Kha'Zix will most of the time attempt to assassinate you however, if he has ult up, he will just need to get you low inside of your own ult, go invisible then Q you after your ult has ended.
Master Yi
Yi has a similar scenario with Kha'Zix he can Q you or your teammate after your ult has ended after lowering you both in the ult. (Yi is a recommended ban in the low elo)
Lee Sin
Lee Sin can kick you out of your own ult during team fights where your ult matters a lot and easily Q you after during skirmishes.
Jax
Jax's counterstrike (W) will completely disable your attack damage and his Jump (Q) will disable your kiting abilities. The best way to avoid those circumstances is to just E him as soon as possible.
As he jumps to you with a stun, try to jump over a wall before he stuns you.
When he ults (R), he will have increased armour and magic resistance.
Shaco
You can get close to you and slow/burst you if going AD Shaco. Once he ults, if possible try to mark him or E him before he ults so that you can see who the real Shaco is once both are out of invulnerability.
Elise
Avoiding the stun and bomb spider by using Q will set you up for an easy kill.
She may Spider Form E to get close then burst and stun you. Careful of invades
Kayn
Kayn has a slow (W) which can be avoided using Kindred's Q. While fighting Kayn, kite by using W in the direction you are running then use your Q's to avoid Kayn's Q's.
When he ults, simply walk into the centre of nowhere if you know you can win, if it's close, find a wall and try playing mind games with him and choose to jump the wall or not accordingly.
Rammus
As a Marksman Tank, Rammus is a natural counter to Kindred but may be outplayed if playing around walls and teammates since he may only taunt one person. Just be careful of his reworked ult which knock-ups people in the centre.
Rengar
Watch out for an early level 2 invade. He can easily jump you at any level during skirmishes. Try to fight him with your team.
Vi
The early game is pretty simple, dodge her Charge up dash (Q) with your hop (Q). Once she has Ult (R), and she is going lethality, you must Ult (R) otherwise you will be one-shot.
Evelynn
Depends on which one of you get the jump on one another. If played correctly, you should have the advantage early game. Mid to Late game, Evelynn can easily track you and kill you.
Diana
Diana has a point and click dash (E). Just make sure you have a wall nearby to jump over and continue to auto her. When she ults, try your best to ult at the same time to remove the burst damage.
Ekko
Ekko isn't that strong in jungle skirmishes against you alone however, after his first or second back, he will be very strong.
Graves
Graves' will reduce your range advantage by using his smokescreen (W) which limits your vision and slows you while inside it. Use your Q in the opposite direction that you saw the smokescreen to avoid limited visual contact with the enemy.
He will then try to move closer with his dash (E) which stacks armor each time he uses it in combat. By avoiding his smoke (W), use W to lower the cooldown of your Q and try your best to jump away whilst also auto-attacking him in the process.
Avoid walls unless you know Graves' grenade shot (Q) is on cooldown or you are fast enough to jump over a wall.
His ult (R) is an Area of Effect execute shot which can be countered with your ult (R).
Lillia
Her swing (Q) increases Lillia's movement speed and with the small cooldown, she can easily catch up with you. Slow her with your E to avoid another Q by Lillia and use your Q to avoid Lillia's rolling ball (E).
If she ults (R) you try and ult as late as possible to keep Lillia from one-shotting you with her BONK (W).
Trundle
During the early game, his movement speed buff (W) will allow him to easily catch up with any foe. Find a wall that can be used to jump between to avoid his pillar (E) and being slowed.
His Bite (Q) reduces your attack damage significantly so avoid close contact. When he Ults (R) don't fight, just run through walls.
Xin Zhao
Watch out for the long poke (W) otherwise, it extends the range of his dash (E) and slows you.
Even if you dodge his poke (W), make sure you still have a hop (Q) ready for when he dashes (E) to you.
Poppy
Avoid her since she can easily cancel your hops (Q) with her anti-dash circle (W). Avoid walls at the start of the fight then after her circle falls, use your mobility to stay away from the walls.
Hecarim
His charge (E) isn't avoidable so try to Q in a position that the knockback won't be as fatal to your fight as opposed to if you didn't Q at all.
Similar to Rammus, use walls to your advantage but be careful of Hecarims Fearing Charge (R) since that can turn a fight if he uses it to chase you through a wall.
Jarvan IV
His Flag into Dash (E-->Q) is quite telegraphed so try to predict where he is looking to knock up and use your Q to dodge sideways.
Even if he is 6 and manages to ult you, make sure you always have a Q ready to hop out of the ult.
Warwick
He is very fast but just utilise walls with your hop (Q).
Nunu & Willump
Watch out for the snowball turns. Try to hop (Q) as diagonally forward since the snowball can not do sharp turns. Play aggressively against her.
The Slows (E) and Ult (R) will make it very hard to fight. Try to avoid fighting until Nunu has used up her abilities.
Fiddlesticks
Fiddle isn't that much of a threat aside from his point and click fear (E) followed by his Q (Fear) or any other source of Crowd Control.
Warding will significantly reduce Fiddlesticks impact of his ult (R) by reducing the Area of Effect Fear.
Olaf
Olaf's main way to chase you is using his thrown axes (Q) to damage and slow you. Use Kindred's Q to avoid getting hit by them otherwise, you will get run down.
If he doesn't have ult, utilise the slow on your E to kite him whilst dodging his Q's.
Be careful when he has ult (R) since he gains movement speed and is immune to your E slow as well as other sources of Crowd Control (CC) on your team. Try to find a wall and jump it whilst also dealing damage to him once Olaf's ult (R) duration is over.
Ivern
Don't be fooled by this tree! His shields are quite potent in team fights. Your E damage will still scale with missing health hp but some damage will be blocked with the shield. Try and activate your E execute when his shield is down.
Be careful around his bushes, a good Ivern will look to stop you from autoing with the god-like bush placements. This is the trickiest part when playing against an Ivern
Nidalee
Can easily dodge her spear (Q) with your hop (Q)
Rek'Sai
Rek'sai's burst comes from her fast Area of Effect (AOE) autos and true damage bite. Try to stop or delay the rage build up in order to avoid the burst true damage.
Sejuani
Her Dash (Q) is the only form of hard Crowd Control (CC) so avoiding that will be vital to winning skirmishes.
Try not to get hit by the second part of her swing (W) which is the long hitbox since it deals more damage and slows.
The only thing you can do against Sejuani ult is either try and dodge it with your hop (Q) or ult if you're gonna fight.
Viego
He can't do anything to you if you dodge is stun (W) with your hop (Q). When he has Ult (R), you want to be extra careful be a bit further away than usual.
Zed
Will add more about Zed when I get the chance to vs some.
Talon
Will add more about Talon when I get the chance to vs some.
Amumu
When fighting him make sure you have W active in the direction you are running towards so you can get the reduced Q cooldown and prepare for his Amumu's second Q.
Once he has ult, be sure to have teammates to help you unless you are 100% certain no one is around to follow up on his Crowd Control.
Gragas
Gragas will be required to use his dash (E) to dash towards you. Use Q to dodge and W to avoid Gragas' Q which slows and deals damage. His W will reduce damage dealt to him whilst also empowering his next attack. Try to activate your Third E when his damage resistance buffs are gone.
Gragas' R is a skill shot which knocks you away from the epicentre of the explosion and damages you. To avoid being pushed into his team, try to Q onto the other side of the ult to push yourself away. If you're low health jump then ult and let the blast push you away.
Karthus
Karthus' main damage are his Q skill shots. They have a shorter cooldown than your empowered cooldown on Q but you can kite around him to the best of your abilities.
His wall (E) will slow the target and reduce Magic Resistance so make sure to save your Q when he walls you.
If Karthus is in the middle of ulting (R), the only option is the R yourself from dying.
Skarner
Skarner's power comes from her movement speed from crystals, avoiding her when in the range of crystals will help you survive her Crowd Control (CC) lock.
Udyr
If he doesn't have flash, Udyr is a very easy matchup since you can hop (Q) and slow him (E) which will allow you to kite him with ease.
Zac
Zac has a fairly simple fight pattern. Watch out for his jump (E). In a 1v1 skirmish, that's all you need to watch out for. In a team fight, avoid his jump (E) and his jello-slappy-slappies (Q).
Lulu
Inspired by idleangelo. Easy to deal with. Simple early invade when available and she is behind for the rest of the game :)
Kayle
Ult on a person to deal AOE (Area of effect) dmg to everyone just after your ult ends.
Taric
Gives allies in your ult invulnerability after your ult ends.
Ekko
Can stun everyone inside of your ult
Amumu
Amumu ult will greatly impact the fight if used just before ult ends to allow allies to burst enemies down.
Alistar
Alistar can push a singular enemy outside of your ult
Sett
Sett can throw someone into a big crowd after the ult to deal large AOE (Area Of Effect) damage.
Neeko
Neeko can have an easy ult if the enemies are fighting inside of the ult
Galio
Galio ult can utilise the CC (Crowd Control) very well.
Ziggs
Ziggs can safely throw bombs and ult while keeping distance.
Poppy
Poppy limits mobility while enemies are in the ult.
Evelynn
Possible ult after your ult ends
Azir
Very situational against a dive comp, Azir can push back multiple people outside of your ult
Pyke
Coinflip DUO. Pyke MUST Ult (R) after Kindred Ults (R).
Lee Sin
Similar to Lee Sin countering Kindred, he can also kick an enemy outside of your ult.
Kennen
Can ult for CC and damage after and during your ult.
Synergies
IdealStrongOkLowNone
Kayle
Ult on a person to deal AOE (Area of effect) dmg to everyone just after your ult ends.
Taric
Gives allies in your ult invulnerability after your ult ends.
Ekko
Can stun everyone inside of your ult
Amumu
Amumu ult will greatly impact the fight if used just before ult ends to allow allies to burst enemies down.
Alistar
Alistar can push a singular enemy outside of your ult
Sett
Sett can throw someone into a big crowd after the ult to deal large AOE (Area Of Effect) damage.
Neeko
Neeko can have an easy ult if the enemies are fighting inside of the ult
Galio
Galio ult can utilise the CC (Crowd Control) very well.
Ziggs
Ziggs can safely throw bombs and ult while keeping distance.
Poppy
Poppy limits mobility while enemies are in the ult.
Evelynn
Possible ult after your ult ends
Azir
Very situational against a dive comp, Azir can push back multiple people outside of your ult
Pyke
Coinflip DUO. Pyke MUST Ult (R) after Kindred Ults (R).
Lee Sin
Similar to Lee Sin countering Kindred, he can also kick an enemy outside of your ult.
Kennen
Can ult for CC and damage after and during your ult.
Passive 1 - Lamb Kindred is able to mark a champion target out of combat to hunt. It will take 8 seconds to fully initiate the hunt. Scoring a takedown on a marked target will grant her 1 permanent Kindred Stack that will permanently empower her abilities. Upon the first time reaching 4 stacks that game, Kindred will receive a permanent 75 bonus range and every 3 successful hunts onwards will grant her 25 bonus range.
Each Mark of Kindred that she receives will add 5% bonus attack speed when you use Dance of Arrows (Q), an additional 1% current health damage on each bite of Wolf Frenzy (W), and an additional 0.5% of the target's missing health upon fully stacking Mounting Dread (E).
Passive 2 - Wolf
Starting at 3:15, Wolf will periodically mark a random large monster within the enemy team's jungle. Once the marked monster is defeated, a new one will appear in 45 seconds.
The type of monster that Wolf can mark changes based on Kindred's current Marks:
Active: Dashes in the direction of the cursor location, gaining 25% bonus attack speed(+5% Per Kindred Mark) for 4 seconds. After dashing, Lamb fires up to 3 arrows at nearby visible enemies dealing 60/85/110/135/160 (+75% bonus AD) physical damage upon arrival per arrow. Lamb's current attack target at any proximity will be prioritised by one of the arrows.
Dance of Arrows has a fixed cooldown of 8 seconds. When casting Wolf Frenzy (W) or using Dance of Arrows while inside of the area will reduce the Q ability's cooldown to 4 seconds at level 1. Each point level decreases the cooldown time by 0.5 seconds when inside of Wolf Frenzy.
Lamb is able to cast any of her abilities during Dance or Arrows. Dance of Arrows resets Lamb's basic attack timer.
Ability 2 - Wolf's Frenzy (W)
Passive: As Kindred moves and attacks, they build up to 100 stacks of Hunter's Vigor. At full stacks Lamb's next basic attack will heal her based on her missing health for a max of 49-100 health (Scaling with Kindred's current level).
Active: Wolf moves to the target location and claims the surrounding area as his territory for the next 8.5 seconds, separating from Lamb. Wolf will automatically attack enemies within the area prioritising Lamb's attack target. Wolf deals 25/30/35/40/45(+20% bonus AD) (+8% (+1% per Kindred Mark) of target's missing health) as magic damage.
Wolf's basic attacks deal magic damage and scale with 25% of Kindred's bonus attack speed. Wolf deals 50% increased damage and slows the target by 50% for 2 seconds against monsters.
Wolf Frenzy will end immediately if Lamb leaves the area or dies.
Ability 3 - Mounting Dread (E)
Active: Lamb fires a shot at the enemy that upon arrival marks them for 4 seconds and slows them by 50% for 1 second.
Lamb's basic attacks on the marked target will refresh the mark's duration and apply a stack. Upon reaching 2 stacks, her next basic attack against the target will consume the stacks to deal an additional 80/100/120/104/160(+80% bonus AD)(+8% (+0.5% per Kindred Mark) of targets missing health).
The additional damage will critically strike targets below 15% - 65% (Based on Critical Strike Chance) of their Maximum Health. The scaling of the critically striking pounce is 50% of Kindred's Critical Strike Chance. The base attack part of the pounce is independent of the wolf pounce. This means that the damage from the basic attack may critically strike on top of the critically striking pounce.
Ability 4 - Lamb's Respite
Active: Lamb creates a circle around herself for 4 seconds. All units inside the zone gan a minimum threshold of 10% of their max health and will become invulnerable for the remaining duration when they reach the threshold.
All targetable units within the zone are healed 150/300/400 (Scaling per Point of Level) immediately when the blessing ends.
Summoner Spells
Flash is the most importnat spell in the game! It is used to reposition, engage and disengage. This will be in most if not all of your games.
Ignite is an alternative to Flash if you are very confident in your early game. This spell will allow you to strengthen yourself in the early skirmishes and ganks.
Smite is a must have is 100% of your games (Unless you're playing lane Kindred). Do not forget to take smite in the jungle since this is the primary spell to get your jungle item and survivability when clearing your jungle.
Runes
Press the Attack
Press the Attack Helps you deal an additional 40 - 180 bonusAdaptive Damage and renders the target exposed for 6 seconds causing them to take 8% - 12% more damage. (Except True Damage)
Using this Rune will give yourself more burst in all stages of the game. The best way to fully utilise this rune is to auto first before you start your E Mounting Dread so that your fully stacked E Mounting Dread will deal that extra 8% damage.
Lethal Tempo
Increases attack speed for extended fights and increase attack range at max stacks.
Kha'Zix will most of the time attempt to assassinate you however, if he has ult up, he will just need to get you low inside of your own ult, go invisible then Q you after your ult has ended.
Yi has a similar scenario with Kha'Zix he can Q you or your teammate after your ult has ended after lowering you both in the ult. (Yi is a recommended ban in the low elo)
Lee Sin can kick you out of your own ult during team fights where your ult matters a lot and easily Q you after during skirmishes.
Jax's counterstrike (W) will completely disable your attack damage and his Jump (Q) will disable your kiting abilities. The best way to avoid those circumstances is to just E him as soon as possible. As he jumps to you with a stun, try to jump over a wall before he stuns you. When he ults (R), he will have increased armour and magic resistance.
He can get close to you and slow/burst you if going AD Shaco. Once he ults, if possible try to mark him or E him before he ults so that you can see who the real Shaco is once both are out of invulnerability.
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