VRC.LOL

Game patch 26.20Data Dragon 16.20.1

Reference patch 16.20.1

Kindred

The Eternal Hunters

Kindred is a ranged damage dealer who needs safe spacing and time to keep attacking. This overview keeps the explanation practical and leaves patch-sensitive numbers to Riot's structured data and the current in-game tooltip.

JungleMostly physical damageRanged attacks
Usual roleJungle
ClassMarksman
DifficultyMedium · 4/10
Basic attacksRangedRanged basic attacks · 500 range.
Damage profileMostly physical damageMost normal kit pressure is physical. Armour may help, but check whether attacks or abilities are the main source.
Reference patch16.20.1

Strengths and limits

What Kindred does well, and what can go wrong

These are kit-level patterns, not a promise that every lane or matchup plays the same way.

Good patterns

  • Can maintain ranged damage when positioning and target access remain safe.
  • Ranged basic attacks can contribute without entering melee distance when spacing is preserved.

Limits to respect

  • Loses reliable output when forced away, controlled or reached before creating distance.
  • Needs the player to respect cooldowns, resources and the opponent's route into the fight.

Riot ally tips

Use these while learning the champion
1

Moving around between attacks while jungling will help you avoid damage and also generate more heals from Wolf's Frenzy.

2

Pick which Hunts you want to pursue carefully; getting many of them is the key to success as the game goes on.

3

Don't go in first to a large team fight. Wait for your teammates to initiate.

Riot opponent tips

What an opponent is told to watch for
1

Kindred is fragile - turn the pressure up on her, and she will be forced to play cautiously.

2

Clear the Hunts Wolf activates on jungle camps to slow down Kindred's damage output.

3

When Kindred uses Lamb's Respite get inside, it stops all champions from dying.

Source boundaryTip text and kit data come from Riot Data Dragon 16.20.1. VRC.LOL’s strength and limit summaries are independently written.

Practical champion reading

How to read Kindred in a real fight

Use these patterns to ask better questions before choosing an item, target or commitment. They describe the kit, not a guaranteed result.

Damage delivery

Primarily physical pressure

Armour can reduce the broad physical profile. Separate basic attacks from physical abilities before relying on an item passive that only affects attacks.

Fight rhythm

Repeated access matters

The threat grows while this champion can keep attacking a useful target. Break target access, create distance or use control before the repeated pattern settles in.

Range and access

Spacing protects repeated output

Ranged attacks are useful only while a safe line to the target remains. Flanks, hard control and blocked escape routes can remove that advantage quickly.

Typical team job

Maintain safe, repeatable damage

Target access and survival time usually matter more than one ambitious hit. Reposition between attacks and avoid giving up the safe damage line.

Control check

Identify the exact movement restriction

Tenacity can shorten only eligible control. Displacements, airborne effects and repeated slows need their own positioning, blocking or movement answer.

Protection and sustain

Check whether recovery changes the fight

Anti-heal or anti-shielding is situational. Buy it only when the effect is materially protecting targets and your champion can apply the answer reliably.

Resource pattern

Mana and cooldowns both matter

A spell being available does not mean the complete sequence is sustainable. Watch the resource bar as well as the setup and escape cooldowns.

Read the whole teamThe same champion can create a different problem after changing role, items or allies. Re-check the visible match before committing to a defensive answer.

Defensive item reference

What can help against Kindred?

Start with the threat that is actually affecting the match. These are conditional comparisons, not an automatic counter build.

Pre-game choices
DEFENSIVE BOOTS

Plated Steelcaps usually fit better

Armour and attack reduction address repeated physical basic attacks. The passive does not reduce every physical ability.

Choose Mercury's Treads instead when magic damage or reducible crowd control across the full team matters more.
Repeated attacksSlowsHealing or sustainPossible critical strikes
PHYSICAL DEFENCE

Physical defence

Armour · health · role-appropriate defence

Armour can reduce physical damage, but Plated Steelcaps' passive is specific to attacks.

Match the item to attacks, critical strikes or ability burst rather than buying armour from the label alone.
REPEATED ATTACKS

Repeated attacks

Plated Steelcaps · Frozen Heart

These can reduce attack-focused pressure when their stats fit your champion.

Do not use this as an answer to physical spells that are not attacks.
CRITICAL STRIKES

Critical strikes

Randuin's Omen

Critical-strike reduction can matter after a real critical build appears.

Champion identity alone does not prove that critical strikes will be purchased.
REPEATED SLOWS

Repeated slows

Boots of Swiftness

Slow resistance can be more useful than Tenacity when repeated slowing strength is the main problem.

It gives no armour or magic resistance, so compare the rest of the opposing team.
MEANINGFUL HEALING

Meaningful healing

Bramble Vest or Thornmail · Morellonomicon · Mortal Reminder

A role-appropriate Grievous Wounds item can reduce healing.

Buy it only when healing is materially changing fights and your champion can apply it reliably.
Player decidesChampion identity is a starting point, not an automatic purchase. Compare the full opposing team, current item tooltips and the problem that is actually deciding fights. Never buy two completed pairs of Boots.

Normal Draft and Ranked role map

Where Kindred fits on Summoner's Rift

Each lane is assessed separately. Open a role to reach its queue-specific build and matchup preparation.

TopUnestablished route

Historical reference. Recommendation review pending. Kindred is normally played Jungle and does not currently have a reviewed Top route. Top usually needs independent laning, durable trading or reliable side-lane pressure. Treat this as a deliberate experiment, not a standard recommendation.

Review this role
MidUnestablished route

Historical reference. Recommendation review pending. Kindred is normally played Jungle and does not currently have a reviewed Mid route. Mid usually needs solo-lane safety plus wave control, roaming or reliable burst pressure. Treat this as a deliberate experiment, not a standard recommendation.

Review this role
BotUnestablished route

Historical reference. Recommendation review pending. Kindred is normally played Jungle and does not currently have a reviewed Bot route. Bot usually needs dependable duo-lane scaling and sustained damage with shared early pressure. Treat this as a deliberate experiment, not a standard recommendation.

Review this role
SupportUnestablished route

Historical reference. Recommendation review pending. Kindred is normally played Jungle and does not currently have a reviewed Support route. Support usually needs useful engage, peel or utility while operating on low gold income. Treat this as a deliberate experiment, not a standard recommendation.

Review this role

Kit reference

Kindred abilities

Ability names, descriptions and numeric fields come from Riot Data Dragon. Practical reads are independently written; the current in-game tooltip remains authoritative.

Abilities Data Dragon 16.20.1Cooldown / Cost / Range Data Dragon 16.20.1
P
Passive

Mark of the Kindred

What it doesKindred 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.

Practical readMark of the Kindred is an automatic part of the kit involving basic-attack interaction. Track when its condition is active instead of treating every fight the same way.

Q
Q ability

Dance of Arrows

What it doesKindred tumbles and shoots up to three arrows at nearby targets.

Practical readDance of Arrows is part of Kindred's Q pattern. Read its listed effect first, then track the cooldown and condition that make the next use valuable.

Cooldown9 secCost35Listed range340 units
W
W ability

Wolf's Frenzy

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

Practical readWolf's Frenzy is part of Kindred's W pattern. Read its listed effect first, then track the cooldown and condition that make the next use valuable.

Cooldown18/17/16/15/14 secCost40Listed range560 units
E
E ability

Mounting Dread

What it doesLamb 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.

Practical readMounting Dread is a ranged cast involving a slowing effect and damage. Respect its line or target area, and avoid spending it when the opponent can simply step away before the important exchange.

Cooldown14/12.5/11/9.5/8 secListed range500 units
R
Ultimate

Lamb's Respite

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

Practical readLamb's Respite is part of Kindred's R pattern. Read its listed effect first, then track the cooldown and condition that make the next use valuable.

Cooldown160/140/120 secCost100Listed range500 units

Levels 1–18

Kindred · Health / Mana · Abilities

Base values exclude items, runes, temporary buffs and mode-specific modifiers. Cooldowns are the listed base cooldown before ability haste.

Level 1595 Health300 Mana
Level 3748 Health352 Mana
Level 61,006 Health438 Mana
Level 111,508 Health607 Mana
Level 162,100 Health807 Mana
Level 182,363 Health895 Mana

Cooldown Data Dragon 16.20.1

Q
Basic abilityDance of Arrows

Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

All ranks9 sec
W
Basic abilityWolf's Frenzy

Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Rank 118 secRank 217 secRank 316 secRank 415 secRank 514 sec
E
Basic abilityMounting Dread

Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Rank 114 secRank 212.5 secRank 311 secRank 49.5 secRank 58 sec
R
UltimateLamb's Respite

First rank becomes available at level 6; later ranks normally become available at levels 11 and 16.

Rank 1160 secRank 2140 secRank 3120 sec
Open every levelHealth and mana from level 1 to 18
LevelHealthManaAbility milestone
1595300 ManaChoose the first basic ability
2670325 ManaAdd another basic ability or rank
3748352 ManaAdd another basic ability or rank
4831379 ManaSpend one ability point
5916408 ManaSpend one ability point
61,006438 ManaFirst ultimate rank normally available
71,099470 ManaSpend one ability point
81,196502 ManaSpend one ability point
91,296536 ManaSpend one ability point
101,400571 ManaSpend one ability point
111,508607 ManaSecond ultimate rank normally available
121,619645 ManaSpend one ability point
131,734683 ManaSpend one ability point
141,852723 ManaSpend one ability point
151,975764 ManaSpend one ability point
162,100807 ManaFinal ultimate rank normally available
172,230850 ManaSpend one ability point
182,363895 ManaSpend one ability point
How the numbers are calculatedLevel values use Riot Data Dragon 16.20.1 base and growth statistics with League’s non-linear champion-stat growth curve. Queue starting levels can differ: Normal Draft and Ranked normally begin at level 1, while ARAM and Swiftplay use faster starting rules.

Choose the next question

Turn the profile into a pre-game plan

Choose a queue-aware build, compare a lane opponent, or return to the full champion library.

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