Arrr, VRC.LOL

Jungle · Normal DraftMatchup chartPatch 16.20.1

Kindred vs Rell

Loadout, runes, tricks and practical pre-battle checks in one queue-aware reference.

KindredVSRell

Matchup chart

Pick th' matchup

Scan th' horizon every champion, choose th' assigned role, then open th' exact queue chart.

VS
Role
Picked courseJungle

Pick two champions from th' list.

Arrr, role fit

JungleKindred

Kindred has an established clear th' deck and sea chart course that can function without course income while contesting camps and prizes.

Arrr, primary role
Old chart, mateyRecommendations await inspection

These patches keep recommendation review, build checks and item lookup on separate charts, matey. Fresh item data does not finish a build review.

Recommendations’ patch
16.16 Data Dragon
Build check’s patch
16.19.1 Data Dragon
Item lookup’s patch
16.20.1 Data Dragon

Arrr, normal Draft · Jungle

Arrr, marksman jungle

Follow th' completed-gear order as a pre-battle reference. Components and owned gear do nay create extra inventory slots.

Arrr, primary role
S
Draft / Ranked opening · separate from gear 1

Scorchclaw Pup

450 doubloons

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

1
First aboard gear

Kraken Slayer

3,000 doubloons

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.

2
Boots

Plated Steelcaps

1,200 doubloons

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.

3
Arrr, core damage

The Collector

3,000 doubloons

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.

4
Arrr, late sustain

Lord Dominik's Regards

3,300 doubloons

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.

5
Safe harbour

Infinity Edge

3,500 doubloons

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

6
Arrr, late sustain

Bloodthirster

3,400 doubloons

Completes th' six-gear inventory wit' high attack damage and sustain fer extended late fights.

Shipshape loadout choices

Pick th' course afore play

Recommendations await inspection

AlternativeArrr, too much healingMortal Reminder combines armour penetration wit' anti-heal.Spy full course

Arrr, best when: Mortal Reminder combines armour penetration wit' anti-heal.

  1. First aboard gearKraken Slayer
  2. BootsPlated Steelcaps
  3. Arrr, core damageThe Collector
  4. Mortal Reminder
  5. Safe harbourInfinity Edge
  6. Arrr, late sustainBloodthirster
AlternativeArrr, they burst meArrr, Guardian Angel protects a completed damage core from one decisive death.Spy full course

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

  1. First aboard gearKraken Slayer
  2. BootsPlated Steelcaps
  3. Arrr, core damageThe Collector
  4. Arrr, late sustainLord Dominik's Regards
  5. Guardian Angel
  6. Arrr, late sustainBloodthirster
AlternativeArrr, magic damage reaches meArrr, Wit's End adds magic resistance without giving up attack speed.Spy full course

Arrr, best when: Arrr, Wit's End adds magic resistance without giving up attack speed.

  1. First aboard gearKraken Slayer
  2. BootsPlated Steelcaps
  3. Arrr, core damageThe Collector
  4. Wit's End
  5. Safe harbourInfinity Edge
  6. Arrr, late sustainBloodthirster

Shipshape loadout comparison

Shipshape loadout comparison

Recommendations await inspection

AlternativeArrr, too much healingMortal Reminder combines armour penetration wit' anti-heal.Spy full course

Arrr, best when: Mortal Reminder combines armour penetration wit' anti-heal.

  1. First aboard gearKraken Slayer
  2. BootsPlated Steelcaps
  3. Arrr, core damageThe Collector
  4. Mortal Reminder
  5. Safe harbourInfinity Edge
  6. Arrr, late sustainBloodthirster
AlternativeArrr, they burst meArrr, Guardian Angel protects a completed damage core from one decisive death.Spy full course

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

  1. First aboard gearKraken Slayer
  2. BootsPlated Steelcaps
  3. Arrr, core damageThe Collector
  4. Arrr, late sustainLord Dominik's Regards
  5. Guardian Angel
  6. Arrr, late sustainBloodthirster
AlternativeArrr, magic damage reaches meArrr, Wit's End adds magic resistance without giving up attack speed.Spy full course

Arrr, best when: Arrr, Wit's End adds magic resistance without giving up attack speed.

  1. First aboard gearKraken Slayer
  2. BootsPlated Steelcaps
  3. Arrr, core damageThe Collector
  4. Wit's End
  5. Safe harbourInfinity Edge
  6. Arrr, late sustainBloodthirster

Arrr, runes and summoner spells

Arrr, runes and summoner spellsKindredJungle

Fleet supports camp-to-camp hull and kiting fer a ranged clear th' deck. Smite remains reserved fer progression and secure timing.

Normal Draft, matey
Arrr, primary tree

Precision

Fleet FootworkTriumphLegend: AlacrityCut Down
Arrr, secondary tree

Domination

Sudden ImpactRelentless Hunter
Arrr, summoner spells
FlashSmite
Arrr, keep Smite

Smite be part o' Jungle companion progression and prize security. Th' movement or combat spell beside it be th' adjustable slot.

Change th' movement spell

Ghost can fit sustained access; Flash can fit one immediate reposition. Use th' champion's course and intended fights to choose.

Arrr, matchup notes

What changes when Rell is opposite you?

Pre-battle kit comparison
Arrr, strategic interaction

Arrr, contest from range

Range and early mark pressure can challenge a slower front-line jungle course.

Arrr, mid to late

Gear completion improves sustained damage, but th' course still depends on support pairing and seaworthy positioning.

Yer course

Use th' course ye prepared

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.

Trick reminders

Kindred reminders

  • Moving 'round betwixt attacks while jungling will lend a hand ye avoid damage and also generate more booty heals from Wolf's Frenzy.
  • Pick which Hunts ye want to pursue carefully; getting many o' them be th' key to success as th' battle goes on.
  • Don't go in first aboard to a large crew fight. Wait fer yer teammates to initiate.

Arrr, static alternatives

Compare th' problem afore changing th' course

These choices be nay picked from live scores. Use one only after ye identify th' stated clash problem yourself.

Arrr, too much healing

Mortal Reminder

Mortal Reminder combines armour penetration wit' anti-heal.

Arrr, they burst me

Guardian Angel

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

Arrr, magic damage reaches me

Wit's End

Arrr, Wit's End adds magic resistance without giving up attack speed.

Trick reference

Arrr, compare both kits

Trick reference Data Dragon 16.20.1

Wait fer reload (s) / Cost / Charted reach (units) Data Dragon 16.20.1

Kindred

  1. P
    Mark of the KindredEnglish

    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.

  2. Q
    Dance of ArrowsEnglish

    Kindred tumbles and shoots up to three arrows at nearby targets.

    Wait fer reload (s) 9 · Cost 35 · Charted reach (units) 340
  3. W
    Wolf's FrenzyEnglish

    Wolf 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) 560
  4. E
    Mounting DreadEnglish

    Lamb 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) 500
  5. R
    Lamb's RespiteEnglish

    Lamb 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) 500

Rell

  1. P
    Break the MoldEnglish

    Rell's Attacks and Abilities deal additional magic damage and steal Armor and Magic Resist on hit.

  2. Q
    Shattering StrikeEnglish

    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) 600
  3. W
    Ferromancy: Crash DownEnglish

    Mounted: 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) 450
  4. E
    Full TiltEnglish

    Passive: 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) 1200
  5. R
    Magnet StormEnglish

    Rell 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) 200

Adapt th' course

What to do when th' battle changes

Judge th' whole course or sea chart state, nay only personal kills. Pick th' situation closest to th' present battle.

Even course

Keep th' clear th' deck moving and choose high-ship's intelligence plays

1
Pathing

Track opposing camps and course states instead o' forcing th' first aboard visible target.

2
Sea chart play

Trade sides o' th' sea chart when contesting would require weaker lanes to move first aboard.

3
Fights

Save fit fer th' captain's eye control fer th' foe who threatens yer carries or prize access.

Pings, movement and prizes

Kindred Jungle sea chart course

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.

Ahead

Arrr, turn tempo into controlled territory

Ping
Use On Me Way afore entering a course, Assist Me afore an prize and Peril when nigh th' ship lanes cannae move to an invade.
Course or gank
Gank when th' course has reach, damage and a seaworthy exit. Do nay wait beside a protected target while camps and th' next aboard prize disappear.
Prize
Establish vision wit' th' nearest taking th' victory course, keep Smite available and avoid chasing astern from th' prize after gaining control.
Even

Pick th' play wit' th' clearest ship's intelligence

Ping
Use On Me Way early enough fer th' course to prepare, Assist Me only when nigh th' ship lanes can move, and Retreat when th' contest has already become late.
Course or gank
Prefer a course wit' crowd control, damaged foes or a favourable wave. A visible foe be nay automatically a usable gank.
Prize
Inspect Mid and Bot priority afore Dragon, or Mid and Top afore Herald. Set a seaworthy entrance afore beginning th' prize.
Behind

Trade th' sea chart instead o' forcing recovery

Ping
Ping Retreat from lost contests, Peril on likely invades and On Me Way when covering a vulnerable course or remaining camp.
Course or gank
Counter-gank or lend a hand only when crewmates can survive until arrival. Repeated low-chance ganks deepen th' camp and level deficit.
Prize
If entry be unsafe, trade fer camps, a wave, vision or th' opposite prize. Keep Smite and crowd control fer a contest th' crew can actually reach.
Prize setup

Arrr, four calls, in order

Pings create a shared course; they do nay replace checking waves, vision and who can move.

  1. 1
    Afore th' course

    Decide which camps lead toward th' prize and ping th' nigh th' ship lanes afore they spend th' wave or recall timing.

  2. 2
    Inspect priority

    Confirm which nigh th' ship lanes can move first aboard. Do nay convert an isolated prize marker into a forced fight.

  3. 3
    Arrr, control entry

    Move wit' a teammate, sweep one entrance and keep Smite available afore committing damage to th' prize.

  4. 4
    Arrr, finish or turn

    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

Use th' champion chart or choose another foe

Th' matchup chart be a pre-battle reference. It does nay predict th' result or alter its recommendation from changing live clash data.

Unfurl full loadoutArrr, compare counter options