Kindred
The Eternal Hunters
1.8%
Pick Rate
0.1%
Ban Rate
49.8%
Win Rate
Easiest Lane Matchup
Olaf
59.3% Win Rate
Hardest Lane Matchup
Olaf
59.3% Win Rate
1.3%
Top
94.7%
Jungle
0.5%
Mid
2.8%
Marksman
0.3%
Support

Most Popular Build #1

7% Popularity

Most Popular Build #2

6% Popularity

Most Popular Build #3

3% Popularity

Mark of the Kindred (Passive)

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.

Dance of Arrows (Q)

Cooldown: 9

Cost: 35 Mana

Range: 340

Lamb vaults, firing up to 3 arrows at nearby enemies, dealing 60/80/100/120/140 (+0.65) physical damage and gains f 2% bonus attack speed for 4 seconds.Casting Wolf's Frenzy or vaulting inside of its effect reduces the cooldown of this spell to 4/3.5/3/2.5/2 seconds.

Wolf's Frenzy (W)

Cooldown: 18/17/16/15/14

Cost: 40 Mana

Range: 560

Wolf claims a territory, attacking nearby enemies inside it for 8.5 seconds. Lamb can redirect Wolf to new targets by attacking them. If Lamb leaves Wolf's territory he will cease attacking and join her.Wolf's attacks deal magic damage equal to 25/30/35/40/45 (+0.2) plus f 3% of the target's current health.Wolf attacks faster based on Kindred's attack speed. His attacks maim monsters for 50% increased damage and reduce their attack and movement speed by 50% for 2 seconds.

Mounting Dread (E)

Cooldown: 16/15/14/13/12

Cost: No Cost

Range: 500

Cripple an enemy, slowing their movement speed by 50% for 1 second.After Lamb attacks the target twice, her third attack instead directs Wolf to pounce on the enemy, dealing 65/85/105/125/145 (+0.8) plus f 2% of the target's missing health as bonus physical damage.Wolf's attack critically strikes targets for 50% increased damage if they are below 15% (+f 3%) health (Increased by Critical Strike Chance).[Maximum vs. monsters]

Lamb's Respite (R)

Cooldown: 160/130/100

Cost: No Cost

Range: 500

Lamb blesses the ground underneath her for 4 seconds, creating an area in which no living things, ally or enemy, can die. Upon reaching 10% Health, units become immune to further damage or healing.When the blessing ends all living things inside heal for 200/250/300.