
Scorchclaw Pup
450 goldProvides Smite progression and the attack-oriented Jungle companion.
Jungle · Ranked FlexMatchup guidePatch 16.20.1
Build, runes, abilities and practical pre-game checks in one queue-aware reference.
Role fit
Kindred has an established clear and map plan that can function without lane income while contesting camps and objectives.
These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.
Ranked Flex · Jungle
Follow the completed-item order as a pre-game reference. Components and owned items do not create extra inventory slots.

Provides Smite progression and the attack-oriented Jungle companion.

This item is part of the most-supported coherent core in the frozen prior-patch public role snapshot. Treat the sample as context, then adjust only for a clearly identified matchup problem.

This is the most-supported Boots choice in the frozen prior-patch public role snapshot; change it when the opposing damage or crowd control calls for a different defence.

This item is part of the most-supported coherent core in the frozen prior-patch public role snapshot. Treat the sample as context, then adjust only for a clearly identified matchup problem.

This item is part of the most-supported coherent core in the frozen prior-patch public role snapshot. Treat the sample as context, then adjust only for a clearly identified matchup problem.

Keeps a reviewed late option after the prior-patch cross-check; move or replace it only when its stated match problem is present.

Completes the six-item inventory with high attack damage and sustain for extended late fights.
Complete build choices
Recommendation review pending
Best when: Mortal Reminder combines armour penetration with anti-heal.
Best when: Guardian Angel protects a completed damage core from one decisive death.
Best when: Wit's End adds magic resistance without giving up attack speed.
Runes and summoner spells
Fleet supports camp-to-camp health and kiting for a ranged clear. Smite remains reserved for progression and secure timing.
Smite is part of Jungle companion progression and objective security. The movement or combat spell beside it is the adjustable slot.
Ghost can fit sustained access; Flash can fit one immediate reposition. Use the champion's route and intended fights to choose.
Matchup notes
Range and early mark pressure can challenge a slower front-line jungle route.
Mid to lateItem completion improves sustained damage, but the lane still depends on support pairing and safe positioning.
Treat Vex as one part of the map state. Their Jungler, nearby waves and which teammates can move determine whether the same trade or rotation is safe.
Static alternatives
These choices are not selected from live scores. Use one only after you identify the stated match problem yourself.

Mortal Reminder combines armour penetration with anti-heal.

Guardian Angel protects a completed damage core from one decisive death.

Wit's End adds magic resistance without giving up attack speed.
Ability reference
Ability reference Data Dragon 16.20.1
Cooldown / Cost / Range Data Dragon 16.20.1
Mark 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.
Dance 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.
Cooldown 9 · Cost 35 · Listed range 340Wolf'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.
Cooldown 18/17/16/15/14 · Cost 40 · Listed range 560Mounting 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.
Cooldown 14/12.5/11/9.5/8 · Listed range 500Lamb'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.
Cooldown 160/140/120 · Cost 100 · Listed range 500Berserker Rage 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.
Retrieve the axe only when safe; check the remaining cooldown before casting again.
Cooldown 9 · Cost 50/55/60/65/70 · Listed range 1000Tough It Out contributes protection or sustain and basic-attack interaction. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cooldown 16/15/14/13/12 · Cost 50 · Listed range 700Reckless Swing contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cooldown 11/10/9/8/7 · Listed range 325Ragnarok is part of Olaf's R pattern. Read its listed effect first, then track the cooldown and condition that make the next use valuable.
Cooldown 100/90/80 · Cost 100 · Listed range 400Adapt the plan
Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.
Take efficient camps between plays so a lead does not disappear into repeated waiting.
Use lane priority before invading or starting an objective, and leave when nearby lanes cannot move.
Enter through controlled vision and keep a route out; a winning Jungler still loses a shutdown when isolated.
Track opposing camps and lane states instead of forcing the first visible target.
Trade sides of the map when contesting would require weaker lanes to move first.
Save important control for the enemy who threatens your carries or objective access.
Path through known territory and help lanes only when the opponent is genuinely vulnerable.
Cross-map rather than arriving late to a lost objective, then restore defensive vision with an ally.
Play around the strongest teammate and make the enemy commit into your control.
Pings, movement and objectives
Link each clear to the next informed decision. Pings should tell lanes where you are pathing and whether the team is contesting or trading an objective.
Pings create a shared plan; they do not replace checking waves, vision and who can move.
Decide which camps lead toward the objective and ping the nearby lanes before they spend the wave or recall timing.
Confirm which nearby lanes can move first. Do not convert an isolated objective marker into a forced fight.
Move with a teammate, sweep one entrance and keep Smite available before committing damage to the objective.
Call whether the team is finishing, fighting or leaving. Mixed decisions are more dangerous than either clear choice.
Later objectives: Repeat the same process around later major objectives: handle nearby income, communicate the route, enter through vision and agree on the fight before committing.
Keep preparing
The matchup page is a pre-game reference. It does not predict the result or alter its recommendation from changing live match data.