Combine it with your Q and you will hardly get touched. The best way to do it is to kite semi circles around the camp. Early game you may get hit once or twice but late game they will probably die before you even move.




Mounting Dread


I love this ability. It brings so much joy to my life! If I were an ability I would marry this ability (I'd probably end up cheating on it with Kayle's Ult) (Okay that's enough Zula) Fine Fine. Jeez. But seriously, this ability is great, I max it second for the increase damage and lowered CD. The Slow and execute are huge and I get more peoples flashes with this skill alone than an Annie with her stun/tibbers up. Lets get to it!
Offense
This spell is your main course when it comes to ganking. You will be getting it off as practically your first spell. The way I do it is Q > E > Auto Attack > W that way I maximize my time frames by getting the slow into an auto attack and then having Wolf do his damage
Something else to keep in mind is your E doesn't generate tower aggro. Meaning you can bait the enemy to use their CC that they'd typically only use once the tower is hitting you and then when the CC is up you can kill them under tower. Another note is if you're tower diving with a tankier teammate, use your E first so they can catch/take aggro but you're still starting the dive and calling the shots then.
Defense
In a lot of my coaching lessons a common occurence I see lower ranked players make is when being chased they stop casting spells. Well, you need to be casting spells pretty much anytime you're trying to escape or fight in any way. To use this spell defensively wait when you're about to use your Q and Q in the direction you're trying to go and cast your E on the target who is most likely to catch you. This way when you're in the animation of your Q already moving in a direction you will get your E off in mid air and lose no time stopping to cast your E.





Lamb's Respite



Kindred's ultimate is a game changer, which is why I choose to do an entire chapter on it, which I will be releasing soon, between school and work it takes me a while to write a quality guide for everyone :) But thank you for being patient.

Coming Soon


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Items



Emberknife is my go to item over Hailblade for a few good reasons.
  • Damage output on Emberknife is significantly higher than Hailblade.
  • You already have a very strong slow in your kit so it's not a huge advanatge to have an additional slow.
  • The 20% damage reduction is just additional defense that hailblade doesn't have.
There are times where I go Hailblade over Emberknife. When champions that rely on movement speed such as Hecarim are on the other team, or if it's a champ that needs a double slow to kill because they can CC you easily like Fiddlesticks then I will take Hailblade but for simplicity sake the majority of time I would take Emberknife. Kindred



Berserker's Greaves are extremely important to get as soon as you finish your jungle item. If you've played Kindred before (or League for that matter) you know one of the most frustrating things is watching the enemy get away with almost no health by the skin of their teeth because you were just a little too slow.
Well, we're going to minimize that happening as much as possible by orb walking (*note if you don't know how to orb walk you can practice it by watching this
youtube video and going into practice tool, it's an important skill to have) and being just overall faster than they are. Not only do the boots help you immediately for ganks, but they also help you get to your marks quicker, which early game is extremely important because you'll be beating the enemy jungler to your marks by just a few seconds which is all the time you are going to need.





vs
Galeforce is my go-to as of now. The item is just extremely strong on our champ, as we already have so many dashes that having another that doesn't share a cooldown makes us extremely slippery. There are a ton of uses to have an additional dash (especially one with an execute attached to it). Mainly I use this item to dodge incoming skill shots while also positioning myself in a better position to kill the enemy, but with the execute I try not to use this dash first since it does increased damage the lower the enemy is. My only real gripe with this item is the mythic passive isn't quite as powerful as some other items, but movement speed is still always useful.
Kraken Slayer is also a viable option. The reason I choose Gale over it probably 90% of the time is because of the outplay ability that Gale has, however if there is like 3 of 4 heavy tanks and it's a scaling game I'll go Kraken for the passive damage.



Stormrazor's slowing passive alongside Galeforce's gap closing ability allows you to get picks left and right. Here's the thing about this build. You want to be the one to land the first attack, because once you get Stormrazor the enemy is instantly slowed, meaning if they use their gap closer on you and you Q away, they are slowwed before you even cast your E out, meaning they're going to have a very hard time catching you, while you have the ability to chase them for days. Try it out, you'll understand what I'm talking about!



Rapid Firecannon just has huge synergy alongside the entire build, once you get it you pretty much out range any champion in the game because your passive is giving you extra range and it stacks with Firecannon, esentially once you get this item you want to be the one starting every fight for your team.





Probably the most cost efficient item in the game. This item brings tears to the enemy when they see you with it. Why? Because not only do they have to kill you once, they have to kill you twice, wait no THREE TIMES! (Counting your ult as a life haha) It gives you bonus MR and Armor that makes you tankier, and the additional life pretty much takes away the one thing that can counter Kindred. Burst. Which is why I build tanky in the first place. Once you have this item Kindred becomes one of the highest win rate champs in the game. At least for me.



Easily my go-to item when it comes to practically any jungler. It provides you with vision of enemy champions when you don't have sight of them (obviously, you can't click them but you know they are there) It takes out wards so you'll have an easier time ganking and getting objectives. Probably best used on junglers as you will have the most map presence. Once you get used to using it in key spots ( I will add some key spots to a map later for everyone to see :) then you'll actually be gaining quite a bit of gold from it too!
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Jungling

I think of jungling as a 6-step approach. First you start off with your First Clear (this is the brainless clear at the start of the game of nearly every game), then we move onto your first gank/first invade (this is where you try to start to press your early game advantages and control the flow of the early game), General Ganking (How/When/Why to Gank), Farming (Maintaining CS, Getting Gold and Experience through jungle monsters), Counter Jungling (Making the enemy Jungler hate his/her life), and Objectives (Dragons, Towers, Inhibs, etc. etc.). Those are the 6 main focuses of Jungling, let's see how we implement all of the 6 steps into our game-play.



First Clear

To make things simple we’re going to always start with our bottom buff. When clearing your first buff you’re going to want to kite it using the slow from your W and kite it towards where you plan on going to next. You should always be kiting every camp you take to ensure you have as much health as possible. Tip: Get used to using attack-click move, it will make kiting much more efficient and smoother. Make sure the camp doesn't reset however when kiting it away from you, so keep an eye on its patience meter.
If the bottom buff is Blue then our path we take is going to be Blue > Wolves > Red. You’ll finish your Red before scuttle spawns, so if see an opening to gank mid/top take it. However, the majority of the time you won’t have anyone to gank and you’re still level two at this point. So what I typically do it invade the enemy blue at this point. Because invading the blue is risky here is a video about when/how to invade the enemy blue. If you’re not comfortable doing either of these options then you can play it safe and farm golems, however Kindred is not a champion that does well by playing safe, you’re going to have to take calculated risk the entire game. Remember our goal is to stomp solo que, not win only 50% of our games.
If the bottom buff is Red we have some options.
  • Invade the enemy jungle immediately through dragon pit. (Watch THIS VIDEO to see exactly how/when to do this)
  • Continue onto your wolves>blue>gromp>scuttle
  • Immediately gank a lane level two (most risky option w/ only a decent reward)





First Gank

Your first clear went smoothly so it's time for some serious action taking steps in terms of making the enemy surrender! This is why I consider the first gank to be one of , if not the most important play of the game. Because it can really set the tone for the game. Before we get into where to gank let's find out how.

When going for a gank you need to be aware of everything happening in the game, where is everyone located in the game? Is my health bar something to consider? Do they have a lot of early game champions that I should avoid? Try to make an educated guess about where the enemy jungler is. Is he in his jungle farming? Is he about to go for a gank? IS HE ALREADY GANKING OMGOSH GO COUNTER GANK!? haha, don't panic! There's a lot to consider, but take it slow, and remember that it's only possibly the most important play of the game (but not absolutely :)
So let's say you decide you want to gank, well how? I suggest trying the simple combination of Q E AA W AA Q AA Q AA, if you can get this full combo off you're almost for sure going to get the kill, but it's ok if you don't get the last auto attack off, just try your hardest to get at least that far. Another tip is to Ping the living hell out of your lane before you go in. Let him know you're on your way and that you're out for blood! Now let's see which lane to pick. You have three options when it comes to the first gank: Mid, Top, Bot

I'll start with the most likely of the three, top lane. There are two ways to know if you should gank top. One, if your mark was at the scuttle beneath you (very common) and your laner is in a position to gank for. This means that the enemy lane is not pushed into tower, and is either at or past the middle of the lane (you'll need about this much room to secure the kill) If you have a top laner with a stun then your likelihood of ganking for him skyrockets (think of a
Renekton). There, however, is one exception to this rule. If your lane IS pushing to the enemy tower, and they have an early game ganker (lee sin?) then skip your Mark, and sit in the bush in the river, or tri bush, to counter gank your opponent. However, let your laner know this is your plan otherwise that blind man might just take your buffs as a trophy.

Ganking mid lane is the next most likely option. The reason for this is similar to that of the top lane. Stuns/Pushed or Pushing/Gankable. Do not gank a mid lane that has a huge escape (zed, Le blanc, etc.) because you'll just waste your time and more than likely your passive. When ganking mid lane go behind the enemy, DO NOT GO THROUGH THE RIVER BUSH BECAUSE IT IS THE MOST LIKELY TO BE WARDED AND YOU WON'T HAVE ENOUGH SPACE TO KILL THE ENEMY. Which brings me to another point, you will need more space than normal to kill a mid laner (since you need to get your E and at least 3 auto attacks off to secure that kill probably). So don't be afraid to pass up on mid lane and go get marks and/or continue to farm, because forcing a gank is a lot worse than continuing to farm.



General Ganking

General ganking requires a much similar thought process to your first gank (which is why I choose to write about it first) because you'll be processing all of the information from your first gank, but instead of worrying about early game champions, think about where the game is and then plan accordingly.




Farming

Farming is simple with Kindred, it's like mini versions of your first clear, you want to be kiting the jungle camps using the strategy from above to farm. Make sure if you plan on backing soon, never leave the jungle before it is completely cleared (Unless it is unsafe to do so). A general rule of thumb is to try to keep your farm to as close to your mid laners. You can do it, and it gets easier as the game goes since you get your items. Also if your laner dies, go cover his lane and take his farm, and if you get a kill when ganking for your laner, tax a few minions, He might get mad but hey... Who's really carrying this game? ;)




Counter Jungling

Counter Jungling is huge as Kindred. Obviously, this is how you're going to get the majority of your marks. Realize though that there will be some games when you counter gank more than others. Do not fall into the trap of being either a super counter jungling player all the time, or never counter jungling at all. Be random in your counter jungling. Don't always go for the same place, and don't always go for your mark. Remember, the enemy can see where your mark is as well so they will be anticipating you. So if they go to your mark, what can you do? Go take their jungle on the other side of your mark.

However, if you know they are across the map and you see your mark just sitting there all lonely, then go take it and be on your way. The next step after getting your mark should primarily be ganking since you are behind the enemy, but if no lanes are gankable, then go get an objective, or continue farming, or back and get items! Don't ever waste time :)




Objective Control

Mainly what I see differs in every rank severely is objective control. Listen, you want these objectives. They win you the game. Period. My thought process of objective importance goes First Tower > Dragon (except flame dragon), Dragon > Towers, Rift Herald > Dragon (except flame), Inhib > Tower, Baron>Inhib. Remember too, RIFT HERALD, DRAGONS, AND BARONS all give Mark of the Kindred stacks depending on the interval. (Read the spell if you need to know the intervals) So use this to your advantage (PS an objective that has a mark on it DOUBLES, NO QUADRUPLES in importance). Okay, now with that being said. Another tip is that you can get dragon's by yourself undetected once you get your Red Trinket and Blade of the Ruined King. Use this knowledge to your advantage and make sure you get those objectives!
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Warding


...Work in Progress...
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Teamfights


...Work in Progress...
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Stomping Solo Que


Congratulations! You made it to the end of the guide! You're now well equipped with the ability to stomp solo que. Still however, you may find yourself in situations where you're just not exactly sure what to do, or how to win, or maybe you're just looking for guidance on another champion. Well, I have an immense amount of more information, and specific information that can guide you to being the best player possible. This is why I've began to offer a coaching service. In each lesson you will have the choice between playing games with me or live streaming the game to me through discord! I offer fair pricing and in return promise you will learn how to better control your games and increase your ranking. It's a great way to learn and improve quickly!

Thanks for reading and hope to see you soon. In the meantime feel free to come join me on Twitch!
My Twitch Stream!
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Special Thanks to...

(Grabs the Mic)
First of all, thanks to all of you, the guide has only been out for a few days and I have already gotten amazing feedback! My audience has been more than I can ask for already and I'm happy to help you guys in anyway I can!

Secondly, thank you to PSIGuard for being the best site Admin I know. He has helped me tremendously with help on my guide. I couldn't have done it without his help. He's the NA Coordinator of MobaFire, and if you need anything that man is right there to help you along! Great guy overall!

Thank you to my friend "TheExFear" for hooking me up with some sick Visuals!

Thanks to everyone for all the support!

Zula. Out.
(Mic Drop)
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[S11] STOMPING Solo Que with Kindred Jungle [CHALLENGER] 11.

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