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Kindred Statistics for Dodge Lamb

Author's performance with Kindred compared to the ranked average.

Value
Average
Games Played
279
6
Win %
54
39
Kills
7.1
5.7
Assists
7.4
7.0
Deaths
5.6
7.6
KA:D Ratio
2.6
1.7
Gold Earned
12.8K
11.2K
Creep Score
64.0
70.1
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

Smite is obviously mandatory for every jungler. While you could take Flash, I personally feel that Ghost in conjunction with Stormraider's Surge (More on that below) is a lot stronger. The reason is that Kindred has the lowest base Movement Speed in the game. 


Because of this, most champions will flash away from you and be fine, and flash and catch up to you if you are trying to get away. Ghost solves this issue entirely, granted you can play around not having Flash.

There was once a man who told me a Korean played Smite Teleport Kindred. Now please, Koreans may be half-gods, but that does not mean that they are always right. :]

New Runes Back to Top

Masteries Back to Top

Ferocity: 12


TIER 1: FURY/SORCERY ARE BOTH VIABLE OPTIONS


I've recently switched to Fury for the early clear and the synergy with Wolf's bites. However, Sorcery is still a great choice that amplifies most all of your damage, since a lot of it is ability based.

TIER 2: ALL VIABLE OPTIONS

Every single choice here works, but I prefer to opt for Fresh Blood since it will be used in pretty much all of your ganks (except for repeat ganks). It's a decent bit of damage that adds on to your kill potential, and Kindred's clear is healthy enough not to need Feast. Expose Weakness is a good choice for team fights, but you want the early pressure.

TIER 3: LAMB DOESN'T NEED NATURAL TALENT, SHE'S ALREADY GOT NATURAL F***ING BOOTY, BUT WE'LL TAKE IT ANYWAY

Natural Talent will slightly boost your clear potential and the scaling AD helps out a little bit since Kindred's base AD is so low. The build we're going to focus on in this guide is tankier than typical, meaning lifesteal isn't as important here. Also, Spell Vamp will be effectively useless due to Kindred's innate low ability damage.

TIER 4: LAMB DOESN'T HAVE A SWORD BUT APPARENTLY IT'S DOUBLE-EDGED

You already take a disgusting amount of damage as a Marksman, so it's better to maximize your early game damage potential.



Cunning: 12


TIER 1: THAVAAAAAAGE

Pretty self explanatory, faster jungle clear means more time to get around and play the map. It can also help you just narrowly edge out stacks you're trying to steal from the enemy jungler.

TIER 2: WAIT, THIS ISN'T RYZE?

Another self explanatory mastery, Runic Affinity allows you to keep Red Buff even longer, which is incredibly important to Kindred's ability to gank successfully. Assassin is also an alternative, but their dueling potential is too weak early on to warrant picking it in most situations.

TIER 3: DOES THIS LOOK LIKE THE FACE OF MERCY

While Kindred's mana usage is fairly high, it is still important to opt for Merciless for the execution damage. Combining this with Bounty Hunter and Double Edged Sword means you're looking at an 8% damage boost to targets below 40% health early on, scaling up to 13% with a fully stacked Bounty Hunter.

TIER 4: IVERN HAS A GIFT FOR YOU

Another mastery that helps with your early clear, and can put out a decent bit of damage if you gank properly with it. Dangerous Game is also a very viable alternative, as it is one of the strongest masteries in the game, however, it is not necessary since you do have Lamb's Respite in certain situations.

TIER 5: WHAT HAPPENS IF YOU MISS?

This one is completely self explanatory: Kindred is very poor with cooldown reduction and really needs the armor penetration to have more successful early impact.

TIER 6: THE MOVE REALLY FAST LAMB

I used to laugh off Stormraider's Surge like it was useless. Why would Kindred need the speed when they really need the damage? But countless hours and hours of frustration and losses had me looking anywhere I could for better builds. It actually turns out that Stormraider's Surge fixes a lot, and I mean a lot of Kindred's problems. Kindred has very high early DPS, provided they can stick to a target. When used in conjunction with Ghost, Stormraider's provides Kindred the opportunity to chase a champion way beyond the limits that would be possible with Fervor/Thunderlords and Flash. And since early game is where champs are the slowest, rushing Boots of Mobility in conjunction with Ghost/Stormraider's allows Kindred to zip to a lane and provide immense kill pressure. Don't knock Stormraiders, it's actually very strong. However, you need to use it with Ghost or you lose all the power it provides.


Once upon a time, I saw a Kindred run Courage of the Colossus. Don't be this player. We will laugh at you.

Abilities Back to Top

W
Q
E
Q
Q
R
Q
W
Q
W
R
W
W
E
E
R
E
E
Passive
Q
2
4
5
7
9
W
1
8
10
12
13
E
3
14
15
17
18
R
6
11
16

kindredpassive.png Passive: Mark of the Kindred kindredpassive.png


Lamb can mark enemy champions while Wolf can mark Scuttles, enemy jungle monsters, and Epic monsters. Marking champions has an internal cooldown, and a cooldown on repeat marks. Landing a takedown (kills or assists) will result in a successful stack from Champions and Epic monsters (Dragon, Rift Herald and Baron), whereas enemy jungle monsters have to be killed by you to get a stack.

Getting a stack of Mark of the Kindred results in a 1.25% Current Health damage bonus on-hit, and also permanently adds 5 base damage to Dance of Arrows (Q).

Playing around Wolf


Before I talk about playing around champion marks, it's important to clarify how Wolf marks jungle camps, and how you should play accordingly. Wolf marks camps based on your current stacks of Mark of the Kindred. At 0-2 stacks, Scuttle and Razorbeaks are marked. At 3-4, all enemy jungle camps (Wolves, Gromp, Razorbeaks, Krugs). At 5-7, all enemy jungle buffs, Rift Herald and Elemental Dragons. At 7+, only Baron and Elder Dragon will grant you stacks.

If a Scuttle is marked, you should go for it unless you're at base. If you're coming from the fountain, it will likely be gone and you should go somewhere else instead of wasting your time. Keep a close eye on the enemy jungler, or subtle hints of where they might be, as they will be key in your invades. 

Never invade if you are far behind, your closest lane isn't ready to help, or if an enemy laner is missing. Marks are worth trading for champion kills, but not when you die over a jungle mark, successful or not.

Playing around Lamb


Lamb can mark champions every 75 seconds, and targets that have been successfully hunted cannot be marked again for 240 seconds, or 4 minutes.

You almost always want to start the game by marking the enemy jungler. If you get invaded, or if you invade, a successful fight against an enemy jungler results in a free first stack, which can start a snowball for you and your team.

When ganking, always mark while you're transitioning into a lane. Mark early enough so that you will have time to get your stack by the time you kill your target, but not early enough that they back off before you can even show up.

Marking the enemy jungler, stalking their position and playing for counterganks is a simple way to get free stacks, as well as making plays in the bottom lane since you have 3 players as opposed to 2 when securing a kill.


kindredQ.png Q: Dance of Arrows kindredQ.png


Lamb vaults toward a target location, firing up to 3 arrows to anything within range. This ability does not prioritize champions unless previously auto attacked.

Dance of Arrows has a decently lengthy cooldown for what it does, but it is also lowered to a static amount when used in conjunction with Wolf's Frenzy, which will be mentioned soon. Aside from pure damage, this ability can be used to juke skill shots, cross certain walls, and kite or chase targets as needed.

Against targets with crucial skill shots such as 64.png's Sonic Wave/Resonating Strike, 32.png's Bandage Toss, or 60.png's Cocoon, it is a smart idea to save a Dance of Arrows to dodge that particular skill shot, since it is the one thing they rely on to fight successfully, whereas your cooldown is low enough to stay relevant.

Since Dance of Arrows' cooldown in conjunction with Wolf's Frenzy scales with Q's rank, I suggest putting a second point into Q at level 3, as it will do more damage for less mana cost, as well as speed up your jungle clear (As opposed to Mounting Dread). You shouldn't really be looking for any fights until you hit level 4 anyway.


kindredW.png W: Wolf's Frenzy kindredW.png


Lamb sends Wolf to fight, creating a large field that empowers Lamb's Dance of Arrows. Wolf attacks the nearest target to him, prioritizing any target that Lamb auto attacks that is within the field. Wolf's bites scale with Mark of the Kindred, and attacks at approximately half of your total attack speed, capping at 1.25.

It is important to use Wolf's Frenzy in fights where you're guaranteed to stay within your empowered field, as Wolf adds significant damage against opponents and makes your Dance of Arrows spammable for high team damage output.

Additionally, Wolf's bites maim jungle monsters, reducing their attack speed and movement speed by 50%. This reduction in speed allows Kindred to kite jungle monsters very easily, which can result in taking little to no damage at all from jungle camps.

When doing Scuttle marks in the early game, try to save Wolf's Frenzy for in case an enemy jungler shows up, unless you are confident that you can get your stack before they show up. Getting caught without Wolf's Frenzy can often lead to an unneeded death.


kindredE.png E: Mounting Dread kindredE.png


Lamb shoots a crippling arrow at her target, slowing their movement speed by 50% for 1 second. Landing two auto attacks in the next 4 seconds opens up another 4 second window. Landing the third shot within those 4 seconds flings Wolf at the target, dealing bonus damage plus 5% of the target's maximum health.

This ability is pretty self explanatory. It's a 3 hit proc that deals bonus damage and has slowing utility. Remember that it can be used offensively, but also defensively as a slow in case you need to space yourself farther away from your target.


kindredR.png R: Lamb's Respite kindredR.png


Lamb's Respite creates a field centered around Lamb where, for the next 4 seconds, all targets inside the field cannot be damaged below 10% of their health. This applies to every living thing in the game, excluding turrets. After the four seconds, everything, friendly and enemy, are healed for a base amount.

This is the ability that can make or break a play, or even a game. Lamb's Respite has a multitude of uses: It can save yourself, even out a fight, save your teammates, stall a Baron or Dragon, or even keep your minions alive for a push that you normally couldn't pull off without it.

It is very important to remember that Lamb's Respite should be used only if it grants your team an advantage. If you use it too willingly, you risk healing the enemy team for free and losing a fight. Don't be afraid to be selfish with your ultimate; it is ultimately up to you to make the decision to use it, and in fights, teammates that you try to save will more than likely not be ready for you to use it on them.

If you can reliably save someone, do it. If you can't, save it for yourself. Never use it when you're guaranteed to lose anyway.






Items Back to Top

Starting Items

    Always refillable. Read Hunter's Potion. Machete will get you through your first clear until you can afford Talisman.

Core Items

    Red Smite ALL the things. Bloodrazor is the strongest enchantment. Warrior is also viable, but not recommended.
    The bread and butter of the Ghost Stormraiders build. Pick this up first or second back, as it is necessary to securing marks around the map and ganks.
    If you can afford Mobis + Talisman on your first back, do it. If not, prioritize Talisman/Sabre, as you need mana sustain without blue. However, finish Mobis afterward ASAP.
    In conjunction with Ghost + Stormraider's, this combo will make almost anybody you attack free food. It'll be hard for most champs to run from you.

Situational Items

    Later on in the game, after laning phase, you may want to replace your Boots of Mobility for stronger combat boots. Any of these will work, depending on the enemy team.
    Standard build for Kindred that features a decent chunk of health with armor shred and Runaan's bolts to proc your passive and apply slows to multiple enemies. Mobis -> Bloodrazor -> BC-> FM -> Runaan's -> GA
    If you get 5+ kills or otherwise really far ahead within the first ten minutes, this item combination crushes opponents, usually leaving them no room to come back. Try it, it's effective and hilarious.
    Against a more magic heavy team, however keep in mind that you are still a Marksman against Mages. Your base stats are innately weak against Mages so don't expect to be super tanky.
    Fairly effective against heavy AD teams. Most AD champions rely on movement to attack you so Frozen Mallet in addition to DMP + Randuins utility makes you a deadly enemy against AD.
    Elixir of Wrath if you feel like you need more damage and lifesteal, Elixir of Iron if you're feeling you need the extra HP with a little bit of CC reduction.

How To Build Kindred


The truth is, Kindred can be built in a multitude of ways and be efficient, due to their passive being a core component of their damage that allows them to be relevant, regardless of building squishy or tanky. However, some items are more optimal than others, and some item combinations are more optimal as well, so on and so forth.


Early Game


Besides your obvious 1041.png2031.png start, you need to rack up some gold and start building towards your Boots of Mobility, or Skirmisher's Sabre.

You should start by doing a full jungle clear, grabbing any marks where possible and also taking a possible gank. You should stay on the map until you have enough money to build at least 3117.png1039.png, or a combination of the two. Make sure your first back always includes 1039.png, as you will need the mana sustain without Blue Buff.

From here, you really want to focus on finishing your 3117.png and 1419.png core, as it will allow you to waltz into any lane, or any section of the jungle, and apply your immense on-hit damage. Make sure to keep eyes on the enemy jungler as you make your way around the map, looking for as many viable gank paths as possible.

Do not be afraid to abuse 6.png to get in and out of the enemy jungle for a mark or start a gank. Because of its low cooldown and Stormraider's Surge's low cooldown, you don't need Ghost as often as you would think.


Mid Game


By the mid game, assuming you have a decent amount of stacks, you can get right into building your 3071.png. While it isn't Runaan's Hurricane, Black Cleaver will make your 1v1 and skirmish potential infinitely stronger due to the higher AD, armor shred and kite potential. Personally, I like to build 3044.png into 3052.png (for Frozen Mallet), since both items provide decent Attack Damage, and stacking Jaurim's Fist alongside Phage brings your bonus HP up to 500. While it delays your Black Cleaver, it's like getting Cinderhulk without the Sunfire passive, which will make you feel a lot more confident going into fights.

You will then want to build your 3022.png after finishing Black Cleaver. The Black Cleaver + Frozen Mallet combination will give you a combined total of 80 Attack Damage and 1,000 HP, making you a fairly tough opponent to go against. This item combination also allows you to run up to an ADC during the mid game and chomp them down with all the utility you have in your kit, thanks to Ghost, Stormraiders and Frozen Mallet's passive. It's also strong for setting up picks for your team.

Late Game


Your core is out of the way, now you have room for whatever you prefer. You can tack on a 3153.png or 3085.png if you're feeling the need for extra damage. For defensive items, you can always pick up 3742.png3143.png3065.png (In conjunction with 2140.png), 3102.png, or 3026.png. Find out what works for you, as there's a lot of different options for Kindred that work.


Optional Items


3033.png - Very useful against targets that have high healing, such as 50.png8.png and 36.png, as well as Marksmen.

3139.png - If you're against a team with a lot of CC and you're confident in your ability to cleanse in important situations.

3046.png - Very good for split pushing and/or small skirmishing, but in most cases you won't want to be the one split pushing for your team, as you're much more useful grouped up than on your own.

3142.png - A nice option for when you're snowballing; It synergizes decently well with Kindred's kit, but not necessarily enough to be a core item.

3124.png - Insanely good with Bloodrazor and Blade of the Ruined King, you can easily solo carry a game with this item if you get far enough ahead to build it. It does require you to be very fed though, like 8/0/0 at 15 minutes into a game.


Any item not listed in this text section is generally not favorable to the point where I feel I shouldn't have to explain why they are not useful. Any dissenting opinions will gladly be discussed in the comments.

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Aatrox
    Easy
  • Amumu
    Medium
  • Diana
    Medium
  • Ekko
    Easy
  • Elise
    Medium
  • Evelynn
    Medium
  • Fiddlesticks
    Medium
  • Fizz
    Medium
  • Gragas
    Medium
  • Hecarim
    Hard
  • Jarvan IV
    Hard
  • Jax
    Hard
  • Kha'Zix
    Hard
  • Lee Sin
    Hard
  • Malphite
    Medium
  • Master Yi
    Hard
  • Nautilus
    Medium
  • Nidalee
    Medium
  • Nocturne
    Hard
  • Nunu
    Medium
  • Pantheon
    Hard
  • Rammus
    Medium
  • Rek'Sai
    Medium
  • Rengar
    Hard
  • Sejuani
    Hard
  • Shaco
    Hard
  • Shyvana
    Medium
  • Skarner
    Medium
  • Tahm Kench
    Medium
  • Tryndamere
    Medium
  • Udyr
    Hard
  • Vi
    Hard
  • Warwick
    Medium
  • Wukong
    Hard
  • Xin Zhao
    Medium
  • Zac
    Medium

VS

Aatrox

Easy

Aatrox in 2016 lul.

VS

Amumu

Medium

Mummies hurt too much tbh

VS

Diana

Medium

This champ has pretty much everything it takes to make your life hell. However, you can easily outduel her levels 1-5, and at 6, you have your ultimate to counteract her burst. This is a skill matchup, just be careful of her burst.

VS

Ekko

Easy

Easiest duel of your life. As long as he doesn't stun you, you're good to go.

VS

Elise

Medium

You can invade Elise at any point in the early game and always win. The only way you lose this matchup is if you get cocooned from the fog. Even if she cocoons you when you engage, she will die if you have already damaged her.

VS

Evelynn

Medium

The element of surprise is the key to this matchup. If she catches you with your pants down (even though Kindred's a bootylicious superstitious nudist), you're boned.

VS

Fiddlesticks

Medium

You can outduel him, but Fiddlesticks is always Fiddlesticks. Watch for his ultimate and ult as needed. Ward heavy against Fiddlesticks, surprise ultimates are lame.

VS

Fizz

Medium

Easy to shut down in the early game, difficult to deal with later on. You shouldn't see this dude much, but he can be a nuisance if you do. However, since he has to funnel everything into you to even attempt to kill you, he's fish food for your team.

VS

Gragas

Medium

His full combo pretty much kills you since Runic Echoes Gragas is busted. He will also knock your team out of your ultimate.


However, if you can dodge his skill shots, he has nothing on you. A Gragas that misses body slam is begging for free damage.

VS

Hecarim

Hard

Hecarim is a nightmare in every way for Kindred. He can move around the map faster, he brings more to a team, he sticks to you like glue, and he outdamages you with a tanky build. Kindred into Hecarim is an auto-dodge situation, I refuse to play against the horse.

VS

Jarvan IV

Hard

Jarvan is not the hardest to duel, but difficult to deal with if you get counter ganked. If you get knocked up, you're probably going to have a bad time. If Jarvan gets one kill on you in the early game, it can transition into an early Warrior which will shut you down for the entirety of the game. If you see him, bait out his knockup with a well timed Q, and you'll have an easy fight.

VS

Jax

Hard

Depends on how the early game goes. He's easy to shut down, but becomes a pain in the ass as the game goes on.

VS

Kha'Zix

Hard

Kha'Zix is the ultimate personal counter to Kindred (As in 1 on 1). Kha'Zix outdamages Kindred pre-6, and only gets stronger, since he will make you waste your ultimate. All he has to do is go invisible when your ultimate ends, and a single Q will finish the kill. If not, a passive-buffed auto attack.


Avoid Kha'Zix as much as humanly possible and play the map. Later on in the game, your ultimate will destroy most of what he can try to do in team fights.

VS

Lee Sin

Hard

Lee Sin's pre-6 kit is just innately stronger than Kindred in every way. He can gank easier, he can 1v1 you no problem, and he can displace people out of your ultimate. Lee Sin is probably the strongest counter to Kindred. Then again, Lee Sin wins a lot of matchups due to his poor gameplay design.

VS

Malphite

Medium

Easy invades pre-6, but his ultimate can screw you in many situations. Always be careful for his ultimate.

VS

Master Yi

Hard

He will outdamage you, and he will Alpha Strike you after your ultimate. However, pre-6 is the time you dump on him. Take advantage of that and get a few smart invades in.

VS

Nautilus

Medium

Dodge his hook and you'll be fine, but the moment it touches you, you're gonna have a bad time.

VS

Nidalee

Medium

Easy to beat a Nidalee in a skirmish, difficult to play around a Nidalee that can spear effectively from the fog. Basically translates to "Easy to beat early on, pretty scary later on".

VS

Nocturne

Hard

This guy's honestly pretty annoying. He can stick onto you like a leech and just dump everything until you die. There's not much you can do to kite him, and he outdamages you for the most part. Typical ADC in 2017 LUL.

VS

Nunu

Medium

He can prove a threat if he takes too much of your jungle. It's also difficult to counter jungle him as his clear is pretty quick and he can permaslow you if you're not too careful. However, he isn't much challenge in a duel, so you're pretty well off in most cases.

VS

Pantheon

Hard

Not a very easy champ to deal with due to his Zed-style all-in damage yet only needing 3 abilities to pull it off, not to mention he gets two to three free blocks in a duel against you.

VS

Rammus

Medium

Easy to beat early on, but Cinderhulk and a theoretical Thornmail makes him incredibly difficult to deal with.

VS

Rek'Sai

Medium

Rek'Sai isn't the hardest to duel, but the impact she has on the map is what can and probably will allow her to get ahead and beat you.

VS

Rengar

Hard

Rengar's update makes him destroy Kindred in a duel, so the only thing you can do against Rengar is play the map and attempt to deny his ultimate jumps in skirmishes/team fights. Very identical playstyle to how you should play against Kha'Zix.

VS

Sejuani

Hard

Hard CC with a little too much damage, in my opinion, makes this matchup much more difficult than it should be. Let your team absorb her damage.

VS

Shaco

Hard

Shaco gets under your skin. Incredible burst, annoying ultimate, and Deceive to run away when he gets low. He will make your life hell.

VS

Shyvana

Medium

She doesn't do much to you personally early game, but she can destroy a lot of your jungle minions. If she gets too much farm, she can walk all over you no problem.

VS

Skarner

Medium

Has very high DPS, avoid him at all costs and focus on kiting him if he tries to get close.

VS

Tahm Kench

Medium

I mean, if I was walking down the street and I saw Lamb, I'd tongue slap dat ass too. If he lands a three stack on you, you might as well be dead. He's very easy to kite, though. Invade him and make his life miserable, or he'll scale into a monster and perform his little vore fetish on you.

VS

Tryndamere

Medium

In the event that someone jungles Tryndamere, he can easily outdamage you, RNG is always HELLA fun (as it never works for me and the enemy will crit me 5 times in a row with 20%) and his ultimate is essentially yours but more "haha in your face". If he invades you, you can kill him, but he's equally as dangerous.

VS

Udyr

Hard

You can kite him easily, but his damage is incredible. Be very alert when playing against Udyr. If he catches you and you're not aware of his presence, you're an easy kill. Very snowbally matchup.

VS

Vi

Hard

Courage of the Colossus made Vi go from a piece of cake to a really irritating champ to play against. Prepare to eat a buttload of damage and be unable to retaliate because of Vi's CC combined with her insane shields. Once again, play around your team and ult for them if they end up in danger due to Vi.

VS

Warwick

Medium

Never fought a Warwick, but I think his ultimate would render you useless. Considering how squishy you are, he and a friend can bop you in a second. Don't let him bop you.

VS

Wukong

Hard

Holy crap this guy's damage is unfair.

VS

Xin Zhao

Medium

Ez kite ez lyfe. A smart Xin player will challenge a different target when you ult, allowing him to Crescent Sweep you out of your ultimate.

VS

Zac

Medium

You outdamage Zac in every way, unless he goes AP. Also very easy to kite, just beware of his Elastic Slingshot in a counter gank situation.

So Why Should You Play Kindred? Back to Top

I mean, dude. Look at that ass.


To be fair, there isn't any reason you should play Kindred. If you're looking to actually win games and your definition of having fun is winning, Kindred is not the right champion to play. Kindred may be effective when played at their full potential, but even then, they fall short of what a lot of the meta junglers provide. Because of this, Kindred will not be a very strong jungler until either Riot buffs them or the meta switches to something more in their favor.

However, if you're like me, and you like to have fun instead of being a meta slave loser, Kindred's the most fun champion I have ever played in League. I always respected Vayne because she had the ability to tumble around and outplay her opponents. She felt like a Marksman that was actually impactful.

Enter Kindred. A champion that, arguably, can play every role in the game (even kill lane support), can do the addicting tumble fun that Vayne does, but also play with your opponents with your slow (and Chilling Smite if you have that). The amount of outplay potential you have on this champion makes every single thing you do feel so damn good. She's also the coolest designed champ ever, I mean hot damn.

There are people I know that don't enjoy her, but I think most people will. Also I refer to Kindred as female because Wolf's totally irrelevant and you control Lamb anyway. Yeah, play this champ, she's fun and cute.

Tips for Playing Kindred Back to Top

> Dance of Arrows (Q) can be used to jump over walls, and when combined with Wolf's Frenzy (W), can be used multiple times on the same wall. This is effective when juking enemies, as well as kiting blue buff around the wall below it.


> Is the enemy taking Baron, and you're there but your team is rushing there ASAP? Try jumping in with Q + W, slapping ult on Baron, and either jumping back over the wall, or flashing (You REALLY want flash to avoid getting caught and dying). If it fails, it fails. However, you can start a Baron fight or steal Baron with this method. It's tricky, but possible.

> Mark the enemy jungler when you start the game. By the time you get into ganking position, you can switch that target. If you catch the enemy jungler in a position that you can kill them, you'll earn the most free stack of your life. It can also mean a free stack if you happen to catch the enemy jungler in an invade, but the chances of that happening are very slim.

> Force counter ganks, but be firm when you do. You can earn easy doubles and possibly stacks if you play more for 2v2s rather than hoping you get a successful gank. Evaluate your lane matchups, and see where the easiest 2v2/3v3 matchup is. If you force the enemy jungler to show up to a fight you know you can win, you might just get the most free LP you've ever had.

> Top lane is an island. Abuse it. Kindred's mobility is very good at sticking to targets, and in the early game, most top laners are very susceptible to your burst. You can get a successful gank off even by yourself. Play around top lane, it's very simple.

> Take a minute to find the best opportunity, take your support and deep ward the enemy jungle. This will immensely help with evaluating which marked camps are worth taking, and which are not. You can get a free scuttle if the area around it is warded.

> Play for kills and objectives, not for stacks. Your stacks will come in due time if you're already rolling over the enemy team. If you get far enough ahead, you'll be able to invade the enemy jungle and take all their camps. Ganking for stacks is still effective and will get you ahead, but there's too many Kindred players that will tunnel on trading their life for a stack. It's still not worth making an even/uneven trade.

> Be confident, but not overconfident. Kindred is a very high damage, but frail champion. Know your limits, and really punish your opponents on their mistakes, but also know when to back off and plan your routes.

> Sometimes, it's best to let someone die. I know, when Tristana yells at you for not ulting her in a 1v5, it hurts a little bit, but it's still not worth throwing away one of the most impactful ultimates in the game for a minute and a half.

> Let your team know where you're going. Make sure you tell them you're going for a Scuttle stack. More often than not, your team will be ready to back you up in case someone shows up, and it can lead to an easy first blood.

> If you're using Q alongside W to move around the map, always Q before hitting W. You'll waste an extra jump if you don't.

> Plan your ganks and know what time to mark your opponents. If you can time your mark effectively with when you jump in, you can kill someone the moment they get marked, equaling a free stack without giving away your position prematurely.

Jungle Route Back to Top

LET'S MAKE THIS SIMPLE


Blue Side: Red -> Wolves -> Blue -> Scuttle/Raptor mark -> Gank
Red Side: Blue -> Gromp -> Wolves -> Bottom Scuttle/Raptor mark -> Gank


After buying Mobis, look for a gank opportunity everytime you clear a quadrant of the jungle, and rinse and repeat at another quadrant. Make sure to have your presence known around the map.

Video examples eventually.

The Good, The Bad, and the Ugly Back to Top

The Good

> Very high, consistent damage (one of the only champs in the game with an infinite stacking damage ability)

> Incredibly quick jungle clear

> High ability to outplay enemy champions due to the utility in her kit

> Kinda like Vayne but actually fun

> An ultimate that can save the game by itself

> My GOD those hips

The Bad

> Relies entirely on stacking her passive to be effective as the game goes on

> Very low movement speed. Once you're out of mobility from your Q, most enemies can just walk away.

> Vulnerable without kindredW.png

The Ugly

> Shadowfire. Seriously?

> Has the complete flipside of being one of the most snowbally champs in the game. She can also be the most useless champ when behind.

> Absolutely crushed by all forms of crowd control.

> Displacement makes her ultimate useless.

> Ultimate also has the potential to easily throw games.

About the Author Back to Top

My name is Dodge Lamb, I go by Amphy pretty much everywhere outside of League, and I pretty much just play a bunch of Kindred.


I can't say I'm a veteran of League, as I started in mid Season 2 (The Lulu patch). I was thrown into the game by a friend with no prior knowledge, so I started by playing Attack Speed on everyone, but mostly Lulu and Shen. I thought I was a god.

I've played the game quite a bit throughout my time, ending Bronze in Season 2, Platinum in Season 3, Diamond V in Season 4 and currently hoping to just finish up in Diamond 3 for Season 5. I can make it further, but I sat in Diamond V for months after losing all motivation to play.

When Kindred was announced, I felt the drive to really play this game and get good at it again. Upon her release, I spammed her in solo queue, and it felt like I was playing the game for the first time again. I have never touched a champ more fun, nor brilliantly designed than Kindred. I jumped from Diamond V to Diamond II in a week, becoming the #1 ranked Kindred on Lolskill (for three days, unfortunately).

I fell into a bit of a rut performance wise. Whether it be from burning out on the game (I have played it pretty much 24/7 outside of work since Kindred's release) or just tilting off the face of the Earth, my play got worse. It's coming back, though.

Kindred is the only reason I kept my interest in playing this game, and I don't think I will ever get bored of playing her. Next season, my goal will be to reach at least Master Tier in Solo Queue, as well as keeping the #1 Kindred rank I had for such a short stint of time.

This guide may help some people, it may not. But this is the way I play Kindred. This is the way I climbed the ladder and carried my games. I hope you all enjoy this champ as much as I do, and hopefully enjoy the guide as well.

Thank you for reading.

Maybe someday I will have a stream... maybe.

ohlordIhitmasterwhateverwillIdowithmylife

Twitch Stream Back to Top

YOUR AWFUL HIGH ELO NORTH AMERICAN ALTERNATIVE TO REDKIND NOW STREAMS ON TWITCH!


If you would like to watch Master Tier Kindred live commentary and/or solo queue shenanigans in general, please follow me at twitch.tv/amphydoodlebutt


All viewers and followers are much appreciated!

Pending Changes Back to Top

W E D O N E B O Y S

Updated for Patch 6.11.

Before 4/25/2016: ALL THAT OTHER STUFF

4/25/2016: Added more details to Runes and Masteries, keeping up with the times. Added a section for my new Twitch stream.

5/5/2016: Minor line added at the start of Abilities, Item changes alongside the release of Bloodrazor and changes to Maw + Steraks passives.

6/3/2016: Nothing much.

6/15/2016: Changes for the upcoming 6.13 patch.

7/7/2016: Revamped the Runes, Masteries, Skills and Items sections. Pending Jungle Routes.

9/11/2016: Minor item changes, as well as Matchup edits.

9/25/2016: Mastery changes, cleared up explanations to actually fit the choices (Had Oppressor selected with a statement in favor of Bounty Hunter, oops LUL), updated Jungle Route (Still needs more work, maybe a video example).

10/24/2016: Minor item changes.

1/17/2017: Major revamp to the guide, replacing Masteries, Items, and rewriting most of the sections to fit my new build.

Also...

OVER 600K HITS? MY THEORETICAL KINDRED TEAR IS STACKED...

Seriously, thank you for the support and views. I appreciate every single bit of everyone's attention.


And last note, no matter what I do, the "Fury/Sorcery" line will not size properly in comparison to the rest of the bolded text and it's driving me fucking nuts.
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