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Mark of the Kindred
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.
The Eternal Hunters
Few marksmen scale the way Kindred does, because their growth is earned on the map rather than only through items. Mark of the Kindred lets the duo tag enemies to Hunt, and each completed hunt permanently empowers their basic abilities, with every fourth hunt extending attack range. A Kindred player who chases marks aggressively snowballs into a long-range monster; one who ignores them stays permanently undersized.
The core combat loop is built on mobility. Dance of Arrows is a short tumble that fires up to three arrows, letting Kindred kite in and out of range constantly — the champion almost never stands still. Wolf’s Frenzy sends Wolf to savage nearby enemies while Lamb charges stacks by moving and attacking, eventually restoring health. Mounting Dread sets up single-target execution: a slowing shot that, after two more attacks, commands Wolf to pounce for massive damage.
Lamb’s Respite is unique among marksman ultimates: it creates a zone where nothing can die — allies or enemies — and heals everyone inside when it ends. Used well, it cancels an enemy dive, denies an execute, or lets Kindred’s team win a fight on the follow-up healing. Used badly, it saves the enemy carry. Played as an ADC, Kindred suits players who enjoy constant repositioning, proactive map play to secure hunt stacks, and a high-judgment ultimate. Their fragility (defense 2) means the dancing never stops.
P
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.
Q
Kindred tumbles and shoots up to three arrows at nearby targets.
W
Wolf enrages and attacks enemies around him. Lamb passively gains stacks by moving and attacking. When fully charged, Lamb's next attack restores health.
E
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.
R
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.
| HP | 595 |
| HP per level | 104 |
| Mana | 300 |
| Resource per level | 35 |
| Armor | 29 |
| Magic Resist | 30 |
| Attack Damage | 65 |
| Attack Speed | 0.625 |
| Move Speed | 325 |
| Attack Range | 500 |
| HP Regen | 7 |
| Resource Regen | 7 |
Imported from op.gg · updated every 48 hours.
Win rates are Kindred's results against each champion, imported from op.gg.
Kindred is usually played in ADC.
Kindred is classified as Marksman and uses Mana as a resource.
Mark of the Kindred (Passive), Dance of Arrows (Q), Wolf's Frenzy (W), Mounting Dread (E), Lamb's Respite (R).
Yes — current Kindred builds are listed above.
Canyon, Clid, Pyosik, Xun, Blaber.
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