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Wolf's Calling - A Beginner's Guide to Kindred [8.16]
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Threats & Synergies
Believe it or not, if he isn't fed, you can beat him.
Good morning/evening/afternoon everyone. My name is Arcthunder and this is a beginner-friendly guide for Kindred, The Eternal Hunters. Now, the big kicker to this guide is that not only is this my first guide, I haven't played Kindred for a long time, and I'm only Silver 5 (I just literally did my promos). So, why am I writing this? Simply put, I want to make a guide that...
1.5 ~ Preseason is on! Woo!!
1.4 ~ The Items and Masteries section received a massive redo. Check it out!
1.3 ~ Thanks to Wølƒarya's advice, this guide is even stronger (although I refused to change Black Cleaver)! Check out his/her guide here! Also, I changed up the max order.
1.2 ~ Added a few alternate builds on the whim.
1.1 ~ A few grammatical errors.
1.0 ~ Wolf's Calling was created!
+ High Damage Output
+ % health damage on W
+ Built in kiting with Q
+ Decent clears
+ Passive great for mind games
+ Team Saving Ult
Since Kindred doubles as an ADC (which is now viable after this rework), her (or them, if you want specifics) damage output is great for dealing with those annoying squishy targets. Also, her W, Wolf's Frenzy deals % health magic damage, and is great for keeping opponents away from an area. Her passive ( Mark of the Kindred) is very unique to League of Legends, and allows for some intense strategy for more advanced players. Finally, your ult ( Lamb's Respite) saves EVERYTHING FROM DEATH That's cool in of itself!
- Weak if lacking marks
- Super Squishy
- No longer a full Attack Speed Champ
- Passive is hard to remeber
- Easy to counterjungle against
- Can easily save enemies with ult.
Marks are a very essential part to Kindred, since it can provide tons of useful stats when it comes to your abilities. That being said, lacking them makes you practically useless. Also, grabbing Wolf's marks are very difficult, since everyone can see where you are. This makes champs like Kha'Zix and Lee Sin dangerous to fight against since they can easily deny you your marks. Additionally, your ult can save EVERYONE...including that fed Vayne that your team needs to kill.
|Mark of the Kindred (Passive)||
Both Lamb and Wolf mark targets to hunt. Scoring a takedown on a marked target permanently empowers Kindred's abilities, as well as granting her 75 - 250 (based on Marks) bonus range.
This is the passive that makes Kindred so unique. There are two main ways you can use this. You can...
Dance of Arrows (Q)
COST: 35 mana
COOLDOWN: 4 / 3.5 / 3 / 2.5 / 2
Lamb dashes in the target direction, gaining 10% (+ 5% per Mark of the Kindred Mark) bonus attack speed for 4 seconds while firing up to three homing arrows on arrival against the three nearest targets, dealing them physical damage.
This skill, when combined with your W, Wolf's Frenzy is what makes Kindred so great at kiting. Especially with the new attack speed bonus on-cast, you should have no problem dueling with isolated champions. We max this ability first for its reduced cooldown when cast with Wolf's Frenzy and its utility in the jungle.
- Your usual combo should involve using Dance of Arrows before using Wolf's Frenzy. This way, at max rank, you can use Q>W>Q in a matter of two seconds.
- As said before, this skill makes Kindred great at kiting. Use it to sneak in some more damage, or use it to escape combined with your W.
- At around four marks, the bonus attack speed adds up to 30%. This is eqivalent to a Runaan's Hurricane, so get your marks, kids.
Wolf's Frenzy (W)
COST: 40 mana
COOLDOWN: 18 / 17 / 16 / 15 / 14
Wolf dashes to the target location and claims the surrounding area as his territory for the next 8.5 seconds, separating from Lamb. Wolf attacks enemies within the area autonomously, prioritizing Lamb's attack target.
There are two main uses for this ability.
- As said before, remember to use Q before placing down W.
- Drop this ability to keep people out of an area, or to deter people from chasing you.
- Your marks allow Wolf to deal more max health damage. So get your marks, kids.
Mounting Dread (E)
RANGE: 500 (+ 75 - 250 (based on Marks))
COST: 50 mana
COOLDOWN: 16 / 15 / 14 / 13 / 12
Lamb cripples the target unit, slowing them by 50% for 1 second. If Lamb manages to attack the target twice in the next 4 seconds of each other, her third attack in the next 4 seconds after instead directs Wolf to pounce on them, dealing bonus physical damage, capped at 300 against monsters.
Riot was having a problem with Kindred in the development process. Kindred showed more Lamb than Wolf, if you get what I mean. To balance it out, Riot created Kindred's E, Mounting Dread. It used to be a great ability; dealing max health damage after three hits (kinda like Vayne), but now it's just an execution.
One of the biggest shifts that happened in Kindred's mini rework is that with her E, the execution cap is now raised via critical strike chance.
This forced players to consider building crit, making her more like an ADC.
- When ganking, use it when your target is getting away, or if your target is on low health.
- Your marks add more missing health damage. So kids...GET THE MARKS
Lamb's Respite (R, or Ultimate)
COST: 100 mana
COOLDOWN: 160 / 130 / 100
Lamb blesses the ground under herself for 4 seconds. While inside the area, all units (including champions, minions and monsters; both allied and enemy) cannot be reduced below 10% their maximum health. All units within the zone are healed immediately after the blessing ends.
Let me start by saying this. If you are being 3v1ed and no help is on the way, DON'T USE YOUR ULTIMATE. I have a terrible habit of doing this because I think I can kill that fed Fiora and Vayne. Now, this doesn't mean that you can't use it to turn the tides of the battle. I have had many moments where I was 1v1ing someone and managed to walk away with a kill.
Here's a good rule of thumb: If the number of enemies you are saving outnumbers the number of allies, then save the ultimate.
- You can use this for your marks if you want! Bait out a smite with your ult, then steal the objective. Great for baron stealing!
- Your marks don't improve anything here (maybe they should increase the amount of healing...).
Keystone - Dark Harvest: Why Dark Harvest you ask? Well, this rune packs a major punch when it comes to Kindred's late game. With it, you gain stacks (much like your own marks) and with every stack, you deal more upfront damage. This, combined with Youmuu's Ghostblade absolutely obliterates any targets with one shot. Combine a Statikk Shiv and you hit very hard in teamfights.
Tier One Rune - Sudden Impact: Dance of Arrows counts as a leap/dash/etc., so you get free lethality and magic pen (with works well with Statikk Shiv). More lethality and magic pen = more damage! Cheap Shot works well too, since Mounting Dread counts as impairment.
Tier Two Rune - Eyeball Collection: If you need the vision, then I guess take Ghost Poro. Other than that, you will be better off with the increase in AD.
Tier Three Rune - Relentless Hunter: As a jungler, movement is very important. Taking Relentless Hunter versus taking Ravenous Hunter allows you to move around and gank more while sacrificing healing and lifesteal. It is up to you, although the other hunter rune isn't very good.
Tier Four Rune - Triumph: This rune is great for staying healthy during ganks and teamfights. Additionally, it increases the amount of money you get, making it extremely strong for any jungler. Presence of Mind is nice too, but it kind falls off late game.
Tier Five Rune - Coup de Grace: With your full combo, your Mounting Dread should execute. This means that Coup de Grace will deal even more damage on the execute. Cut Down is perfect for a tanky enemy team. Even Last Stand is nice, since it works well with Lamb's Respite.
Kindred used to require Skirmisher's Sabre - Bloodrazor, but now, they have more AD scalings after the rework. The result? Now, you must take Skirmisher's Sabre - Warrior. The AD and CDR is very useful in the early game, and provides some solid damage to work with until you get your Youmuu's Ghostblade. Please Riot...give us a lethality jungle item!
Nyoom Attack Boots
The number one choice of any marksmen, and Kindred is no exception. The free movement speed, plus attack speed let you increase your damage output, which is essential for Kindred and nearly any champion.
Purple Sword of Death
Primarily, lethality was something that you didn't even consider on Kindred. They were just better off with more crit items. However, ever since the marksmen rework, I have started taking Youmuu's Ghostblade and found significant results. Once it's completed, a high amount of Dark Harvest stacks plus this item can easily one-shot any squishy you can get your paws on. Plus, the active is perfect for escaping or engaging.
A Natural Disaster
This item is perfect if you intend on teamfighting often (which you should). The bolts do wonders, allowing you to chip down enemies that you aren't even focusing. Additionally, it also grants similar stats to Phantom Dancer, and increases your DPS, letting [[youmuu's ghostblade get to work.
It's funny, I've always wanted to take this item on Kindred, but their previous kit never made it viable. Now, it is a viable item for them! The attack speed, critical chance, and nice little movement speed allows Kindred to be hypermobile while dealing tons of damage. Additionally, the Shiv Lighting passive is perfect for providing some burst damage on-hit, reliving the old days of on-hit Kindred.
Your route should be determined by two questions.
- Do I want to meet the opponent jungler in my route?
- What lane needs help?
These are your two primary routes you should take.
Keep in mind that your first mark will always appear on Scuttlecrab at 2:30. Knowing where your marks will/may be is the first step in being a better Kindred player.
Asking for Help
As I mentioned in the pros & cons of Kindred, Kindred struggles to get her marks since everyone can see them. Sometimes, you are going to need to ask for help getting them, in order to make sure you don't die by the jungler. Here are a few tips to get the laner to come with you.
I can guarantee you the laner won't come if...
- Your laner is pushed up by the turret. "I'm a bit busy rn..."
- Your laner is being toxic. "man ur trash I ain't dying cuz of you."
- You're fed. "you can do it."
However, you can convince them by...
- Ganking their lane and succeeding.
- Give them blue (usually only applies to mid laners).
- Make them happy beforehand.
- Tell them that their winning lane (only if they are).
If they say no, then you have a choice. You can try and do something else (try invading area of the jungle where the mark isn't!), or you can try and do it yourself. However, keep in mind that the enemy jungler may have brought their teammates too. This is the struggle with your Mark of the Kindred, and that's the problem most people don't understand.
When ganking, I advise that you ward the bush before you go in it. It would suck to die by a surprise attack by a jungler who has the same idea as you. If it's clear, stand in the bush for a while. This is to see if they have a ward in the bust.
No reaction = no ward = they won't see you coming.
Here's your basic ganking combo
Stalker's Smite (or challenger's)>AA>Q>AA>W>AA>E>AA until dead.
As I mentioned before, Mounting Dread isn't only restricted to an execution. It slows too, so you can use it when that pesky Kog'Maw is getting away.
Thanks for reading and I hope you enjoy playing Kindred, The Eternal Hunters.