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Recommended Items
Runes: Conqueror
1
2
3
4
5
Precision
Domination
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
1
2
Take this
Flash
Heal
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
Sivir
Beware. New sivir is broken. Her E now punishes kindred's ability use way harder, which means you'll have trouble of getting on top of her.
Janna
Her shield is nice, and she can send everyone out of your ult except your team.
Synergies
Ideal
Strong
Ok
Low
None
Janna
Her shield is nice, and she can send everyone out of your ult except your team.
Intro
Why Kindred adc?
Most of the time for new players in League playing Kindred in the jungle can be overwhelming. Playing her as a traditional ADC with a collecting minigame might appeal to more players
Not only can you take out other squishy ADCs easily, but later on even the tanks in the enemy team, thanks to your W and E, I will talk about them later.
A few more words on why Kindred can be a useful ADC, is that due to CS-ing they can end up having more gold than she would be getting if she was in jungle. Also having a permanent support can help Kindred reach lategame way easier.
Pros:
- Mobile
- Good damage even against tanks
- Very good lategame
- Teamfight changing ultimate
- Good range
Cons:
- Easy to fall behind, and hard to come back
- Very squishy
- Very weak early game
- Your fellow teammates might hate you
- Needs good team coordination
- Hard to get marks passively, you need to kill champions.
- Your passive is: Mark of the Kindred
Both Lamb and Wolf mark targets to hunt. Lamb marks an enemy champion for death (this mark activates after an 8 second delay), while Wolf periodically marks monsters in the enemy jungle. All champions can see which targets are marked.
After 40 seconds of having no active jungle mark, Wolf marks an enemy jungle monster for 3 minutes.
Wolf marks jungle monsters based on Kindred's current stacks:
0 Marks: Rift Scuttler
1-3 Marks: Rift Scuttler, Crimson Raptor, Gromp
4-7 Marks: Red Brambleback, Blue Sentinel, Ancient Krug, Greater Murk Wolf
8+ Marks: Rift Herald, Baron Nashor, Elemental Drakes, Elder Dragon
If Kindred kills a marked target or assists in their death, they gain a mark. Kindred's basic attacks and Mounting Dread gain 75 range at 4 stacks, plus 25 range every 3 stacks thereafter. Stacks also amplify Kindred's basic abilities:
Q - Dance of Arrows: Bonus attack speed increased by an additional 5% per stack.
W - Wolf's Frenzy: Current health damage increased by an additional 0.5% per stack.
E - Mounting Dread: Missing health damage increased by an additional 0.5% per stack.
Targets successfully hunted cannot be targeted again for 240 seconds. Lamb can also change her target after 90 seconds if the target hasn't died in that time. - Your Q is: Dance of Arrows
Lamb dashes in the target direction, gaining 25% (+5% per Mark) bonus attack speed for 4 seconds and fires up to three homing arrows on arrival upon the three nearest targets, dealing 60 / 80 / 100 / 120 / 140 (+0.65 per bonus attack damage) physical damage to each of the targets she hits.
Casting Wolf's Frenzy or dashing inside of Wolf's territory will reduce the cooldown of Dance of Arrows to 4 / 3.5 / 3 / 2.5 / 2 seconds. - Your W is: Wolf's Frenzy
Passive: Kindred gains stacks of Hunter's Vigor from moving and attacking. When charged, she will heal for up to 32-100 (at levels 1-18) based on her missing health %.
Wolf claims an area centered on the target location as his territory for the next 8.5 seconds, separating from Lamb. Wolf attacks enemies within the area (800 unit radius) autonomously, prioritizing Lamb's attack target, ignores unit collision and ignores terrain collision.
Wolf's basic attacks deal 25 / 30 / 35 / 40 / 45 (+0.2 per bonus AD) (+1.5% (+1% per Mark) of target's current health) magic damage and scale with 25% of Kindred's bonus attack speed. Wolf deals 50% bonus damage against monsters.
Wolf's Frenzy ends immediately if Lamb leaves the area. - Your E is: Mounting Dread
Lamb cripples the target unit, slowing them by 50% for 1 second and applying Dread for 4 seconds. Lamb's next two attacks mounts the Dread and refreshes the duration.
On the third attack, Lamb signals Wolf to pounce on the target, dealing 80 / 100 / 120 / 140 / 160 (+0.8 per bonus AD) (+ 8% (+0.5% per Mark) of target's missing health) bonus physical damage. Percentage damage is capped at 300 vs. monsters.
Jaws of Death: Wolf's' pounce critically strikes targets below 15% health for 50% (+0.5% × bonus critical damage) bonus damage. Threshold increased by 0.5% health per 1% critical strike chance (up to 65% health at 100% crit chance).
Your ultimate ability is: Lamb's Respite
Lamb blesses the ground under herself for 4 seconds, creating an area in which no living things, ally or enemy, can die. Upon reaching 10% of their maximum health, units become immune to further damage or healing. When the blessing ends, all living things inside the area heal for 200 / 250 / 300.
Start with your Q Dance of Arrows to get a good trade in them level 1. Max this ability first for better kiting, and waveclear.
Level 2 you should follow it with W Wolf's Frenzy to enchance your Q Dance of Arrows. You max this ability second, this ability gives you more frequent attack speed through your Q Dance of Arrows, as it's cooldown is greatly reduced, while inside it's zone.
Level 3 is where Kindred really gets her power with E Mounting Dread you can slow them while kiting towards them with the use of your other two abilities, it deals more damage based on the enemy's missing health, so its best to get a few autoattacks before you use it.
Runes:
Primary( Precision): Your keystone is Conqueror almost all the time, because you can stack it fairly quickly for an ADC. You can also take press the attack (or even Hail of Blades) for shorter trades. Another option would be Fleet Footwork for harder matchups or for more healing combined with your W Wolf's Frenzy. Triumph is a good rune, take this almost all the time, it can help you get health back after each takedown, and the bonus gold is always nice. Overheal can be an option if you have an enchanter support or if the bonus shield would be more beneficial, than the heal after takedowns from Triumph, such as Soraka Lulu or Janna. Take this for more attack speed. Since the nerfs to Bloodline a few patches ago, this is almost all the times the better choice. You can also take this if you were planning to use Overheal for that extra synergy. Take this to deal more damage to champions while you are low on health. Its easier to finish a kill while you are inside of your ult Lamb's Respite, or just generally low on health. This is also a viable option against low damage/kill pressure lanes, as you wouldnt go below the threshhold anyways.
Secondary you either go with Domination, Sorcery or Inspiration.
From Domination: It is a must have, because you can trigger it every time with your Q. Or even leaving from brushes. It gives you lethality, which makes it even easier to deal damage to the ADC. Very good snowballing rune. A must have if you choose Domination. It helps you reach your powerspikes faster.
From Sorcery: Take this if they have a lot of magic damage, or a heavy AP support (Like Brand or Xerath) in the enemy. It helps you survive laning phase. You always take gathering storm from sorcery, it's such a great rune. It gives you adaptive damage as time goes on.
From Inspiration: It helps you survive if they are a heavy poke lane or just in general. It also gives you Mana back and besides that increases your maximum mana too. Time warp tonic enchances the healing from potions and biscuit delivery. Take this with caution as from patch 12.14 both biscuits, and Time Warp Tonic will be nerfed. You can also take future's market. It helps you get your powerspikes even faster. Bring magical footwear if you take future's market. It gives you 10 bonus movement speed + free boots. The only downside is you have to wait up to 10 minutes for your boots.
What should you do as Kindred ADC early on?
Once you pick kindred as an ADC your work is easy. Stay in lane, farm, like a normal ADC. Once your mark appears on the map you fast shove the wave in and go for that mark. (I want to emphasize, that going for topside marks is not worth it, unless you can convert it to a Rift Herald, or killing the enemy jungler) It is a really powerful ability hence, you have the ability to control the pathing of the enemy jungler. If you lose it don't worry, most of your marks will come from the enemy champions.
Basic game knowledge and understanding of Jungle pathing can help you tremendously. Not only will you be able to know exactly which mark spawns where, but you will be able to prepare the wave and vision accordingly.
Try to utilise making plays with your supports. If you are not outranged, bully the enemy ADC as much as you can without giving up XP and CS.
On the other hand if you are being bullied by the enemy ADC/Support, just play safe, and don't try to make flashy plays without your ult.
If you win lane, you'll have more agency over the game. You can 1v1 the enemy ADC anytime, and have more pressure overall. Your main objective here is to go for Drakes, Rift Heralds, and Turrets. You can roam with your jungler into the enemy jungle and try to gain an even bigger lead and pressure by forcing the enemy jungler out of their own jungle.
If you lose lane, you should just play safe under turret, and try to scale into 7 Marks from your passive Mark of the Kindred. Don't try to be a solo carry until that. Try to enable your jungler, and keep him alive with your ult, you can also try denying enemy junglers Smite on objectives with your ultimate, securing your team the upper hand.
A few notes is it's not all lost if you are down some gold against your lane opponent because of how your scaling works. You get so much value out of your Mark of the Kindred after the first 4, and then the subsequent 3 hunts, that being even in gold is a huge advantage to you.
If you lose lane, you should just play safe under turret, and try to scale into 7 Marks from your passive Mark of the Kindred. Don't try to be a solo carry until that. Try to enable your jungler, and keep him alive with your ult, you can also try denying enemy junglers Smite on objectives with your ultimate, securing your team the upper hand.
A few notes is it's not all lost if you are down some gold against your lane opponent because of how your scaling works. You get so much value out of your Mark of the Kindred after the first 4, and then the subsequent 3 hunts, that being even in gold is a huge advantage to you.
If you can get to lategame due to how your passive Mark of the Kindred work it will be pretty hard to 1v1 you. You can deal a ton of damage while being safe, and your kiting will be unmatched. Even if they would somehow get on top of you, you can just use your ultimate Lamb's Respite to keep you alive. Try to go with your jungler as often as possible, while still keeping up with CS, and XP.
In teamfights all you need to do is use your ult accordingly. Try to not int your teammates, and turn the tide of the teamfight singlehandedly. Try going for front to back, as you can melt enemy sololaners due to Kraken Slayer. You can also punish someone mispositioning, if you have your ult up, and can bait them into overcommitting for you.
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