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Recommended Items
Runes: Most Games
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health
Spells:
Exhaust
Flash
Items
Threats & Synergies
Caitlyn
Just an annoying ADC to face, you can't really ever engage on her unless she's CC'ed and she pokes you out of lane.
Taric
Insane synergy, slows and ulti. Best synergy. Find your duo taric player for optimal results.
Taric
Insane synergy, slows and ulti. Best synergy. Find your duo taric player for optimal results.
Champion Build Guide



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Heyo what's poppin' people, my name is Nuts, I'm a Master EUW ADC. Kindred is in the top 5 strongest ADCs in this current meta, but nobody knows about it, which is to our advantage.[/color].
Kindred is one of the best snowballing champs in the game, along with Draven and Rengar, it can adapt to the team's needs, scales really well in late aswell as being super strong early. Kindred is not particularly hard mechanically, 10-15 games of practice should be enough to understand your skillshots and combos, but it is harder to learn the positioning, trading, and general role in fights. Kindred AD's main role is to be an aggressive marksman with built-in survivability, and mobility, that melts both frontlines and backlines. Checkout the video if you'd like more depth and visuals. |

SUMMONERS AND ABILITIES ======================================================> Head down
ITEMS ======================================================================> Head down
RUNES ===================================================================> Head down
GAMEPLAY =============================================================> Head down

PASSIVE STACKS
As Kindred, you have two ways of getting stacks: Wolf hunts are granted when you kill (or have an assist on) an enemy monster camp, and Lamb hunts are granted when you kill (or have an assist on) a marked enemy champion.
On average, Jungle Kindred can hope for 3 stacks every 10 minutes. It's the same for AD kindred. Where Wolf hunts are easy to get for Jungle Kindred, for ADC kindred it's the Lamb stacks that will usually account for most marks. You have two opponents in your lane which you will frequently fight with. Marking the one which appears to be the weakest, or not have flash will allow you to keep up with those free bonuses in-lane. In addition, you can always roam for the crab in early once you pushed the wave, it's usually worth it to miss a couple minions and/ or dying to grab a stack. Overall, the passive is not at all a problem. Your powerspikes happen after 4 stacks, 7, 10, 13, etc. when your range is increased.



SUMMONERS
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ABILITIES
I won't just write what the abilities do because you can read, I'll put key elements you might have missed, some additional information about them and why and when I max them.
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Kindred's E, ![]() ![]() |
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Your ultimate ![]() I will usually only put one point in R. No healing or lifesteal occurs within your ult, so you get much more value from casting it at 15% health and then being hit to 10% rather than casting it at 2% to get your enemies low before casting it. You can get out of it slightly to lifesteal at your own risk, but casting early is often better. |



ITEM BREAKDOWN
Since adc items seem to change all the time, but the setup/ structure will always remain the same, I will break down what you usually want in items over the course of a game:
STARTING ITEM
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FIRST BACK
450 -> 800 = Cull (+ Boots)
800 -> 1300 = Dmg Component (Pickaxe, Serrated Dirk, BF Sword, Noonsquiver...)
1400+ -> Boots + Dmg Component
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PAIR OF NIKES (Finish before first item)
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FIRST ITEMS
In general, you want to build two crit items as your core. Crit has an exceptional synergy with your e and usually gives the best stats. Regardless, you need SOME Attack speed and SOME Attack Damage in your first two items. Both should not be AD or AS, as you need both of these stats to be online.
If you run a Damage item as a first item, you will be able to take better shorter trades. This is usually better in a favourable matchup where you can use wave management and vision control to burst down enemies.
If you run an Attack Speed item as a first item, you will be able to take longer shorter trades. This is usually better when you get punished for low attack speed and standing still to auto, you will be more mobile and better equipped to all-in with your support/ jungler (Better with engage).
FOR EXAMPLE:
I recommend









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3RD ITEM
Once you've got your core items lined up (2 items and boots) the game reaches the mid-game, where your goal will be more focused towards clearing waves fast to rotate and make plays around the map. The third item you build is supposed to be ADAPTIVE to the game in question.
Take a look at the enemy team, can you identify a main carry at this point of the game?
If it is a bruiser which heals, take anti-heal, build

If it is a bruiser which doesn't heal, take mobility, such as


If it is an assassin or the enemy ADC, ask yourself whether you need more damage to kill him and trade 1 for 1 with your ult, or if it's wiser to take resistances so you can at least survive their burst
If it is a mage, or you don't see any particular outstanding carry, continue with the recommended 3rd item (Right now



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FOLLOW-UP ITEMS
Once you have 3 damage items, I usually recommend going for a 4th defensive item. Something that gives you resistances or health and helps you take longer teamfights.
Whether it is





After building a defensive item, the options are really up to you for the 5th, whether you want a blunder protection with








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- Versus long-trade botlaners -
Such as:









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- Versus short-trade botlaners -
Such as:










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Win the game in champ select.
First thing you want to do in champ select is try and see if you can get to influence your team's picks around you. Kindred works well with junglers such as






- Kindred works best with -
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Last but not least, ![]() |
Outside of the botlane, Kindred's kit also synergizes super well with:
Kled
Galio
Darius
Azir
Fiddlesticks
Lillia
Mordekaiser
Nocturne
Syndra
Outside of the botlane, Kindred's gets ****ed by:
Mordekaiser
Kha'Zix
- Kindred has trouble against -
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Adapt your runes and prepare your build in champ select. This means looking at your team and the enemy team and making impactful choices. For example if they have a




Early game has to be your full-focus concentration point.
First thing you do when you arrive in-game: mark their ADC. Each time you get a successful hunt or you think the support is more vulnerable because he has no flash or is more squishy, mark him. Alternate your two targets in lane, if you get two successful hunts in a row, mark the jungler, until you reach mid-game and can go back to normal hunting. As botlane is a very active lane, you should be getting at least 2/3 marks in the first 10 minutes from the enemy botlane.
Kindred's level 1 is rather weak compared to most ADCs. His range is short and even with his Q and good AA resets, he often loses short trades taken early on. His level 3 however, beats any other ADC's level 3. That being said, you do have a range disadvantage and supports and waves exist so, it's really game dependent whether you want to engage into extended fights (3 autos in your case) or keep it safe. You can also harass the support if he comes too close of their ADC when he's going for a minion. It's important you get some experience in to know exactly how much damage you deal at every point of the game.
With the korean hardcore setup, you want to be really aggressive, engaging in a trade every 8 seconds once you've past your level 3, you'll be winning as long as you respect the 3-golden rules of ADC trading: MINIONS (your positioning and you target's in relation to minions) -JUNGLER (consider the enemy jungler's last position and if the enemies could be trying to bait you here) - COOLDOWNS (What are your cooldowns, your support's and your enemies'? How long should you trade for?). Once you begin thinking about these things in laning phase, you'll win a lot more lanes and games.
With the regular setup, you want to apply the same golden rule, take trades when the possibility shows: their positioning mistakes or wave opportunities. However, you don't want to force anything which could put you in danger. You're aiming for a more secure, controlled scaling through minions and pressure. Of course, like any ADC, you should react to your support or jungler's actions and act accordingly. You are a super strong champ which makes any lane you're in a kill lane. After all, kindred's real name is DEATH.
Your back timing is quite vague: Between 875 and 1300 gold. This can depend on a number of factors such as kills, minions and also depend on which setup you're going. For the aggressive setup, you'd ideally want a 1300 gold to buy


If you can grab the scuttle crab, with your jungler or just before backing, get it. The faster you get your 4 marks-powerspike, the faster you'll carry the game. Gromps and golems are a bit more risky but if you see a window to grab them when you're ahead, go for it too.
Your first powerspike happens after you complete your first item (


Every mark you get is worth dying for. This is an important concept and quite hard to grasp. But unless you've got a bounty, a huge wave or a drake coming up, taking down someone you marked is always worth it. Even more so if the enemy you've taken down had a bounty himself. Kindred is especially talented at trading 1 for 1 with his R to pick up those bounties on fed midlaners, for example. Stay reasonable of course with this rule, i'm not asking you to run it down, just take risks. It'll pay off. Laning phase ends when a tower is destroyed in a side-lane, the third drake is spawning or until you get your


Gather those marks, objectives and minion
Kindred's midgame is where he gets strong. Getting out of laning phase in an even gold with your opponent is a win for Kindred because of how much he scales.
It's like you're picking up the fruits of your hard labor in early-game. You are getting stronger every minute, even more so if you focus on marks, objectives and minions, in that order. You want to get successful chases by marking the right champs such as the jungler on an upcoming drake, or the support who keeps dying because of his trash engages or greedy wards. It's up to you to adapt to the game.
Concentrate on your macro: minions are super important. Never share a lane with your jungler, mid or top unless you're shoving before an objective. Always look at the map and make sure you're not overextended or wasting time.
Kindred's biggest powerspike is for his third item, the

If you're behind as Kindred ADC, you can either try and help the team to slowly get marks and build a gold advantage through kills, or you can focus on farm, put pressure on sidelanes and try and catch up to enemy's gold through superior macro. That's up to you and the state of the game and the enemies you're playing against.

Payday
As of late-game Kindred ADC, you should be the strongest champion in the game. There are two ways you can win the game. You can either try and poke, possibly bait for enemies to waste everything on you while you R and backup arrives and smashes opponents. You can also try and be a backline specialist, with great peel and engages on your team making you the actual damage dealer for the team.
You have an amazing amount of damage by late-game and it will only keep growing, so enemies will often make mistakes to try and take you down first or upon taking objectives. It's the most fun part of play but also the most stressful because of how much pressure is on you. Focus, keep your head straight and use everything you've ever learned in league to beat your opponents consistently. Goodluck my friend.
A last point for your macro which you can give to your team. Remember: Nashor is temporary, drakes are forever.
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