
Scorchclaw Pup
450 doubloonsProvides Smite progression and th' attack-oriented Jungle companion.
Jungle · Normal DraftMatchup chartPatch 16.20.1
Loadout, runes, tricks and practical pre-battle checks in one queue-aware reference.
Arrr, role fit
Kindred has an established clear th' deck and sea chart course that can function without course income while contesting camps and prizes.
These patches keep recommendation review, build checks and item lookup on separate charts, matey. Fresh item data does not finish a build review.
Arrr, normal Draft · Jungle
Follow th' completed-gear order as a pre-battle reference. Components and owned gear do nay create extra inventory slots.

Provides Smite progression and th' attack-oriented Jungle companion.

This cargo be part of the most-supported sound core in the frozen prior-patch public role log. Use the sample as context, then adjust only for a clearly named matchup trouble.

These be the most-supported Boots in the frozen prior-patch public role log; change them when enemy damage or crowd control calls for another defence.

This cargo be part of the most-supported sound core in the frozen prior-patch public role log. Use the sample as context, then adjust only for a clearly named matchup trouble.

This cargo be part of the most-supported sound core in the frozen prior-patch public role log. Use the sample as context, then adjust only for a clearly named matchup trouble.

Keep this reviewed late cargo after the prior-patch cross-check; move or trade it only when its named match trouble is aboard.

Completes th' six-gear inventory wit' high attack damage and sustain fer extended late fights.
Shipshape loadout choices
Recommendations await inspection
Arrr, best when: Mortal Reminder combines armour penetration wit' anti-heal.
Arrr, best when: Arrr, Guardian Angel protects a completed damage core from one decisive death.
Arrr, best when: Arrr, Wit's End adds magic resistance without giving up attack speed.
Arrr, runes and summoner spells
Fleet supports camp-to-camp hull and kiting fer a ranged clear th' deck. Smite remains reserved fer progression and secure timing.
Smite be part o' Jungle companion progression and prize security. Th' movement or combat spell beside it be th' adjustable slot.
Ghost can fit sustained access; Flash can fit one immediate reposition. Use th' champion's course and intended fights to choose.
Arrr, matchup notes
Range and early mark pressure can challenge a slower front-line jungle course.
Arrr, mid to lateGear completion improves sustained damage, but th' course still depends on support pairing and seaworthy positioning.
Treat Vex as one part o' th' sea chart state. Their Jungler, nigh th' ship waves and which teammates can move determine whether th' same trade or rotation be seaworthy.
Arrr, static alternatives
These choices be nay picked from live scores. Use one only after ye identify th' stated clash problem yourself.

Mortal Reminder combines armour penetration wit' anti-heal.

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

Arrr, Wit's End adds magic resistance without giving up attack speed.
Trick reference
Trick reference Data Dragon 16.20.1
Wait fer reload (s) / Cost / Charted reach (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.
Wait fer reload (s) 9 · Cost 35 · Charted reach (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.
Wait fer reload (s) 18/17/16/15/14 · Cost 40 · Charted reach (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.
Wait fer reload (s) 14/12.5/11/9.5/8 · Charted reach (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.
Wait fer reload (s) 160/140/120 · Cost 100 · Charted reach (units) 500Rell's Attacks and Abilities deal additional magic damage and steal Armor and Magic Resist on hit.
Rell deals magic damage to units in a line, breaking their shields and stunning them.
Aim through shielded foes to smash their shields and stun 'em.
Wait fer reload (s) 11/10.5/10/9.5/9 · Cost 50 · Charted reach (units) 600Mounted: Rell Dismounts, crashing down in her armor, Knocking enemies up and gaining a large Shield. While dismounted, she gains Armor, Magic Resist, Attack Speed, and Attack Range, but is Slowed. Dismounted: Rell forms her Mount, gaining a burst of speed and Knocking Up the next enemy she attacks.
Wait fer reload (s) 10 · Cost 40 · Charted reach (units) 450Passive: Rell gains out of combat Move Speed. Active: Rell and an ally gain ramping Move Speed, doubled toward enemies and each other. Her next Attack explodes, dealing magic damage.
Wait fer reload (s) 14/13/12/11/10 · Cost 40 · Charted reach (units) 1200Rell explodes in a magnetic fury, violently Pulling nearby enemies toward herself. Then Rell constantly Drags nearby enemies toward herself for a short while, dealing magic damage over time.
Wait fer reload (s) 120/100/80 · Cost 100 · Charted reach (units) 200Adapt th' course
Judge th' whole course or sea chart state, nay only personal kills. Pick th' situation closest to th' present battle.
Take efficient camps betwixt plays so a lead does nay disappear into repeated awaiting.
Use course priority afore invading or starting an prize, and leave when nigh th' ship lanes cannae move.
Enter through controlled vision and keep a course out; a taking th' victory Jungler still loses a shutdown when isolated.
Track opposing camps and course states instead o' forcing th' first aboard visible target.
Trade sides o' th' sea chart when contesting would require weaker lanes to move first aboard.
Save fit fer th' captain's eye control fer th' foe who threatens yer carries or prize access.
Course through known territory and lend a hand lanes only when th' foe be genuinely vulnerable.
Cross-sea chart rather than arriving late to a lost prize, then restore defensive vision wit' an ally.
Play 'round th' strongest teammate and make th' foe commit into yer control.
Pings, movement and prizes
Link each clear th' deck to th' next aboard informed decision. Pings should tell lanes where ye be pathing and whether th' crew be contesting or trading an prize.
Pings create a shared course; they do nay replace checking waves, vision and who can move.
Decide which camps lead toward th' prize and ping th' nigh th' ship lanes afore they spend th' wave or recall timing.
Confirm which nigh th' ship lanes can move first aboard. Do nay convert an isolated prize marker into a forced fight.
Move wit' a teammate, sweep one entrance and keep Smite available afore committing damage to th' prize.
Call whether th' crew be finishing, fighting or leaving. Mixed decisions be more booty perilous than either clear th' deck choice.
Later prizes: Repeat th' same process 'round later major prizes: handle nigh th' ship income, communicate th' course, enter through vision and agree on th' fight afore committing.
Arrr, keep preparing
Th' matchup chart be a pre-battle reference. It does nay predict th' result or alter its recommendation from changing live clash data.