Kindred: The Eternal Hunters

Kindred is a champion in League of Legends played in the Jungle, classified as a Marksman. The Eternal Hunters use Mana (300–988.28 at max level) and deal Physical adaptive damage. Released October 14, 2015, last changed V26.01, patch V26.03. Kindred is a genuinely unique concept: a ranged ADC who farms the jungle instead of bot lane. While other marksmen rely on support protection and lane farm, Kindred hunts marks across the map, building infinite range scaling that eventually surpasses every ADC in the game. The mark system creates a fascinating strategic mini-game: Lamb’s champion marks telegraph your gank targets (enemies see who’s marked), while Wolf’s jungle marks force you to invade the enemy jungle for stacks. This means Kindred inherently takes risks that other junglers avoid – but each successful mark collection compounds into permanent power. At 7+ marks (625+ range), Kindred outranges Caitlyn. At 10+ marks, Kindred auto-attacks from distances that feel absurd. Combined with Lamb’s Respite – arguably the most game-changing ultimate in League (a zone where nobody can die) – Kindred offers a skill-intensive, high-risk, high-reward playstyle unlike anything else in the game.

📊 Base Statistics

StatisticBase ValueMax Value (lvl 20)
HP5952640.16
Mana (MP)300988.28
Attack Damage (AD)65128.91
Armor (AR)29121.43
Magic Resist (MR)3055.56
Movement Speed (MS)325325 (fixed)
Attack Range500 (Ranged)500 + 75–250 (based on marks)
Base Attack Speed0.6250.625 + 0–68.83% bonus

💡 Unique Mechanic: Kindred’s Mark of the Kindred is the single most important system in their kit. Lamb marks enemy champions (8s delay, 75s between marks, 4-minute immunity after being hunted). Wolf marks enemy jungle camps starting at 3:15, visible on minimap to both teams. Killing marked targets grants permanent stacks that scale: 4 marks = +75 attack range (500→575), then +25 range every 3 marks (7 = 600, 10 = 625, 13 = 650…). Stacks also amplify: Q bonus AS +5% per mark (35% base → 70% at 7 marks), W on-hit damage +15 per mark + 1% current HP per mark, E %missing HP +0.5% per mark. The range scaling is game-changing: at 4 marks (575 range), Kindred outranges Jinx base. At 7 marks (600), outranges Ashe. At 10+ marks, only Caitlyn (650) comes close. Every 3 marks beyond 4 adds another 25 range – there is no cap. The strategic tension: champion marks telegraph your ganks (enemies see who’s marked), and jungle marks reveal where you’re going to invade. Smart enemies use this information against you. The counterplay is real, but the reward for successful mark collection is permanent power that eventually outscales everything.

🎯 Mark of the Kindred – Stack Scaling

MarksRangeQ Bonus ASW ExtraE ExtraWolf Targets
050035%+0+0%Scuttler
457555%+60 +4%+2%Scuttle/Raptor/Gromp
760070%+105 +7%+3.5%Buffs/Krugs/Wolves
1062585%+150 +10%+5%Herald/Baron/Dragon
13+650+100%++195+ +13%++6.5%+Epic monsters

🐺 Passive: Mark of the Kindred

INNATE – LAMB: Marks enemy champions to hunt (8s delay, 75s between marks). Successfully hunted targets can’t be marked again for 4 minutes.

INNATE – WOLF: Starting at 3:15, periodically marks random large monsters in enemy jungle (180s duration, visible to both teams). After marked target dies/expires, Wolf waits 45 seconds before new mark.

MARK SCALING: Gains 75 bonus range at 4 stacks, +25 per 3 stacks after. Q: +5% AS per mark. W: +15 damage +1% current HP per mark. E: +0.5% missing HP per mark.

➡️ Key Mechanic: Wolf mark targets change based on stack count: 0 marks = Scuttler only, 1–3 = Scuttler/Raptor/Gromp, 4–7 = Buffs/Krugs/Wolves, 8+ = Herald/Baron/Dragons. This progression naturally forces you deeper into the enemy jungle as you stack. Early marks are safe (scuttler in river), mid marks require invading (enemy buffs/camps), late marks require epic monster objectives. The risk-reward escalates with each tier. Critical: both teams see Wolf marks on minimap. The enemy jungler knows you’re coming for their Gromp. Use this to your advantage: if you mark Gromp, the enemy expects you there – bring your mid laner for a collapse instead of going alone.

🏹 Q: Dance of Arrows

Cost: 35 Mana | CD: 9s | Cast: None | Range: 300 | Radius: 500 (+100% bonus attack range)

ACTIVE: Lamb dashes toward target location, gaining 35% (+5% per mark) bonus AS for 4 seconds and firing arrows at up to 3 nearby visible enemies dealing physical damage. Resets auto-attack timer. Can cast abilities during dash.

ParameterValue
Physical Damage (per arrow)40/65/90/115/140 (+75% bAD)
Bonus Attack Speed35% (+5% per mark) for 4 seconds
CD inside Wolf’s Frenzy4/3.5/3/2.5/2 seconds (static, reduced by W)

💡 Pro Tip: Dance of Arrows becomes Kindred’s primary ability when combined with Wolf’s Frenzy. Base CD is 9 seconds, but inside W’s zone it drops to 2–4 seconds. This means: W first, THEN Q. Never Q before W. Inside the Frenzy zone, you’re dashing every 2 seconds while firing 3 arrows and gaining 35–100%+ bonus AS. At 7 marks with 70% bonus AS, Q gives you near-permanent attack speed steroid. Q also resets your auto-attack timer – auto → Q (instant) → auto is a rapid-fire damage burst. The dash jumps small walls in the jungle, letting you kite camps and enemies through terrain. At max rank inside W, Q on a 2-second CD with 140 (+75% bAD) damage per cast + 3 arrows hitting = 420 (+225% bAD) AoE damage every 2 seconds plus the AS steroid for auto-attacks between casts.

🐺 W: Wolf’s Frenzy

Cost: 40 Mana | CD: 18/17/16/15/14s | Cast: None | Range: 500 | Radius: 800

PASSIVE – Hunter’s Vigor: Generates stacks from movement (1 per 27 units) and auto-attacks (5 per hit), max 100. At 100 stacks, next auto heals for 47–85 (by level) based on 0–100% of Kindred’s missing HP.

ACTIVE: Wolf dashes to target area for 8.5 seconds, attacking the closest visible enemy. Wolf deals magic damage scaling with 25% of Kindred’s bonus AS. Against monsters: 150% damage + 50% slow. Wolf’s Frenzy reduces Dance of Arrows CD to 4/3.5/3/2.5/2s while Lamb is inside.

ParameterValue
Wolf’s Magic Damage25/30/35/40/45 (+20% bAD)(+20% AP)(+1.5% +1% per mark) current HP
Hunter’s Vigor Heal47–85 (by level), 0–100% based on missing HP
Q CD Reduction (in zone)4/3.5/3/2.5/2 seconds (static)

➡️ Key Mechanic: Wolf’s Frenzy is the engine that powers Kindred’s entire combat pattern. Without W active, Q has a 9s CD and you’re a slow, short-range ADC. With W active, Q drops to 2s CD and you become a dashing, AS-boosted DPS machine. Always cast W BEFORE Q in fights. The current HP% damage on Wolf’s attacks (+1% per mark) makes Kindred a surprisingly effective tank shredder at high stacks. At 10 marks, Wolf deals 10% current HP per hit on top of base damage – against a 4000 HP tank, that’s 400 magic damage per Wolf attack. The Hunter’s Vigor heal is often overlooked but provides significant sustain during jungle clears: at low HP, each 100-stack auto heals up to 85 HP. Between camps, you naturally build stacks from walking, and entering the next camp with a heal auto ready keeps you healthy.

🔮 E: Mounting Dread

Cost: 50 Mana | CD: 14/12.5/11/9.5/8s | Cast: 0.25s | Range: 500–750 (based on marks)

ACTIVE: Fires a shot that slows 30% (+5% per 100 AP) for 1 second and marks the target for 4 seconds. Autos against the marked target apply stacks (up to 3). The third stack directs Wolf to pounce, dealing additional physical damage based on % missing HP, increased by 0–15% based on crit chance.

ParameterValue
Additional Physical Damage80/110/140/170/200 (+100% bAD)(+5% +0.5% per mark) of target missing HP
Crit Scaling+0–15% missing HP (based on crit chance)
Slow30% (+5% per 100 AP) for 1 second
Monster Damage Cap200 (missing HP portion)

💡 Pro Tip: Mounting Dread is Kindred’s execute ability. The %missing HP scaling means it deals dramatically more damage to low-HP targets. At max rank with 300 bAD, 100% crit, and 7 marks: 200 + 300 base + (5% + 3.5% + 15%) = 23.5% of target’s missing HP. Against a target at 30% HP (1500 missing from 2000 max): 500 base + 352 missing HP bonus = 852 damage from E proc alone. Critical tech: E + Smite timing on objectives. E’s third stack + Smite can deal 1500–2000 combined damage to Dragon/Baron, making it extremely difficult for enemies to outsmite Kindred. The slow on initial E cast guarantees you can land the 3 autos needed to proc the Wolf pounce.

🌟 R: Lamb’s Respite (Ultimate)

Cost: 100 Mana | CD: 160/140/120s | Cast: None (0.264s animation) | Radius: 535

ACTIVE: Creates a sacred zone at Lamb’s location for 4 seconds. ALL units inside gain a minimum HP threshold equal to 10% of their max HP and become invulnerable at that threshold (cannot be healed, can still regenerate). When the zone ends, all targetable units inside are healed.

ParameterValue
Duration4 seconds
HP Threshold10% of maximum health (cannot drop below this)
Heal (zone end)225/300/375 to ALL units inside
AffectsALL units: allies, enemies, monsters. No unit can die inside.

➡️ Key Mechanic: Lamb’s Respite is the most strategically complex ultimate in League of Legends because it affects EVERYONE – allies AND enemies. No unit can die inside the zone. This means enemies at 10% HP inside your R are also invulnerable. The 375 heal at zone end heals enemies too. This creates incredibly nuanced decision-making: if you R during a teamfight, the enemy carries also can’t die. The key is timing and positioning. Optimal R usage: cast R when YOU or a key ally is about to die, then immediately move away from the zone the moment the 4 seconds are about to end. You receive the heal, then exit the zone while the enemy is at 10% HP. They receive the heal too, but you have 375 HP advantage since you were already full-healthed from the threshold. Or better: R defensively, wait for the zone to expire, then Q-dash out and immediately burst the enemy who is now at 10% HP + 375 heal = ~25% HP. Dragon/Baron: R prevents the monster from dying too, buying time for your team to arrive. Enemies cannot Smite-kill objectives inside R.

🎯 Strategies and Gameplay Tips

Early Game (Levels 1-5) – Mark Collection

  • First Mark Priority: Wolf marks Scuttler at 0 marks. Contest the marked scuttler at 3:15 – this is your first free stack. Path toward the marked scuttler side: if marked top-side scuttler, clear Red → Krugs → Raptors → Wolves → Gromp → Blue → Scuttler. Arriving at scuttler with level 4 and full HP gives you priority over most junglers.
  • Champion Marks: Mark enemies you plan to gank, not random targets. Marking the enemy mid laner signals your intent to gank mid. Smart enemies see this and play safe. The counterplay: mark a lane you DON’T plan to gank (enemy plays safe there while you gank the unmarked lane), or mark a lane right before you gank it (8-second delay means the mark activates as you arrive). Don’t mark the fed enemy – mark the weak enemy you can actually kill.
  • Don’t Die for Marks: The single biggest mistake Kindred players make is dying to collect Wolf marks in the enemy jungle. A mark that gets you killed is net negative – you lose XP, gold, jungle tempo, and potentially give shutdown gold. Only invade for Wolf marks when you have lane priority nearby, vision of the enemy jungler elsewhere, or can safely grab-and-go.

Mid Game (Levels 6-10) – Stacking and Skirmishing

  • 4-Mark Power Spike: Reaching 4 marks is the first major milestone: +75 attack range (500→575). This is transformative – you go from short-range marksman to standard ADC range. With 575 range + Q dash, you can kite most melee champions indefinitely. Prioritize reaching 4 marks by ~12–15 minutes through a mix of champion and jungle marks.
  • Skirmish Dominance: Kindred excels in 2v2 and 3v3 skirmishes because of Q mobility + W AS zone + E execute. In river fights: W first (creates the Q CD reduction zone), Q around the fight, E the lowest target for the execute. Your DPS inside W zone is higher than almost any other jungler because of the constant Q dashing + auto-attacking at 55–70%+ bonus AS.
  • R for Objective Control: Lamb’s Respite prevents Dragon/Baron from dying. If your team is losing the objective fight, R to buy 4 seconds for reinforcements. If YOU’RE soloing Dragon and the enemy jungler arrives to Smite, R prevents the Smite from killing Dragon while you continue attacking. After R ends + heal, Dragon is at ~20–25% HP and you can Smite-secure it.

Late Game (Levels 11+) – Hypercarry

  • 7+ Marks = ADC-from-Jungle: At 7 marks: 600 range, 70% bonus AS from Q, and significant %HP scaling on W and E. You’re effectively a full-build ADC who also jungles. Position in teamfights like a backline carry: stay at maximum range, Q to maintain distance from divers, E to execute low-HP targets, W for the DPS zone. You don’t frontline – you ARE the backline carry.
  • R Timing is Everything: Late-game R wins or loses fights. Cast R BEFORE the lethal burst lands, not after you’re already dead (you can’t R while dead). The best timing: when you see the enemy assassin/diver commit to killing you, R immediately. They’re forced to stay inside the zone or walk out (wasting their engage). After 4 seconds, everyone gets healed, but you have a full team ready to burst the assassin who’s now trapped at 10% HP.
  • Infinite Scaling: There is no cap on marks. At 13 marks (650 range), you outrange every champion in the game except certain abilities. Your Q bonus AS hits 100%+, W current HP% shreds tanks, E missing HP execute is enormous. Games that go past 35 minutes where Kindred has 10+ marks are virtually unwinnable for the enemy – you’re a hyper-ranged ADC with an invulnerability zone.

❌ Common Mistakes and How to Avoid Them

  • Dying for Marks: Wolf marks are visible to the enemy. Walking into the enemy jungle alone for a Gromp mark when the enemy jungler is MIA = death. A mark is not worth dying for. Collect marks opportunistically (when enemy jungler shows elsewhere, when you have lane priority) not desperately.
  • Q Before W: Pressing Q outside of W zone puts it on 9-second CD instead of 2–4 seconds. Always W first, then Q. The order matters enormously – inside W, you get 3–4 Q casts per fight. Outside W, you get one.
  • R Saving Enemies: Lamb’s Respite heals ALL units inside, including enemies. R’ing when 3 low-HP enemies are in the zone = you heal them too. The best R usage: cast it in a position where allies are inside but enemies are not, or cast it to save yourself/one ally and immediately disengage so enemies don’t benefit.
  • Not Stacking Early: Kindred without marks is one of the weakest junglers. Every minute without mark collection delays your power spikes. 0 marks at 15 minutes = you’re a 500-range ADC with no scaling bonuses. Aim for 4 marks by 12–15 minutes and 7 marks by 20–25 minutes.

⚙️ Recommended Build and Itemization (51.4% WR)

Core Items

  • Kraken Slayer: First item. True damage proc synergizes with Kindred’s rapid-fire Q + AS pattern. Inside W zone, you’re attacking fast enough to proc Kraken every 2–3 seconds. The true damage bypasses armor, which Kindred otherwise struggles with as a physical damage dealer.
  • Plated Steelcaps / Berserker’s Greaves: Steelcaps against AD-heavy comps for survivability (Kindred is squishy – 595 base HP). Berserker’s for pure DPS when you’re ahead and don’t need defensive boots.
  • The Collector: Lethality + crit + execute passive. The 5% HP execute threshold stacks with E’s %missing HP damage for devastating execution combos. Crit chance also amplifies E’s bonus damage (+0–15% based on crit %). Essential synergy item.

Scaling Items

  • Infinity Edge: THE crit scaling item. At 60%+ crit (Kraken + Collector + IE), IE’s bonus crit damage amplifies every auto. E’s %missing HP damage scales with crit chance – at 100% crit, E gains +15% missing HP bonus. IE transforms Kindred from DPS machine to burst-DPS hybrid.
  • Lord Dominik’s Regards: % armor pen for the inevitable tank problem. Kindred deals physical damage, and without penetration, tanks shrug off your autos. LDR ensures you remain relevant against armor-stacking frontliners.
  • Guardian Angel: Revive for a squishy marksman who must position aggressively. Diving for marks in enemy jungle or dashing into fights with Q sometimes goes wrong – GA provides a safety net. Alternatively: Phantom Dancer for more AS + crit + ghosting for kiting.

🔶 Runes

Primary – Precision:

  • Press the Attack: Kindred’s optimal keystone. 3 autos expose the target for 8–12% bonus damage from all sources. Inside W zone with Q AS steroid, you proc PtA in under 2 seconds. The amplified damage benefits your entire team’s follow-up, and E’s execute deals even more damage on PtA-exposed targets.
  • Triumph + Legend: Alacrity + Coup de Grace: Heal on takedowns (stacking resets during teamfights) + permanent AS (more Q procs, faster E stacking, more W heals) + bonus damage below 40% HP (synergizes with E execute pattern).

Secondary – Domination:

  • Sudden Impact: Lethality after Q dash. Since Q is spammed every 2–4s inside W, Sudden Impact is effectively always active during fights.
  • Treasure Hunter: Gold from unique champion takedowns. Kindred ganks diverse lanes for marks, naturally killing unique champions for Treasure Hunter stacks. Accelerates item spikes.

⚔️ Counter Picks & Matchups

✅ Kindred Counters (Strong Against)

1. Lillia

Why: Lillia is squishy and relies on movement speed to kite. Kindred’s E slow + Q chase sticks to her through her MS. PtA exposure amplifies burst damage, and Lillia’s HP pool can’t survive Kindred’s sustained DPS inside W zone. Kindred also outcontests scuttler early, denying Lillia’s favorite early mark.

2. Jayce

Why: Jayce in jungle is squishy and has weak sustained DPS compared to Kindred. Kindred out-duels him in river fights with W zone + Q mobility. R prevents Jayce from bursting Kindred with his hammer-form combo. Kindred also clears faster than jungle Jayce.

3. Rengar

Why: Rengar’s bush-based assassin playstyle is countered by Kindred’s R preventing death from his burst. When Rengar leaps from a bush, R makes Kindred invulnerable at 10% HP. After R ends, Rengar’s CDs are spent and Kindred kites him with Q + E slow. Outside of bushes, Rengar can’t engage Kindred at all.

❌ Kindred Countered By

1. Rammus

Why: Rammus is the anti-ADC tank. Spiked Shell returns physical damage on auto-attacks – Kindred auto-attacks constantly, killing themselves against Rammus. Taunt forces Kindred to auto (more reflected damage). Rammus’s armor stacking reduces Kindred’s physical damage to negligible. The worst possible matchup for any marksman.

2. Jax

Why: Counter Strike dodges all auto-attacks for 2 seconds, then stuns. Kindred relies entirely on auto-attacks. Jax presses E, walks onto Kindred, stuns, and bursts with empowered autos + R defensive stats. Kindred’s Q dash range (300) isn’t enough to escape Jax’s Q leap (700 range).

3. Poppy

Why: Poppy’s W blocks all dashes in an area. Kindred’s Q is a dash – Poppy W grounds Kindred and removes their primary mobility. Without Q dashes, Kindred can’t kite, can’t reposition, and can’t maintain DPS inside W zone. Poppy’s Steadfast Presence shuts down Kindred’s entire combat pattern.

FAQ

Q: How many marks should I aim for?

A: Key milestones: 4 marks by 12–15 minutes (first range spike +75), 7 marks by 20–25 minutes (600 range + significant scaling). Anything above 7 is gravy. Don’t tunnel on marks over objectives/teamfights – a 4-mark Kindred that wins teamfights is better than a 7-mark Kindred that ignores their team.

Q: Does R save enemies too?

A: Yes. All units inside cannot die and ALL are healed when it ends. Position R so allies are inside but enemies are outside. Cast R to save yourself, then Q-dash out before it expires so you get healed but enemies who enter late don’t benefit. Awareness of who’s inside the zone is critical.

Q: Is Kindred viable as an ADC in bot lane?

A: Possible but suboptimal. Kindred’s mark system is designed for jungle (Wolf marks enemy jungle camps). In bot lane, you miss Wolf marks entirely and can only stack from champion kills. Jungle Kindred naturally collects 2–3 marks from camps per game that bot lane Kindred can’t access.

Q: When should I use R offensively vs defensively?A: Defensively: when you or a key ally is about to die. Offensively: on Dragon/Baron to prevent enemy Smite steal, or to zone enemies (cast R on yourself, enemies must decide whether to enter and be unable to kill you, or leave and cede the area). Never R with multiple low-HP enemies inside unless your team can burst them the instant R expires.

Champions

Hodnocení čtenářů

Zatím bez hodnocení
Ohodnoťte tento obsah:

Vaše emailová adresa nebude zveřejněna.