UPDATED: - Ultimate Kindred Guide for Season 14 - Masters + Guidemaker
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Recommended Items
Runes: Most Common
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
Spells:
Flash
Scorchclaw Smite
Items
Threats & Synergies
Rengar
This match up is very hard. You want to be very wary of brushes, especially before going to fights. Try to stick to walking around the map via lanes & keeping good track of Rengar. You can try and counter gank him early, but I don't recommend fighting him in river etc for crabs. I strongly recommend an on-hit build versus him instead of the critical strike build. On-hit builds offer more options for defensive items which will help versus Rengar. If he can't kill you in one rotation in the midgame it's very easy to turn the game & get the W.
Janna
Can Ultimate enemies out of your Ultimate so they can be killed. Also has heals & shields for when Ultimate finishes, and can roam with you early. Overall great support to play Kindred with.
Janna
Can Ultimate enemies out of your Ultimate so they can be killed. Also has heals & shields for when Ultimate finishes, and can roam with you early. Overall great support to play Kindred with.
Champion Build Guide
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INNATE: Both Lamb and Wolf mark targets to hunt. Scoring a takedown against a hunted target collects a stack of Mark of the Kindred.
MARK OF THE KINDRED: Lamb gains 75 − 250 (based on marks) Range on her basic attacks and Mounting Dread.
INNATE - LAMB: Lamb is offered a selection of enemy champions to hunt if she has not been in combat with them in the last 6 seconds. Once selected, the mark is applied after an 8-second delay and thereafter it can be collected by Kindred. Lamb gains the ability to select a new target every 75 seconds. Targets successfully hunted cannot be marked again for 4 minutes.
INNATE - WOLF: Starting at 3:15 (3:30 if 0 marks), Wolf periodically marks a random large Monster icon monster within the enemy team's jungle for 180 seconds. The hunted camp is highlighted on the mini map to both teams. Once the hunted target is slain or the mark expires, Wolf will wait 45 seconds before selecting a new target.
The type of monster that Wolf can mark changes based on Kindred's current Mark of the Kindred stacks:
0 : Rift Scuttler
1 – 3: Rift Scuttler, Crimson Raptor, Gromp
4 – 7: Ancient Krug, Blue Sentinel, Greater Murk Wolf, or Red Brambleback
8 + : Rift Herald or Baron Nashor, Dragon or Elder Dragon
[Q]Dance of Arrows
COST: 35 MANA - COOLDOWN: 9s - CAST TIME: NONE- TARGET RANGE: 300
ACTIVE: Lamb Dash dashes toward the target location, gaining Attack speed 35% (+ 5% per mark mark) bonus attack speed for 4 seconds and firing an arrow at up to 3 nearby Sight icon visible enemies that deals physical damage. Her current attack target within any proximity will be prioritized by one of the arrows.
Dance of Arrows' total cooldown is reduced to an amount while Lamb is within the area of Wolf's Frenzy. Casting Wolf's Frenzy reduces Dance of Arrows' current cooldown to the same amount.
[W] Wolf's Frenzy
COST: 40 MANA - COOLDOWN: 18 / 17 / 16 / 15 / 14 - TARGET RANGE: 500
PASSIVE: As Kindred move and attack, they build up to 100 stacks of Hunter's Vigor. At maximum stacks, Lamb's next basic attack heals her for 0% − 100% (based on Kindred's missing health) of 47 − 81 (based on level). The heal is not triggered if Kindred is at full health.
ACTIVE: Wolf Dash dashes to the target location, then claims the surrounding area as his territory for the next 8.5 seconds, separating from Lamb. He automatically attacks the closest nearby visible enemy within the area, prioritizing the last enemy Lamb has attacked, then enemy champions, then non-champions.
Wolf's attacks deal magic damage and scale with 25% of Kindred's bonus attack speed. Against monsters, his attacks deal 150% damage and slow the target by 50% for 2 seconds.
[E] Mounting Dread
COST: 50 MANA - COOLDOWN: 14 / 13 / 12 / 11 / 10 - CAST TIME: 0.25
TARGET RANGE: Range model 500 − 750 (BASED ON MARKS)
ACTIVE: Lamb fires a shot at the target enemy that slows them by 30% (+ 5% per 100 AP) for 1 second and marks them for 4 seconds. Her basic attacks against the marked target each apply a stack, refreshing the duration and stacking up to 3 times.
The third stack directs Wolf to pounce on the target, consuming all stacks to deal additional physical damage, capped at 300 against monsters.
[R] Lamb's Respite
COST: 100 MANA - COOLDOWN: 180 / 150 / 120 - CAST TIME: NONE
EFFECT RADIUS: Range center 535
ACTIVE: Lamb blesses the ground under herself for 4 seconds and enters a 0.264 seconds cast time. All units inside the zone gain a minimum health threshhold (can't die) of 10% of their maximum health, and will become invulnerable for the remaining duration when they reach or are at the threshold, during which they also cannot be healed, but can still regenerate health.
All targetable units within the zone are healed when the blessing ends. 225 / 300 / 375 based on level of ult.
- High Tempo Champion
- Strong early game & good scaling for late game
- Lots of mobility
- Ranged Champion
- High skill ceiling
- Very strong when Mastered & good for carrying gamess when smurfing
Con's
- Squishy & easy to kill if you make bad movements or get behind
- Very hard to play from behind
- High skill ceiling & high barrier to entry
1) You should always think about how you are going to use your next champion mark. Are you going to use it on the person you want to kill or use it to create pressure somewhere else on the map? You can also use your mark to try and throw off plays happening on the other side of the map.
Example: Say you just killed top at level 3 for your mark, and are about to regank them when you see a 3 man gank set up happening bot. You can't mark top again, so its best to mark the jungler & that may throw off the botlane gank.
2) (Q) Dance of Arrows is an auto attack reset, this is important for your jungle clearing & also can be utilized to combo abilities like your (E) Mounting Dread.
3) Identifying burst damage is one of the most important parts of playing Kindred. Before any fight or skirmish I want to have already thought of the risks I am facing, so it's far easier for me to plan how I'm going to use my Ultimate.
4) When you're in ultimate you can assassinate someone as soon as it ends by preparing your (E) Mounting Dread on them with 2 stacks, then when your ultimate ends you can (Q) Dance of Arrows + Auto attack to kill them with your burst damage.
5) Make sure to position Wolf's Frenzy (W) in the direction you want to go so that you can get the maximum amount of (Q) Dance of Arrows resets.
6) You can cancel your Dance of Arrows (Q) animation by pressing (Q) Dance of Arrows into a wall, this will allow you to clear your jungle faster & deal higher DPS.
7) Wolf's Frenzy (W) gives you vision over walls. When you press (W) Wolf's Frenzy Wolf will appear in the centre of the W radius. If you want to see over a wall make sure to place your (W) Wolf's Frenzy so that Wolf spawns in the area you want to see. This will also allow him to deal damage to minions & champions in that area.
8) (E) Mounting Dread does % Missing Health damage. You need to choose whether to use it at the start of the fight, for the slow, or if to use it to execute enemies by using it when they're lower health to get the most out of your % Missing Health damage.
0 : Rift Scuttler
1 – 3: Rift Scuttler, Crimson Raptor, Gromp
4 – 7: Ancient Krug, Blue Sentinel, Greater Murk Wolf, or Red Brambleback
8 + : Rift Herald or Baron Nashor, Dragon or Elder Dragon
After a marked camp is killed Wolf will be able to mark the next camp in 45 seconds.
Note: If NO camps in the viable tier are available, Wold will mark the next viable camp as SOON as it spawns. You can use this to your advantage;
If you notice Wolf didn't mark a camp when you thought he should, you can then use this information to speculate where the enemy jungler has been.
You can also change your path so you're heading to the next mark as soon as it spawns.
If a marked camp is cleared by an enemy in fog of war, your mark will disappear 15 seconds after the monster is killed. This allows you to speculate on what camps the enemy jungler has killed and you can utilize this to get proper ganks off or counter jungle the enemy jungler.
If a marked camp is cleared by an enemy in fog of war, you also know that 30 seconds after the mark disappears, a new mark will be granted. You can plan accordingly to be where the next mark will spawn.
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My opinion on this is that if you enjoy playing Kindred, then you should play her regardless of your current skill level. I've seen countless clients come to me at Iron & bronze level wanting to play hard champions like Kindred, Riven, Lee Sin, Graves and have coached them to higher ranks (Gold -> Diamond -> Masters even). It is completely possible to learn her at any level of skill.
One of the best ways I've found for people to improve is to use practice accounts while learning her & to get VOD reviews on those practice games. These games will often be in higher ELO than you actually are, since fresh account MMR starts around Platinum now. These games would be challenging for most individuals, but offer great learning experiences.
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A lot of lower ranked players try to avoid dodging as they see it as losing LP. In the grand scheme of things, over a season you actually lose 0 LP from dodging. Any LP lost is only temporary and will be regained in your future games via higher wins & lower losses as you don't lose MMR when dodging.
Pentalties for Dodging explained!
First dodge: 6 minute Queue lockout & -3 LP
Second Dodge: 30 minute Queue lockout & -10 LP
Third Dodge: 12 Hour Queue lockout & -10 LP
Time penalties
All queues dodges give time penalties that prevent matchmaking immediately afterward. These are increased for subsequent queue dodges within a 24-hour window. This time penalty is shared among the various queues. Dodge penalty tiers will automatically decrease by one tier every 12 hours.
I think picking kindred into teams that have high tempo is very good. If you have lanes that can move or have lane control early game she becomes very oppressive. Also any early game CC set-up creates for extremely potent ganks due to Kindred's skirmishing strength.
Why pick Kindred?
Your team needs ranged champions (Have short ranged mage mid & tank top, think CC bot mids like Galio, Lissandra etc).
Your team needs high tempo jungler to help with enemy early game pressure.
Your team needs scaling AD champion, or you have some stupid double enchanter botlane shit like Seraphine & Sona, or Seraphine & Yuumi.
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