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Recommended Items
Runes: X (𝘤𝘶𝘳𝘳𝘦𝘯𝘵 𝘣𝘶𝘪𝘭𝘥)
1
2
3
4
5
6
7
8
9
Precision
Domination
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
1
2
3
4
standard
Flash
Ignite
Items
Ability Order Q MAX (Stronger offensively)
1
2
Mark of the Kindred (PASSIVE)
Kindred Passive Ability
¿SUPPORT KINDRED?
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+
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+
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+
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+
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+
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+
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(max rank Soraka's Ult heals allies for 350(+55% AP) HP while Kindred heals all units for 400 HP)
+
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*hint: highlight BARD during champ select in solo queue
( if you get
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+
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+
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( if you get
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+
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· · · · · · · · · · · · · · · · · · · · · ¿? · · · · · · · · · · · · · · · · · · · · ·
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Later amplified by
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PROS / CONS
+ Counters Assassins / Kill Resets (ex.
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+ Scaling Range.
+ Strong Laner, kill potential at levels 2/3, with E + Ignite.
+ Map Mobility with
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+ Incredibly Strong Sustain from W's Passive.
+ Vision over walls/bushes with
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+ Ability to track enemy Jungler through their Passive: Mark of the Kindred.
+ Can play both extremely defensive (Lamb), and extremely offensive (Wolf) effectively.
- Relatively squishy
- Extremely countered by Hard CC. Hard CC = no Ultimate
- Short Range (500) early, though manageable, can be problematic
x High learning curve.
x Playmaker. Difficult Champion to master.
x Gamechanging Ultimate - you control the coinflip, make your own luck.
"¿mine?" "ours."
A couple of clips showcasing some key Support Kindred plays:
Laning: 1 min. video showcasing a lot of Kindred's laning strengths (vision, poke, pressure under tower, kill potential), Ezreal/Kindred vs Kaisa/Morgana
Laning, enemy gank: 1 min. video of Kaisa/Kindred vs Lucian/Morgana ft. Jax. This scenario happens often
Roaming: Ultimate saves Annie mid
Teamfight: Saving Wukong, showcasing Lamb's defensive power.
Teamfight: Wolf. The power of Serylda's Grudge and Lethal Tempo (RIP)
Teamfight: While really low health, clutch Flash > Ultimate to save a fight.
Teamfight: Lamb's Respite + Redemption + Locket play, heals for +925 HP
supp diff tho
* note: a few of these video clips will be repeated throughout the guide, many of them highlight multiple aspects of the build at once such as Runes and Items, and their combined power.
* click here or scroll to the bottom of the guide / check the final chapter, " ¿? " to see "the play."
ABILITIES
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Kindred's Marks allow her to (almost) infinitely scale. Like Senna, Kindred's overall abilities are enhanced, and her range increases with her
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On a support budget, Kindred can luckily make efficient use of her minimal Gold income, and scale into late game -- as long as she has a decent amount of
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For example, just from Marks, without including the base damage, she gains...
At 4
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Q - grants 20% Attack Speed
W - 4% current HP% dealt as magic damage
E - gains an additional 2% of targets missing HP
Gains 75 range for a total of 575 (higher than most ADCs)
further
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Q - +5% Attack Speed
W - +1% current HP dealt as magic damage
E - +0.5% of targets missing HP
Basic Attack Range +25
Important things to note:
+ Marks disappear 10 seconds after they've been taken, AKA Enemy Jungler was here 10 seconds ago.
+ You can "assist" your jungle Marks. As a support, you'd rather the ADC/Jungler gets the Gold.
+ 3:15 Scuttle Mark, ask your Jungler to be ready for the 3:15 Scuttle Mark -- if it spawns Bot you'll be ready to assist.
+ You can re-mark targets after 4 minutes. Rotate marking Bot > Support > Jungler.
+ It takes 8 seconds for the Mark to apply. Keep this in mind when roaming Mid or invading the enemies Jungle.
* You can Mark a splitpushing enemy to scare them into retreating.
With lane pressure, or their first bot tower down, it's fairly easy to invade/ward and take your Mark at Krugs/Gromp. And the more overall influence your team has over the game, the easier it'll be for you to claim Marks.
It's not rare to end a game with 11+ Marks.
· · · · · · · · · · · · · · · · · · "¡the masks of the Kindred seek you!" · · · · · · · · · · · · · · · · ·
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Active: Lamb hops in a direction, gaining Attack Speed and shooting up to 3 arrows to 3 targets.
Deals 60/80/100/120/140 (+65% bonus AD) physical damage and gains 25%(+5% per Mark) bonus Attack Speed for 4 seconds.
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Dance of Arrows is your main damage ability/gapcloser/mobility tool with deceptively strong sustained damage combined with a Basic Attacks and Wolf's Frenzy, and unlike most short dashes, Kindred is able to go over small walls. Be sure to spend some time with your wall hops in Practice Mode. (Kindred wall jump guide)
* Maxing Q does not reduce its cooldown - only the static cooldown when inside Wolf's Frenzy (from 4 seconds to 2 seconds at max rank.)
* It's quite easy to cancel Basic Attacks when weaving in Basic Attacks with this ability, make sure to let the animation play out to make sure the 3 arrows actually go off. You can actually lose a significant amount of damage by cancelling either your Basic Attacks or the Q arrows.
* Dance of Arrows is usually maxed for its higher DPS. However, in our Support build, we want to use our Q mainly as a mobility tool to dodge/hop over walls.
* Also an Attack Reset, allowing a 4th Hail of Blades Attack.
· · · · · · · · · · · · · · · · · "¿shall we, dear wolf?" "¡race you there!" · · · · · · · · · · · · · · · · · ·
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Passive: like an Energized passive, moving/attacking builds up stacks of Hunter's Vigor. At 100 stacks, the Lamb's next attack heals for up to 49 − 100 HP (based on level), based on missing HP.
Active: Wolf covers an 800 radius area, granting vision, and attacking enemies.
Each bite deals 25/30/35/40/45 (+20% bonus AD) (+1.5% (+1% per Mark) current HP% as magic damage.
Wolf scales with 25% of your bonus Attack Speed.
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Wolf's Frenzy + Lethal Tempo (RIP)
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+ built-in scaling
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+ that attacks through an untargettable "pet",
+ that grants vision over walls/inside bushes,
+ tethered to you at an 800 range radius.
- has an internal cooldown of 4 seconds no matter what.
The Hunter's Vigor passive offers one of the strongest lane sustain for a Marksman. It's essentially a built-in
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In-game clips of Hunter's Vigor:
Practice Tool: Vampire Kindred's insane sustain
In-game clips of
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Laning: The early game power of Aery + Wolf's Frenzy
Teamfight: The power of Serylda's Grudge and Lethal Tempo (RIP)
Important things to note:
+ Cast W inside bushes during fights for vision (especially Bot).
+ Casting W from inside a bush/behind a wall DOES NOT REVEAL YOU, DRAW AGGRO OR SHOW WOLF'S FRENZY'S RADIUS TO THE ENEMY.
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· · · · · · · · · · · · · · · · · · "your next treat, dear Wolf" · · · · · · · · · · · · · · · · · · ·
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Active: A point-and-click active scaling with your Basic Attack range, Wolf slows your target by 50% for 1 second and applies a 3-hit Mark. On Lamb's 3rd hit, it deals 80/ 100/120/140/160 (+80% bonus AD) (+8% (+0.5% per Mark) of missing HP) physical damage.
If the target is below 15% HP (or up to 60% HP scaling with Critical Strike chance), the attack then Critical Strikes, dealing 50% bonus physical damage.
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This ability is both an execute, and your engage tool. Sometimes you have to make the decision of whether to E for the slow early and miss out on the bonus damage, or E late, and execute (kill secure) your target. As a support, you want to be the better judge.
* note: it's essential to master
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· · · · · · · · · · · · · · · · · · "¡now!" · · · · · · · · · · · · · · · · · ·
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Active: Lamb blesses a (500 range radius) circle around her for 4 seconds, receiving a Heal at the end.
ALL units (ally/enemy) inside the circle CANNOT DIE but still take damage. If enemies are reduced to 10% HP, they are LOCKED to 10% HP.
Units cannot heal or life steal or take any damage beyond the 10% locked HP.
At the end of the 4 seconds, all units are healed for 250/325/400 HP
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THE most dualistic, double-edged gamechanging ultimate ability...
Fortunately, it's in your control, and through smart itemization (
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Support Kindred lives/dies for the
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At max rank, 40% Grievous Wounds reduces your enemy's heal from 400 HP to 240 HP, 60% further reduces it to 160 HP.
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Healing numbers from the play above.
*scroll to the bottom of the guide / check the "¿?" chapter for detailed math healing numbers on Lamb Respite / Grievous Wounds and more info on "the play"
RUNES
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+ Save teammates (and teamfights).
+ Kill/damage denial.
+ Heals/Shields.
+ Runes + Item Actives + Ultimate = 4 seconds of Invulnerability + Ridiculous amount of Effective HP.
(maximum Effective HP per Ally: 1374 HP + (462 decaying Shield)
+ High Ability Haste through Items/Runes = Ultimate uptime.
- Relatively low offense outside of scaling base damage
Kindred can excel at a very defensive, more passive, playstyle. Although
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The amount of damage denied from the combination of
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May need to run some form of Tenacity against high CC comps, Kindred has no hard CC and is hard countered by hard CC herself.
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* note: can also go
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In-game clips:
Game: Kai'sa/Kindred vs Ashe/Thresh, Laning, Bot Tower Dive, Inhibitor Tower Dive ft. suicidal teamates.
Laning: Jhin/Kindred vs Tristana/Blitzcrank, showcasing a fully defensive Support Kindred against a very dangerous lane
Teamfight: Saving Wukong, showcasing Lamb's defensive power.
· · · · · · · · · · · · · · · · · · · · · ¿? · · · · · · · · · · · · · · · · · · · · ·
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+ Strong all-In.
+ Overwhelmingly powerful with Exhaust/Ignite.
+ Amplifies Ally damage.
+ Huge Offense on a budget - exposing enemies for up to +12% more damage (and -60% reduced healing from Grievous Wounds.
+ Late game scaling.
- Can be difficult to proc. in-lane
- Switching targets restarts the 3-hit stack
- Kindred's biggest weakness is CC. Press the Attack encourages Basic Attacking putting you in vulnerable positions.
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On a support budget,
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* note:
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In-game clips:
Roaming: Defending our Top turret, notice the increase in damage after PtA/Mortal Reminder
· · · · · · · · · · · · · · · · · · · · · ¿? · · · · · · · · · · · · · · · · · · · · ·
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+ Strongest sustain in the game, even more than Grasp of the Undying, but no stacking HP
+ Win most trades through sustain
- Needs to Basic Attack during trades/minions to heal.
The combination of
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· · · · · · · · · · · · · · · · · · · · · ¿? · · · · · · · · · · · · · · · · · · · · ·
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+ Safe Poke/Burst damage
+ Easy to proc with
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Kindred's Q > Auto + W combo instantly procs
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The Domination rune tree is really good for Support Kindred, allowing for utility runes like
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Depending on what items/runes you build, having Lethality items/runes like
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· · · · · · · · · · · · · · · · · · · · · ¿? · · · · · · · · · · · · · · · · · · · · ·
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+ Kindred's Q is an auto-attack reset, allowing for a 4th+ Hail of Blades attack
+ Low cooldown
+ Synergizes well with Kindred's
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- Kindred's biggest weakness is CC. Hail of Blades encourages Basic Attacking putting you in vulnerable positions.
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Depending on what items/runes you build, having Lethality items/runes like
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· · · · · · · · · · · · · · · · · · · · · ¿? · · · · · · · · · · · · · · · · · · · · ·
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+ Mage-like playstyle with a W max.
+ High poke damage.
+ Aery applies Grievous Wounds (with Executioner's Calling)
+ Excels at early-mid Game trading/skirmishes
+ Though minimal, Aery shields teammates during your Ultimate.
- Lacks innate Attack Speed (can be solved with Berserker's Greaves / Mortal Reminder)
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These add up to a LOT of free-mixed damage (physical / magic / true).
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In-game clips:
Laning: First 3 minutes of Ezreal/Kindred vs Kaisa/Morgana until first kill, showcases Aery Kindred strengths pretty well.
Laning: How to apply pressure under tower
Laning: Wolf on a hunt. Corruption Potion + Aery helps Wolf targeting
Laning: Ashe/Kindred vs Ezreal/Alistar, body blocking/peeling example
(Actually Support Kindred) Aery + Scorch + Cheap Shot with Serylda's Grudge/Executioner's Calling in action(fed af though)
· · · · · · · · · · · · · · · · · · · · · ¿? · · · · · · · · · · · · · · · · · · · · ·
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+ Win trades through sustain
+ Ridiculously strong sustain
+ Stack HP from Grasp of the Undying procs
- No innate Ability Haste/Attack Speed
- Needs to Basic Attack during trades to be effective.
The combination of
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With proper usage of your Keystone + Runes, you should be able to out-sustain your opponents. Grasp's +HP gain helps you tank a healthy amount of damage later on.
In-game clips:
Laning: Draven/Kindred vs Caitlyn/Rakan, decent sustain against a Caitlyn lane
Laning: 3 min. video early game, messy gameplay but the sustain is evident
Teamfight: Late game Ultimate + Redemption + Locket play, ft. redundant Shen Ult. Part 1, Part 2
· · · · · · · · · · · · · · · · · · · · · ¿? · · · · · · · · · · · · · · · · · · · · ·
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+ Gold generation + Damage
+ Kindred's Combo,
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- Can be easily disabled against high harassing laners
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gives you solid power spikes at every item. Use your Q > Auto + W combo with the empowered attacks (Energized + Spellblade) to chunk enemies. It's also very difficult for enemies to trade back if you poke then disengage.
In-Game Clips"
Laning: Poking with Q > Auto + W with First Strike
ITEMS
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+200 HP
+30 Armor
+30 Magic Resistance
+20 Ability Haste (ability uptime)
Passive: Consecrate: gives allies (not Kindred) a 5 Armor/5 Magic Resist Aura, that's later enhanced by +2/2 for each Legendary item.
Active: Grants you and allies around you a decaying Shield that scales from 285-360 per level.
LOCKET OF THE IRON SOLARI IS SUPPORT KINDRED'S BEST MYTHIC ITEM. Although we'd prefer Redemption's +10 Heal/Shield Power and its Active, Locket is still a great item. Its passive, Consecrate, negates a lot of damage passively just from your presence and it strengthens the shield on
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· · · · · · · · · · · · · · · · · · · · · ¿? · · · · · · · · · · · · · · · · · · · · ·
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+200 HP
+20 Heal/Shield Power
+20 Ability Haste
+100% base mana regeneration
Active: You reveal the target area for 3 seconds. After 2.5 seconds, allies within are healed for 180 − 360 HP (based on level), enemies take -10% max HP as true damage.
+10% Heal/Shield Power -- amplifies W's Heal, R's Heal, Locket's Shield, Redemption's Heal.
REDEMPTION IS SUPPORT KINDRED'S BEST UTILITY ITEM, and a perfect 2nd item to Locket of the Iron Solari. These two, along with a Grievous Wounds item (
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With max item haste, (
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For example, lowest base HP at level 18, a dismounted
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A fully debuffed Lamb's Respite would then heal enemies for only +192 HP.
Totaling +40 HP (at least) for the enemy team, +912 HP to yours, not to mention the 4 seconds if Invulnerability.
On the flipside, a level 18 mounted
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* scroll to the bottom of the guide to the see detailed healing math on on "the play."
· · · · · · · · · · · · · · · · · · · · · ¿? · · · · · · · · · · · · · · · · · · · · ·
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+200 HP
+40 Ability Power (only Guardian/Aery scale with AP)
+20 Ability Haste (ability uptime)
+100% base mana regeneration
Passive: Starlit Grace: heals the nearest ally with the lowest health periodically. Each second spent in combat with champions grants 7% heal and shield power, stacking up to 5 times for maximum of 35%. Works similarly to an in-combat spellblade proc, that heals allies.
Although the item has 870 gold worth of Ability Power, it really doesn't matter - its healing passive more than covers that cost. The item is pretty powerful right now (it might legitimately get nerfed as the combination of Moonstone Renewer and Staff of Flowing Water is strong on anyone who can use it consistently).
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Moonstone's stacking Heal/Shield Power also amplifies your lifesteal/shield from other items.
In-game clips:
Teamfight: Mid-Late Game Healing from Moonstone Renewer
Ending the Game: Moonstone Renewer's cooldown reduced to 1.2 seconds with 45 Item Haste
· · · · · · · · · · · · · · · · · · · · · ¿? · · · · · · · · · · · · · · · · · · · · ·
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+45 Attack Damage
+15 Ability Haste
+30% Armor Penetration (penetrates tanks / amplifies damage)
Passive: Bitter Cold: Attacks and Abilities apply a 1 second 30% slow.
KINDRED'S BEST OFFENSIVE UTILITY ITEM, amplifying all of Kindred's offensive capabilities. Allows you to Kite/Chase extremely well and soft-peel for Allies. For a relatively low 3200 Gold (considering what it offers), you get the most Offensive Utility out of any item for Support Kindred. Any build/keystone will benefit from this item, especially on a budget.
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In-game clips:
Teamfight: The power of Serylda's Grudge and Lethal Tempo
· · · · · · · · · · · · · · · · · · · · · ¿? · · · · · · · · · · · · · · · · · · · · ·
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+50 Attack Damage (damage)
+15 Ability Haste (ability uptime)
+12 Lethality (amplifies damage)
Passive: Blackout: Your basic attacks instantly kill revealed traps and deal triple damage to wards. When spotted by enemy wards or traps, gain Blackout, disabling and exposing them.
Incredible item. Combined with
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Running
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· · · · · · · · · · · · · · · · · · · · · ¿? · · · · · · · · · · · · · · · · · · · · ·
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You can think of Grievous Wounds as an "anti-dot" ~
Champions have innate HP regen, many have sustain/lifesteal through their abilities/items. Season 11 brought us Omnivamp and its massively boosted healing for practically every champion. Applying Grievous Wounds reduces ALL healing/regeneration and is especially crucial for Support Kindred.
Less Healing/Regeneration = Less HP = "Damage"
Grievous Wounds has never been more necessary or more powerful (up to 60% healing reduction now with
/
.
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Sepsis can apply the 60% Grievous Wounds to targets above 50% HP while
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I prefer
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* note: be sure to check the number of healing negated throughout the game. Executioner's Calling healing reduction stat doesn't carry over to its final items, probably a bug.
· · · · · · · · · · · · · · · · · · · "I wonder how they see me..." "ashes on wool." · · · · · · · · · · · · · · · · · ·
¿?
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"THE PLAY."
Cast
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By casting
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* note: make sure Allys DO NOT WASTE other Heals/Shields during your ultimate, tell them to only use them afterwards.
"every life..." "...ends with us."
(assuming max rank ultimate/level 18 with Revitalize and Redemption's innate +10% Heal/Shield Power)
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40% Grievous Wounds reduces enemy healing to 288 HP
60% further reduces it to 192 HP.
+
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Reduced Enemy Heal: 192 HP
-10% MAX HP true damage from the Active
(+)
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=
Total Ally Heal: 912 HP (1326 HP with Heal to Kindred + Ally)
Total Unit Effective HP: 1,374 Effective HP (462 decays over 2.5 seconds)
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In-game clips:
Gamewinning Teamfight: Lamb's Respite + Redemption + Locket, prevents team wipe
Teamfight: Lamb's Respite + Redemption + Locket play, heals for +925 HP
Teamfight: Helping Wukong, showcasing Lamb's defensive power.
· · · · · · · · · · · · · · · · · · · "savour life's closing act." · · · · · · · · · · · · · · · · · ·
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