PMark 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 grow as dramatically as Kindred, since their power comes from what they do on the map and not just from the items they buy. Mark of the Kindred allows the duo to tag enemies so they can Hunt them. Every completed hunt permanently strengthens their basic abilities, and each fourth hunt also extends their attack range. A player who pursues marks eagerly becomes a long-range threat over the course of a game, while one who neglects them remains permanently small.
Kindred’s combat depends on staying mobile. Dance of Arrows is a brief tumble that releases up to three arrows, so the champion constantly moves in and out of range and rarely holds one spot for long. Wolf’s Frenzy sends Wolf to tear into nearby enemies, while Lamb builds stacks by moving and attacking and eventually heals Kindred. Mounting Dread is a single-target finisher: a slowing shot that, after two more attacks, orders Wolf to leap in and deal heavy damage.
Lamb’s Respite stands apart from other marksman ultimates. It forms a zone where no one can die, whether ally or enemy, and when it expires, everyone inside is healed. Timed well, it can stop an enemy dive, prevent an execute, or help Kindred’s team take a fight through the healing that follows. Timed poorly, it simply keeps the enemy carry alive. As an ADC, Kindred suits players who like constant repositioning, aggressive map control to secure hunt stacks, and an ultimate that demands sharp judgment. Their low defense (2) means they can never stop moving.
PKindred 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.
QKindred tumbles and shoots up to three arrows at nearby targets.
WWolf enrages and attacks enemies around him. Lamb passively gains stacks by moving and attacking. When fully charged, Lamb's next attack restores health.
ELamb 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.
RLamb 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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