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Recommended Items
Runes: STANDARD (TRAINING WHEELS)
1
2
3
4
5
Precision
Domination
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10% Tenacity/Slow Resist
Spells:
1
2
3
4
5
STANDARD
Flash
Ignite
Items
Ability Order
Mark of the Kindred (PASSIVE)
Kindred Passive Ability
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats
Ideal Synergies
Ekko
The main issue is his recall ultimate. Once he regains his health back, there's not much you can do. He also has a mild slow and excels at poking.
Malzahar
Synergies
Ideal
Strong
Ok
Low
None
Malzahar
Champion Build Guide
INTRO
Hi! This is my first guide on this site, so this is still a work in progress. My summoner name is Queen Candyness and I have 400k mastery points on Kindred.
I love playing Kindred in lane roles rather than jungle. It always surprises the enemy and it almost gives you the upper advantage in early game. Also, I'm not a good jungler AT ALL.
I love playing Kindred in lane roles rather than jungle. It always surprises the enemy and it almost gives you the upper advantage in early game. Also, I'm not a good jungler AT ALL.
WHY KINDRED MID?
Or as I like to call it: Midred.
Kindred in lane can be viable once practiced extensively. Mid role also makes it easier for Kindred to roam for both marks and kills. A good Midred can excel at both laning and roaming, putting intense pressure on the enemy team. As a Kindred mid, you want to roam as much as possible, since roaming is their primary strength. In mid lane, you have an easier way to close the gap with Dance of Arrows. You also know who to mark right away and your enemy is typically a squishy mid laner like you. Therefore, it makes mid an even fight. |
STRENGTHS/WEAKNESSES
+ Mobile + Stackable buffs easier to stack + Ult is an anti-burst protection + Strong execute with E + Ult and Q lets you dive safely under tower |
- Squishy - Susceptible to high CC, which many mages have - Q mana sink due to having to dodge many abilities - Only medium-range despite being a marksman - Hard comeback if losing in early game |
"How do I know when to pick Kindred mid?"
When the enemy mid laner isn't an assassin like Zed or Talon, or point and click mages like Malzahar and Anivia. Unless you're very confident, of course. If you're a very devoted Kindred player that wants to go up against hard matchups to practice how to play against them, then go for it.
GAMEPLAY
Kindred excels at jungle objectives, especially in mid lane. You have easy access to Rift Herald and Drake fights. Due to your Q, you can backdoor and secure kills to these objectives without the enemy jungler realizing.
Kindred's wave clear in early game is mediocre, and so is their damage against turrets. For the early game phase, you want to focus more on farming and roaming rather than pushing your lane. You would also need to depend on your Q a lot to secure more CS, which may leave you in need to recall. Kindred's long cooldowns (despite Wolf's Frenzy) can make it difficult to poke, close the gap, or escape. While you can still poke with your AA and Q, you'll find yourself running out of mana quickly. In order to make trades fair, you'd want to pressure your enemy to use up all their potions and/or abilities.
EARLY GAME: You want to focus primarily on farming and roaming. Damage against turrets is mediocre at best. Your runes ( Press the Attack or Hail of Blades) and your Mark of the Kindred passive encourages making early trades and securing kills. Your marks are also easily accessible in early game ( scuttle, raptors, etc). Therefore, you would want to emphasize getting your marks first. If you find that your marks are getting camped, leave them for later in the game. There's no immediate rush to get it. Instead, just farm (CS or roam kills).
MID GAME: You'll start to make a presence on the enemy team. You'll now have enough AS to shred through the turret's health. This is the part where you push your lane (or help others push their lane). You'll have enough mana to escape or engage when pushing.
LATE GAME: You'll become a monster that always catches your enemy off guard. Always target the squishies first. You can also act as bait by tempting your enemy (or enemies) with your squishiness to follow. Never use your ult, Lamb's Respite, in the frontline. Only use this in the backline. If you cast it in the frontline, you may save your enemy's life. Likewise, you need to fight behind your tank in team fights.
Kindred's wave clear in early game is mediocre, and so is their damage against turrets. For the early game phase, you want to focus more on farming and roaming rather than pushing your lane. You would also need to depend on your Q a lot to secure more CS, which may leave you in need to recall. Kindred's long cooldowns (despite Wolf's Frenzy) can make it difficult to poke, close the gap, or escape. While you can still poke with your AA and Q, you'll find yourself running out of mana quickly. In order to make trades fair, you'd want to pressure your enemy to use up all their potions and/or abilities.
EARLY GAME: You want to focus primarily on farming and roaming. Damage against turrets is mediocre at best. Your runes ( Press the Attack or Hail of Blades) and your Mark of the Kindred passive encourages making early trades and securing kills. Your marks are also easily accessible in early game ( scuttle, raptors, etc). Therefore, you would want to emphasize getting your marks first. If you find that your marks are getting camped, leave them for later in the game. There's no immediate rush to get it. Instead, just farm (CS or roam kills).
MID GAME: You'll start to make a presence on the enemy team. You'll now have enough AS to shred through the turret's health. This is the part where you push your lane (or help others push their lane). You'll have enough mana to escape or engage when pushing.
LATE GAME: You'll become a monster that always catches your enemy off guard. Always target the squishies first. You can also act as bait by tempting your enemy (or enemies) with your squishiness to follow. Never use your ult, Lamb's Respite, in the frontline. Only use this in the backline. If you cast it in the frontline, you may save your enemy's life. Likewise, you need to fight behind your tank in team fights.
TRICKS/TIPS
Dance of Arrows (Q) RANGE: 340 COST: 35 mana COOLDOWN: 8 |
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Wolf's Frenzy (W) RANGE: 500 COST: 40 mana COOLDOWN: 18 / 17 / 15 / 14 |
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Mounting Dread (E) RANGE: 500 - 750 (BASED ON MARKS) COST: 50 mana COOLDOWN: 14 / 13 / 12 / 11 / 10 |
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Lamb's Respite (R) RANGE: 500 COST: 100 mana COOLDOWN: 180 / 150 / 120 |
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TRICKS/TIPS VIDEO DEMONSTRATION
Here, I'll have multiple gifs to demonstrate exactly what I mean by what is stated above. This is a WIP, but I want you guys to have some footage. Also, these gifs may expire. I'm not exactly sure what to use but I'm trying. If anyone has any recommendations, please let me know.
Mark of the Kindred (Passive) STATIC CD: 45 / 75 COST: 0 mana ON-TARGET CD: 240 |
ex 1. Kindred is pushed up and plays aggressively against Zoe. Zoe uses her tower as a safety net and decides to use her combo spells, in which Kindred dodges. Knowing that Zoe used her Flash earlier and she missed her spells, Kindred dives to secure the mark.
ex 2. Kindred roams bot to gank and waits for either side to dive into a fight. Their mark is on Ivern and he happens to be ganking bot at the time. Yone dives in and ults Ivern, Vel'Koz, and Teemo all at once, successfully knocking them up. Kindred rushes in and deals the final blow to Ivern and Vel'Koz, earning a mark in the process. |
Dance of Arrows (Q) RANGE: 340 COST: 35 mana COOLDOWN: 9 |
ex 1. Kindred is pushed up and uses Dance of Arrows and Wolf's Frenzy to escape a gank.
ex.2 Kindred was roaming down to save their bot lane from a gank but couldn't make it in time. Their jungler, Olaf, was across the map and won't reach drake. Kindred decides to backdoor with Dance of Arrows while Kha'Zix was distracted by a control ward. This succeeds and Kindred manages to kill him off, then shifts their attention to Ezreal. Yuumi escapes due to her Zoomies and Mobility Boots. Zoe comes in shortly after to do her combo, but Kindred reacts in time to drop Lamb's Respite. Zoe uses Ignite on Kindred moments before their ult ends to reduce the healing they receive. Regardless, Kindred knows they'll get drake because Zoe wasted her abilities on Kindred instead of the drake. Kindred has this confidence to backdoor because they're slightly fed and Kha'Zix, Ezreal, and Yuumi are all squishy. Kindred waited for drake to reduce Kha'Zix's health to at least half. |
Wolf's Frenzy (W) RANGE: 500 COST: 40 mana COOLDOWN: 18 / 17 / 15 / 14 |
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Mounting Dread (E) RANGE: 500 - 750 (BASED ON MARKS) COST: 50 mana COOLDOWN: 16 / 15 / 14 / 13 / 12 |
ex 1. Kindred is pushed up because they have wards in each bush and is aware that the enemy Kha'Zix is near another lane. They know that Zoe wasted her Flash earlier. Kindred uses this advantage to pressure Zoe with Mounting Dread to waste her combo spells. Without her spells, she's defenseless. Kindred knows that and as soon as they wake, they dive with Flash and Dance of Arrows to kill the Zoe. Kindred has enough health to tank a tower shot or two, knowing that Kha'Zix will not make it in time to kill them. Notice how Kindred uses their medium-range to their advantage instead of diving in too deep to escape. |
Lamb's Respite (R) RANGE: 500 COST: 100 mana COOLDOWN: 180 / 150 / 120 |
ex 1. Kindred dives a Graves under turret and applies Mounting Dread. As Kindred almost dies, they drop Lamb's Respite at the cusp of the tower's range. Therefore, Kindred lives and (almost) gets a kill. Graves survives due to Immortal Shieldbow's passive. No idea he builds it. In other circumstances, he should've died. Also, Fiora notices that Kindred was taking tower shots and dives herself in Kindred's ult to try and take the bullet instead (she did, but it was pointless because I got to the outer edge in time to evade). It's a sweet gesture so I wanted to point it out.
ex 2. Kindred is trying to poke Fizz to earn more Dark Harvest stacks. Fizz dives in using his ult, Chum the Waters. Kindred times Lamb's Respite to when the shark is about to burst out of the ground and drops ult in time. Kindred then secures the kill and definitely didn't die to minion damage. If they had Ignite at the time, they could have used it on Fizz before their ult ends to have a more secure victory. Also, don't be like me. Please kite. Notice how Kindred's mana, which was slightly above half, drops to roughly 3% at level 6 after casting all of their abilities once. This is what I mean when I say your mana will sink in early game if you continuously cast your abilities. Save them for emergencies like this. |
SUMMONER SPELLS
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RUNES
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PERSONAL PREFERENCE
I use these core items along with Berserker's Greaves, The Collector, and Guardian Angel. This is a really good lethality hybrid build that I've tested and gotten greater results than running a standard Press the Attack build. Kraken Slayer gives all your items additional attack speed, which I've mentioned is Kindred's primary strength. It's also perfect to shred tanks with. Youmuu's Ghostblade gives you a nice 60 AD and +18 lethality. Its active grants you bonus MS towards your opponent. Sanguine Blade grants you AD, lethality, and lifesteal. Not only is it a great item for Kindred, but it has a unique passive that grants you bonus lethality AND attack speed. I use this build with a set rune page that I've added above. I make sure to run Dark Harvest, Sudden Impact, Eyeball Collection, and Relentless Hunter. For my secondary, I run Precision, Legend: Alacrity, and Coup de Grace. You can do minor tweaks to this rune page to consider the enemy team's composition. With Dark Harvest stacks and your Mark of the Kindred stacks, your lethality is increased tenfold. You kill squishies with only three auto attacks. |
Here's a recent match using the same rune page and the same items that I just mentioned. My enemy was a Fizz, which I counted as an extreme threat.
Their whole team was a threat to Kindred, technically speaking. You have a Fizz, a Teemo, and a Seraphine and Xayah that outranges Kindred with viable CC. As for Nunu & Willump, he can stun and slow Kindred easily, all while using Consume on a minion to last longer in a fight. By following my own guide, I managed to play aggressively early game so that Fizz uses up his Corrupting Potion. My poking has led him to waste his leap ability, which gives me the chance to engage and win trades. The only issue I had was with Xayah since she had Immortal Shieldbow, which grants her sustain and a shield when she reaches low health. If this becomes a problem, I suggest Serpent's Fang to tear through shields.
And here you can see how much damage I've done overall with 34 Dark Harvest stacks and Mark of the Kindred stacks. If you have Dark Harvest you MUST be aggressive early game to stack as quickly as possible. That's what I did with Fizz and I won us the game.
EDIT: I'm looking to tweak this build. Youmuu's Ghostblade used to grant at least a 10% CDR, which helps Kindred a lot. Since Kindred is in need of CDR (or as it's now called, ability haste) I suggest replacing Youmuu's Ghostblade with Black Cleaver or Essence Reaver. As I test new runes and builds, I will keep this section updated with new discoveries.
Sanguine Blade has been removed, removing Kindred's only source of lifesteal. To keep true to the lethality build, I recommend Edge of Night for extra health. Its passive blocks CC, which is extremely helpful for them. If you truly want lifesteal in this lethality build, then go for Blade of the Ruined King. Or change Kraken Slayer to Eclipse.
Update: Youmuu's Ghostblade has been adjusted to include ability haste! Well, it reverted to what it originally was before. So now it's a viable option if you're going for lethality or hybrid lethality build.
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