See Kindred's counters
Patch 16.12jungle

Kindred Jungle Build & Guide — Patch 16.12

Kindred

Tactical Dashboard

Difficulty
Damage
PHYSICAL
Class
Marksman / Skirmisher Jungler
Patch
16.12

Core Abilities

Mark of the Kindred
Every 4 minutes a Mark spawns on a random enemy (champion or jungle camp). Killing the marked target gives a permanent stack — bonus AS, AD, and bonus auto-attack range. Core game plan.
Dance of Arrows
Dance of Arrows
Short dash + 3 quick auto-attacks at the closest targets. Resets attack timer. Use it for jungle clear, repositioning, and to buffer auto chains in fights.
Wolf's Frenzy
Wolf's Frenzy
Wolf attacks enemies in an area for ~8s, granting AS and revealing camps. Lamb gains stacks while moving and attacking; the fully charged attack heals her. Toggle for clear speed and sustain.
Mounting Dread
Mounting Dread
Skillshot that slows the target. After 4 autos on it, the next attack also deals damage based on missing HP. Burst tool on champions below 50% HP.
Lamb's Respite
Lamb's Respite
Places a sacred ground zone — every unit inside (allies AND enemies) cannot drop below 1 HP for the duration, then heals at the end. Reactive save tool. Never pre-cast.

Skill Order

1
Q
2
W
3
E
4
Q
5
Q
6
R
7
Q
8
Q
9
E
10
E
11
R
12
E
13
E
14
W
15
W
16
R
17
W
18
W

Primary Combo

EQAAAAAAR

Core Items

Gustwalker Hatchling
Kraken Slayer
Berserker's Greaves
Runaan's Hurricane
Wit's End
Rapid Firecannon

Situational Items

Edge of Night
Edge of Night
vs single-target lock-on ults (Malzahar R, Skarner R, Warwick R) — the spell shield blocks the cast
Mercurial Scimitar
Mercurial Scimitar
vs hard CC chains (Leona + Lissandra, Sett R + Ashe R) — the active cleanse breaks the lock long enough to reposition
The Collector
The Collector
when you are ahead and the enemy team has no early armor stackers — execute below 5% HP closes leads
Mortal Reminder
Mortal Reminder
vs healing-heavy comps (Aatrox, Soraka, Dr. Mundo) — applies grievous wounds so their sustain in extended fights gets cut roughly in half
Mercury's Treads
Mercury's Treads
vs 3+ hard CC champions (e.g. Leona + Lissandra + Sejuani) — tenacity shortens stuns and roots so you can keep auto-attacking

Runes

Primary · Domination
Hail of Blades
KeystoneHail of Blades
Sudden Impact
Sudden Impact
Sixth Sense
Sixth Sense
Treasure Hunter
Treasure Hunter
Secondary · Precision
Triumph
Triumph
Coup de Grace
Coup de Grace
Stat shards
Adaptive ForceAttack SpeedHealth Scaling
Offense · Flex · Defense
Why these runes

Domination + Hail of Blades stacks 3 burst autos at the start of the combo — exactly the autos you need to finish Mounting Dread's 4-auto chain. Sudden Impact rewards the Q dash with lethality, Sixth Sense reveals enemy wards, Treasure Hunter snowballs gold off mark kills.

Why secondary

Precision secondary: Triumph refunds HP on takedowns (you'll be low after committing 4 autos), Coup de Grace adds 8% damage under 40% HP — synergy with E's missing-HP hit on the 4th attack.

When to switch secondary

Vs heavy AP burst comps (Diana jungle + Syndra mid + Brand support), swap Precision → Resolve with Second Wind + Revitalize for sustain in your own jungle and a stronger R heal.

Win Condition

Stack Marks early. Each completed Mark gives permanent AS + AD + range — the lead snowballs (kills → stats → more kills) into a 3-item flanker that out-kites every brawler.

Weakness

Squishy, no hard CC, long-cooldown reactive R. Hard-CC junglers that invade level 2-3 (Lee Sin, Xin Zhao, Elise) kill you before any Mark stacks; tanks with on-hit mitigation shrug off your DPS.

Overview

Kindred is a marksman that hunts in the jungle. Lamb shoots, Wolf bites, and the kit is built around one mechanic that no other champion has: Mark of the Kindred. Every 4 minutes a Mark appears on a random enemy — a champion or a jungle camp — and killing it gives you a permanent stack of attack speed, attack damage, and bonus auto-attack range. Stack 4 marks and your range jumps; stack 8 and you start out-trading marksmen from outside their auto range.

Your game plan splits in two halves. Early game you are a mark hunter: you read the Mark icon on the minimap, decide if it's worth contesting (yours = always go, theirs = trade pressure for it), and bend your pathing around it. Mid game you become a flanker — Q-dash into the enemy back line (the carries that stand behind their tanks), E onto the carry, chain 4 autos, and Mounting Dread executes them on the missing-HP hit. Late game you are a hyper-scaling skirmisher that out-kites every brawler in the game (kiting = walking backwards while still attacking, so the enemy never reaches you).

Recommended Build

Starting items: Smite + Gustwalker Hatchling Gustwalker Hatchling for a faster jungle clear (the out-of-combat sprint stacks with Kindred's kiting playstyle and helps chase Marks across the map) plus Refillable Potion Refillable Potion.

Core items (in order):

  1. Gustwalker Hatchling Gustwalker Hatchling — jungle pet that auto-evolves around minute 3-4 once you have cleared enough camps. Grants out-of-combat sprint plus a brief movement-speed burst out of brush — perfect to chase a Mark or close a gank from fog.
  2. Kraken Slayer Kraken Slayer — every third basic attack deals bonus true damage. True damage ignores armor, so it punches through tank itemization on enemies you cannot shred otherwise.
  3. Berserker's Greaves Berserker's Greaves — flat attack speed boots. Default choice; only swap to Mercury's Treads Mercury's Treads when the enemy team has 3+ hard CC.
  4. Runaan's Hurricane Runaan's Hurricane — adds two extra bolts on every auto. Triples your jungle clear speed and lets Wolf-and-Lamb DPS spread to 3 targets in a teamfight.
  5. Wit's End Wit's End — magic damage on-hit (extra magic damage added to every basic attack) + magic resist. Two birds: lifeline survivability vs AP burst (think Diana, Syndra, Brand) and shred vs squishy magic-resist-low backlines.
  6. Rapid Firecannon Rapid Firecannon — bonus range on the energized shot, on top of the range you stack from Marks. End-game you auto-attack carries from screen-edge while their team chases nothing.

Situational items:

  • Edge of Night Edge of Night — vs single-target lock-on ults (Malzahar, Skarner, Warwick). The spell shield eats the cast so the chain never starts.
  • Mercurial Scimitar Mercurial Scimitar — vs hard CC chains. The active cleanses every CC including suppression — you press it the moment Skarner pulls or Sett ulti lands.
  • The Collector The Collector — when ahead, executes targets below 5% HP. Stacks neatly with E's missing-HP hit; the corpse generates extra gold.
  • Mortal Reminder Mortal Reminder — vs healing-heavy comps (Aatrox, Soraka, Dr. Mundo). Applies grievous wounds so their sustain in extended fights gets cut roughly in half.

Boots: Berserker's Greaves default. Mercury's Treads only vs heavy hard CC.

Skill order: Max Q first (clear speed and damage per dash), E second (more burst on the missing-HP hit per rank), W last (the AS and heal scale fine on rank 1). R at 6, 11, 16.

Runes: Primary Domination with Hail of Blades + Sudden Impact + Sixth Sense + Treasure Hunter. Secondary Precision with Triumph + Coup de Grace. Hail of Blades is iconic on Kindred because it ramps your first 3 autos to maximum speed — exactly the autos you need to start the Mounting Dread chain.

Pick into / Counterpicks

Draft-level matchups: when this pick shines and which champions are picked against it. Mechanical reasoning, not winrate.

Champions Kindred beats

  • Late-game scaling jungler with weak early

    Karthus wants to farm to 3 items before doing anything — Kindred mark-hunts his jungle and bullies his level-2 camps. Dance of Arrows (Q) kites the Defile (E) aura range, and Mounting Dread (E) 4-auto chain executes him before Requiem (R) channels cross-map.

    Karthus
  • Late-game scaling carry with weak early

    Master Yi wants 3 items before he activates — Kindred mark-hunts his jungle and chunks him at level 2. Mounting Dread (E) slow holds him during Meditate (W) channel, and Wolf's Frenzy (W) plus auto chain shreds him before Highlander (R) speed kicks in.

    Master Yi
  • Late-game scaling carry with level spikes

    Kayle needs levels 11 and 16 to come online — Kindred mark-hunts her jungle and bullies camps before she scales. Dance of Arrows (Q) plus stacked Mark range out-trade her ranged form, and Lamb's Respite (R) blocks Divine Judgment (R) execute attempts.

    Kayle
  • Squishy backline marksman without escape

    Senna's Absolution (P) stacks slowly and Piercing Darkness (Q) heals through allies — Mounting Dread (E) cross-map gank lands a slow long enough for Kindred to chain 4 autos. Curse of the Black Mist (E) camouflage cannot hide her from stacked-range Kindred.

    Senna
  • Squishy backline marksman without dash

    Aphelios has no built-in dash — Mounting Dread (E) cross-map gank lands the slow for Kindred to chain 4 autos through any weapon rotation. Moonlight Vigil (R) cone is dodged by Dance of Arrows (Q), and Phase (W) weapon swap cannot break the missing-HP execute.

    Aphelios

Champions that beat Kindred

  • Early-game invade jungler with hard CC

    Sonic Wave (Q) plus Resonating Strike (Q2) plus Safeguard (W) reset chain invades Kindred's level-2 camps and kills her before she stacks a single Mark. Dragon's Rage (R) kicks her out of Lamb's Respite (R) zone and Tempest (E) cripple chases her down.

    Lee Sin
  • Early-game invade jungler with knockup

    Audacious Charge (E) plus Three Talon Strike (Q) knockup chain invades Kindred's camps at level 2-3 and kills her before Mark stacks ramp. Crescent Guard (R) isolates her from team peel, and Wind Becomes Lightning (W) slow holds her through Dance of Arrows (Q) escapes.

    Xin Zhao
  • Early-game invade jungler with chain CC

    Cocoon (E) human form stuns Kindred from 1100 range during Dance of Arrows (Q) dash recovery, and Rappel (E) spider form repositions out of stacked-range autos. Spider Queen (P) spiderlings shred her before Mark of the Kindred (P) scaling activates.

    Elise
  • Juggernaut tank with on-hit mitigation

    Soul Furnace (W) shield absorbs Mounting Dread (E) 4-auto chain damage, and Glory in Death (P) zombie state lets Sion fight Kindred after death. Decimating Smash (Q) charge stuns Kindred during Dance of Arrows (Q) recovery, and Unstoppable Onslaught (R) ganks her cross-map.

    Sion
  • Juggernaut tank with on-hit immunity

    Goes Where He Pleases (P) reduces every Kindred auto by a flat amount per second, and Maximum Dosage (R) HP regen out-heals Mounting Dread (E) chain damage. Infected Bonesaw (Q) slow is point-and-click — Kindred cannot kite once Mundo commits.

    Dr Mundo

Key matchups

  • Lee Sin: Loses level-1 to you, but at level 2-3 his Q-W-Q kick deletes you before R is up. Path away from his side until level 4, then look for a counter-gank where he commits Q without W ready. Track his W cooldown — without it he cannot leave a fight.
  • Karthus: Pure scaler. Invade his red side at minute 3 and steal a buff; he cannot stop you, and the tempo loss delays his level-6 spike. After 3 items he wins, so close it before minute 18.
  • Master Yi: Must-kill before he gets Kraken Slayer Kraken Slayer. Save E for his Q-dash exit window — when he reappears he eats the slow and your team chains CC. After his first item, do not 1v1.
  • Diana: She wants to dive your back line; you want to dive hers. Save R for when she lands her R on your carry — the sacred ground zone keeps the carry above 1 HP through the burst, then your team kills her in the recovery window.
  • Xin Zhao: Knock-up + lock-down kills you in 1.5 seconds. Never path adjacent to his camps level 2; group with a laner for buffs until you have 2 Marks of bonus range. After 3 items you out-kite him with Q resets.

Power spikes & win conditions

  • Level 3: Full kit unlocks. Your gank pattern is E onto the target -> 3 autos with Q dash mid-chain -> 4th auto triggers missing-HP burst. Without R yet, do not commit deep on a level 3 gank — flash-distance only.
  • First Mark stack (~ minute 5): Permanent +AS, +AD, +range. Every Mark you complete after this widens the gap. Fight over Marks even if neutral — the stat lead is bigger than a single trade (a trade = a brief exchange of damage in a skirmish).
  • Level 6: Lamb's Respite unlocks. From here on you can save a teammate from a guaranteed kill. The trick is never pre-cast — drop it the moment you see the enemy commit the kill spell, otherwise the zone runs out before the threat resolves.
  • 3 items + 4-Mark range bonus (~ minute 22): You out-range every marksman in the game. Position behind your front line in teamfights, stand still, and auto until everything dies. This is your scaling cliff — group with the team, do not splitpush (don't farm a side lane alone).

Common mistakes

  • Pre-casting Lamb's Respite. R is reactive, not proactive (you place it AFTER reading the threat, not before). Drop it the second the enemy ulti hits, not when they walk close. Pre-cast Rs save no one and waste your only safety tool for 110 seconds.
  • Ignoring the Mark icon. The minimap shows the Mark on a small skull icon. Players who don't track it lose the entire identity of the champion. Open your map every 30 seconds and ask: "is the Mark mine to take, or theirs to deny?"
  • Q-dashing into the enemy team without an exit. Dance of Arrows has a 12-second cooldown at rank 1. If you Q in to chase a kill and someone CCs you, you have no escape. Always Q with a wall behind your dash so the next Q (after CDR) bounces you back out.
  • Forgetting Mounting Dread's 4-auto requirement. E does small damage on cast but the big payoff is the 4th auto-attack on the slowed target. If you E and only land 2 autos, the missing-HP burst never fires. Commit to the full chain or don't cast E at all.
  • Saving R for the perfect moment that never comes. A "wasted" R that saves an ally for 3 seconds is still better than a perfect R that you never press because you held it too long. When in doubt, drop it.

Advanced tip

The R-bait for objectives. At Drake or Baron with low HP teammates, drop Lamb's Respite ON the objective instead of on your team. Every unit inside cannot drop below 1 HP — including the objective. Your team smites or finishes the objective during the zone, and any enemy stepping inside also cannot kill you, so they either give up the contest or get caught when the zone ends and your team is full HP from R's tail heal. This flips a 50/50 Drake fight into a guaranteed objective + double-kill scenario when the enemy doesn't read the trick.

Past patches

No previous versions available.

Related jungle guides