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Choose Champion Build:
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Warrior build
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Bloodrazor on-hit build (Usually against tanky teams)
Runes: Main
+10% Attack Speed
+10 Adaptive (6 AD or 10 AP)
+6 Magic Resist
Spells:
Flash
Smite
Items
Ability Order
Mark of the Kindred (PASSIVE)
Kindred Passive Ability
Threats & Synergies
Lee Sin
Depends on skill level. A good Lee will burst you down and stay out of your range. A bad Lee Sin has no chance against a good Kindred. His ult counters your ult, so beware.
Introduction
Greetings everyone! I'm EvilOranges, and this is my ![]() ![]() Thank you all for taking the time to read my ![]() |
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In short, ![]() ![]() ![]() |
Pros
+ Can get ahead and stay ahead very easily + Ranged jungler makes it easy to kite + Good mobility with Q ![]() + Infinate scaling with passive ![]() + Good early ganks + Team-saving ultimate + Decent CC and peel with E ![]() + Flexible build-wise Kindred is a strong hypercarry, which aims to get a small lead early on and snowball it to a late game monster. She has a decently strong early game, and a monstrous late game. She can teamfight with ease, acting as a second ADC or playing more of a support/ADC role, dealing damage while peeling enemies for the other carries. |
Cons
- Squishy - Little sustain in jungle - Hard to master - Falls behind easily - Misused ultimate lambs respite can save entire enemy team - Can get counterjungled Although Kindred is an strong champion, she falls behind easily and gets punished hard by mistakes. She gets counterjungled and invaded by assassins with invisibility, making her fall behind. |
In short, Kindred is a sort of feast or famine type jungler, but with a bit more security than say a


Press the attack is a great rune for Kindred. She can activate it easily with her attack speed build and with her Q attack speed boost. It also synergies with her E, as it does extra damage.

A good rune when the enemy has tanks and you are going on-hit. You can focus less on crit and more on percentile damage. Good against 3+ tanks.

Good rune, helps a lot during successful ganks, extra gold helps buy items earlier, Overheal is garbage without lifesteal, and Presence of Mind got nerfed.
Legend: Alacity
Take this because Kindred plays like an ADC, and needs attack speed. Legend:Bloodline is also a viable choice when you desperately need sustain, but alacity should ensure you kill any enemies before they do damage, and you have your ult for self-preservation.

Great during ganks, high damage boost. Good in all situations, very versatile.
Secondary:
Waterwalking/Gathering Storm/Absolute Focus:
This is a choice. Waterwalking is a good rune for early scuttle mark contests. Gathering storm for late game boost in AD, and absolute focus because you will be dealing most of your damage around max hp (because you will be kiting melee enemies).

Celerity was nerfed to no longer give movement speed and adaptive force based on movement speed, but instead makes speed buffs more efficient. This is useless on a champ like Kindred who would benefit more from another rune.
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Mark of the Kindred: Use right as you load in, mark the enemy jungler. You will be able to mark laners when you gank later, but in case of an invade, your team invading, or you 1v1'ing the enemy laner, you want to have the mark defaulted to the enemy jungle. Alternatively, mark the player with the most deaths. When marking for a gank, make sure you mark either as you show yourself, or way before you decide to gank. This way, you don't scare off the laners.
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Dance of Arrows (Q): Use this to reposition in fights, use it in 1v1's to kite, use as a gap-closer for ganks, and use the small attack speed buff. Use it in your W to reduce the cooldown.
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Wolf's Frenzy (W):Your W is your hp percent damage. It scales with your attack speed, and reduces the CD for your Q. The passive part isn't worth much except a little sustain in the jungle.
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Mounting Dread (E):
Essentially a 3 hit execute, or does percentile damage based on target's missing health. Use this during ganks for the immediate CC or use it later to execute a target. You can use it in your ultimate and execute them as it ends. -
Lamb's Respite (R): Great ult, can save your team, yourself, or... the entire enemy team. Try not to use this just for the heck of it when you are teamfighting, as you may end up saving the whole enemy team. Use your E and execute the enemy right as your ult ends to win any 1v1.
On red side, Blue, Gromp, Scuttle, Red
Save your smite for scuttle contests or Krugs. If enemy is a good early game fighter with cc, e.g.




Scuttle at 2:00
With 1-3 marks, wolf can mark:
Scuttle, Raptors, Gromp
With 4-7, wolf marks:
Blue, Red, Krugs, Wolves
With 8+ marks, wolf marks:
Rift Herald, Baron, Dragon
All marks spawn in enemy jungle. ONLY TAKE MARKS WHEN YOU KNOW YOU CAN GET THEM AND WON'T DIE. Make sure you ward up, and go when you know the enemy can't contest it. Honestly, even if you ignore marks early and go for ganks and clears, you will mess up the enemies pathing and get ahead. When you are ahead, you can take all your marks easily.
Ganking Combo
You can cast W and E with no animation if you do it during your Q, making it hard to escape for your enemy.
I like to gank mid lane, because the 2v1 is easier to win, and using R

![]() Have a great pre-season on the rift! EvilOranges |

As for this guide, stay tuned for a BBCode update and a transition to the new guide editor! So excited for it! Thank you again for all your support and feedback.
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