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Kindred Build Guide by TruMediaMix1

Bottom The Goddess of Death: A Kindred Guide by MediaMix1

By TruMediaMix1 | Updated on February 13, 2019

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Choose Champion Build:

  • LoL Champion: Kindred
    My Build
  • LoL Champion: Kindred
    Stormrazor Build (ADC)
  • LoL Champion: Kindred
    Youmuu's Ghostblade Build (Jungle)
  • LoL Champion: Kindred
    Full Crit Build

Runes: My Runes (Jungle)

1 2
Precision
Press the Attack
Triumph
Legend: Alacrity
Coup de Grace

Sorcery
Celerity
Waterwalking
Bonus:

+10% Attack Speed
+6 Armor
+15-90 HP (lvls 1-18)

Spells:

1 2
My Spells (Jungle)
LoL Summoner Spell: Challenging Smite

Challenging Smite

LoL Summoner Spell: Flash

Flash

LeagueSpy Logo
Jungle Role
Ranked #36 in
Jungle Role
Win 48%
Get More Stats

Ability Order My Ability Build

Threats & Synergies

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

Champion Build Guide

The Goddess of Death: A Kindred Guide by MediaMix1

By TruMediaMix1
DISCLAIMER
This build is, and will always be, a work in progress.

I hope to improve this build over time through my own experience and through your feedback.
Kindred's Stats Back to Top

STATS

  • Base Health Pool

    540 HP (increased by 85 per level)
  • Base HP Regen

    ~7 HP/sec (increased by ~1 per level)
  • Base Mana Pool

    300 (increased by 35 per level)
  • Base Mana Regen

    ~7 (increased by ~0.5 per level).
  • Base Attack Damage

    65 (increased by ~2 AD per level)
  • Base Ability Power

    0 (does not increase by leveling up.)
  • Base Armor

    29 (increased by ~4 per level)
  • Base Magic Resistance

    30 (increased by about 1 per level)
  • Attack Range

    500 (does not increase by leveling up)
  • Attack Speed

    0.625 (increases by 3.5% per level)
  • Movement Speed

    325 (does not increase by leveling up)
Sourced from the League of Legends Wiki on Fandom.com

KIT POWER

  • Carry

    5/5

    The higher this is, the more likely this hero can win the game for their team if they gain a significant gold advantage.
  • Physical Damage

    4/6

  • Magical Damage

    1/6

  • Overall damage

    4/5

  • Mobility

    3/5

  • Durability

    3/5

  • Initiation

    2/5

    The higher this is, the better they are at starting teamfights and getting away with it - ending the teamfight in their team's favor.

ROLE VIABILITY

  • Support0/5
  • Jungler5/5
  • Mid Lane0/5
  • Top Lane0/5
  • Bottom Lane3/5
Kindred's Pros and Cons Back to Top

PROS

  • Very hard to defeat if she gets fed, as her abilities and basic attacks get stronger by getting more kills against marked enemies.
  • Strong late game.
  • A strong heroine for coordinated teams.
  • Lamb's Respite can make or break teamfights - and, potentially, the game.

CONS

  • Heavily relies on her marks to scale.
  • Mediocre when falling behind.
  • A bad choice for teams that are uncoordinated or refuse to coordinate.
  • Lamb's Respite can make or break teamfights - and, potentially, the game.
A Detailed Explanation of Kindred's Abilities Back to Top
Kindred can target any enemy champion she wishes - marking them for death. If she kills them or Assists in killing them, her abilities and basic attacks will be permanently empowered. Every now and then, Kindred will mark a jungle creep. Killing marked jungle creeps is no different than killing marked enemy heroes, so long as Kindred's team kills said jungle creeps and she aids in their death.
Effects of successful Marks on Kindred's abilities:
  • Dance of Arrows
    • Increases attack speed bonus by 5% per Mark.
    • Increases with Kindred's Attack Range, which increases by 75 at 4 Marks, then increases by 25 every 3 Marks.
  • Wolf's Frenzy
    • Without Marks, Wolf's Frenzy deals damage equal to 1.5% of your target's Health Pool. Every Mark you get increases this by 1%.
  • Mounting Dread
    • Cast range increases with Kindred's Attack Range. As previously mentioned, this increases by collecting Marks.
    • Increases the amount of damage this ability does to enemies (based on their missing HP) by 0.5% per Mark.
Using Dance of Arrows has Kindred jump a small distance, firing arrows at nearby enemies (up to 3 targets) that deal 60/80/100/120/140 (+65% of AD earned from items) Physical damage each. After her jump, Kindred gains a 25% Attack Speed bonus.
When used, Kindred tells her pet dog to sic 'em - creating an AoE. In this AoE, Wolf focuses on the target Kindred is attacking, dealing 25/30/35/40/45 (+20% of the AD from your items) (+1.5% of the target's current HP) Magical Damage per attack. It also Energizes Kindred's basic attacks. When fully energized, Kindred's next basic attack will heal Kindred based on her missing HP.
Mounting Dread will half a target's movement speed for 1 second. After attacking your target 3 times, the 3rd basic attack will deal 80/100/120/140/160 ( +80% of the AD from your items) (+8% of the target's missing HP) extra Physical Damage.
  • This ability does 50% extra damage against enemies with 15% or less of their HP left. (+0.5% HP for every point in your crit ratio (max threshold = 65% HP left at 100% crit ratio))
Lamb's Respite instantly creates an AoE where Kindred is currently standing. All friends (and foes) that are in the AoE will become invulnerable to damage once they lose 90% of their HP. At the end of the AoE's duration, everyone standing in the AoE will be healed by 200/250/300 HP.
  • Max Q first for its damage.
  • Max E second to make securing kills easier.
  • Max W third.
A Detailed List of Kindred's Items Back to Top

STARTING ITEMS

Due to Kindred's very short attack range, she'll be vulnerable to harassment if you decide to play as an ADC. It'll also help you get CS (creep score) better thanks to its passive bonus damage against lane creeps.
Since the majority of Kindred's damage comes from her basic attacks, the Hunter's Machete is the proper pick as a starting item when jungling.

EARLY GAME CORE ITEMS

JUNGLE

The Skirmisher's Sabre turns Smite into Challenging Smite. When using Challenging Smite on an enemy hero, it'll reduce the amount of damage they deal to you and cause them to take damage over time. It's a very useful dueling item for Kindred, which is why I recommend you get this as soon as possible.
Everyone needs some good-quality footwear! You should get a pair of Boots of Speed immediately after you get your Skirmisher's Sabre.
Assuming everything is currently pretty normal, building Zeal after getting your Boots of Speed shouldn't be too difficult - especially thanks to its cheaper cost thanks to patch 9.3. You need Zeal to build Runaan's Hurricane, and it should deliver a noticeable power spike to Kindred once you've built it. After building Zeal, proceed to start building your Core Items.

ADC

This is Kindred's first power spike item as an ADC. It should be your "first back" - the item you typically purchase by the time you recall for the first time (assuming everything's going about normally, of course).
If playing as an ADC, you should start building Zeal immediately after building your Bilgewater Cutlass. You shouldn't have to worry about buying boots, since your Inspiration runes will handle that for you. Just focus on getting that second power spike item.
The Slightly Magical Boots will give you additional movement speed and will give you a discount for your Berserker's Greaves. By default, you'll automagically get these at the 10 minute mark, but every kill and assist reduces the amount of time you have to wait by 30 seconds.

CORE ITEMS

JUNGLE

Kindred benefits greatly from the CDR and Attack Damage granted by the Warrior upgrade for her Skirmisher's Sabre. Accept no substitutes!
A pair of Berserker's Greaves are the best option for footwear for Kindred, hands down. They give Kindred a reliable Attack Speed bonus that synergizes well with Dance of Arrows. Build these as your second or third item.
Kindred will typically want to stay near her allies after the end of the early game. She'll probably be teamfighting a lot. Because of that, you absolutely need Runaan's Hurricane, regardless on if you're jungling or playing ADC. Build this as your second or third item.

ADC

The Blade of the Ruined King gives Kindred extra damage against enemies with larger HP pools and allows her to secure kills better thanks to its ability to steal a targeted enemy hero's movement speed. It's typically the first core item you'll build as an ADC.
Already explained why and when you need these boots. No need to repeat myself. Due to the Slightly Magical Boots, you'll get these at a discount.
Runaan's Hurricane allows Kindred to farm faster, push lanes faster, and deal more damage in teamfights - and as I said before, she'll probably be teamfighting a lot. Build Runaan's Hurricane as your second or third item
The Farsight Alteration is an upgrade for your yellow wards that are available to use for free once you reach Level 9. I typically recommend using them due to their long placement range. Put these in the bushes of the jungle for the best results.

OFFENSIVE ITEMS

An item meant purely for tearing apart your enemies' armor. It goes well alongside Runaan's Hurricane and provides significant CDR, making it a good item to pick up after building your three core items.
A raw damage dealing item that allows your basic attacks to overheal you, creating a shield that'll rapidly decay outside of combat. It's one of the most powerful items you could ever buy for a marksman.
A raw damage item that provides significant lifesteal and mitigates some damage you take by converting it into damage over time. It's a good alternative to Bloodthirster.
An alternative to Youmuu's Ghostblade, the Duskblade of Draktharr will give you true sight if spotted by an enemy ward - allowing you to open fire on yellow wards, Teemo mushrooms, and more.
The Essence Reaver gives you crits, allows your basic attacks to restore your mana, and is overall a great item for most marksmen heroes overall.
A must-have for just about any item build involving crit items. No further explanation needed. :)
Lord Dominik's Regards causes your basic attacks to outright ignore some of your enemies' Armor. It's a cheap anti-armor item.
A lifesteal item that gives you Magic Resistance. It can be activated to purge most forms of Crowd Control - including Suppression. It's an ideal choice for enemy team comps with heavy crowd control.
The Mortal Reminder is an alternative to Lord Dominik's Regards that allows your basic attacks to inflict the Grievous Wounds debuff. If your team already has a means of inflicting Grievous Wounds, you should invest in other anti-armor items.
A great crit item to buy against burst damage enemies thanks to its new Lifeline ability from 9.3.
The Rapid Firecannon causes Energized basic attacks to charge faster and allows them to have 35% extra range. It's a good combo item for Stormrazor or the Statikk Shiv. Even on its own, it's a good crit item thanks to its extra attack range.
One of my favorite crit items. The Statikk Shiv can help push lanes or poke enemies thanks to its Energized effects.
As of 9.3, Stormrazor is no longer a good item to buy as your first item. Now, it's an item that's best bought alongside other Energized items, like the Statikk Shiv or the Rapid Firecannon. It'll amplify their effects and also allow your Energized basic attacks to Slow your target.
The most expensive item in the game, it will reward you with an ***tonne of stats, gives you Spellblade, and will just about pay for itself. It's a great item to buy for many junglers.
A good item for jungling thanks to its movement speed bonus. It'll make gap-closing a cinch.

DEFENSIVE ITEMS

The Frozen Mallet will give Kindred a minor amount of AD, but also a ton of HP and will allow her basic attacks to slow enemies.
"For us, or them?" - Wolf
An alternative to the Phantom Dancer if you need more AD and Magic Resistance. When Lifeline triggers, you'll gain more AD and some Lifesteal until you leave combat.
The Spirit Visage will give you Magic Resistance and will increase the amount of healing you receive from all sources - including Lamb's Respite.
Wit's End will give you a huge Attack Speed bonus, will cause your basic attacks to deal Magical Damage, and will steal Magic Resistance from your enemies. I like to buy this when I'm up against bottom lane mages. :P

CONSUMABLES

In the early game, it's not a bad idea to put some of your spare gold into Health Potions - especially if you're being harassed a lot.
Control Wards are great for map control - no pun intended. In fact, that's why they're called Control Wards - they help you control the map by shutting of enemy wards that are in its area of effect. Don't be afraid to spend spare gold on a Control Ward or two.
Typically consumed when you have nothing else to buy, the Elixir of Wrath will improve Kindred's damage output significantly. It's a very expensive potion, so don't put it to waste!
Check Out My Other Guides! Back to Top

SUPPORT HEROES


MID LANE HEROES


BOTTOM LANE HEROES


JUNGLE HEROES


TOP LANE HEROES

Changelog Back to Top

February 12th, 2019

Kindred is F2P this week!

  • Published this guide to the public. I hope you like it! :D

February 13th, 2019

A minor update to bump up this guide.

  • Added a build dedicated to maximizing your critical hit ratio.

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Teamfight Tactics Guide