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All Guides Kindred Guides Devour them dear Wolf! (Bloodrazor them dear Wolf?)
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Kindred Statistics for Hxppy Thxught

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

Value
Average
Games Played
107
4
Win %
62
40
Kills
9.5
6.0
Assists
7.2
6.7
Deaths
6.9
7.2
KA:D Ratio
2.4
1.7
Gold Earned
14.3K
11.1K
Creep Score
82.7
152.3
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

These summoner spells are core for Kindred.

  • 4.png is needed to help close/open the gap as your mobility is through consistent short dashes. This helps you in many situations, such as escaping with a 4.pngkindredQ.png over a wall or making a quick get-away from your kindredR.png to get out of danger.

  • 11.png is obviously needed for Jungling!


New Runes Back to Top

Masteries Back to Top

This is the tree I run almost always. It provides a good amount of damage for a Devourer build.

Ferocity:


Fury is very nice and free attack speed for a on-hit build.

This one may seem odd, but I like taking DE Sword. Kindred don't need the sustain from feast if you can kite well and Expose weakness is not that great on a champion like Kindred in my oppinion.

Bounty Hunter is nice because it works almost like your passive by increasing the damage per different champion kill. As you should be hunting different targets, you should get those kills.

I choose Fervor of Battle because it is an amazing On-Hit effect which's damage is often overlooked by your opponents. Dealing 100 damage extra per auto in the late game is amazing!

Cunning:


You can choose Wanderer if you wish to, but I prefer Savagery for a stronger first clear and potentially an earlier invade.

Runic Affinity is probably the best out of these as the most health pots you MIGHT use in a game are one or two (If you start pot + pink instead of refillable.) and since you're a jungler you'll be damaging champions with someone most of the time, making Assassin near useless.

I also prefer Merciless, but Meditation isn't too bad if you feel like you run out of mana too easily, even with Hunter's Potion.

Dangerous game is the go-to for non-support champions as the heal + mana recovery can save your life a lot.

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
You want to put a point in your kindredW.png at around 1:25 and walk near your camp until you get ~95 stacks of it. This way you can take a first few hits and use the heal to its fullest.

Then you get kindredQ.png at level 2 to be able to use the Auto-kindredQ.png-Auto combo often on your second camp.

Get kindredE.png at level 3 for the occasion of you deciding to invade since it gives you amazing burst and a great powerspike. Even though invading can be good, farming up for lower Q cooldown is usually a better option.

Items Back to Top

Starting Items

    Gives you very needed mana sustain early. Refillable Potion isn't really necessary, but nice to have in case you lose a lot of health fighting.

Core Items

    These are amazing items to go with your passive and on-hit playstyle. You can get each of these as second items, depending on how squishy or tanky the enemy team is.

Situational Items

    These are some basic defensive items if you are struggling to stay alive or if you get bursted quickly. You can get Maw as second item if the enemy magic damage dealer(s) are strong and dangerous and Sterak's for overall burst.
    [Zz'Rot is not great anymore] GA is nice if you need the defensive stats and the second chance to survive those pesky assassins' bursts. With GA, You will need a high HP item (Frozen Mallet or if you're feeling safe Black Cleaver, ex.) to keep the tankiness on you.
    These items provide some nice slows and a spellshield to help kite or survive. Frozen Mallet gives you a nice slow per hit, which can hit up to 3 people if you have Runaan's. Randuin's is a bit weirder, but it helps with dealing with crits or very auto-reliant champions. Banshee's is also great. Banshee + Randuin's combo is pretty strong. You'll have high defenses and around 3k health if you decide to go for the Elixir of Iron. It prevents you from getting Chain CC'd as easily or dying to burst.
    This is great as a defensive-ish item if the enemy team has a lot of tanks (2+) and you want to help your team kill them as well. Runaan's, Q and Wolf really make this stack quickly on everyone on the fight. CDR isn't that needed though, but it helps a bit with R / W uptimes.
    pretty good item if you need attack speed and the enemy + your team have a lot of AP carries so you can steal mr from them

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
  • Dr. Mundo
    Medium
  • Elise
    Hard
  • Evelynn
    Medium
  • Fiddlesticks
    Medium
  • Gragas
    Medium
  • Graves
    Medium
  • Hecarim
    Easy
  • Jarvan IV
    Easy
  • Jax
    Medium
  • Kha'Zix
    Hard
  • Kindred
    Medium
  • Lee Sin
    Medium
  • Malphite
    Medium
  • Master Yi
    Medium
  • Nidalee
    Medium
  • Nocturne
    Medium
  • Poppy
    Hard
  • Rammus
    Hard
  • Rek'Sai
    Medium
  • Rengar
    Medium
  • Shaco
    Hard
  • Shyvana
    Hard
  • Skarner
    Medium
  • Tryndamere
    Medium
  • Udyr
    Hard
  • Volibear
    Easy
  • Warwick
    Medium
  • Xin Zhao
    Easy
  • Yorick
    Hard
  • Zac
    Easy

VS

Aatrox

Easy
This guy is an easy kill for you early if you play it right.

Avoid his aatroxQ.png and use your kindredQ.pngkindredW.png to catch him or escape him in fights.

Don't let him aatroxW.png heal on you too much.

VS

Amumu

Medium
Amumu is weak early, but later on he can shut you down easily.

He can be easily invaded at level 3, just care to dodge his bandagetoss.png.

In teamfights, try your best to not get hit by his curseofthesadmummy.png or you will be forced to use kindredR.png or might even die.

VS

Diana

Medium

Skill matchup. Dodge her dianaQ.png and you should be fine, get hit by hit though and you might be forced to kindredR.png, putting you in a disadvantage as she will be very close to you and can land that dianaQ.png easily.

VS

Dr. Mundo

Medium

He's tanky as hell late game, but easier to kill early. You have to care as he can spam his infectedcleavermissilecast.png at you if you invade him.

VS

Elise

Hard
She is hard to deal with as Kindred. Her strong early game means you likely can't invade her and she can duel you unless you are very fed or she messes up badly.

Try to dodge eliseE.png with kindredQ.png.

VS

Evelynn

Medium
Squishy and easy to kill early , but if she is smart she will get tankier later on and will be harder to get her. You can invade her easily.

Use your kindredE.png after she uses her evelynnW.png or she will remove the slow.

VS

Fiddlesticks

Medium
He's harder to invade early because of his terrify.png, fiddlesticksdarkwind.png and drain.png sustain, but it isn't impossible.

Later on you have to care more for his terrify.png and crowstorm.png as the fear lasts much longer and can get you killed.

VS

Gragas

Medium
He can be invaded early well if you dodge his gragasbodyslam.png.

He can ruin your day with his gragasexplosivecask.png on your kindredR.png though, so care for that.

VS

Graves

Medium
Don't fight him near walls and never stand still while fighting him.

Dodge his gravesclustershot.png and avoid getting too close or his damage gets too high for you.

VS

Hecarim

Easy

Just kite him. Invade him because at level 2 he shouldn't have his hecarimramp.png up, so you will likely force a summoner or kill him and his precious second buff.

VS

Jarvan IV

Easy
Trickier to invade but definetly possible. You can jump out of his jarvanivcataclysm.png with your kindredQ.png easily, so he can't really lock you in one spot.

VS

Jax

Medium
You can definetly invade him, just care for his stun.

Don't duel him unless he wastes his jaxcounterstrike.png, and even there it might still be a bad idea. Teamfighting is more appropriate against him.

VS

Kha'Zix

Hard
His burst is crazy early on, you might get invaded instead of invading.

Try to not get caught isolated or his khazixQ.png will hurt. A lot.
Try to kite him after he uses his khazixE.png if you have to fight him.

VS

Kindred

Medium

The best one wins.

VS

Lee Sin

Medium
He can be invaded if he doesn't do it to you, just remember he will likely ward-jump.

Dodge his blindmonkqone.png as often as you can and care for his blindmonkrkick.png while in kindredR.png.

VS

Malphite

Medium
Easier early on, gets harder to kill (and gank if he is top lane) as the game goes on.

Avoid his landslide.png because the attack speed reduction is nasty and will make you deal so much less damage.

kindredR.png as fast as you can if he ufslash.png your team.

VS

Master Yi

Medium
Easy kill early, hard to duel after 6. Just don't do it.

Care for his meditate.png if you invade or in fights. He can dodge your kindredE.png with his alphastrike.png as well, so it's a bad idea to duel him unless he's feeding. And even if he gets hit by it, his highlander.png negates the slow so kiting him won't be of much use unless it is over walls.

VS

Nidalee

Medium
She can hurt early game, but after her first jumps you can kite her easily.

Dodge her javelintoss.png  when fighting her and her dueling power gets much weaker.

VS

Nocturne

Medium

Kiteable but if he fears you he's dangerous.

VS

Poppy

Hard
A good Poppy can make your life hell. Invading might not be the best option at all times.

Avoid kindredQ.pnging while her poppyparagonofdemacia.png is on and care for her poppyheroiccharge.png near walls.

VS

Rammus

Hard
He's a walking 3075.png so avoid attacking him if you can as you are suiciding by doing it.

His powerball.png allows him to escape any invades or to catch up to you, he's dangerous.

VS

Rek'Sai

Medium

Hard to invade due to tremor sensor and she is strong early. Gets tanky later on and can reksaiW.png on you easily.

VS

Rengar

Medium
Care for any early high-ferocity invades from him and his early power.

You can negate his one-shotting potential with kindredR.png.

VS

Shaco

Hard
A good Shaco makes your jungling a living hell. He will likely invade early and continue to counterjungle, so you can start with 2043.png + 2003.png instead of 2031.png to be safer in your jungle.

VS

Shyvana

Hard
She can escape your invades/counterjungling easily and post-6 she can duel you.

Avoid being hit too much while shyvanaimmolationaura.png is on.

VS

Skarner

Medium
Might be a risky invade to do because his power in his passive is a lot.

You can kite him, but care for his shrines and skarnerimpale.png while in kindredR.png especially.


VS

Tryndamere

Medium
This guy can be tricky to invade early on due to his slashcast.png's mobility. You can still duel him though through kiting at this stage of the game.

However, later on you won't be able to 1v1 him at all, not even with your kindredR.png. He will just hit you until it's over and then use his bloodlust.png and slashcast.png to close any gap on you and you die.

VS

Udyr

Hard
You can kite him early (levels 2-3) and outduel him there if you play it well, but he is stronger afterwards.

Focus more on ganking than counterjungling as he will likely only show up a few times.

VS

Volibear

Easy
Kite him to infinity, but care for his passive and bite.

A 3033.png can be considered here.

VS

Warwick

Medium
Easy target for an invade but try to keep your health high so he can't smell you.

His infiniteduress.png can mess your day up later on, care for that.

VS

Xin Zhao

Easy

Kite, kite, kite, kite.

VS

Yorick

Hard
Yorick Jungle OP ( ͡° ͜ʖ ͡°)

VS

Zac

Easy
He is trickier to invade if he has his zacE.png, but otherwise much easier without it.

You can dodge his zacE.png fairly easily, leaving him with close to no CC.

Jungle clear Back to Top

Your typical jungle clear goes like this: (Bottom side / Top side)


  • Bottom camp (Krugs / Gromp) , first buff (Red / Blue) , Scuttler (if it is marked, if not then skip it), second buff (Blue / Red).

This allows you to reach level 3 with double buff and a potential mark from Mr. Scuttles.

Here is an image of how a normal clear would look like from each of the sides.

Blue path is the clear route on your jungle, yellow is the route if you decide to take a mark and red is the level 3 invade route. Purple route is sometimes used for when you can't invade the enemy but the mark spawns at Raptors.

ameno.jpg dorimel.jpg

Your combo to clear the jungle goes like this:


First camp: Use W and auto it. Use your first heal after a couple of hits from it.


Second/Third Camp: You will start by using Auto-Q-W combo. Follow that up with Auto-Q-Auto combos until your W runs out.

How Kindred are affected by each Patch Back to Top

In this section I will mention on how Kindred are affected by every patch overall, be it by direct or indirect changes to Kindred or other Junglers.

6.13

Kindred nerfed, less ban rate and pick rate overall. I'd recommend picking them once you get some practice, as the chances of Kindred being banned are far lower now.

Sorry I couldn't make 6.10, was really busy with IRL stuff!


6.11


Kindred got some changes to increase the need to focus your Passive a bit more. It's not a huge nerf as some people make it out to be, they're still nearly as strong. Especially with Nidalee nerfs, that makes Kindred overall a bit better compared to other Junglers.


6.9


Kindred took some direct nerfs. These affect the early game and buff late game in compensation. 0.5 seconds on W duration means that you can cast one more Q if you time your Q's perfectly.

However as objectives have become more important and you no longer need to farm up a Devourer, those make some big indirect buffs.

Overall Kindred are still really strong, just a bit different.

6.8

With a slight nerf to 11.png and with the tanks still being the meta but a bit weaker (3025.png and Grasp nerfs), Kindred are almost the same, just a bit better. Not much difference overall.


6.7

Kindred recieved some direct nerfs. However, these nerfs aren't a big deal and they remain with almost the same power as before, the difference is barely noticeable.

The heal reduction seems bad at first, but it doesn't even matter if you kite the camps well.

The kindredR.png nerf is a big bigger but still not a big deal as most of the time you would use your ultimate on yourself anyway. Kindred are still okay :D


6.6


Some people like to considered Kindred OP, but it's mainly due to multiple nerfs to the competition that would have an equally strong early game letting them be free to dominate it, such as:

76.png's first clear hurts a lot more now as the jungle monsters don't get rooted by her abilities anymore.

102.png's shyvanadoubleattack.png doesn't deal as much damage so you can fight her more easily at level 3.

1402.png1410.png1414.png has been nerfed to deal less damage, making some stronger AP/Tank junglers a bit weaker (Such as 79.png and 76.png).
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