Champion Guide

Jungle · Marksman

Kindred Guide

The The Eternal Hunters

A Tier Patch 16.7.1 Marksman
50.5%
Win Rate
4.8%
Pick Rate
3.2%
Ban Rate
0.1%
vs Last Patch
Kindred
Current Tier
A
Role
Jungle
Difficulty
Hard

Kindred is the only marksman jungler. Her mark-hunting passive gives infinite range scaling, and Lamb's Respite is the most game-changing R in the jungle pool. 50.5% win rate with a high skill ceiling.

50.5%
Win Rate
↓ 0.1% from 16.6.1
4.8%
Pick Rate
↑ + 0.0%
7.1
KDA (Avg)
↑ + 0.0
24.8k
Avg Damage
7.2
Avg CS/min
Skills Build Gameplay Teamfight Tips & Tricks Counters

Abilities

Skills Overview

P
Mark of the Kindred
Mark of the Kindred
Passive
Kindred can mark targets to Hunt. Successfully completing a Hunt permanently empowers Kindred's basic abilities. Every 4 hunts completed also increases Kindred's basic attack range.
Mark enemy champions and jungle camps. Collecting marks increases your auto-attack range and Q/W/E damage. Always hunt marks.
Q
Dance of Arrows
Dance of Arrows
Dash · AoE
Kindred tumbles and shoots up to three arrows at nearby targets.
CD: 9 · Cost: 35
Q is a short dash that fires arrows. Inside W zone, Q cooldown is reduced to 2 seconds. Always fight inside W.
W
Wolf's Frenzy
Wolf's Frenzy
Zone · AoE · Q Reset
Wolf enrages and attacks enemies around him. Lamb passively gains stacks by moving and attacking. When fully charged, Lamb's next attack restores health.
CD: 18/17/16/15/14 · Cost: 40
W creates a zone where Q has a 2s cooldown. Also summons Wolf to attack nearby enemies. Drop it on top of fights.
E
Mounting Dread
Mounting Dread
Slow · Execute
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.
CD: 14/12.5/11/9.5/8 · Cost: 0
E marks a target — third auto on them deals %missing HP damage. Always proc all 3 hits for the execute.
R
Lamb's Respite
Lamb's Respite
Zone · Invulnerability
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.
CD: 160/140/120 · Cost: 100
Lamb's Respite prevents ANYONE (ally or enemy) from dying inside the zone. All units heal when it ends. Use it to save your team or deny enemy executes.
Skill Leveling Order — Max Q first, then E, then W · R at 6 / 11 / 16
Level Q W E R Note
1
Take Q — dash + damage
2
Take W — Q cooldown zone
3
Take E — execute
4
Level Q
5
Level Q
6
R — Lamb's Respite
7
Level Q
8
Level E
9
Q maxed ✓
10
Level E
11
R rank 2
12
Level E
13
Level E
14
E maxed ✓
15
Level W
16
R rank 3
17
Level W
18
W maxed ✓

Itemization

Recommended Builds

Starter Items
Gustwalker Smite
Gustwalker Smite
MS for kiting and mark-hunting.
450g
Long Sword
Long Sword
AD for clear.
350g
Refillable Potion
Refillable Potion
Sustain.
150g
Core Build
Kraken Slayer
Kraken Slayer
True damage every 3rd hit. Synergizes with Q attack speed in W zone.
3100g
Berserker's Greaves
Berserker's Greaves
Attack speed for DPS.
1100g
Rapid Firecannon
Rapid Firecannon
Extended range synergizes with passive range stacking.
2500g
Infinity Edge
Infinity Edge
Crit damage multiplier. Massive DPS spike.
3400g
Situational
Phantom Dancer
Phantom Dancer
Attack speed + MS for kiting.
2600g
Blade of the Ruined King
Blade of the Ruined King
%HP on-hit vs tanks.
3200g
Maw of Malmortius
Maw of Malmortius
Magic damage shield.
2800g
Kraken → RFC → IE. Play like an ADC from the jungle. Position and kite.
Runes
Precision Primary
Press the Attack
Press the Attack
3 autos expose the target for bonus damage. Q auto-attacks count. Procs quickly with W zone Q resets.
Triumph
Triumph
Heal on takedown.
Legend: Alacrity
Legend: Alacrity
Attack speed stacking.
Coup de Grace
Coup de Grace
Execute damage on low HP targets. Synergizes with E %missing HP.
Domination Secondary
Sudden Impact
Sudden Impact
Lethality after Q dash.
Treasure Hunter
Treasure Hunter
Gold on unique kills.
Shards
Attack Speed · Adaptive Force · Health

Gameplay

How to Play Kindred

Kindred is a scaling marksman jungler. She hunts marked targets for permanent range and damage boosts. Early game is about collecting marks; late game she's a kiting monster with Lamb's Respite as a teamfight-defining ultimate.

01
Early Game
Hunt Marks, Skirmish Early
  • Start Red → Raptors → Wolves → Blue → Gromp → Scuttle. Contest scuttle for the first camp mark.
  • Mark the enemy jungler at level 1. If you kill them or get an assist, you collect the mark.
  • Your level 3 dueling is strong. Q kiting in W zone gives massive DPS. Look for invades.
  • Track where your passive marks spawn on jungle camps. Contest them even if risky — marks are your scaling.
  • E is your trading tool. 3 autos for the %missing HP execute. Always proc all 3.
02
Mid Game
Stack Marks, Kite Fights
  • 4+ marks is your first big range spike. You now outrange most melee champions comfortably.
  • In fights, ALWAYS drop W first. Q inside W has a 2s cooldown — constant dashing and DPS.
  • R saves your team from burst. Use it when your carry is about to die. Everyone inside heals when it ends.
  • Kite backward with Q. Don't jump forward into the enemy team — you're an ADC, not an assassin.
  • Keep hunting marks. Every mark makes you permanently stronger.
03
Late Game
Ranged Carry with Game-Saving R
  • At 7+ marks, your auto-attack range rivals ADCs. Position and kite like a traditional marksman.
  • R timing is everything. Too early = enemies wait it out. Too late = your carry is already dead. Practice the timing.
  • Q kiting inside W zone makes you nearly impossible to catch. Dash every 2 seconds.
  • E execute damage on tanks is significant with marks. You shred frontliners with %missing HP.
  • Your DPS with Kraken + IE + marks rivals the best ADCs. Play fights as the primary damage dealer.
Power CurveLow → High
Lvl 1–5
Lvl 6
4 Marks
2 Items
Full Build

Teamfighting

How to Teamfight as Kindred

Kindred plays teamfights as a kiting marksman. Drop W, Q-dash constantly, and use R to save the team at the perfect moment.

1
Setup — Drop W, Start Kiting
Fight opening
01
Drop W on the fight area. Q cooldown is now 2 seconds.
02
Position behind your frontline. You're the ADC.
03
E the biggest threat for the execute damage.
⚠ WARNING
Don't Q forward into the enemy team. Q backward or sideways to kite. You die instantly if you jump into melee range.
2
DPS — Q Kite Pattern
Mid-fight
01
Auto → Q → auto → Q constantly inside W zone.
02
Kite backward from divers.
03
Focus the nearest threat. Don't tunnel on the backline.
3
Save — Lamb's Respite
Clutch R
01
R when your carry is about to die. Not before, not after.
02
Everyone heals when R ends. Position so your team benefits, not enemies.
03
Burst the enemy carry as R expires — they'll be low and out of position.
💡 PRO TIP
R prevents ALL deaths inside. Be careful — enemy champions inside also can't die. Time your burst for the moment R expires.

Tips & Tricks

Advanced Mechanics & Hidden Tech

Advanced mechanics for Kindred.

Basic
Mark Hunting
Always mark a target at level 1. Hunt camp marks when they spawn. Each mark permanently increases your range and damage. Never ignore marks.
Intermediate
W + Q Synergy
Q inside W has a 2-second cooldown instead of 9. ALWAYS fight inside your W zone. Drop W first, then Q-kite inside it.
Advanced
R Timing
R too early = enemies walk out and wait. R too late = your carry is dead. The ideal timing is when your ally is at ~10-15% HP.
Basic
E Execute
E marks a target. Third auto deals %missing HP. Always complete all 3 autos for the execute burst.
Advanced
R Enemy Usage
R prevents EVERYONE from dying inside, including enemies. Burst the enemy carry the instant R expires when they're stuck at minimum HP.
Intermediate
Kiting Pattern
Auto → Q backward → auto → Q backward. Never Q toward the enemy unless chasing a guaranteed kill.
Basic
Range Scaling
At 4 marks: +75 range. At 7: +100. At 10+: +125. Late game Kindred with 10 marks has ADC-level range from the jungle.

Matchups

Counters & Matchups

Kindred struggles against champions who can get on top of her and stick. She excels against immobile tanks and junglers she can kite.

Click any matchup to expand tips & how to play against them
Loses Against
Lee Sin
Lee Sin Hard
Lee Sin's mobility gets on top of you and his kick disrupts your kiting. He also contests your marks aggressively.
Don't contest marks if Lee Sin is nearby. He wins early fights. Outscale him with marks.
Rengar
Rengar Hard
Rengar's bush leap one-shots you before you can R. His R reveals your position.
Stay away from bushes. R preemptively when you hear Rengar's R sound cue.
Vi
Vi Hard
Vi's R is point-and-click — she always reaches you. Her burst often kills before R can save you.
R the moment Vi starts her R dash. If you time it right, you survive her full combo.
Wins Against
Amumu
Amumu Easy
Amumu is slow and you kite him effortlessly. Q dodges his bandage toss.
Kite him with Q inside W. He can never reach you. Free farm and marks.
Sejuani
Sejuani Easy
Sejuani is too slow to catch you. Your sustained DPS shreds her tankiness.
Kite and DPS. E %missing HP chunks through her armor. She can't stick to you.
Karthus
Karthus Easy
Karthus can't escape your chase and your R blocks his R execute.
Invade him freely. R when his ult channels to save your team globally.