
Scorchclaw Pup
450 goldProvides Smite and a jungle companion before the first camp.
Jungle · SwiftplayMatchup 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.
Swiftplay · Jungle
Follow the completed-item order as a pre-game reference. Components and owned items do not create extra inventory slots.

Provides Smite and a jungle companion before the first camp.

Builds the first physical-damage power spike for ganks and objectives.

Supports movement and ability cycles between camps and lanes.

Adds damage for longer physical fights after the first item.

Adds sustain once the damage core is established.

Adds a revive for high-value late fights.

Adds high attack damage and sustain after the route can already reach targets and survive long enough to keep attacking.
Complete build choices
Recommendation review pending
Best when: Mortal Reminder combines armour penetration with anti-heal.
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.

Wit's End adds magic resistance without giving up attack speed.
Ability reference
Ability reference Data Dragon 16.20.1
Cooldown (s) / Cost / Listed range (units) Data Dragon 16.20.1
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.
Kindred tumbles and shoots up to three arrows at nearby targets.
Cooldown (s) 9 · Cost 35 · Listed range (units) 340Wolf enrages and attacks enemies around him. Lamb passively gains stacks by moving and attacking. When fully charged, Lamb's next attack restores health.
Cooldown (s) 18/17/16/15/14 · Cost 40 · Listed range (units) 560Lamb 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.
Cooldown (s) 14/12.5/11/9.5/8 · Listed range (units) 500Lamb grants all living things inside a zone a respite from death. Until the effect ends, nothing can die. At the end, units are healed.
Cooldown (s) 160/140/120 · Cost 100 · Listed range (units) 500Thresh can harvest the souls of enemies that die near him, permanently granting him Armor and Ability Power.
Thresh binds an enemy in chains and pulls them toward him. Activating this ability a second time pulls Thresh to the enemy.
Cooldown (s) 19/16.5/14/11.5/9 · Cost 70 · Listed range (units) 1075Thresh throws out a lantern that shields nearby allied Champions from damage. Allies can click the lantern to dash to Thresh.
Cooldown (s) 21/20/19/18/17 · Cost 50/55/60/65/70 · Listed range (units) 950Thresh's attacks wind up, dealing more damage the longer he waits between attacks. When activated, Thresh sweeps his chain, knocking all enemies hit in the direction of the blow.
Cooldown (s) 13/12.25/11.5/10.75/10 · Cost 60/65/70/75/80 · Listed range (units) 500A prison of walls that slow and deal damage if broken.
Cooldown (s) 120/100/80 · Cost 100 · Listed range (units) 450Adapt 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.