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Kindred

Kindred

Mark of the Kindred P

Mark of the Kindred

Innate: Both Lamb and Wolf mark targets to hunt. Scoring a takedown against a hunted target collects a stack of Mark of the Kindred. Mark of the Kindred: Lamb gains 75 : 250 (based on marks) bonus range on her basic attacks and Mounting Dread.
Innate - Lamb: Lamb is offered a selection of enemy champions to hunt if she has not been in combat with them in the last 6 seconds. Once selected, the mark is applied after an 8-second delay and thereafter it can be collected by Kindred. Lamb gains the ability to select a new target every 75 seconds. Targets successfully hunted cannot be marked again for 4 minutes.
Innate - Wolf: Starting at 3:15, Wolf periodically marks a random large monster within the enemy team's jungle for 180 seconds. The hunted camp is highlighted on the mini map to both teams. Once the hunted target is slain or the mark expires, Wolf will wait 45 seconds before selecting a new target. The type of monster that Wolf can mark changes based on Kindred's current Mark of the Kindred stacks:
0 : Rift Scuttler
1 : 3: Rift Scuttler, Crimson Raptor, Gromp
4 : 7: Ancient Krug, Blue Sentinel, Greater Murk Wolf, or Red Brambleback
8 + : Rift Herald or Baron Nashor, Dragon or Elder Dragon
Dance of Arrows Q

Dance of Arrows

Cooldown: 9

Cost: 35 Mana

Range: 340

Kindred tumbles and shoots up to three arrows at nearby targets.

Physical Damage: 40 / 65 / 90 / 115 / 140 (+ 75% bonus AD)

Static Cooldown: 4 / 4 / 3 / 3 / 2 seconds

Wolf's Frenzy W

Wolf's Frenzy

Cooldown: 18/17/16/15/14

Cost: 40 Mana

Range: 560

Wolf enrages and attacks enemies around him. Lamb passively gains stacks by moving and attacking. When fully charged, Lamb's next attack restores health.

Magic Damage: 25 / 30 / 35 / 40 / 45 (+ 20% bonus AD) (+ 20% AP) (+ 2% (+ 1% per mark) of target's current health)

Monster Damage: 38 / 45 / 53 / 60 / 68 (+ 30% bonus AD) (+ 30% AP) (+ 2% (+ 1.5% per mark) of target's current health)

Mounting Dread E

Mounting Dread

Cooldown: 14/12.5/11/9.5/8

Range: 500

Lamb fires a carefully placed shot, slowing the target. If Lamb attacks the target two more times, her third attack instead directs Wolf to pounce on the enemy, savaging them for massive damage.

Additional Physical Damage: 80 / 110 / 140 / 170 / 200 (+ 100% bonus AD) (+ 5% (+ 0.5% per Mark) of target's missing health)

Enhanced damage below threshold: 80 / 110 / 140 / 170 / 200 (+ 100% bonus AD) (+ 8% (+ 2%) (+ 0.75% (+ 0.2%) per Mark) of target's missing health)

Lamb's Respite R

Lamb's Respite

Cooldown: 160/140/120

Cost: 100 Mana

Range: 500

Lamb grants all living things inside a zone a respite from death. Until the effect ends, nothing can die. At the end, units are healed.

Heal: 225 / 300 / 375

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Playing the matchup

Playing as Kindred

  • Moving around between attacks while jungling will help you avoid damage and also generate more heals from Wolf's Frenzy.
  • Pick which Hunts you want to pursue carefully; getting many of them is the key to success as the game goes on.
  • Don't go in first to a large team fight. Wait for your teammates to initiate.

Playing against Kindred

  • Kindred is fragile - turn the pressure up on her, and she will be forced to play cautiously.
  • Clear the Hunts Wolf activates on jungle camps to slow down Kindred's damage output.
  • When Kindred uses Lamb's Respite get inside, it stops all champions from dying.

Lore

Separate, but never parted, Kindred represents the twin essences of death. Lamb's bow offers a swift release from the mortal realm for those who accept their fate. Wolf hunts down those who run from their end, delivering violent finality within his crushing jaws. Though interpretations of Kindred's nature vary across Runeterra, every mortal must choose the true face of their death.