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All Guides Kindred Guides 4 Season NA Master / Challenger Tier Jungle Guide | Kindred | Updated for Season 8: [Patch 8.14] | www.twitch.tv/rocklee015
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Kindred Statistics for Rocklee015

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

Value
Average
Games Played
5
Win %
41
Kills
5.9
Assists
6.7
Deaths
7.0
KA:D Ratio
1.8
Gold Earned
11K
Creep Score
149.8
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top


Smite and Flash are the two best summoner spells for jungle Kindred. Smite is standard for all Junglers due to its objective control, jungle sustain, and power when used with Chilling or Challenging Smite. And Flash, which provides you with an instant gap closer and outplay potential.

New Runes Back to Top

Kindred Header Rune Pages22.png



► This page gives you very high consistent damage, combat stats, self sustain, and mobility.

Precision: Press the Attack gives you high single target damage, Triumph restores Health on takedowns, Legend: Alacrity gives you scaling Attack Speed, and Coup de Grace gives you bonus damage to champions below 40% Health. Sorcery: Celerity gives you bonus Movement Speed as well as scaling AD based off of your bonus Movement Speed, and Waterwalking gives you higher mobility and damage in the river.

The only thing that you can swap out on this page is Coup de Grace Coup%20De%20Grace.png?width=32 for Last Stand Last%20Stand.png?width=32 if you prefer to have the increased bonus damage to champions while you're below 60% Health.

vvvvvvv.png


► This page gives you very high consistent damage, combat stats, self sustain, and mobility.

Precision: Press the Attack gives you high single target damage, Triumph restores Health on takedowns, Legend: Alacrity gives you scaling Attack Speed, and Coup de Grace gives you bonus damage to champions below 40% Health. Domination: Sudden Impact gives you bonus Lethality and Magic Penetration whenever you dash onto your targets, and Relentless Hunter gives you scaling out of combat Movement Speed for takedowns on each enemy champion.

The two things that you can swap out on this page are Coup de Grace Coup%20De%20Grace.png?width=32 for Last Stand Last%20Stand.png?width=32 if you prefer to have the increased bonus damage to champions while you're below 60% Health, and Relentless Hunter Relentless%20Hunter.png?width=32 for Ravenous Hunter Ravenous%20Hunter.png?width=32 if you prefer to have the scaling sustain on ability damage for takedowns on each enemy champion.

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
Kindred Header Abilities22.png


► Skill / Maxing Order



Always start with Wolf's Frenzy [W] first in the jungle, this will give you the maximum damage output and jungle clear at level 1. Take Dance of Arrows [Q] at level 2 for the bonus AoE physical damage and reduced cooldown when it's used inside of Wolf's Frenzy [W]'s area of effect. And take Mounting Dread [E] at level 3 for the bonus single target physical damage and slowing effect.

Max Dance of Arrows [Q] first for the increased physical damage and reduced cooldown when it's used inside of Wolf's Frenzy [W]'s area of effect, this gives you the maximum damage output in the jungle and vs enemy champions. Max Wolf's Frenzy [W] second for the reduced cooldown and increased magic damage. And max Mounting Dread [E] third for the reduced cooldown and increased physical damage.


Always start with Wolf's Frenzy [W] first in the jungle, this will give you the maximum damage output and jungle clear at level 1. Take Dance of Arrows [Q] at level 2 for the bonus AoE physical damage and reduced cooldown when it's used inside of Wolf's Frenzy [W]'s area of effect. And take Mounting Dread [E] at level 3 for the bonus single target physical damage and slowing effect.

Max Dance of Arrows [Q] first for the increased physical damage and reduced cooldown when it's used inside of Wolf's Frenzy [W]'s area of effect, this gives you the maximum damage output in the jungle and vs enemy champions. Max Mounting Dread [E] second for the reduced cooldown and increased physical damage. And max Wolf's Frenzy [W] third for the reduced cooldown and increased magic damage.


► Ability Explanations


Kin Passive.png
Mark of the Kindred [Passive] allows both Lamb and Wolf to mark targets to hunt. Lamb can choose a champion to hunt by clicking the champion portraits above the inventory, and Wolf periodically hungers for and hunts enemy jungle monsters. Each kill or assist on marked targets permanently empowers Kindred's basic abilities, granting Dance of Arrows [Q] 5% bonus Attack Speed, Wolf's Frenzy [W] 1% bonus Current Health Damage, and Mounting Dread [E] 0.5% bonus Missing Health damage. The first 4 successful hunts also increase Kindred's attack range by 75, and every 3 successful hunts after the first 4 increase their attack range by 25. The marked jungle camps are always highlighted on the minimap to both teams, and the mark is removed upon the monster camp's death, regardless if Kindred is involved. This passive is a huge part of Kindred's playstyle, the amount of additional stats that you gain from collecting marks will greatly influence your scaling throughout the mid and late game. So always make sure to manage the targets that you mark correctly, constantly watch the minimap to know where Wolf marks enemy jungle camps, and path accordingly.

Kin Q.png
Dance of Arrows [Q] causes Lamb to dash in the target direction, gaining 25% (+5% per mark) bonus Attack Speed for 4 seconds and firing up to 3 arrows at nearby enemies, dealing physical damage. Casting Wolf's Frenzy [W] or dashing inside of its area of effect will also reduce Dance of Arrows [Q]' cooldown to 4-2 seconds (based on rank) as well. Dance of Arrows [Q] also resets your basic attack timer. This is Kindred's most consistent ability for putting out damage and has a very short cooldown when it's used inside of Wolf's Frenzy [W]'s area of effect. So always make sure to use this as much as possible while fighting to put out the maximum amount of damage as well as position yourself properly while kiting or chasing your targets. Always max this first in both Bloodrazor and Warrior builds.

Kin W.png
Wolf's Frenzy [W] passively lets you build up stacks of Hunter's Vigor as you move and attack, up to a maximum of 100. Once at full stacks, Lamb's next basic attack restores 32-100 (based on level) Health, based on Kindred's missing Health. Actively, Wolf claims a territory, attacking nearby enemies inside of it for 8.5 seconds, separating from Lamb. Wolf will attack enemies inside of the area autonomously, but Lamb can redirect Wolf to a new target by attacking them. And if Lamb ever leaves Wolf's territory, Wolf's Frenzy [W] ends immediately and Wolf rejoins with Lamb. Wolf's basic attacks deal magic damage and scale with 50% of Kindred's bonus Attack Speed. Against monsters, Wolf deals 50% increased damage and his attacks slow his target by 50% for 2 seconds. This ability is great for putting out additional single target damage, zoning enemies, and kiting jungle camps. Always max this second in Bloodrazor builds, and third in Warrior builds.

Kin E.png
Mounting Dread [E] cripples the enemy target, slowing their Movement Speed by 50% for 1 second. If Lamb attacks the target twice in the 4 seconds after casting Mounting Dread [E], her third attack in the following 4 seconds directs Wolf to pounce on the enemy target, dealing 80/100/120/140/160 (based on rank) (+8% (+0.5% per mark) of the target's missing Health) bonus physical damage, capped against monsters. Wolf's pounce will critically strike targets for 50% bonus damage if they are below 15% (+50% based on your critical strike chance (every 10% Crit = 5% Missing Health Damage)) of their maximum Health. This is Kindred's only form of crowd control, so it's very important to always use it on priority targets while farming, ganking, or team fighting. The pounce damage is also very significant for bursting targets. Always max this second in Warrior builds, and third in Bloodrazor builds.

Kin R5.png
Lamb's Respite [R] causes Lamb to bless the ground underneath her for 4 seconds. While inside the area, all units (including champions, minions, and monsters, both allied and enemy) cannot be reduced below 10% of their maximum Health. Upon reaching 10% Health, units become immune to further damage or healing output for the remainder of the duration. When the blessing ends, all units inside the area are healed immediately for a small amount. This ultimate has always been one of the best defensive abilities in the game for stalling out and surviving fights due to the invulnerability that it provides for both you and your team. It allows you to safely execute your ganks, duels, dives, and more especially team fights. Just be careful though because it can also benefit the enemy team as well if you use it incorrectly.

Items Back to Top

Starting Items

    Standard starting items. This will give you the most efficient early game sustain at level 1.
    Skirmisher's Sabre is currently the best jungle upgrade for Kindred, so make sure to take it in every game.
    Standard trinket for vision control. You can also use it for warding against or setting up invades.

Core Items

    You can use either jungle enchant on Kindred, but taking Bloodrazor is better for scaling and on hit effects. Warrior is still very viable though.
    Take any of these Boot options situationally depending on the enemy team comp or your own personal playstyle.
    The Black Cleaver is your most core damage item in Bloodrazor builds. It does well against tanks and scales hard if you have a heavy AD team.
    Runaan's Hurricane is another one of your core damage items. It gives you much higher AoE damage and constantly procs your on hit effects.
    Blade of the Ruined King is a great item on Kindred. It does very well vs tanks and will help you in duels. The on hit effect will scale nicely for you.
    Maw of Malmortius is the best AD Magic Resist item that you can buy. Build this against teams that have heavy AP damage when you need it.
    Standard 6 item Bloodrazor build vs any team. Swap out your items situationally if you need to.
    Standard 6 item Bloodrazor build vs an all AD team. Swap out your GA or Botrk situationally if you need to.
    Standard 6 item Bloodrazor build vs a heavy AP team. Swap out an MR item for a Mercurial if you need to.
    Standard 6 item Warrior build vs any team. Swap out your Botrk situationally if you need to.
    Standard 6 item Warrior build vs a heavy AP team. Swap out your Maw for a Mercurial if you need to.

Situational Items

    Infinity Edge is a great item to build on Kindred in Warrior builds. It gives you very high Crit scaling / damage output during the late game.
    Rapid Firecannon is a good item on Kindred, but I usually prefer taking Runaan's Hurricane as my core Crit item. The range feels nice though.
    Wit's End is a great item on Kindred. It provides you with very high Attack Speed, stacking Magic Resist, and an on hit effect. Build this vs AP teams.
    Guardian Angel can be a great item buy if you need higher survivability. It gives you higher damage and has a great passive for team fighting.
    Frozen Mallet is a great defensive item on Kindred. It allows you to continuously slow targets and will apply AoE slows with Hurricane.
    Mercurial Scimitar can be a great item if you need to buy a Quicksilver Sash. But only build it whenever you need to get out of crowd control.
    Death's Dance can be a good item on Kindred, but it's usually way too expensive. You can sell your jungle item for this late game though.
    Guinsoo's Rageblade can be a good item on Kindred. The on hit effects synergize nicely with your abilities and other on hit items that you buy.
    You can buy either of these items if you need higher Armor Penetration. You won't need to buy these often, but they can be very useful vs tanks.
    Stormrazor can be a pretty fun item to build whenever you're ahead, but it doesn't scale as well as your other items do, so I don't build it much.
    Trinity Force is a decent item but it's usually way too expensive to buy in most games. So try to avoid building it unless you're insanely far ahead.
    Phantom Dancer is nice on Kindred. It provides you with very high Attack Speed, Crit Chance, MS, and dueling power against specific champions.
    Elixir of Wrath is the best elixir choice for Kindred. Since you build all damage items, the bonus AD and sustain will prove to be very useful.
    Farsight Alteration is bought for the extra scouting control, it also helps with landing abilities. You won't be swapping to this item too much tbh.
    Oracle Lens is bought whenever you need to start clearing enemy vision. So always make sure to swap to this if you need the extra vision control.
Kindred Header Item Notes22.png

◄ Starting Items ►



Hunter's Machete / Refillable Potion are the best starting items for level 1. Since Kindred is mostly focused around auto attacking, you'll get the maximum benefit from the Life Steal and unique passive for higher jungle damage.


Skirmisher's Sabre is currently the best jungle upgrade for Kindred, so make sure to take it in every game. The Challenging Smite will help you put out more damage, mitigate incoming damage, and make dueling much easier.


Warding Totem is the best trinket you can start with early game. You can use it to ward against or set up invades, protect your laners, or get more knowledge on the enemy Jungler when you drop it in his jungle.

◄ Core Items ►



Warrior has always been a good enchant for Kindred. The extra AD / CDR will give you high damage and more pressure during the early game. Alternatively, you can build into a Bloodrazor as well, which I find to be much more effective, but you can still use Warrior if it's your playstyle.


Bloodrazor has always been the best enchant for Kindred. The bonus Attack Speed and on hit effect will give you high damage output and scaling throughout the game. Alternatively, you can build into a Warrior as well, but I find it to be less effective in most situations.


Berserker's Greaves are the most common boot option for Kindred. The bonus Attack Speed will increase your damage output while farming the jungle, clearing lane minions, or fighting enemy champions. Take these in most of your games unless you really need the mitigation from Ninja Tabi or Mercury's Treads.


Boots of Swiftness can be good sometimes I suppose, but only build them when you're playing against champions that have a lot movement slowing effects. Teams with heavy AD or crowd control will destroy you if you ever buy these.


Ninja Tabi are pretty standard boots and are the best option for mitigating general damage. These boots will lower the damage you take from jungle monsters, lane minions, enemy champions, and turret shots. Making them ideal for turret diving and extremely effective vs heavy AD teams.


Mercury's Treads are also a standard boot option, you buy these whenever you play vs champions that have heavy crowd control or AP damage. Champions like Alistar, Leona, Morgana, Sejuani, Ryze, Kennen, LeBlanc, etc.


The Black Cleaver is your most core damage item in Bloodrazor builds. It does well against tanks and scales hard if you have a heavy AD team. It's a great item on Kindred and will fit into all of your builds, the 20% CDR also feels good with your abilities. Build this as a 3rd item in every single one of your Bloodrazor games.


Runaan's Hurricane is another one of your core damage items. It gives you much higher AoE damage and constantly procs your on hit effects, allowing you to farm faster and put out extremely high AoE damage during team fights. Always build this as a 4th or 5th item.


Blade of the Ruined King is a great item on Kindred. It does very well vs tanks and will help you in duels. The on hit effect will scale nicely for you. Build this as a 4th or 5th item in most of your games.


Maw of Malmortius is the best AD Magic Resist item that you can buy. It gives you AD, MR, CDR, and a shield that absorbs magic damage when taken below 30% Health. And when triggered, the shield will also grant you bonus AD and Life Steal until you're out of combat, which is great if you're able to auto attack people. Build this as a 4th, 5th, or 6th item against teams that have heavy AP damage whenever you need it.

◄ Situational Items ►



Infinity Edge is a great item to build on Kindred in Warrior builds. It gives you very high Crit scaling / damage output during the late game. This item is great if you want to keep your damage relevant during the late game against tanks, but it's very expensive. Build this as a 5th or 6th item whenever you need it.


Rapid Firecannon is a good item on Kindred, but I usually prefer taking Runaan's Hurricane as my core Crit item. The range feels nice though. You can build this with or in place of your Runaan's Hurricane if you prefer using it.


Wit's End is a great item on Kindred. It provides you with very high Attack Speed, stacking Magic Resist, and an on hit effect. Build this vs AP teams whenever you need to, it's also extremely cheap for what it provides.


Guardian Angel can be a great 5th or 6th item buy if you need the survivability. It gives you higher damage and has a great passive for resets or team fighting. But remember that you'll still take a lot of damage when building this, so try not to recklessly waste the passive and sell it late game if you need to.


Frozen Mallet is a great defensive item on Kindred. It allows you to continuously slow targets and will apply AoE slows with Hurricane. This item is very underrated for Kindred, but shouldn't be rushed into unless you're very fed or need the slowing effect. Consider building this as a 5th or 6th item whenever you need higher survivability or kite potential.


Mercurial Scimitar can be a great item if you need to buy a Quicksilver Sash. But only build it whenever you need to get out of crowd control from specific champions like Malzahar, Skarner, Sejuani, Fiddlesticks, Annie, etc.


Death's Dance can be a good item on Kindred, but it's usually way too expensive. You can sell your jungle item for this late game though. The additional sustain will feel very nice in combination with any Life Steal items that you buy as well.


Guinsoo's Rageblade can be a good item on Kindred. The on hit effects synergize nicely with your abilities and other on hit items that you buy. You won't be building it that often though because most of the other items have better scaling for your kit, but it can be fun to play with sometimes.


You can buy either of these items if you need higher Armor Penetration. You won't need to buy these often, but they can be very useful vs tanks. Just make sure you buy the correct passive depending on your game. Buy Mortal Reminder if you need Grievous Wounds, and buy Lord Dominik's Regards if you need additional physical damage.


Stormrazor can be a pretty fun item to build whenever you're ahead, but it doesn't scale as well as your other items do, so I don't build it much. This can help you burst your targets in duels or skirmishes during the mid game though.


Trinity Force is a decent item but it's usually way too expensive to buy in most games. So try to avoid building it unless you're insanely far ahead. But with all of that said it's still very fun to play with and can still win you games, it's just very inefficient in your builds.


Phantom Dancer is nice on Kindred. It provides you with very high Attack Speed, Crit Chance, MS, and dueling power against specific champions. This can be very useful whenever you need to duel assassins or split pushers.


Elixir of Wrath is a temporary power spike that will give you +30 AD to help scale with your damage items as well as provide you with self sustain that will heal you for 15% of any physical damage that you deal to enemy champions.


Farsight Alteration is bought for the extra scouting control, it also helps with landing abilities. You won't be swapping to this item too much tbh because Oracle Lens is usually much better in most situations, but the scouting control is fun to play with sometimes.


Oracle Lens is bought whenever you need to start clearing enemy vision. So always make sure to swap to this if you need the extra vision control. You can even get this at level 1 if you really want to, but I find the Warding Totem to be much more useful during the early game.

Matchups Back to Top

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

  • Aatrox
    Easy
  • Amumu
    Easy
  • Camille
    Medium
  • Cho'Gath
    Easy
  • Diana
    Easy
  • Dr. Mundo
    Medium
  • Ekko
    Medium
  • Elise
    Medium
  • Evelynn
    Easy
  • Ezreal
    Easy
  • Fiddlesticks
    Medium
  • Fizz
    Medium
  • Gragas
    Medium
  • Graves
    Hard
  • Hecarim
    Easy
  • Ivern
    Easy
  • Jarvan IV
    Medium
  • Jax
    Medium
  • Karthus
    Easy
  • Kayle
    Easy
  • Kayn
    Medium
  • Kha'Zix
    Medium
  • Kindred
    Easy
  • Lee Sin
    Medium
  • Malphite
    Easy
  • Malzahar
    Easy
  • Maokai
    Medium
  • Master Yi
    Hard
  • Nautilus
    Easy
  • Nidalee
    Medium
  • Nocturne
    Medium
  • Nunu
    Medium
  • Olaf
    Hard
  • Ornn
    Medium
  • Pantheon
    Medium
  • Poppy
    Medium
  • Quinn
    Medium
  • Rammus
    Medium
  • Rek'Sai
    Medium
  • Rengar
    Hard
  • Riven
    Medium
  • Rumble
    Medium
  • Sejuani
    Medium
  • Shaco
    Medium
  • Shyvana
    Medium
  • Sion
    Easy
  • Skarner
    Medium
  • Tahm Kench
    Easy
  • Taliyah
    Medium
  • Teemo
    Medium
  • Trundle
    Medium
  • Tryndamere
    Easy
  • Twitch
    Medium
  • Udyr
    Medium
  • Vi
    Medium
  • Volibear
    Easy
  • Warwick
    Hard
  • Wukong
    Medium
  • Xin Zhao
    Medium
  • Zac
    Medium

VS

Aatrox

Easy
Aatrox isn't a terrible matchup for Kindred most of the time, but his combos and scaling can be very powerful. You should do fine against him in duels as long as you don't get caught by his The Darkin Blade [Q] aatroxq.png or Infernal Chains [W] aatroxw.png, but if he ever hits you with them you'll need play defensively. Usually he'll just try to knock you up with his three The Darkin Blade [Q] aatroxq.png swings and use his other abilities to stick onto you, so try not to get hit by his abilities if you can help it. For team fights you'll almost always need to focus him with the rest of your team because of how strong his engages are. Just never underestimate his crowd control or damage output while fighting him and try to dodge his abilities whenever you can.

VS

Amumu

Easy

Amumu is an easy matchup for Kindred. You out damage him at all stages of the game and can invade his jungle or duel him early game very easily. His main engage is Bandage Toss [Q] bandagetoss.png into Curse of the Sad Mummy [R] curseofthesadmummy.png once he hits level 6, so try your best to dodge his Bandage Toss [Q] bandagetoss.png or the fight may go heavily into his favor. If you ever get caught by his Curse of the Sad Mummy [R] curseofthesadmummy.png you're pretty much dead or need to use your ult since you build a lot of damage, so try not to stack during team fights.

VS

Camille

Medium

Camille can be a difficult matchup for Kindred sometimes. Her damage is pretty consistent with the amount of catch potential she has, she can engage you from afar or disengage easily with her Hookshot [E] camillee.png, and her ultimate The Hextech Ultimatum [R] camiller.png will hold you in place long enough for her or her teammates to kill you. You can still duel her fairly well throughout the game, but if she ever catches you in a bad spot with her ultimate, you're pretty much dead every time if her team is around.

VS

Cho'Gath

Easy

Cho'Gath will scale very well late game, but you'll have the advantage for a majority of the game until he gets his tank items. The dangerous thing about Cho'gath is the true damage on his Feast [R] feast.png and the amount of damage his Feast [R] feast.png + Smite 11.png combo can do, so never force any major objective if you know they're both up.

VS

Diana

Easy

Diana is an easy matchup for Kindred most of the time. You have better ganks, better team fighting, better scaling, and can invade her jungle or duel her early game very easily. Her ganks pre level 6 are pretty terrible since Lunar Rush [R] dianateleport.png is her only gap closer, but they have a lot of power on long flanks, so try your best to countergank whenever possible. Her general combo is Crescent Strike [Q] dianaarc.png > Pale Crescent [W] dianaorbs.png > Lunar Rush [R] dianateleport.png > Lunar Rush [R] dianateleport.png, while using Moonfall [E] dianavortex.png strategically at any point in between. Her damage is basically all burst with instant gap closers, but if you can manage to survive her combo, or dodge it, she'll have nothing but auto attacks to defend herself. So try your best to dodge her Crescent Strike [Q] dianaarc.png as much as you can so it doesn't reset her Lunar Rush [R] dianateleport.png and engage her afterwards. You shouldn't have a lot of trouble with this matchup unless she gets fed and you have low Magic Resist.

VS

Dr. Mundo

Medium

Dr. Mundo can be a difficult matchup for Kindred sometimes. He builds all tank items and will eventually be too tanky for you, does more damage, farms faster, doesn't use Mana, has a reliable kit, and can chase or force you out of the jungle very easily. Dr. Mundo is very underrated as a jungle champion, the constant slows from Infected Cleaver [Q] infectedcleavermissilecast.png, AoE damage from Burning Agony [W] burningagony.png, scaling damage from Masochism [E] masochism.png, and self sustain from Sadism [R] sadism.png makes him quite formidable. Unless you're way ahead of him for some reason always avoid fighting him, because you'll just get chased down and die.

VS

Ekko

Medium

Ekko can be an annoying matchup for Kindred. The main problem is the mobility and utility in his kit, you should be able to duel him early and mid game as long as you don't walk into his Parallel Convergence [W] ekkow.png and get stunned. But you'll have to deal with how annoying it is to chase him when he uses Phase Dive [E] ekkoe.png or Chronobreak [R] ekkor.png to stall out fights or live, and a big problem is that he can just Chronobreak [R] ekkor.png your entire damage combo if he doesn't die from it immediately.

VS

Elise

Medium

Elise can be a difficult matchup for Kindred sometimes. Although she may be squishy she has very high damage, a ranged crowd control, gap closers, and will punish you heavily if she ever lands her Cocoon [E] elisehumane.png. Her combo is Cocoon [E] elisehumane.png > Volatile Spiderling [W] elisehumanw.png > Neurotoxin [Q] elisehumanq.png > Spider Form [R] eliser.png > Skittering Frenzy [W] > Venomous Bite [Q]. This is basically your entire health bar and it will happen every single time she lands a Cocoon [E] elisehumane.png on you. Her team fighting will be much greater than yours if she ever lands Cocoon [E] elisehumane.png, but if she ever misses it she probably won't engage. Also never underestimate her gap close with Rappel [E] or even when she uses Venomous Bite [Q], both of which can be used to get her closer to land Cocoon [E] elisehumane.png.

VS

Evelynn

Easy

Evelynn can be annoying to deal with but it shouldn't be a big deal unless she starts snowballing. Her rework makes her pretty weak early game unless she can land a good flank or proc her Allure [W] evelynnw.png Charm on you. You shouldn't have a hard time dueling her unless she lands her fully charged Charm on you, so don't be afraid to fight her. The matchup becomes very annoying once she gets Camouflage at level 6, so try to drop pink wards on jungle routes as frequently as you can to help your team with vision control. She has high burst in the right situations but her team fighting is very weak, her late game also tends to feel underwhelming most of the time. So just get your damage items, establish vision control, play better during team fights, and you should outscale her most of the time.

VS

Ezreal

Easy

Ezreal is one of the hardest matchups for anyone in the jungle right now, his damage and utility is just ridiculous and should hopefully be nerfed in season 8. So try your best not to overchase him and be careful of his level 2 cheese, whether he uses it to gank your laners or to invade your jungle, it's extremely difficult to deal with. But if you were ever able to catch him after his Arcane Shift [E] ezrealarcaneshift.png you'll usually be able to murder him. But a good Ezreal won't let you do that, he'll just keep pressuring all of your lanes while casually invading your jungle and there's not much you can do about it. The most ideal situation is when you're able to farm your entire jungle while having your laners not die to him for the first 5 minutes, but in soloq he always gets fed somehow, so always spam ping your laners if you know where he's at.

VS

Fiddlesticks

Medium

Fiddlesticks can be an annoying matchup for Kindred, but you can deal more damage than he does, farm faster, and scale better. If you ever run into him somewhere in the jungle, his combo is always Terrify [Q] terrify.png into Drain [W] drain.png while using Dark wind [E] fiddlesticksdarkwind.png before or after the combo. Whenever this happens you need to run away to break the channel, or try to damage him through it, which is harder to do during the early game. And if you ever catch him without his Drain [W] drain.png all he has is his Dark Wind [E] fiddlesticksdarkwind.png or auto attacks to defend himself until his cooldowns come back up. The main thing to try and prevent or avoid is his Crowstorm [R] crowstorm.png engage, if he ever fails this engage you can usually just win the fight afterwards, so be sure to help ward the areas where you think he'll be ulting from.

VS

Fizz

Medium

Fizz can be a difficult matchup for Kindred sometimes, but it's usually only when he can land his Chum the Waters [R] fizzr.png on you. His pre level 6 ganks aren't that strong, you can duel him early in the jungle, you have better team fighting, and will usually outscale him as long as he doesn't randomly get fed. But once he starts getting some of his items and has his Chum the Waters [R] fizzr.png, he becomes a big threat. Never underestimate the range or utility he has with Playful / Trickster [E] fizze.png and Urchin Strike [Q] fizzq.png, they're pretty busted when it comes to chasing people or engaging and have low cooldowns once he gets some CDR. But if he ever messes up his Playful / Trickster [E] fizze.png you can punish it pretty easily, so don't be afraid to go in if he does. You also farm faster than he does and can potentially counterjungle him a lot if he forces too many ganks or is on the opposite side of the map.

VS

Gragas

Medium

Gragas can be a difficult matchup for Kindred sometimes. The main focus in fights is trying to dodge his Barrel Roll [Q] gragasq.png, Body Slam [E] gragase.png, or Explosive Cask [R] gragasr.png, but mostly try to prioritize the Body Slam [E] gragase.png. If you can dodge or block his Body Slam [E] gragase.png the fight immediately goes into your favor and you have a much better chance to kill him or force his Flash 4.png. Also be careful of his Body Slam [E] gragase.png + Flash 4.png combo, he can Flash 4.png during the animation of Body Slam [E] gragase.png to get extra distance or to redirect his charge slightly. Sometimes it will be obvious when he wants to do his combo if he starts his Body Slam [E] gragase.png really far away, but if you see it coming you have a quarter of a second to react with your Flash to get away. His Explosive Cask [R] gragasr.png is also super disruptive for you, he can keep using it to knock you into a bad spot for his team if you ever mess up your positioning or engages. The biggest issue with this matchup is that he can use Explosive Cask [R] gragasr.png to knock you or your teammates out of your Lamb's Respite [R] kindredr.png.

VS

Graves

Hard

Graves is difficult to deal with for a lot of champions, the amount of damage, mitigation, and utility he has in his kit is pretty broken, but not as broken as it used to be. All of his damage is ranged so he can attack you from afar with auto attacks, End of the Line [Q] gravesqlinespell.png, or Collateral Damage [R] graveschargeshot.png. He can blind you for up to 4 seconds if you stand in his Smoke Screen [W] gravessmokegrenade.png making it so you can't see him or anyone else on his team until you step out of it. And he can also kite you with his Quickdraw [E] gravesmove.png as he continues to do damage to you as well as provide himself with mitigation for free. He also takes no damage in the jungle and can counterjungle you very well if you give him the opportunity, you can also do that to him as well, but he has a much easier time doing it to you. He will just kite you back during all team fights and try to get a good Smoke Screen [W] gravessmokegrenade.png off to blind you. You can still do good damage to him as Kindred, but avoid dueling him if you ever get behind and just try to play better during team fights if you can.

VS

Hecarim

Easy

Hecarim is an easy matchup for Kindred most of the time, unless he randomly gets fed. If Hecarim has Ghost 6.png or Onslaught of Shadows [R] hecarimult.png up he can force a gank in most situations because it allows him an easier time to get behind the target with his Devastating Charge [E] hecarimramp.png, so try to get deep vision on him whenever possible to predict his movements. You can also counterjungle Hecarim early game very easily, so don't be afraid to walk into his jungle when he's pre level 6 and try to abuse him. If he ever starts to snowball though it becomes very difficult to stop his momentum because Onslaught of Shadows [R] hecarimult.png is so good for team fighting. But the good thing about Kai'Sa into Hecarim is that you will always outscale him and put out more damage during team fights. So Just try not to get behind early game, scout him out a little bit, and try to have better jungle pathing. Also, be careful of his Devastating Charge [E] hecarimramp.png or Onslaught of Shadows [R] hecarimult.png knocking you out of your Lamb's Respite [R] kindredr.png as well.

VS

Ivern

Easy

Ivern is a very annoying to deal with, this matchup is can be difficult sometimes because he has high amounts of crowd control, will always start in your jungle at level 1 and take one of your buffs almost instantly, usually your second buff, and has the potential to make you irrelevant most of the game. Invading him early game is a good strategy if you have an idea of what his jungle path is, usually he'll take your second buff and immediately run to cover that same buff in his own jungle, just in case you try to take it away from him. So if you ever see him running around in your side of the jungle, you can potentially do exactly what he's doing on the opposite side of the map in his jungle. This will make it so you aren't as far behind early game and allows you to still maintain some pressure. Ivern can instantly take jungle camps with Smite if he marks them, so also be aware of that. The good thing about Kindred vs Ivern is that he can never 1v1 you in the jungle, so if he ever walks into you, you'll almost always be able to force him out of the jungle or kill him. If Ivern ever misses his Rootcaller [Q] ivernq.png as well, that's another sign for you to push in and pressure him. The annoying thing is that if he ever lands his Rootcaller [Q] ivernq.png he can instantly dash to you and either slow you with Triggerseed [E] iverne.png or follow up with Daisy! [R] ivernr.png for additional crowd control. Just try to play smart with early game pathing and try to avoid getting caught by Rootcaller [Q] ivernq.png and you'll always outscale him.

VS

Jarvan IV

Medium

Jarvan IV is a decent matchup for Kindred usually. You can duel him pretty easily most of the time, but if he ever catches you out in a bad spot you could just die. Dodging the Demacian Standard [E] jarvanivdemacianstandard.png + Dragon Strike [Q] jarvanivdragonstrike.png combo will be your biggest priority, it will also put Jarvan IV into a bad spot if you do dodge it, since his primary engage is also his disengage. The thing you need to watch out for is his Cataclysm [R] jarvanivcataclysm.png, you can get trapped in this and die if your Flash 4.png or abilities are on cooldown. His team fighting is excellent if he lands a good Cataclysm [R] jarvanivcataclysm.png engage, so if he ever forces an engage just focus him down with your team or engage his backline for free. You can also use Dance of Arrows [Q] kindredq.png to dash over his Cataclysm [R] jarvanivcataclysm.png terrain if you need to.

VS

Jax

Medium

Jax can be a difficult matchup for Kindred sometimes. The only time trading goes bad with him is if you attack into or get stunned by his Counter Strike [E] jaxcounterstrike.png and give him bonus damage. Aside from that his movements are very predictable and can be played around fairly easily with your kit. Just avoid long trades with him when his Grandmaster's Might [R] jaxrelentlessassault.png is up and be aware that his Leap Strike [Q] jaxleapstrike.png can also leap to minions and wards if he needs to gap close or disengage.

VS

Karthus

Easy

Karthus is pretty much a joke right now in the jungle, but he can do good damage sometimes if he somehow gets ahead. You should be fine to dodge most of his Lay Waste [Q] karthuslaywastea1.png damage unless you get caught his Wall of Pain [W] karthuswallofpain.png and get slowed. He's also very squishy early game and has to play extremely safe around you, because if he ever gets caught out by your combo he's basically dead every single time. The only things you need to worry about are his Requiem [R] karthusfallenone.png, late game scaling, and speed at taking Dragon and Baron. His Requiem [R] karthusfallenone.png does massive damage and can be used as a way to countergank you, so always take the damage from his ult into account when forcing a gank after he's level 6.

VS

Kayle

Easy

Kayle is an easy matchup for Kindred most of the time, but her ultimate is very annoying. You can duel her fairly well pre level 6, and will have more momentum than her throughout the game, but her ultimate counters your damage. Her power comes from using her ultimate Intervention [R] judicatorintervention.png on the right targets and doing massive AoE damage with Righteous Fury [E] judicatorrighteousfury.png during ganks or team fights. Her Intervention [R] judicatorintervention.png has a very short cooldown once she starts getting some CDR, so just try not to dedicate too hard once it's used unless you know that you can kill the target once it's over. She's pretty immobile for the most part, even with her Reckoning [Q] judicatorreckoning.png and Divine Blessing [W] judicatordivineblessing.png, so you shouldn't have too many problems landing your combo on her at least.

VS

Kayn

Medium

Kayn can be a difficult matchup for Kindred sometimes. He has higher damage, good team fighting, easier gank paths, and can choose between his Shadow Assassin or Darkin form situationally depending on the game. Kayn is easier to deal with early game than he is mid or late game because he won't be transformed, so try to take advantage of this if you can. Once he transforms into Shadow Assassin or Darkin the game will get much harder. Shadow Assassin provides him with more damage and carry potential that allows him to 1 or 2 shot you or your carries with a longer ranged Blade's Reach [W] kaynw.png. And Darkin is a more defensive form that provides him with more sustain and team fighting potential, giving his Blade's Reach [W] kaynw.png a knock up. He can also stall fights for a long time using Shadow Step [E] kayne.png and Umbral Trespass [R] kaynr.png to wait for his cooldowns to come up again, so try to establish an early lead against him otherwise he will just outscale and potentially carry the game.

VS

Kha'Zix

Medium

Kha'Zix is extremely strong and has always been relevant in the meta. He has high burst damage and good mobility in his kit, so dueling him can be hard to do as Kindred sometimes. He has a fast level 3 jungle clear and will have equal or greater pace than you in the jungle. He's also able to use his Void Assault [R] khazixr.png Invisibility to dodge your attacks in between his Taste Their Fear [Q] khazixq.png cooldowns for extremely effective dueling. His mobility in the jungle with evolved Void Assault [R] khazixr.png is also very hard to deal with, as he gains Invisibility and Movement Speed upon entering each new bush, making it even harder to attack him. His evolved Leap [E] khazixe.png will also reset for any champion kill or assist, so try to be careful of this happening in the middle of a fight. Overall he's just a very hard champion to deal with in soloq, snowballs well, and has heavy damage at all stages of the game. The best thing you can do if he starts getting ahead is to farm up and play around your team as you prioritize killing him whenever he engages.

VS

Kindred

Easy

Stop playing normal games.

VS

Lee Sin

Medium

Lee Sin can be a difficult matchup for Kindred because he can win duels against you during the early game if he gets the jump on you, especially if he lands his Sonic Wave [Q] blindmonkqone.png. Lee Sin punishes you through mechanical outplays mostly, so just try not to be a in a bad position or he'll kick you into his team from a ward jump or Sonic Wave [Q] blindmonkqone.png > Dragon's Rage [R] blindmonkrkick.png combo and you'll probably die. Also be careful of his Sonic Wave [Q] blindmonkqone.png + Smite 11.png combo when forcing objectives because it will do more damage than your Smite 11.png combo if he lands it. You'll always outscale him, so just survive the early game and you should be fine.

VS

Malphite

Easy

Malphite jungle is pretty terrible until he gets level 6 and shouldn't be too much of a problem for you until then. The annoying things about Malphite is that he usually builds pure tank and his Unstoppable Force [R] ufslash.png is a perfect ultimate for engaging. But the good thing is that you also have a good ultimate for engaging, faster jungle clear, and lower cooldowns. Eventually he'll get so tanky that it's not worth killing him anymore so it's important to have a good impact early game before the team fighting phase begins.

VS

Malzahar

Easy

Malzahar is an easy matchup for Kindred most of the time, but his kit just doesn't allow you to comfortably engage. You have to go through his Call of the Void [Q] malzaharq.png silence and Nether Grasp [R] malzaharr.png just to get to him, and then you have to go through his Void Shift [Passive] which immunes all crowd control and gives him 90% damage reduction. And while all of this is happening you're also taking DoT damage from his Void Swarm [W] malzaharw.png and Malefic Visions [E] malzahare.png. But if you can somehow manage to get past all of this, or if his Void Shift [Passive] and Nether Grasp [R] malzaharr.png are on cooldown, you can actually kill him pretty quickly. He's very immobile without his abilities so just don't force bad fights or recklessly engage into him when they're up and you should be fine. Also, buying a Quicksilver Sash will make this matchup much easier.

VS

Maokai

Medium

Maokai can be an annoying matchup for Kindred because of how good his kit is for crowd control and team fighting. You can usually duel him early game as long as you don't walk into his Sapling Toss [E] maokaie.png traps. His combo is usually Twisted Advance [W] maokaiw.png > Bramble Smash [Q] maokaiq.png > Sapling Toss [E] maokaie.png, with or without using his ultimate Nature's Grasp [R] maokair.png. This combo basically allows for him to lock you in place for so long that him and his teammates will have an easy time killing you. Also his Sap Magic [Passive] will be healing him frequently throughout the fight as long he's able to auto attack you. Nature's Grasp [R] maokair.png is very good for team fighting or catching people and will allow him to follow up on anyone that it hits. But if he ever gets behind he'll have a fairly bad game and you'll be able to constantly invade his jungle and outfarm him, his jungle clear is also much slower than yours after his initial level 3 Sapling Toss [E] maokaie.png clear, so if you can ever get an early lead try your best to run with it and snowball during the mid game.

VS

Master Yi

Hard

Master Yi can be a difficult matchup for Kindred, it just depends on how fed he gets. All Master Yi will do is auto attack you to death if he starts snowballing, but if you snowball against him you'll be able to burst him very quickly. You can't interrupt the channeling on his Meditate meditate.png so you'll need to keep damaging him through it or run away if you need to. Overall, he can be very difficult to deal with and if he ever gets ahead you'll just lose, so try your best to path well and play better during team fights.

VS

Nautilus

Easy

Nautilus is very similar to Maokai due to all of the single target crowd control that he has, but for me I find him much easier to deal with. You'll beat him in most duels during the early game, but it becomes more difficult during the mid and late game once he gets 2-3 defensive items. His combo is usually Dredge Line [Q] nautilusanchordrag.png > Staggering Blow [Passive] > Riptide [E] nautilussplashzone.png > Titan's Wrath [W] nautiluspiercinggaze.png, with or without his ultimate Depth Charge [R] nautilusgrandline.png. His Staggering Blow [Passive] is actually quite disrupting during any sort of fight, his auto attacks will root you in place once every few seconds for 0.5-1.5 seconds duration depending on what level he is. He can use it on multiple people back to back as he AoE slows your entire team. Overall, he has a lot of lockdown potential with his combo and it's really annoying if he uses everything on you during a team fight, but you shouldn't have too much trouble when facing him.

VS

Nidalee

Medium

Nidalee is one of the hardest jungle matchups in the game for everyone, especially if you have a poor early game champion. She farms much faster than you, has infinite sustain with a blue buff, takes little damage from jungle camps, has low cooldowns, can invade you with little to no chance of getting punished for it, is extremely mobile across the map, and can attack you from long range then burst you with cougar form. This champion has literally been so oppressive for the last 3+ years in the jungle and it's sort of sad. If she ever lands a Javelin Toss [Q] javelintoss.png on you she can then go into her Aspect of the Cougar [R] aspectofthecougar.png form and Pounce [W] on you from a distance while at the same time using Takedown [Q], bursting you so hard that you almost die in less than 2 seconds every time. She's very squishy for the way she usually builds, but her constant heals from Primal Surge [E] primalsurge.png will keep her healthy enough to keep fighting even if you get the jump on her. There is still a chance that you can snowball against her, but it's very low. So just try to farm up, play better during team fights, and survive the early game. I would suggest banning Nidalee in higher elos.

VS

Nocturne

Medium

Nocturne can be a difficult matchup for Kindred sometimes, especially if he spell shields one of your abilities. He can also snowball pretty easily in soloq when he builds damage. It can be hard to duel him in the jungle, his Duskbringer [Q] nocturneduskbringer.png will give him bonus Movement Speed and AD while fighting on the trail, if he ends up blocking anything with his Shroud of Darkness [W] nocturneshroudofdarkness.png he gains bonus Attack Speed, and Unspeakable Horror [E] nocturneunspeakablehorror.png will also allow him to put out more damage as well as terrify you for 1.25-2.25 seconds depending on the rank. He will usually build damage for the first 10-15 minutes of the game which makes him very vulnerable if you ever catch him out of position, and if he ever misses his Duskbringer [Q] nocturneduskbringer.png or uses Shroud of Darkness [W] nocturneshroudofdarkness.png on nothing, you will auto win the trade every time and force him to run away as he tries to channel Unspeakable Horror [E] nocturneunspeakablehorror.png on you. The thing you really have to worry about is his ultimate Paranoia [R] nocturneparanoia.png, it has high range, good damage, and will punish anyone out of position. He can also use it point blank to help burst his target if he needs to. But if he ever uses Paranoia [R] nocturneparanoia.png and doesn't kill his target, or chooses the wrong target, he can get put into a bad position that you can punish since he can't cancel the second activation of Paranoia [R] nocturneparanoia.png and has no reliable disengage.

VS

Nunu

Medium

Nunu is an annoying matchup for Kindred. He can sometimes duel you in the jungle when he has red buff but will usually get outscaled, especially if he doesn't take objectives early. Nunu is a supportive Jungler that has crazy objective control with Consume [Q] consume.png + Smite 11.png combo, there is almost 0% chance that you will steal anything from him, and a very high chance he will steal anything from you. So typically you don't ever want to start an objective like Dragon or Baron unless he's dead or on the opposite side of the map. His Ice Blast [E] iceblast.png is also annoying because it slows you and your Attack Speed, but it will never allow him to win any trades against you unless you're already low or he has a red buff. But overall, unless he has really good laners, or ones that scale really well with his Blood Boil [W] bloodboil.png, you shouldn't have too much trouble dealing with him. Also his pre level 6 ganks are so terrible that he might try cheesing Dragon early game, whenever I play Nunu I take Dragon at 3 min 23 seconds every game to give you an idea, so try to keep good vision control at the jungle entrances and around Dragon. He may also try to invade you a lot if he's good, so try to counterjungle him as much as possible whenever you get the chance, especially if you see him on the opposite side of the map.

VS

Olaf

Hard

Olaf can be a very hard matchup for Kindred. He has insane dueling power with extremely high sustain, has high chase potential, can build tanky or AD and still do well, and can immune himself to all crowd control. You can still beat him in duels early game before he gets items, but it can still be difficult because of his sustain. He has constant slows on a low cooldown with his Undertow [Q] olafaxethrowcast.png, he gets massive healing from Vicious Strikes [W] olaffrenziedstrikes.png when he's low on Health, has true damage on his Reckless Swing [E] olafrecklessstrike.png, and can immune all of your crowd control with his Ragnarok [R] olafragnarok.png, as well as any other crowd control or movement slowing effects. He has a pretty one dimensional playstyle and his champion kit is very old, so he may have a hard time making plays sometimes, but if his ganks ever connect they're pretty unstoppable.

VS

Ornn

Medium

Ornn can be an annoying matchup for Kindred sometimes. He builds all tank items, has percentage based damage, has a lot of crowd control, and can immune himself from all incoming crowd control for a short duration. You can win duels early game if you can dodge his abilities, but if you can't and he lands everything on you, the fight may not go in your favor. His Volcanic Rupture [Q] ornnq.png shoots out a fissure that will slow you and spawn a small magma pillar, Bellows Breaths [W] ornnw.png deals percentage based damage and immunes him from all crowd control for its duration, Searing Charge [E] ornne.png will displace or knock you up depending on if he hits a wall or not, and Call of the Forge God [R] ornnr.png will slow you on first activation then knock you up on the second activation. Overall, his kit is insanely good and will outscale yours, so try to establish a lead early game and remember to try and dodge whenever he forces an engage with Call of the Forge God [R] ornnr.png.

VS

Pantheon

Medium

Pantheon can be a difficult matchup for Kindred sometimes. He has high damage, a very basic but reliable kit, and can block your attacks constantly. You can still win duels against him early game and burst him with your combo sometimes, but just be careful to not get baited by his Aegis Protection [Passive] shield blocks. His kit is so old and basic but it's actually quite good because of the damage his abilities have. His combo is usually just Spear Shot [Q] pantheonq.png spam until you get low > Aegis of Zeonia [W] pantheonw.png > Heartseeker Strike [E] pantheone.png followed up with auto attacks and more Spear Shot [Q] pantheonq.png spam. His primary engage is Grand Skyfall [R] pantheonrjump.png, he can use it from a very long range and drop down into fights unexpectedly so try to avoid the giant circle you see on the ground whenever it happens. He can also have a really bad game if he gets behind and takes a lot of damage in team fights if he ever tries to force an engage too hard with his Grand Skyfall [R] pantheonrjump.png, so if you ever see it coming always play defensively and just kill him immediately. You will usually outscale him most of the time, so unless he snowballs really hard early game, you shouldn't have a big problem dealing with him.

VS

Poppy

Medium

Poppy isn't a terrible matchup for Kindred, but she can be very disruptive. You should do fairly well against her in duels until she gets 2-3 defensive items, but the main problem is how annoying the crowd control in her kit is to deal with. She can slow you with Hammer Shock [Q] poppyq.png, stun you with Heroic Charge [E] poppye.png, and knock you far away with Keeper's Verdict [R] poppyr.png. These abilities are pretty much a nightmare for any melee style champion, but if she ever misses them you'll be able to punish her for it. Her late game is very solid with a full tank build, so try to establish an early or mid game lead before it gets to this point. Her ganks aren't anything special and her jungle clear isn't as fast as yours, so you should be able to punish her throughout the game constantly by having better ganks at level 6 and outfarming her.

VS

Quinn

Medium

Quinn isn't a terrible matchup for Kindred most of the time unless she gets the jump on you early game. You outscale her, have way better team fighting, and are more reliable as a champion to have on a team. She will usually win most duels during the early game but you can still burst her very hard with your combo. Her pre level 6 ganks aren't that amazing but she can skirmish very well with her Blinding Assault [Q] quinnq.png and Vault [E] quinne.png. When she gets Behind Enemy Lines [R] quinnr.png at level 6 she gets a huge momentum boost and can gank anywhere she wants with extremely high Movement Speed, but if she takes any damage while in this form it will drop instantly. Just don't chase her too hard if she gets a good Vault [E] quinne.png combo off on you or if she's already in her Behind Enemy Lines [R] quinnr.png form. You'll always outscale her, so just try to play well early game, play smart during team fights, and try to make picks on her whenever you can and you should be fine.

VS

Rammus

Medium

Rammus is a difficult matchup for Kindred sometimes. He scales very well with defensive items, has a decent team fight, can catch you very easily, has higher mobility, and will gank more frequently. You can still duel him if you get ahead early game, but eventually you won't be able to do much damage to him. He'll start to gank very frequently once he gets level 3, his combo will always be Powerball [Q] powerball.png > Frenzying Taunt [E] puncturingtaunt.png > Defensive Ball Curl [W] defensiveballcurl.png, with or without his ultimate Tremors [R] tremors2.png. His Powerball [Q] powerball.png allows him to gank or gap close freely with high Movement Speed and Frenzying Taunt [E] puncturingtaunt.png will hold you in place as he and his teammates kill you. Rammus has a very basic concept but he's still one of the best tank champions in the game, just be careful about how he moves on the map and try not to get caught in a bad spot with his Frenzying Taunt [E] puncturingtaunt.png. Because if he ever catches you during a 5v5 team fight you're going to take a lot of free damage or potentially die, so just be aware of when you can move in on him.

VS

Rek'Sai

Medium

Rek'Sai can be a difficult matchup for Kindred sometimes. She scales well, can build tank or damage depending on the game, has good jungle clear, better snowballing, better gap closers, high mobility, and doesn't use Mana. You can sometimes beat her in duels early game, but her damage is very high most of the time so it will be a close fight. Her main damage comes from Queen's Wrath [Q] reksaiq.png and Furious Bite [E] reksaie.png after she knocks you up with Un-burrow [W], she can also use her Tunnel [E] to help gap close or disengage over a wall if she's losing. She can also use Tunnel [E] to create very unique gank paths, similar to any other champion that can go over walls, like Nidalee or Sejuani. Her ultimate Void Rush [R] reksairwrapper.png is now one of her best abilities, it can be used to deal massive burst damage to low targets or as a long ranged gap closer. Also, an annoying thing about Rek'Sai is her Tremor Sense, she will be able to reveal your location from far away to her and her allies, so try your best not to get spotted. Overall, the game will usually be in her favor, so just try to not give her a big lead early game and play better during team fights if you can.

VS

Rengar

Hard

Rengar can be a hard matchup for Kindred sometimes. He builds heavy damage, has high burst, high mobility, good sustain, and has a very good ultimate. You'll have a hard time dueling him in the jungle most of the time, especially if he starts to snowball. His damage mostly comes Savagery [Q] rengarq.png and auto attacks, his sustain comes from Battle Roar [W] rengarw.png, his crowd control comes from Bola Strike [E] rengare.png, and his engages comes from Thrill of the Hunt [R] rengarr.png or his Unseen Predator [Passive] while in the jungle. At max ferocity the effects on his 3 main abilities get amplified, but the main one to be concerned about is the empowered Bola Strike [E] rengare.png because it will root you in place. Rengar will have high mobility while dueling you in the jungle because of his Unseen Predator [Passive] bush leaps, usually if he gets the jump on you you're pretty much dead, so try to avoid dueling him unless it's very favorable. His pre level 6 ganks aren't that good so try not to feed him early game, because if he ever gets a kill on you and is able to take your jungle camps as well, he'll just hit level 6 sooner and begin snowballing with AD CDR items. So ward up the jungle entrances, farm your jungle efficiently, and only gank or invade when it's extremely favorable.

VS

Riven

Medium

Riven can be a difficult matchup for Kindred sometimes. She has very high mobility, high damage, high burst, good crowd control, good team fighting, and builds almost all AD items. You can duel her sometimes if she gives you the chance, but a good Riven will just play around her mobility until the time is right to kill you. The problem with Riven is that she can always get away from you if she's good at wall hopping with Broken Wings [Q] riventricleave.png, she can also use it as a knockup on the 3rd cast if she needs to. Her Ki Burst [W] rivenmartyr.png can stun you as you're running towards her. Her Valor [E] rivenfeint.png is used as a shield but also as a short dash, which helps her position better to compliment her other abilities. And Blade of the Exile [R] rivenfengshuiengine.png is used to increase her damage and the range of her other abilities. So you may actually be able to beat her 1v1 in most cases, but if she's good at playing Riven you'll have a low chance of actually finishing her. Her team fighting is actually quite insane if she can land her crowd control and burst combos onto your carries, so just be prepared to play defensively and kill her if she's forcing an engage. The good thing is that if she ever gets behind in the jungle she has a terrible game because her clear speed is much slower than yours and she's required to build mostly AD items which will make her extremely squishy.

VS

Rumble

Medium

Rumble can be an annoying matchup for Kindred sometimes. He has decent clear speed, good scaling, good team fighting, but he can lose to you in duels if you're able to dodge his abilities. You'll be able to kill him in a lot of situations, but the main focus is just finding a way to stick onto him. The main ability that you need to dodge is his Electro Harpoon [E] rumblegrenade.png, this will slow you as you try to chase into him or his teammates, making it almost impossible to engage if it hits you. The other ability that you must avoid is his ultimate The Equalizer [R] rumblecarpetbomb.png, this is an amazing ultimate for damaging, slowing, and zoning an entire team. He tends to be fairly squishy until he gets his Zhonya's Hourglass and other AP Health items completed, so just realize that you can potentially do a lot of damage to him. Also, be aware that when he reaches high Heat his abilities will be doing way more damage, so try not to get baited into a bad fight. Just don't stand in his Flamespitter [Q] rumbleflamethrower.png or The Equalizer [R] rumblecarpetbomb.png for too long and never underestimate his damage and you should be fine.

VS

Sejuani

Medium

Sejuani is a difficult matchup for Kindred sometimes. She has very high crowd control, amazing team fighting, great jungle clear, good dueling, good ganks, builds all tank items, and will always outscale you. You can still catch her out and duel her, but it gets harder the longer the game goes on. The amount of crowd control in her kit is ridiculous, her Arctic Assault [Q] sejuaniq.png will knock you up, her Winter's Wrath [W] sejuaniw.png will slow you and apply Frost stacks, her Permafrost [E] sejuanie.png will stun you at 4 stacks of Frost, and Glacial Prison [R] sejuanir.png will also stun you from a distance. Getting caught by any of this means that you're going to have a hard time attacking anyone but the frontline, so try your best to avoid her engages and engage the enemy carries when you can.

VS

Shaco

Medium

Shaco can be a difficult matchup for Kindred sometimes, but he has less damage than you, a slower clear speed, terrible team fighting, and will never outscale you. You should be able to duel him fairly well, even if he gets the jump on you. His combo is usually Deceive [Q] deceive.png > Jack in the Box [W] jackinthebox.png > Backstab [Passive] + Two-Shiv Poison [E] twoshivpoison.png, with or without using his ultimate Hallucinate [R] hallucinatefull.png. The most he can do early game is invade your jungle or spam gank your laners if they're overextending. If he takes your second buff at level 1 it's not a big deal as long as you start red buff, this way you can still full clear the rest of your jungle without having any issues. If he ever tries to kill you at your second buff, or you think he's going to, just ward the bush on your buff prior to starting it to see if he's already in there waiting for you. Usually you'll be close to 100% Health on your first clear by the time you get to your second buff as long as you're drinking your potions, so just don't aggro it before checking the bush and you should be fine to duel him. Also remember when fighting Shaco that you can Smite 11.png his Jack in the Box [W] jackinthebox.png if you need to avoid taking damage or getting feared, this will come in handy in certain situations.

VS

Shyvana

Medium

Shyvana can be a difficult matchup for Kindred sometimes. She has high scaling, high dueling potential, high jungle clear, good damage, and gets very tanky. You'll always have issues when dueling her, especially if she gets Skirmisher's Sabre or is running Exhaust 3.png. She has high amounts of damage from her kit, mainly focused around auto attacks and magic damage, and will brute force a lot of her fights. Twin Bite [Q] shyvanadoubleattack.png and Flame Breath [E] shyvanafireball.png will increase her auto attack damage, while Burnout [W] shyvanaimmolationaura.png provides her with bonus Movement Speed and magic damage to help her stick onto targets. And Dragon's Descent [R] shyvanatransformcast.png is her main engage, causing her to leap forward and knock enemies towards her, while also modifying her basic abilities. Basically you can win duels whenever she doesn't have Challenging Smite up or whenever she misses Flame Breath [E] shyvanafireball.png, but it will still be very close. The weaknesses of Shyvana is that her pre level 6 ganks are pretty bad, she gets kited extremely easily, and the only way she can reliably gap close is by using her Dragon's Descent [R] shyvanatransformcast.png. Just try not to get behind early game and clear your jungle efficiently because her counterjungling is very punishing.

VS

Sion

Easy

Sion is an easy matchup for Kindred most of the time. He has low damage, slow jungle clear, slow abilities outside of his ultimate, and almost never builds damage. But his crowd control and team fighting can actually be quite good in certain situations. You'll do fine when dueling him, but his abilities are very annoying whenever they land. His Decimating Smash [Q] sionq.png is a charged slow or knock up, Soul Furnace [W] sionw.png provides him with a shield and AoE magic damage, Roar of the Slayer [E] sione.png is a ranged slow, and Unstoppable Onslaught [R] sionr.png is his main engage that has a very long range and will knock enemies that it hits. He becomes completely useless in duels or team fights if he ever misses his crowd control, so try to maneuver around his abilities whenever possible. The main thing to avoid is the Decimating Smash [Q] sionq.png, if you can avoid this then you should automatically win the trade and force him to play defensively. Your ganks and team fighting should be better in most situations, so just play well and you'll be fine.

VS

Skarner

Medium

Skarner is a difficult matchup for Kindred sometimes. He has an amazing ultimate, amazing catch potential, very high jungle clear, high mobility and utility, good crowd control, can build damage or tank depending on the game, and can beat you in duels on top of his Crystal Spires. You'll have a hard time dueling him most of the time, and if you do end up dueling him try not to fight on top of his Crystal Spires so he doesn't get the bonus Movement Speed, Attack Speed, and Mana Regeneration. His combo is Crystalline Exoskeleton [W] skarnerexoskeleton.png > Fracture [E] skarnerfracture.png > Crystal Slash [Q] skarnervirulentslash.png spam, with or without using his ultimate Impale [R] skarnerimpale.png. Usually the entire point of playing Skarner is to be able to land his Impale [R] skarnerimpale.png during ganks or team fights, and it's one of the best ultimates in the game for catching people. He will have an easier time catching you with his Fracture [E] skarnerfracture.png combo or Impale [R] skarnerimpale.png since you're a melee style champion, so never underestimate him and overextend or you're probably dead. Also remember that whenever a Crystal Spire gets taken by either team, it will show on the minimap for both teams, so try to use this to pinpoint enemy locations, especially Skarner's.

VS

Tahm Kench

Easy

Tahm Kench can be an annoying matchup for Kindred, but he has slow jungle clear, poor ganks, loses in duels frequently, and has mediocre scaling. You should do fine against him in duels, just be careful of his early game damage from Devour [W] tahmkenchw.png if he's able to get a combo off on you. His combo is usually Tongue Lash [Q] tahmkenchq.png > auto attack > auto attack > Devour [W] tahmkenchw.png > Tongue Lash [Q] tahmkenchq.png, with or without using his Thick Skin [E] tahmkenche.png to help mitigate damage. You always need to try and avoid his Tongue Lash [Q] tahmkenchq.png, because if you can dodge or spell shield it the trade should go into your favor. Just be careful of Devour [W] tahmkenchw.png when chasing him, he can swallow you when he reaches three stacks to burst you, or stall for his teammates to arrive. He actually has a strong team fight whenever he uses Devour [W] tahmkenchw.png to save his teammates, and there isn't anything you can really do about his ultimate Abyssal Voyage [R] tahmkenchnewr.png, just try not to get counterganked by it.

VS

Taliyah

Medium

Taliyah can be a difficult matchup for Kindred sometimes. Her range and burst damage make her very hard to duel most of the time, but if you can ever dodge her abilities or force her onto worked ground, it's not so bad. Her damage comes from poking you with Threaded Volley [Q] taliyahq.png, catching you with Seismic Shove [W] taliyahwvc.png, and kiting you with Unraveled Earth [E] taliyahe.png. Her combo is basically using all of these abilities at once if she ever catches you with Seismic Shove [W] taliyahwvc.png, so try your best to dodge it throughout the game. During the late game her Weaver's Wall [R] taliyahr.png can be used to control objectives or catch people out, so always take this into account if you know that its up before forcing objectives, diving turrets, or split pushing. The biggest thing with this matchup is that she can use Seismic Shove [W] taliyahwvc.png to knock you out of your Lamb's Respite [R] kindredr.png.

VS

Teemo

Medium

Teemo is a pretty annoying matchup for Kindred. He can attack you from a distance, blind you from attacking, kite you through bushes, and do heavy amounts of DoT damage from his auto attacks and abilities. You'll do fine against him in duels if you can catch him out with your combo, otherwise he will probably beat you in trades. Whenever you get close to him he'll just auto attack spam you while using Blinding Dart [Q] blindingdart.png to blind you and Move Quick [W] movequick.png to kite you. Once he hits level 6 you'll also have to run through any Noxious Trap [R] teemorcast.png shrooms he's placed on the ground, which will slow you and do massive damage if he's building AP. But if you can ever catch him, you should be able to put out decent damage most of the time, just try not to overchase him or you're probably dead. His team fight is strong if your team plays into his Noxious Trap [R] teemorcast.png shrooms, so try your best not to walk in obvious locations and sweep the area before pushing forward in the jungle or during sieges.

VS

Trundle

Medium

Trundle can be a difficult matchup for Kindred most of the time. He has good damage, good dueling, high mobility, gets very tanky, can build damage or tank depending on the game, and will always outscale you. You have a chance to beat him early game in duels but you won't be able to fight him during the mid or late game at all when he has his ultimate up. All of his damage comes from auto attacks and his Chomp [Q] trundletrollsmash.png, which has a very low cooldown and can also be used on turrets. His Frozen Domain [W] trundledesecrate.png and Pillar of Ice [E] trundlecircle.png are used for catching people out or escaping bad fights. And his Subjugate [R] trundlepain.png is used to steal enemy stats and dramatically increase his fighting potential. You need to try and have better ganks than him to try to get your team ahead before the mid and late game hits and he begins to scale. Also, remember not to overchase him while his Frozen Domain [W] trundledesecrate.png and Pillar of Ice [E] trundlecircle.png are active unless he's very low, because you will never catch him.

VS

Tryndamere

Easy

Tryndamere is an easy matchup for Kindred most of the time, but his Mocking Shout [W] tryndamerew.png and Undying Rage [R] undyingrage.png counters you. He has less damage, less scaling, slower jungle clear, terrible team fighting, and always has to build into damage items regardless if he's behind or not. You should be fine to duel him in most situations, but his Mocking Shout [W] tryndamerew.png can be very annoying to deal with because it lowers your AD. Literally all of his damage comes from auto attacks and whenever he uses Spinning Slash [E] tryndameree.png, making him extremely item and crit reliant. His combo is usually just Mocking Shout [W] tryndamerew.png > Spinning Slash [E] tryndameree.png > auto attack spam, while using Bloodlust [Q] tryndamereq.png or Undying Rage [R] undyingrage.png situationally if he needs to. He pretty much offers nothing in a team fight except for a minor engage and auto attack damage, so if he ever tries to team fight just use your abilities on him and force him to play defensively. A good Tryndamere will just try to cheese you early game and then split push the rest of the game while dueling anyone that comes to stop him. But you shouldn't have that many issues dealing with a jungle Tryndamere because you can beat him in most duels, have way better ganks, and way better team fighting.

VS

Twitch

Medium

Twitch can be a difficult match up for Kindred sometimes, but he's insanely squishy, never builds tank, and his only reliable playstyle is trying to cheese people early game. But his damage and team fighting can be quite overwhelming if he starts to snowball. You'll do fine against him in duels if you can catch him out with your abilities, otherwise he will probably beat you. Whenever you get close to him he'll try to use Ambush [Q] twitchhideinshadows.png or Venom Cask [W] twitchvenomcask.png to get away from you, but if you ever catch him when either of these are on cooldown, he's pretty much dead. Usually what he'll do is start red buff at level 1 then try to gank your laners immediately afterwards, typically mid lane, so make sure to warn or ping your team so that they don't get cheesed. His major strength aside from cheesing people is team fighting with his Spray and Pray [R] twitchfullautomatic.png. This will do massive AoE damage if he catches your team in a good choke, so you have to either kill him quickly or kite back whenever he uses it. He also has a very bad game if he ever gets behind, but it only takes one good team fight to get him back into the game as a carry. So just try to not let him get ahead early game and punish him whenever he steps out of position and you should be fine.

VS

Udyr

Medium

Udyr can be annoying to deal with for any champion, but he shouldn't be a big deal unless he starts snowballing. He has good dueling, very good jungle clear, decent team fighting, and will scale well if he builds all tank items. You should be able to beat him in duels as Phoenix Stance [R] udyrphoenixstance.png, but not so much as Tiger Stance [Q] udyrtigerstance.png. He mainly just tries to abuse his Bear Stance [E] udyrbearstance.png and Turtle Stance [W] udyrturtlestance.png as he cycles in his damage stance. This provides him with high mobility and mitigation while still doing damage during any fight, and should not be underestimated. The good thing is that your team fighting should be much better than his for the most part, so just try not to give him an early lead, have better ganks than him once you get your ultimate, and don't get baited into long chases if he can spam his stances to get away.

VS

Vi

Medium

Vi can be a difficult matchup for Kindred sometimes. She has very high damage, good ganks, good team fighting, a good ultimate, and good jungle clear. You'll be able to beat her in duels if she ever misses her Vault Breaker [Q] viq.png, but if she lands it you're pretty much dead every time. Her combo is very simplistic and relies a lot on landing her Vault Breaker [Q] viq.png, she can use any combination of her abilities depending on the situation. A general combo would be Vault Breaker [Q] viq.png > Excessive Force [E] vie.png + Denting Blows [W] viw.png > Assault and Battery [R] vir.png as a finisher or to stall out for Vault Breaker [Q] viq.png to come back up again. She can punish players very hard if she's good, but if she ever misses her Vault Breaker [Q] viq.png or chooses to use Assault and Battery [R] vir.png at an incorrect time, she's basically dead because she has no way to get out of the fight. So try your best to dodge her Vault Breaker [Q] viq.png, try to have better ganks or counterganks, and play better during team fights because that's where you'll mostly beat her.

VS

Volibear

Easy

Volibear is an easy matchup for Kindred most of the time. He has less damage, slower jungle clear, worse ganks, worse scaling, worse team fight, and has an even worse champion design. You should do fine against him and be able to win most trades, just be careful not to get baited by the Health regen on his Chosen of the Storm [Passive]. His combo is usually Rolling Thunder [Q] volibearq.png > Majestic Roar [E] volibeare.png > auto attack spam > Frenzy [W] volibearw.png, with or without using his ultimate Thunder Claws [R] volibearr.png. Volibear has a really bad champion design and his ganks are probably the most one dimensional ganks in the entire game. His only engage comes from Rolling Thunder [Q] volibearq.png and it's so easy to stop with all of the crowd control in the game right now that the only reliable way he can engage a fight is with Flash 4.png. Just make sure to use your abilities on him whenever he tries to engage team fights and try not to get flipped into a bad position from his Rolling Thunder [Q] volibearq.png and you should be fine. Also, remember that his Frenzy [W] volibearw.png + Smite 11.png combo puts out a lot of damage when securing objectives.

VS

Warwick

Hard

Warwick is a hard matchup for Kindred most of the time. He has massive sustain, high damage, high mobility, good crowd control, good ultimate, good jungle clear, can build damage or tank depending on the game, and will always scale well. You can duel him early game fairly well, but eventually you won't be able to do much when his ultimate is up and he gets a few items. His damage mainly comes from auto attacks and Jaws of the Beast [Q] warwickq.png, his mobility comes from Blood Hunt [W] warwickw.png, and his crowd control comes from Primal Howl [E] warwicke.png and Infinite Duress [R] warwickr.png. His combo when ganking will usually be Blood Hunt [W] warwickw.png > Jaws of the Beast [Q] warwickq.png + Primal Howl [E] warwicke.png > auto attack spam. He uses Infinite Duress [R] warwickr.png whenever he needs to engage or escape bad situations, it has huge range, lockdown, and will heal Warwick for 100% of the dmg it deals. He has very high dueling and skirmishing power whenever his cooldowns are up, so try to avoid fighting him unless you're noticeably far ahead and focus on your own level 6 ganks.

VS

Wukong

Medium

Wukong is a decent matchup for Kindred usually. You have better scaling, can beat him in duels, have a faster jungle clear, and can countergank him easily. For duels you shouldn't have a hard time fighting him unless he gets ahead or catches you low in the jungle. His main combo is Decoy [W] monkeykingdecoy.png > Nimbus Strike [E] monkeykingnimbus.png > Crushing Blow [Q] monkeykingdoubleattack.png for quick engages, but if he uses his Crushing Blow [Q] monkeykingdoubleattack.png before his other abilities he'll do bonus damage to his target because of the Armor reduction it applies. His ultimate Cyclone [R] monkeykingspintowin.png is one of the main reasons people play Wukong, it's pretty much one of the best ultimates in the game and can shred an entire team or win team fights on its own with just the knock up. The only thing that you really have to worry about aside from the surprise factor of his Decoy [W] monkeykingdecoy.png, is if he ever gets fed and lands good Cyclone [R] monkeykingspintowin.png engages, because if he's good at landing them you're pretty much done for. Wukong also has a terrible game if he ever gets behind, since he needs to build AD items early it makes him really squishy and allows you to kill him much easier whenever he engages.

VS

Xin Zhao

Medium

Xin Zhao can be a difficult matchup for Kindred sometimes. He has decent scaling, high single target damage, decent jungle clear, good dueling potential, and very good team fighting whenever his ultimate is up. Duels can go in either favor, and whoever wins the duel will usually tend to snowball hard over the other. He's very good at dueling because of his single target abilities, and similar to Master Yi, if he ever gets fed he just auto attacks you to death. His combo will usually be Audacious Charge [E] xinzhaoe.png > Three Talon Strike [Q] xinzhaoq.png > Wind Becomes Lightning [W] xinzhaow.png, with or without using his ultimate Crescent Guard [R] xinzhaor.png. His Determination [Passive] will also be doing damage and healing him during this time, every third auto attack. The knock up from Three Talon Strike [Q] xinzhaoq.png is very disruptive in duels and the rest of his kit just allows him to stick onto his target easier while increasing his stats. The weakness of Xin Zhao is in his playstyle, whenever he goes in he can't really get out without his teams assistance. So if he ever engages and his Crescent Guard [R] xinzhaor.png expires, or if it isn't up, he becomes a very easy kill target.

VS

Zac

Medium

Zac can be a difficult matchup for Kindred sometimes because of how tanky he gets and how good his kit is for ganks and team fighting. You can duel him early game, especially if he misses any of his abilities, but he'll be much harder to kill once he gets 2-3 tank items. Zac has great control, builds all tank items, and is extremely disruptive at all stages of the game. He has amazing engages with his Elastic Slingshot [E] zace.png and can follow up afterwards with his Stretching Strikes [Q] zacq.png and Let's Bounce! [R] zacr.png to put your team is terrible positions. Always try to track the position of where Zac is going to land with his Elastic Slingshot [E] zace.png by checking for his shadow on the ground, this way you can avoid the impact and have an easier time dodging the rest of his abilities. And also be careful when his Cell Division [Passive] is up, he can use it to bait you into bad fights, but otherwise the bloblets are very easy to kill, you can also Smite 11.png them.

Early, Mid, and Late Game Back to Top

Kindred Header Game Stages22.png


► Early Game


Kindred's early game is primarily focused around getting early stacks of Mark of the Kindred [Passive], getting to level 3, ganking overextended laners, and invading the enemies jungle. Kindred can have a slow clear in the jungle sometimes if she doesn't start on red buff or get a good leash, so it's very important to ping your laners to help you at level 1. Usually you'll complete one or two camps, go for the first marked scuttle crab, farm to level 3, and look for ganking opportunities around the map. And if you can't find any ganks, or end up falling behind for some reason, just go back and continue farming your jungle or potentially invade the enemies jungle depending on the situation. Just be careful when invading because if you ever get spotted by a ward and the enemy team decides to collapse on you when your abilities or Flash are on cooldown, you'll most likely die every single time. You'll also be able to duel the enemy Jungler fairly well most of the time, so don't be afraid to fight someone unless you're noticeably far behind. Your main focus will be to safely transition out of the early game, stack as many marks as possible, look for ganks after you get level 3, and invade the enemies jungle. So focus on your jungle pathing and only gank when it's extremely favorable.


► Mid Game


Mid game is when you need to start snowballing with your jungle invades, Mark of the Kindred [Passive] stacks, and Lamb's Respite [R] team fighting, so try to invade the enemy jungle whenever you can, collect marks wherever you can, and make plays every single time that your ultimate is off cooldown. The good thing about Lamb's Respite [R] is that it's a perfect defensive ability for stalling out and surviving fights, which makes it perfect for ganking and more especially diving or team fighting. Kindred's kit also allows you to invade the enemy jungle very frequently, so always look for opportunities to do so whenever you can, especially whenever your marks spawn in the enemy jungle. Most Junglers won't be able to duel you for the most part, especially if you ever get an early lead, so try to establish vision control in the enemy jungle and invade accordingly. Also, don't be afraid to take all of the kills with Kindred, you snowball extremely well with gold and will have the option to build additional damage items if you do. This is the time of the game where you need to try and make as many picks as possible, because it becomes a lot harder to do during 5v5 team fighting. A good place to gank most of the time is bot lane, if you can manage to get kills on bot lane it will help secure the first blood turret, early Dragons, and start opening up the map.


► Late Game


Kindred has very good scaling during the late game most of the time because her damage, mobility, and Lamb's Respite [R] team fighting can be very impactful when executed correctly. Her late game is primarily focused on controlling objectives, clearing enemy vision, having good positioning, knowing when to use Lamb's Respite [R] during team fights, and putting out as much damage as possible. As a ranged champion it's very important to play around your team most of the time as you control or defend objectives, so try not to get caught out of position or split push unless you know that you can do it effectively. Your damage will also be extremely high during the late game because of all of the damage items that you build, but also having 20%-40% CDR will be extremely useful for maintaining your damage and mobility during team fights. For team fighting I'll explain more about it in the "Team Fighting" section down below, but generally just try to play around your team, have good positioning, use your Lamb's Respite [R] properly to stall and survive fights, and put out as much damage as possible on priority targets.

Team Fighting Back to Top

Kindred Header Team Fighting22.png

Team fighting with Kindred is pretty straightforward for the most part, you always want to play around your team, have good positioning, use your Lamb's Respite [R] properly to stall and survive fights, and put out as much damage as possible on priority targets. Since Kindred does a lot of damage with her abilities and auto attacks, you'll usually force the enemy team to instantly play defensive whenever you try to get in range to use them, so it's better to play around your team until you can execute a team fight properly as a group most of the time. Playing around your team is usually the most effective way to play Kindred since she's a ranged champion and has an amazing defensive ultimate, doing this will allow you to put out higher amounts of damage, reduce your chance of getting killed by the enemy carries, and increase the efficiency of your Lamb's Respite [R]. Just be careful whenever you use your Lamb's Respite [R], because if you ever use it too early or too late during a team fight, there's a very high chance that you might save the enemy team from dying or potentially bait your teammates into a bad fight. The most effective way to use Lamb's Respite [R] is right before you or your teammates are about to die, or whenever you need to counter enemy cooldowns or their ability to reset. Aside from that, just try your best to maneuver yourself properly with Dance of Arrows [Q] and put out as much damage as possible while focusing down priority targets with the rest of your team.

Tips and Tricks Back to Top

Kindred Header Tips and Tricks22.png


Always remember where your marks are going to spawn and the timers that correlate with them. Like how the first mark will always spawn on one of the Rift Scuttler's, then from 1-3 minutes it can spawn on the Rift Scuttler, Crimson Raptor, or Gromp, then from 4-7 minutes it can spawn on the rest of the jungle monsters, then from 8+ minutes it can only spawn on major objectives like Rift Herald, Dragon, Baron, or Elder Dragon, and that the respawn timer is 40 seconds after a mark gets killed. Another thing to remember is that you should always mark the enemy Jungler at the start of the game, this is to avoid the 8 second delay timer and because you're more likely to run into them at one of the scuttle crabs at level 2 before getting into combat with an actual laner. And if you end up killing them it's a very easy mark to acquire. Lastly, you can use your marks to play mind games and bait the enemy Jungler around the map sometimes. For example, if you use your mark on the enemy team's top laner and he pings for his Jungler to countergank you, but you're actually on bot side, you can get a free gank on the enemy team's bot lane or potentially invade his bot side jungle for free as he wastes time sitting in top. This strategy can be very effective for securing marked camps if the enemy Jungler isn't paying attention to the map at all.


You can use Wolf's Frenzy [W] and Mounting Dread [E] during the dash animation on Dance of Arrows [Q], this will help you execute faster combos and using Wolf's Frenzy [W] will still apply the cooldown reduction. You can also use Dance of Arrows [Q] to dash over small walls as well, this is extremely useful for chasing or disengaging enemies, and will eventually become second nature with enough practice. Also remember that the 3 arrows that fire out to nearby enemies are limited to one arrow per target, so never expect them all to burst a single target. And lastly, you can also use Flash during the dash animation of Dance of Arrows [Q] to prevent the arrows from firing out when you land, this can be useful in rare situations when you need to avoid taking minion or jungle monster aggro, or even breaking the crowd control from abilities like Zoe's Sleepy Trouble Bubble [E].


There's not really a lot I can say about Wolf's Frenzy [W] that I haven't said already. Just remember that Wolf will prioritize and redirect his attacks to whoever you start attacking, and if Wolf ever attacks autonomously, he needs to have vision of his targets if he wants to start or continue attacking them.


There's not really a lot I can say about Mounting Dread [E] that I haven't said already. Just remember that you can cast it over small walls if you need to, this can help slow someone trying to get away from you or your team. Also, remember to always try and use Mounting Dread [E] on priority targets while farming, ganking, or team fighting. Since it's Kindred's only form of crowd control and also provides great burst damage, it needs to be used as effectively as possible while fighting.


A cool thing that you can do with Lamb's Respite [R] is use it on reviving enemies to reduce their healing, this works on things like Guardian Angel or Zilean's Chronoshift [R]. You can also use it on your minions or allies while taking turrets to prevent them from dying to turret shots, this can be helpful in rare situations. Another thing that you can prevent from dying with Lamb's Respite [R] are major objectives like Rift Herald, Dragon, Baron, and Elder Dragon. Using Lamb's Respite [R] as they get close to Smite range allows you to potentially bait out the enemy Jungler's Smite during the invulnerability, allowing you to Smite it afterwards for free. Whenever you use Lamb's Respite [R] during ganks or team fights always try to make sure that it's being used properly around players abilities, like using it to prevent an enemy Katarina from getting a reset or to stop an enemy Rengar from one shotting your carries. But you also need to be careful, because if that Katarina or Rengar are on your team, and you use Lamb's Respite [R] and prevent them from getting their damage off, you're most likely going to lose the fight every single time. You can also use it to coordinate dives with your teammates as well, but I would avoid doing it in lower elo because nobody knows how to calculate limitations at all. And lastly, always be aware of champions with abilities that can pull or knock you out of the radius of Lamb's Respite [R], abilities like Blitzcrank's Rocket Grab [Q], Janna's Monsoon [R], Azir's Emperor's Divide [R], and Gragas's Explosive Cask [R]. Because as soon as you leave the radius of the circle you'll instantly lose the invulnerability effect, which greatly increases your chance of dying.

Lane Synergies Back to Top

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Kindred has great synergy with champions that have crowd control or movement slowing effects, shields and mitigation, hard engages / good follow-up, and Movement Speed increases. These are just a handful of the champions that will synergize great with Kindred. Alistar and Braum are both examples of champions with crowd control or movement slowing effects, which allows you to have more time to get onto your targets. Lulu, Morgana, and Orianna are all examples of champions with shields and mitigation, which allows you to survive longer during fights. Camille, Jarvan IV, Ornn, and Shen are all examples of champions with hard engages / good follow-up, which allows you to have an easier time engaging and executing team fights. And lastly, Karma, Sivir, and Zilean are all examples of champions with Movement Speed increases, which allows you to have an easier time maneuvering towards enemy targets or positioning yourself better during fights.

Pros and Cons Back to Top

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Pros:

  • Has very consistent damage.
  • Has very high mobility.
  • Has an amazing defensive ultimate.
  • Has amazing dueling and skirmishing in the jungle.
  • Can invade the enemy jungle fairly easily.
  • Her ultimate is great for stalling out fights and countering specific champions.
  • Builds damage items every game.
  • Has decent outplay potential.
  • Snowballs very well in soloq.

Cons:

  • Has a very squishy item build.
  • Requires a lot of damage items to do well.
  • Her only form of crowd control is from Mounting Dread [E].
  • Requires good positioning and limitation knowledge.
  • Requires good Mark of the Kindred [Passive] management.
  • Very vulnerable to champions that have a lot of crowd control or movement slowing effects.
  • Gets invaded and outscaled by meta Junglers.
  • Has way less momentum than meta Junglers.
  • Has a terrible game when behind.

About Me Back to Top

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► About Me


Hello everyone my name is Jordan, and I've been a gamer my entire life. For the past 10 years I've been mainly focused on staying in the top decimal percentage of players for online games, such as WoW, LoL, and Osu!. But as much as I've played online games, my real passion is for console gaming.


► League of Legends


I've been playing League of Legends for the past 5 years, and I'm a NA Challenger Tier Hecarim Main, 2900+ elo jungle. I've been in high elo ever since I started playing back in season 3 when I finished my first season in Diamond 1, and have been Master or Challenger Tier every single season since then. I'm mostly known for my Hecarim jungle gameplay and have just over 5600 ranked games with him, but I also play Evelynn, Rammus, Udyr, Shyvana, Nocturne, Skarner, Sejuani, Nunu, and Volibear depending on the current state of the meta.

Season 3: Diamond 1 2500 elo

Season 4: Master Tier 2850 elo
Season 5: Challenger Tier 2900 elo
Season 6: Master Tier 2550 elo
Season 7: Master Tier 2650 elo

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► Social Media Links


Be sure to check out my social media if you have any questions or if you're interested at all in watching my stream! If you'd like to know when I'm streaming, make sure to follow my Twitch, Facebook, Twitter, or join Discord to get live notifications! We have a small community, but everyone is welcome!

Twitch: http://www.twitch.tv/rocklee015
Facebook: https://www.facebook.com/Rocklee015
Twitter: https://twitter.com/Rocklee015
YouTube: https://www.youtube.com/Rocklee015
Discord Server: https://discord.gg/d3DMycY

Thank you for reading my Kindred Jungle Guide!
Hopefully it helps you carry your games with more knowledge and confidence as you become a better player! Take care! o/

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