The information below will help you get familiar with the game on the Jungle Line KINDRED. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.
Long Sword
+12 Attack Damage
500
Bloodthirster
Grants bonus AD and Attack Speed
+50 Attack Damage
+25% Critical Rate
Bloody: +10% Physical Vamp.
Bloodsworn: Gain 11-25 AD and 10% Attack Speed when your Health is above 50%.
3300
Gluttonous Greaves
Attack Damage, Omnivamp
+35 Attack Damage
+45 Move Speed.
Conversion: +7% Omnivamp.
1400
Trinity Force
Well-Rounded
+250 Max Health
+30 Attack Damage
+30% Attack Speed
+25 Ability Haste
Fervor: +5% Move Speed.
Spellblade: Using an ability causes the next attack used within 10 seconds to deal bonus physical damage equal to 200% base AD(1.5s Cooldown). Damage is reduced vs structures.
Valor: Attacks grant 20 Move Speed and kills grant 60 Move Speed for 2 seconds. Bonuses do not stack. Ranged champions gain halved values.
3333
Trinity Force TIPS: Offers a variety of stats. Good if your champion uses their abilities often but also auto-attacks alot.
Gluttonous Greaves
Attack Damage, Omnivamp
+35 Attack Damage
+45 Move Speed.
Conversion: +7% Omnivamp.
1400
Berserker's Greaves
Attack Speed
+20 Attack Damage
+35% Attack Speed
+45 Move Speed.
1400
Stasis Enchant
Turn invulnerable
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)
1000
Stasis Enchant TIPS: Good against assassins and burst damage.
Quicksilver Enchant
Dispels crowd control
Quicksilver (Active): Removes all crowd control effects currently affecting you, and become immune to crowd control effects for 0.75 seconds.
Perseverance (Passive): After the Quicksilver effects ends, grant 30% Tenacity and 30% Slow Resist for 1.5 seconds. (60s Cooldown)
Cannot be used during knock up or knock back effects.
800
Bloodthirster
Grants bonus AD and Attack Speed
+50 Attack Damage
+25% Critical Rate
Bloody: +10% Physical Vamp.
Bloodsworn: Gain 11-25 AD and 10% Attack Speed when your Health is above 50%.
3300
Gluttonous Greaves
Attack Damage, Omnivamp
+35 Attack Damage
+45 Move Speed.
Conversion: +7% Omnivamp.
1400
Trinity Force
Well-Rounded
+250 Max Health
+30 Attack Damage
+30% Attack Speed
+25 Ability Haste
Fervor: +5% Move Speed.
Spellblade: Using an ability causes the next attack used within 10 seconds to deal bonus physical damage equal to 200% base AD(1.5s Cooldown). Damage is reduced vs structures.
Valor: Attacks grant 20 Move Speed and kills grant 60 Move Speed for 2 seconds. Bonuses do not stack. Ranged champions gain halved values.
3333
Trinity Force TIPS: Offers a variety of stats. Good if your champion uses their abilities often but also auto-attacks alot.
Magnetic Blaster
Attacks increase in range and deal bonus damage
+25% Critical Rate
+35% Attack Speed
Fervor: +5% Move Speed.
Energized: Moving and attacking will generate an Energized Attack.
Power Blitz: Energized Attacks generate 25% faster, gain 125 range (50 range for melee attacks), and deal 50-120 bonus magic damage. Damage bounces to 5 nearby enemies and can Critically Strike.
2900
Magnetic Blaster TIPS: This is fantastic on certain champions whenever you want to abuse this passive to deal more damage from afar in fights (Jhin, Jinx).
Wit's End
Basic Attack deals Bonus Damage
+45% Attack Speed
+45 Magic Resistance
At Wit's End: Basic attacks deal 15-65 bonus magic damage. While below 50% Health, dealing damage to an enemy champion heals you for (Melee 100%/Range 33%) of this effect's post-mitigation damage.
2700
Wit's End TIPS: A good item to build if you want to deal sustained damage and have some defensive stats against magic damage threats. Most commonly bought on champions that can benefit from it’s on-hit damage like Vayne, Irelia or Master Yi.
Infinity Edge
Increases Critical Strike Damage
+60 Attack Damage
+25% Critical Rate
Infinity: Critical Strikes deal 205% damage instead of 175%.
3200
Infinity Edge TIPS: Good on champions that crit alot. Pick this up for high damage crits.
Wit's End
Basic Attack deals Bonus Damage
+45% Attack Speed
+45 Magic Resistance
At Wit's End: Basic attacks deal 15-65 bonus magic damage. While below 50% Health, dealing damage to an enemy champion heals you for (Melee 100%/Range 33%) of this effect's post-mitigation damage.
2700
Wit's End TIPS: A good item to build if you want to deal sustained damage and have some defensive stats against magic damage threats. Most commonly bought on champions that can benefit from it’s on-hit damage like Vayne, Irelia or Master Yi.
Mortal Reminder
Armor Penetration (%) and reduced enemy healing
+30 Attack Damage
+25% Critical Rate
Last Whisper: +33% Armor Penetration.
Sepsis: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
3300
Mortal Reminder TIPS: Must have item versus champions with a lot of healing such as Soraka, Yuumi, Dr. Mundo or Vladimir.
Wit's End
Basic Attack deals Bonus Damage
+45% Attack Speed
+45 Magic Resistance
At Wit's End: Basic attacks deal 15-65 bonus magic damage. While below 50% Health, dealing damage to an enemy champion heals you for (Melee 100%/Range 33%) of this effect's post-mitigation damage.
2700
Wit's End TIPS: A good item to build if you want to deal sustained damage and have some defensive stats against magic damage threats. Most commonly bought on champions that can benefit from it’s on-hit damage like Vayne, Irelia or Master Yi.
Serpent's Fang
Anti-Shielding
+50 Attack Damage
+10 Ability Haste
Stab: +15 Armor Penetration.
Shield Reaver: Dealing damage to an enemy champion reduces any shields they gain for 3s. Melee champions apply (10% of bonus AD + 40)% shield reduction, capped at 60%; while ranged champions apply (10% of bonus AD + 25)% shield reduction, capped at 45%. When you damage an enemy who is unaffected by Shield Reaver, all shields on them are reduced by the same values.
2800
Serpent's Fang TIPS: If you're an assassin and the enemy has a lot of shields, pick this item up to make destroying their shields easier.
Infinity Edge
Increases Critical Strike Damage
+60 Attack Damage
+25% Critical Rate
Infinity: Critical Strikes deal 205% damage instead of 175%.
3200
Infinity Edge TIPS: Good on champions that crit alot. Pick this up for high damage crits.
Guardian Angel
Revives at death
+40 Attack Damage
+40 Armor
Resurrect: Upon taking lethal damage, restores 50% and Health и 30% Mana after 4 seconds of stasis. (210s Cooldown)
3400
Guardian Angel TIPS: Second chance in teamfights. Effective against high burst damage champions (Zed, Syndra, Zoe, etc.) and strong diving potential (Camille, Kha’Zix, Lee Sin, etc.).
Infinity Edge
Increases Critical Strike Damage
+60 Attack Damage
+25% Critical Rate
Infinity: Critical Strikes deal 205% damage instead of 175%.
3200
Infinity Edge TIPS: Good on champions that crit alot. Pick this up for high damage crits.
Edge of Night
Blocks an enemy ability
+250 Max Health
+50 Attack Damage
Gouge: +8 Armor Penetration.
Annul: Grants a spell shield that blocks the next hostile ability. This spell shield refreshes upon leaving combat with enemy champions. (35 second cooldown)
3150
Edge of Night TIPS: Defensive and offensive item, great for champions that need to engage and protect themselves from crowd control. It's most effective against champions with crucial abilities that can be blocked by its active shield, such as Ashe, Lux, Morgana.
Flash
Teleport a short distance forward or towards the aimed direction.
Cooldown: 150s
Smite
Deal 600 true damage to monsters, epic monsters or enemy minions, and restore 127 Health (70 + 10%) when smite a monster. Smite can be upgraded to Chilling Smite after being used 3 times.
Jungle Expertise:
+20% bonus gold and 20% bonus XP from jungle monsters, but temporarily earn 60% less gold and XP from minions.
+15% bonus basic attack damage and +30% bonus ability damage to jungle monsters.
Restore 40 Health over 5 seconds when dealing damage to jungle monsters.
Restore 4 Mana every second while in the jungle or river.
Gains one charge every 45 seconds, up to a max of 2.
Cooldown: 10s
Сhilling Smite
Deal 800 true damage to a large or epic monster or minion. Smiting monsters restore 152 Health (70 + 10%).
Against champions: Deal 70 true damage (38 to 184) ato enemy Champions and steals 25% of their Movement Speed for 2 seconds.
Cooldown: 10s
Empowerment
Burst, Damage Amplification
Hitting an enemy champion with 3 consecutive attacks deals bonus adaptive damage and makes them Vulnerable, increasing all damage they take by 8% for 6 second(s). Once Vulnerable, your attacks to the target deal bonus true damage.
When Vulnerability ends, the target goes into Vulnerability cooldown for 4 second(s).
Adaptive Damage: 40-180 ()
True Damage: 8-24 ()
Brutal
On-hit Damage
Basic attacks deal 7-21 bonus adaptive damage on-hit against champions.
Giant Slayer
Takedown high health champions
Deal bonus damage based on the enemy champion’s bonus health, up to 16% bonus damage when the enemy champion has 1600 bonus health.
Legend: Alacrity
Bonus Attack Speed
Gains 3% Attack Speed. Takedown monsters, enemy champions, or minions to gain up to an additional 20% Attack Speed.
Sudden Impact
Bonus Damage
For 4 seconds after exiting stealth or using a dash, leap, blink, or teleport, damaging an enemy champion additionally deals 10-80 true damage.
Cooldown: 10s
(Q) DANCE OF ARROWS
9s 35
Rolls in a target direction and fires an arrow up to 3 enemies, dealing 50 physical damage (50/75/100/125 + 70% bonus ) and gaining 20% Attack Speed (+3% of Mark of the Kindred stack count) for 4 seconds.
While in Wolf's Frenzy, this ability's cooldown is reduced to 4 seconds.
(W) WOLF'S FRENZY
17/16/15/14s 40
Passive: Gains Hunter's Vigor stacks when moving or attacking. After gaining 100 stacks, Kindred's next attack restores 25 Health () Health restored is based on missing Health and level.
Active: Claims an area as territory and directs Wolf to maul the last target that Lamb attacked.
Wolf's mauling deals 25 magic damage (25/30/35/40 + 20% of bonus + 20% ) plus (1.5 + 1% of Mark of the Kindred stack count)% of the target's current Health.
Wolf deals 100% damage to marked monsters and other surrounding monsters, slowing them by 50% for 2 seconds.
Health restored is the greatest when below 30% Health.
Deals up to 300 damage to monsters.
(E) MOUNTING DREAD
13/12/11/10s 50
Slows and enemy by 50% (50 + 5% ) for 1 seconds.
Kindred's third attack within 4 seconds of attacking an enemy directs Wolf to pounce on the target, dealing physical damage equal to (80/105/130/155 + 70% bonus ) plus (8 + 0.5% of Mark of the Kindred stack count)% of the target's missing Health.
Wolf's attack deals bonus physical damage equal to (80/105/130/155 + 70% bonus ) plus (12 + 0.75% of Mark of the Kindred stack count)% of the target's missing Health to enemies below 25% Health (25% + 40% ).
Deals up to 300 damage against monsters.
(R) LAMB'S RESPITE
105/90/75s 100
Lamb blesses the ground under herself for 3 seconds, creating a zone where all units within cannot be killed. When units inside the zone fall to 10% Health or below, they become invulnerable to damage for as long as they stay inside the zone, during which they cannot be healed.
When the blessing ends, restores 150/200/250 Health to units within the zone and heals for 50 Health.
This ability does not take effect against structures.
We have prepared lists of champions that can really annoy you during a match with the game on the Jungle KINDRED. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!
We have prepared a list of items and spells that will help counter Jungle KINDRED in a given situation. Buy items wisely, only if it is really necessary for a specific situation!
Plated Steelcaps
Reduces Physical Damage
+150 Max Health
+100% Health Regen
+35 Armor
+45 Move Speed.
Block: Reduces physical damage taken by 7-10% ().
1350
Guardian Angel
Revives at death
+40 Attack Damage
+40 Armor
Resurrect: Upon taking lethal damage, restores 50% and Health и 30% Mana after 4 seconds of stasis. (210s Cooldown)
3400
Guardian Angel TIPS: Second chance in teamfights. Effective against high burst damage champions (Zed, Syndra, Zoe, etc.) and strong diving potential (Camille, Kha’Zix, Lee Sin, etc.).
Randuin's Omen
Attack to heal from enemy Critical Strikes
+400 Max Health
+75 Armor
Countercurrent: When you are Critically Struck or take physical damage, gain 1 stack of Countercurrent. Each stack of Countercurrent grants 5% Critical Strike damage reduction. Stacks up to 4 times. Upon reaching full stacks, grants 20% bonus Movement Speed and slow resist equal to 20% plus 0.5% of bonus Health.
2800
Randuin's Omen TIPS: Pick the item if enemy team has a lot of physical damage, you need increased armor and you want to get an additional bonus to movement speed and resistance to slowdowns.. Effective against champions who deal consistent crit based damage like Jinx, Yasuo or Tryndamere.
Thornmail
Reflects damage and reduces enemy healing
+200 Max Health
+75 Armor
Thorns: When struck by an enemy champion's attack, deal 20 + 6% bonus Armor + 2% bonus Health magic damage to the attacker and inflict 50% Grievous Wounds for 3 second(s).
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2700
Thornmail TIPS: Consider in the following situations: 1) when facing multiple auto-attack reliant champions on the enemy team, such as Tryndamere, Yasuo, and Jinx; 2) reduce the effectiveness of healing when playing against Soraka, Vladimir or Samira; 3) soak up damage.
Dead Man's Plate
Increases Movement Speed
+250 Max Health
+50 Armor
Relentless: +5% Move Speed.
Momentum: Moving builds Momentum, granting up to 40 Move Speed at 100 stacks. Attacking removes all Momentum. Stacks decay when movement is impaired.
Crushing Blow: Attacks deal up to 100 bonus magic damage based on Momentum removed. Melee attacks with max Momentum slows by 50% for 1 second.
2800
Dead Man's Plate TIPS: Great for tanks and bruisers who need extra movement speed and durability. Also provides excellent burst especially in combination with spellblade items (e.g. Divine Sunderer).
Frozen Heart
Reduces all nearby enemies Attack Speed
+80 Armor
+200 Max Mana
+25 Ability Haste
Winter's Caress: Basic attacks and magic damage caused by you or inflicted upon you and nearby allies, will apply stacks of Chill to the enemy champion for 3 seconds. Each stack of Chill slows enemy attack speed by 9%, up to a maximum of 4 stacks or 36% attack speed reduction. Each individual ability has a 3 seconds cooldown on applying Chill stacks.
2700
Frozen Heart TIPS: Recommended whenever you need to increase mana usage; reduce enemy attack speed. It's effective against AD champions who rely on basic attacks (Jinx, Tristana, Vayne) or use their abilities frequently (Yasuo, Riven, Zed).
Warden's Mail
Reduces enemy's Attack Speed
+35 Armor
Cold Steel: Reduce the Attack Speed of enemies by 15% for 1.5 seconds when struck by an attack.
1050
Frozen Heart
Reduces all nearby enemies Attack Speed
+80 Armor
+200 Max Mana
+25 Ability Haste
Winter's Caress: Basic attacks and magic damage caused by you or inflicted upon you and nearby allies, will apply stacks of Chill to the enemy champion for 3 seconds. Each stack of Chill slows enemy attack speed by 9%, up to a maximum of 4 stacks or 36% attack speed reduction. Each individual ability has a 3 seconds cooldown on applying Chill stacks.
2700
Frozen Heart TIPS: Recommended whenever you need to increase mana usage; reduce enemy attack speed. It's effective against AD champions who rely on basic attacks (Jinx, Tristana, Vayne) or use their abilities frequently (Yasuo, Riven, Zed).
Ignite
Ignites target enemy champion, dealing 72 true damage (72–380 ) over 5 and applying 60% Grievous Wounds for the duration.
Grievous Wound reduces the effectiveness of Healing and Regeneration effects.
Cooldown: 100s
Executioner's Calling
Physical Damage reduces enemy healing
+15 Attack Damage
Rend: Physical Damage inflicts 40% Grievous Wounds to enemy champions for 3 seconds. Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
800
Oblivion Orb
Magic damage reduces enemy healing
+30 Ability Power
Cursed: Magic damage inflicts 40% Grievous Wounds to enemy champions for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
800
Bramble Vest
Reflects damage and reduces enemy healing
+30 Armor
Thorns: When struck by an attack, deal 4 magic damage + 6% bonus armor to the attacker and inflict 40% Grievous Wounds for 3 seconds if they are a champion.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
1000
Mortal Reminder
Armor Penetration (%) and reduced enemy healing
+30 Attack Damage
+25% Critical Rate
Last Whisper: +33% Armor Penetration.
Sepsis: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
3300
Mortal Reminder TIPS: Must have item versus champions with a lot of healing such as Soraka, Yuumi, Dr. Mundo or Vladimir.
Chempunk Chainsword
Reduces enemy healing
+250 Max Health
+45 Attack Damage
+15 Ability Haste
Punishment: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2800
Chempunk Chainsword TIPS: Strong item to build when facing enemy champions with high sustain like Mundo, Soraka and Yuumi who have significant healing abilities. It can also be useful against champions who rely on lifesteal like Aatrox, Darius, and Fiora.
Morellonomicon
Magic damage reduces enemy healing
+150 Max Health
+70 Ability Power
+7% Magic Penetration
+20 Ability Haste
Affliction: Dealing magic damage to enemy champions inflicts 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2500
Morellonomicon TIPS: Mage’s grievous wounds option for tackling enemy comps with heavy healing & sustain. Perfect against champions like Soraka, Dr. Mundo & Vladimir.
Thornmail
Reflects damage and reduces enemy healing
+200 Max Health
+75 Armor
Thorns: When struck by an enemy champion's attack, deal 20 + 6% bonus Armor + 2% bonus Health magic damage to the attacker and inflict 50% Grievous Wounds for 3 second(s).
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2700
Thornmail TIPS: Consider in the following situations: 1) when facing multiple auto-attack reliant champions on the enemy team, such as Tryndamere, Yasuo, and Jinx; 2) reduce the effectiveness of healing when playing against Soraka, Vladimir or Samira; 3) soak up damage.
Stasis Enchant
Turn invulnerable
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)
1000
Stasis Enchant TIPS: Good against assassins and burst damage.
Jungle Pathing represents the choices Junglers make in regards to when and where to gank. These choices include how they involve farming camps and buffs between their ganks, anticipating counterganks, and looking for opportunities to invade. It involves understanding the different abilities the champions in the game have and how they interact, as well as the overall interactions between the two team compositions.
Gromp
Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).
REWARDS
Earn XP and gold upon defeating them.
Blue Sentinel
Large Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 150 second(s).
The Blue Sentinel, sometimes called the blue buff, is a common starting monster for junglers thanks to its powerful Crest of Insight buff.
REWARDS
Upon dealing the killing blow to the Blue Sentinel, the player will receive the Crest of Insight Buff effect that lasts 90 seconds. Recover an amount of Mana or Energy every second.
Get 15 Ability Haste.
When a player who possesses the Crest of Insight buff is defeated by an enemy champion, the buff is transferred to the champion who defeated that player.
Greater Murk Wolf
Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).
Wolves tend to be easier and safer to bees at than other monsters. They are commonly s ight by junglers when passing by or while the higher priority monsters are respawning.
REWARDS
Earn XP and gold upon defeating them.
Crimson Raptor
Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).
Crimson raptors deal surprising damage t but the small ones can be quickly dispatched. Junglers commonly seek them out while pre| to gank the middle lane or while waiting for hi; priority monsters to spawn.
REWARDS
Earn XP and gold upon defeating them.
Red Brambleback
Large Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 150 second(s).
After completing the final strike to the Red Brambleback, you can obtain the Crest of Cinders buff effect; when the player with this buff is defeated, the buff effect will be transferred to the enemy champion who defeated them.
REWARDS
Upon dealing the killing blow to the Red Brambleback, the player will receive the Crest of Cinders Buff that lasts 90 seconds.
For Melee Champions, basic attacks burn targets on hit, reducing their movement speed by 20% for 3 seconds, and dealing True Damage every second. For non-Champion units, this only deals 50% of the burn damage.
For Ranged Champions, basic attacks burn targets on hit, reducing their Movement Speed by 6% for 3 seconds, and dealing True Damage every second. For non-Champion units, this only deals 50% of the burn damage.
When a player who possesses the Crest of Cinders buff is defeated by an enemy champion, the bufs is transferred to the champion who defeated player.
Ancient Krug
Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).
Ancient Krugs split into two upon defeat until they are so small they can split no more. Junglers oftem fight these monsters for extra gold and XP while waiting for gank opportunities or higher priority monster spawns.
REWARDS
Earn XP and gold upon defeating them.
Rift Scuttler
Large Monster
ABOUT
Spawn time: 85 second(s) into game.
Respawn interval: 120 second(s).
REWARDS
The Rift Scuttler grants XP and gold on takedown. A Speed Shrine also spawns at a fixed location on the same side of the river which provides the following buffs to your team:
Grants vision of the area.
Vision radius: 4.5m. Enemy champions who pass through this area will be maked and revealed.
Allied champions who pass through the area receive a 40% out-of-co Movement Speed boost for 2 second(s).
The Pro Kindred Jungle Path is a six camp route with a Red Buff start which does benefit from allied help. At level one, start with (W) WOLF'S FRENZY and unlock (Q) DANCE OF ARROWS upon leveling up after the Red Brambleback kill. Krugs are next on the kill list, and when those are dead go ahead and kill the Raptors. These grant you level three, unlocking (E) MOUNTING DREAD. Now move to clear the Murk Wolves, Blue Sentinel and Gromp — in this particular order. Though, Gromp can be done prior to the Blue Sentinel if the player prefers a faster Gromp spawn for the second clear. Now that you're level four, upgrade (Q) DANCE OF ARROWS and grab the Rift Scuttler or gank one of the nearby lanes. This Kindred Jungle Clear is really straightforward and even beginners can do it, the main challenge when it comes to Kindred is that they're rather squishy and weak in some early game matchups.
The information below will help you get familiar with the game on the Jungle (Crit) Line KINDRED. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
We have prepared lists of champions that can really annoy you during a match with the game on the Jungle (Crit) KINDRED. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
We have prepared a list of items and spells that will help counter Jungle (Crit) KINDRED in a given situation. Buy items wisely, only if it is really necessary for a specific situation!
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
Marks targets with Mark of the Kindred for hunting. Deals additional 30% damage to small monsters, Red Bramblebacks, and Blue Sentinels that are marked. There are different ways to mark a target:
1. Auto-refresh: Every 30 seconds, the Mark on a monster expires and a new one is automatically applied. Marks on monsters are highlighted on the minimap.
2. Active: Tap the Mark button above your spells to mark an enemy champion.
Scoring a takedown against a hunted target grants a Mark of the Kindred stack that empowers Kindred. The first 3 stacks gained grant 75 attack range, and every 3 stacks gained subsequently grant 25 attack range.
Mark of the Kindred also empowers abilities and grants them the following effects:
Dance of Arrows: Gain 0% bonus Attack Speed (5% of Mark of the Kindred stack count).
Wolf's Frenzy: Deal bonus damage equal to 0% of current Health (1% of Mark of the Kindred stack count).
Mounting Dread: Deal bonus damage equal to 0% of missing Health (1% of Mark of the Kindred stack count).
9s 35
Rolls in a target direction and fires an arrow up to 3 enemies, dealing 50 physical damage (50/75/100/125 + 70% bonus ) and gaining 20% Attack Speed (+3% of Mark of the Kindred stack count) for 4 seconds.
While in Wolf's Frenzy, this ability's cooldown is reduced to 4 seconds.
17/16/15/14s 40
Passive: Gains Hunter's Vigor stacks when moving or attacking. After gaining 100 stacks, Kindred's next attack restores 25 Health () Health restored is based on missing Health and level.
Active: Claims an area as territory and directs Wolf to maul the last target that Lamb attacked.
Wolf's mauling deals 25 magic damage (25/30/35/40 + 20% of bonus + 20% ) plus (1.5 + 1% of Mark of the Kindred stack count)% of the target's current Health.
Wolf deals 100% damage to marked monsters and other surrounding monsters, slowing them by 50% for 2 seconds.
Health restored is the greatest when below 30% Health.
Deals up to 300 damage to monsters.
13/12/11/10s 50
Slows and enemy by 50% (50 + 5% ) for 1 seconds.
Kindred's third attack within 4 seconds of attacking an enemy directs Wolf to pounce on the target, dealing physical damage equal to (80/105/130/155 + 70% bonus ) plus (8 + 0.5% of Mark of the Kindred stack count)% of the target's missing Health.
Wolf's attack deals bonus physical damage equal to (80/105/130/155 + 70% bonus ) plus (12 + 0.75% of Mark of the Kindred stack count)% of the target's missing Health to enemies below 25% Health (25% + 40% ).
Deals up to 300 damage against monsters.
105/90/75s 100
Lamb blesses the ground under herself for 3 seconds, creating a zone where all units within cannot be killed. When units inside the zone fall to 10% Health or below, they become invulnerable to damage for as long as they stay inside the zone, during which they cannot be healed.
When the blessing ends, restores 150/200/250 Health to units within the zone and heals for 50 Health.
This ability does not take effect against structures.
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
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.