In-depth Kindred ADC Guide By Three Challengers
Hey guys its Trieuloo, I am an ADC player who is primarily known for hitting Challenger playing Kindred ADC
I do this because I primarily just enjoy playing offmeta, and have reached Rank 1 while playing these “ADC” champions "technically"
So the reason I wanted to write this guide is because a lot of my community have been asking “what build do I go on Kindred, or “is this matchup bad for kindred” so in this in-depth Kindred guide I want to answer all of your Frequently Asked Questions about Kindred ADC, ALONGSIDE with covering Mid and Jungle Kindred. And as well as covering tips and tricks that you may not have known about Kindred. This guide is going to be fully written by me: Trieuloo, but I will be asking for advice and tips from two other NA Challenger kindred mid and jg players named nuri, and kindo.
So in this guide we are going to be discussing and going over 12 things: This guide will be outlining why you should play kindred, kindred’s abilities, and their special interactions, the best way to mark enemies alongside with predicting jungle marks. The different build paths of Kindred:
This will be a general section explaining every single rune setup and their benefits, and will be split into three guides: Mid, Jungle, and ADC. With everything split we are then going to be explaining every single matchup (in a format where it's easiest matchups, hardest matchups, and everything in between), alongside with their synergies for each of the categories respectively. Just note that we are not going to be going TOO in depth on laning, because that will take forever, but I do have videos on how to play kindred ADC on my channel as well as you can check out kindo on his stream here , and nuri on his stream as well . This guide overall took A LONG time to make (~300 hours) alongside with finding the time to collaborate with these awesome other kindred players so I hope you enjoy!
Chances are if you have played league of legends before, you have encountered a Kindred prancing around acting like a God upon the rift: saving teammates as they feel the need to, as well as marking and killing enemies they see fit. As a matter of fact this is also all happening while they dance around your whole team seemingly taunting you every second. This majestic champion while being beautiful to watch through their aesthetically appealing skins, alongside with their beautiful chromas boast a high, but fun skill ceiling where you can feel like you are always learning more about the champion every day. If any of these are things that you love, I assure you that kindred may be the champion for you.
Even if not, here are 5 more reasons why Kindred may be the champion for you.
They have a very in-depth and interesting lore that all could enjoy. Did I just say they, yes I did. Kindred in fact is actually a champion consisting of two entities, a lamb and a wolf. To put the lore very simply and concisely, basically they are both in charge of death, and making sure people die. Sort of like a grim reaper, but brought upon the league of legends universe. Lamb would be the one who kills the ones who stay still, and accept their deaths while Wolf kills the ones who ran. They are often respected and known throughout all the regions, and even get rituals held up to them in these regions. The only region being exempt would be shadow isles which include champions such as Thresh, and Karthus, but even then Kindred is still looking for them to finally end these abominations who escaped death. This lore goes WAY more in-depth, but if you would like to check it out I would highly recommend watching Necrit’s two videos on kindred:
OR by researching it more by yourself. I can guarantee that this story has a lot of girth to it, and you would not be disappointed by delving deeper into it.
As stated in the overview, this guide is actually going to be written by THREE Challenger Kindred players all in their respective roles. This shows the flexibility of the champion, and how they work universally anywhere, and everywhere. Also being capable to go many different item paths, each having their own benefits. Galeforce if the enemies are longer range, Kraken if they have tanks and you want to deal more damage, shieldbow if you want survivability, and divine sunderer/trinity force if they have assassins that utilize the item of serpent’s fang. This shows how diverse the champion is, and the endless amount of play styles you can have. Making Kindred a great one trickable champion, because of the endless options that you have, as well as different ways to play the game.
Kindred as a champion can legitimately be played in high-elo, as well as professionally across all three roles. Even though they have seen the most presence in the jungle, as of recently we have been seeing Kindred sprout up in both the mid, and bot lane, both working very successfully. We have seen many notable people such as Perkz pull out the Kindred mid, Kindred adc being played in LPL + LCK, and Kindred jungle being seen all throughout every region.
They are also champions that have no inherent weakness, because they have a strong early game, mid game, and late game. Kindred used to have a lull in the mid game where she felt very awkward dealing less damage, but with season 11 and marksman items being so great, they have never been in a better spot. With their mark system giving infinite scaling alongside great item curves, and damage output, they are a champion where if you know the limits perfectly there is no real “weak spot” that can be abused.
Kindred is undoubtedly one of the most aesthetically appealing champions in the game through their beautiful spirit blossom skinline, and now their porcelain skinline. Hell, even their default skin is really nice. The amount of detailing that went through the champion, as well as the chromas for spirit blossom make Kindred at least a top 3 champion aesthetically in league of legends if not at the top. Also since Kindred’s spirit blossom, and porcelain skinline IS included in the blue essence emporium you are able to buy all the chromas, and with 290 RP buy the ruby chroma for spirit blossom which personally is my favorite. Sadly the other chromas were for the spirit blossom/porcelain event, so they are no longer obtainable. Realistically you will never see the other skins, because Spirit Blossom and porcelain are way too good of a skin for a cheaper price of 1350 RP.
Before we get into this section… NO I'M NOT TALKING ABOUT QUOTES. If you want to see those you can check out Kindred’s quote page on league fandom (https://leagueoflegends.fandom.com/wiki/Kindred/LoL/Audio).
Starting off Wolf’s marks is down to a system where certain camps are marked periodically based upon the camp’s respawn timer, as well as being based upon your marks. Looking at this chart here:
It shows all the possibility of marks at different stages of the game. These marks starting at 3:15 mark a RANDOM large monster in the ENEMY’s jungle for 180 seconds which is highlighted for both teams to see. The cooldown for these marks spawning is 180 seconds long, and the mark disappears from the minimap 15 seconds after it’s killed. BUT if kindred’s team does not have vision the mark will be removed from the map ONCE wolf’s cooldown has expired. If the cooldown is already refreshed after three minutes the next mark will be spawned in 45 seconds. These cooldowns are NOT shown in game, and can be seemingly random with wolf not marking anything randomly at certain times with you just having to wait. Also you do not obtain marks by KILLING the marked target, but rather for a TAKEDOWN which is either an assist or a kill. This is especially important for mid & ad kindred where you only have to tag (or hit the large monster) to obtain a mark. Just remember that the takedown period is within the last 6 seconds, and HAS to be your teammate who kills the marked target. Using this information on how Wolf’s marking system works, you could assume where the jungler is after the mark disappears, and predict when, and where jungle camps are going to become marked. Getting the hang of all mark spawns and deactivations is a tool that a great Kindreds would use to track the enemy jungler, and obtain themselves a sizable lead.
While wolf’s marks are on enemy jungle camps, lamb marks enemy champions where they can be marked at any point of the game every 75 seconds. However targets that have successfully been hunted, CAN NOT be marked again for another 4 minutes. These marks take a total of 8 seconds to get fully completed, and if you kill the enemy champion while it is loading YOU DO NOT obtain the mark for that kill. Also keep in mind that if you get a mark from a kill THIS DOES NOT change the mark on the jungle camp unless someone has taken the mark. Another thing is that lamb’s passive marking system actually DOES NOT only have to be controlled by the HUD, and can be controlled using hotkeys. These are automatically set to SHIFT F1 - F5 keys, BUT can be changed in the settings. (see below) This actually does not seem very huge for kindred, BUT by using this feature you are actually able to mark enemies while you are in combat. This is very huge, because this can change from you obtaining only one mark, to having two marks in one fight. Which allows you to be able to hit the 4 mark spike earlier and obtaining the extra 75 range a tad bit sooner.
Now that we know how Kindred’s marking system works, you may wonder “Why is it important?” That is a great question. Everything I just told you about now is irrelevant… No just kidding. Kindred is a unique champion in a sense that they scale through successful hunts which increases all her basic abilities. Kindred’s Q, Dance of arrows gains an additional 5% attack speed bonus per stack, Kindred’s W, wolf’s frenzy gains 1% current health damage per stack, and Kindred’s E mounting dread gains an additional 0.5% missing hp damage per stack. These are all good minor buffs and give a GREAT incentive to hunt out for marks as Kindred. But the biggest aspect of why you want to hunt for marks is because of the increase of attack range. Kindred starts off with a base number of 500 attack range which increases once you reach 4 marks. This number increasing by 75 is Kindred’s BIGGEST spike which allows Kindred to have an attack range of 575, and often is why players prioritize the 4 mark spike. Afterwards this number increases by 25 every 3 marks going onwards til capping at 750 range and 25 marks.
This would actually end up giving a cap of 150% attack speed on Q, 26.5% of target’s current health on W, and 20.5% of targets missing health on E (while also critting).
When playing Kindred their Q is an Auto Attack Reset which means if you Auto Attack + Q + Auto Attack the animation of your auto gets canceled and the damage still applies. This means by resetting your Auto Attack animation you can easily pump out more damage than expected. This is very vital on Kindred due to how many times you can use their Q in one fight, and how that damage inevitability stacks up. Another tip is knowing exactly what walls kindred CAN, and CAN’T jump. There are many obvious wall jumps such as the one over dragon pit, BUT there are some hard ones that many people do not know about.
First one we are going to be hopping over this wall
This requires you to be close to the wall, and your cursor in this specific location. You are able to hop over BOTH WAYS
Second one is very lenient, but one that not many people may know about. Jumping this fat wall is replicable on both sides, just requiring your mouse to be somewhat near this position.
There are two wallhops you can do over both red walls, one which is more replicable, and another which is harder + random. I will show you both on this side, but not on the other due to how useless it is. For this one you want to be snug against the wall, and aiming towards the tip of this small rock and Q over.
To go back you just want to aim your cursor over the bottom of this small branch.
As you saw the second setup is a lot more finicky to get in the spot, but simple to aim at the top right of the gravestone.
To go back again use the branch but in the middle this time.
Hopping this wall is the most practical, and easiest setup. You can aim for the bottom of the right keystone, or for the small blade of grass.
To hop from the other way you just want to point to the top of the three on the red wall.
Hopping the second red wall is really easy as you just aim for the top of the log,
and on the way back, aim for the tip of the rock.
From the blue side this hop is a lot more complicated, and one that needs a fairly precise setup. You want to click on the bottom right YELLOW flower, and Q over.
Returning back you want to aim for the last blade of grass that extends to the right
These hops are actually possible due to the range extending from 340 units to 400 units when passing through terrain. Kindred’s Q actually has a bug where it will automatically target the first three minions, EVEN IF you auto them first level one. This is due to not powering up your W, and will get resolved once that happens.
While wolf’s frenzy may seem like a simple ability it has many hidden interactions that many people may not know about. The one that is most common and people may see in every game is that wolf’s frenzy actually gives you vision if set inside a bush. This does not actually mean that Wolf’s Frenzy actively seeks out people in brushes, HOWEVER if wolf is already set in the bush he will chase the enemy champion down til they reach out of the zone. Also if you face a direction with wolf’s frenzy and place it down it will place towards that direction. Other interactions are often just special interactions with champions. Examples of this would include wolf biting gwen although she is inside her shroud, and wolf’s frenzy domain remaining although you are inside mordekaiser’s R. This allows you to continue using your Q with a reduced cooldown, and gaining attack speed, BUT wolf’s domain does not show in the death realm.
There are only 3 real special interactions with Kindred's E, and that is that Mounting Dread sometimes does disappear when used. How does this work you may ask? If enemies flash away into fog of vision while the E is traveling in the air it happens the most often, BUT it also works if they just walk out of vision sometimes. This is all because of the fog of war, and when the bug happens it also applies no slow as it completely disappears. This does not occur all the time, but it happens somewhat often. Also you can actually EXTEND Kindred's E to more than the typical 4 seconds. Many people do not know this, but if you auto as Kindred's E is running out it will REFRESH how long the mark will last. This means it can last all the way up to 16 seconds O . O. Other than that, applying Kindred’s E at the end of lamb’s respite allows for the critical strike threshold to be low enough to kill the enemy which often makes kindred win after her R.
Lamb’s respite is an interesting ability that saves both enemies and allies, HOWEVER people do not typically know the cues for Kindred’s end of ultimate. There are both audio and visual cues for kindred’s ultimate, the easiest one to discern being spirit blossom kindred. Timing autos correctly allow you to burst enemies with relative ease, and “outplay” opponents. And the biggest trick to timing auto attacks with kindred in their R is DO NOT AUTO TIL THE END OF THE ULTIMATE. Now this means do not auto 0.1 seconds before the ultimate ends, because that auto even though theoretically making sense, it will not do damage. This is a misconception that A LOT of players started out with, including me. It makes sense, however it just does not work. You have to wait til the ultimate does the downwards animation THEN you can auto attack. Also when mordekaiser ults, you are taken outside of your ultimate so you have to be careful around him.
In this section we are going to be explaining the differences between the 4 different types of kindred builds, and the niche of these mythic items. We are also going to be explaining what items are good alongside these mythic items. This portion is going to be overall more generic explaining what items are good with what mythic, BUT we are not going into lane specifics until later down the line. These builds typically work in all 3 roles, but there are certain cases where building items are more streamlined. KEEP IN MIND Kindred is a SUPER flexible champion and has many “correct” item paths for every game. Adaptability is key.
Kraken slayer as a mythic item is generically a fairly good item on kindred. This being due to lamb’s respite allowing you to have a lot of damage, alongside with safety. The build path to the item is great allowing kindred to hit early game spikes with noon quiver ,and is what you want to go if you want to go GLASS CANNON to shred tanks. Going kraken slayer kindred alongside with an enchanter gives you a scary pairing that not many champions could mess with. However playing ADC Kindred you do not want to be building Kraken Slayer IMHO because if you ever have to use your ultimate to save your support (happens very often) you are in a SUPER vulnerable state, and often just get one shot.
Immortal shieldbow is an awesome mythic on kindred which gives inherent tankiness, alongside with great damage. The shield often allows you to save your ultimate for later on in team fights, and not get instantly burst by champions such as Akali. This allows you to play ALOT more aggressively in team fights without the need of an enchanter and being self-sufficient. You typically just have to be conscious of not ulting too early due to shieldbow, or too late. Building and utilizing shieldbow to the utmost effect is a craft that you need to perfect to play well. Playing ADC Kindred I personally build shieldbow almost always as you are still able to play aggressively even without ultimate. I have however swapped my build around a tad not going essence reaver, but rather wit's end into runaan's as I think the magic resist wit's end gives is very solid.
Galeforce as a mythic item has died down in the hype after the nerfs from 60 seconds -> 90 seconds, HOWEVER it is still an awesome mythic item in certain scenarios. A great scenario where you can utilize Galeforce is against POKE teams, and teams with SKILL SHOTS. An example of Poke champions are champions like xerath, and champions with skill shots would be like leona. Leona is a great example, because if you get stunned by her R, solar flare you can instantly die, however if you dodge it with galeforce, their engage fails. Also, obviously being really good against squishier champions due to the burst damage. I generally don't build galeforce too often, but if they are all ranged it is a good option. Whenever I do take it though I like going PTA with ingenious hunter for the cooldown.
Divine sunderer as a mythic used to be one that was utilized fairly well on Kindred, but as of Patch 12.3 it is comfortable to say, it's completely gone as trinity is better.
Trinity force COMPLETELY USURPS divine sunderer at the moment, as it gives good hp alongside attack speed, spell blade, and in general everything you need. The only thing it really doesn't give is mana and that problem is solved by building an early tear that ramps into muramana 4th or 3rd item. When I want to go trinity force I like to build sheen into going Trinity force for the best power spike early and later getting the tankiness from trinity force. Also I always go conditioning overgrowth with this build as you become super tanky while dealing alot of damage, AND have no mana problems from the tear!
Now we are going to be talking about the runes section of the Kindred build which has a lot of adaptability based upon enemy team compositions. A lot of the runes are used for different purposes, and are different based upon the playstyle you prefer. This section is going to be split into two: the major keystone categories, and then the minor runes.
Conqueror is a stable all around good keystone because of how the ramping attack damage works. This giving you ALOT of overall damage in team fights, and even more damage when you use your ultimate. This keystone will be the one you are going to use on Kindred % of games just due to the good synergy, alongside with the great path because going down the precision tree gives you BY FAR the best options to choose from when it comes to runes.
There is only ONE matchup I take
Fleet footwork is not that great on ADC Kindred as there are no jungle camps you can get fleet value off of, ALONGSIDE you want to take extended fights over short trades.
The tree line that you almost always want to be taking on both lane kindred, and jg kindred due to the immense synergy every thing has. There is CLOSE to NO scenarios you do not run the precision tree as primary / secondary.
First line is realistically only
The second line are all great options that kindred wants to utilize, and is mostly the reason why u always want to take precision tree. The general key rules are:
- is the default keystone you should take due to needing lifesteal in many of your builds, and attack speed not doing much for you.Legend: Bloodline
- is good when you are playing against CC champions so your R can proc before you die. I personally only take it versus champions like leona, or amumu. If there is just one CC on the enemy team like a vex I just take bloodline.Legend: Tenacity
Third line is often between
Most commonly used for Ingenious
You can only choose two, and none of these are appealing so you tend to look for the other options.
Not that great on ADC Kindred, as you cant utilize the movement speed from waterwalking, and nullifying orb isn't very useful in the mage matchups in the bot lane.
The Resolve tree is primarily used to prevent burst damage.
The inspiration tree is something I personally go almost ALL my games at the moment due to the meta being VERY ranged, and focused hard for the early game in the ADC role.
This portion is going to be written by me: Trieuloo with the help of nobody else… Because sadly nobody I know plays kindred ADC. BUT I hope to change that by posting this and giving you guys all insight on the matchups, build paths, (if you want in-depth reasons why i build these items/runes go read builds/runes) and lane synergies. Also since you are playing lane kindred make sure to note that your Q: Dance Of Arrows WILL ALWAYS GO ON MINIONS LEVEL ONE so try not to take fights in minion waves. The playstyle really revolves around using your W sustain, taking “bad” trades where you are actually winning, and playing super aggressively. If you have many more questions that I haven’t personally answered in this section, or are interested in seeing more Kindred ADC Gameplay check me out on https://www.youtube.com/Trieuloo OR https://www.twitch.tv/trieuloo. And lets get on to it!
For Kindred ADC you typically want to be marking their ADC , but in a few scenarios you can mark their support as well. Cases such as Braum, Rell, or mage supports are great targets to mark first due to their no escape capabilities, and low hp. Through the mid game you would want to be swapping the mark to the frontliners, OR people who are underleveled for free marks. If the mark spawns on the bot lane scuttle IF you are pushed in just give up the scuttle. Often more than not giving a half level lead is NOT EQUIVALENT to getting one mark so it is okay to give.
Normal Skill Order
- Skill Path
Skill order VS tanks
- Skill Path
Kindred ADC works with every single build but my personal favorite is Wits End Shieldbow which provides a good amount of sustained damage alongside with survivability. Kraken Stormrazor is also a great option for ADC which gives good tank shred, alongside with chase potential. Galeforce storm razor/Essence reaver is good when enemies outrange you EXTREMELY for example champions such as xerath. Trinity force is good for more damage for an on-hit build, w/ a little less survivability than divine. Lastly Trinity Force with bork/wits and opting for an on-hit build is good for survivability versus AD ASSASSINS who would typically build a serpent's fang, OR champions who jsut do alot of burst damage. Each of these items do hold a different type of playstyle and require a lot of testing to see if you want to play with one build only, or adapt to all different builds (which I personally do).
For Kindred ADC I would recommend taking a rune setup of Conqueror, Triumph, Tenacity/Bloodline, and Cutdown / last stand. For the secondary tree I would recommend either Inspiration with biscuits + Timewarp & approach velocity or if you are going trinity force to go resolve with conditioning, and either unflinching or revitalize. I also like to take HOB w/ taste of blood, eyeball collection, and ravenous hunter versus specific champions that are hard like: ashe / caitlyn. This setup is paired well with the precision tree of triumph and bloodline.
A necessary summoner spell for Kindred and there is no exception. This helps for a lot of cases and also is just great versus other people’s flashes. Just take it.
Great against champions with close range and burst spells like samira, diana yasuo, and champions like tristana etc...
Great overall, especially if you are running revitalize, and great for playing out 2v2 situations.
Overall not great for kindred, as you just run legend:tenacity and be fine.
Great synergy with the end of your ultimate if your support wants to run exhaust or heal
#1: Ziggs 10/10
Nerf this champion please! Thanks. Ban this.
#2: Caitlyn: 10/10
Hardest matchup where a good caitlyn can NEVER die to you, and you get permanently kited. The traps are also ABSURDLY obnoxious as well. Can only win if you have a engage support AND Caitlyn misplays. I Recommend rushing Berserkers & Galeforce w/ HOB. If you see a lot of caitlyn's, ban it.
#3: Ashe 8/10
Hard matchup that is super support dependant. Unflinching + Berserkers + HOB helps alot in this lane, but you can still get kited out and lose the matchup due to high range and slows.
#4: Twitch 8/10
tHard matchup that requires the kindred player to play EXTREMELY WELL. His slow is obnoxious, alongside with if you use your R: Lamb’s respite early you will die 100% of the time after ultis. If he goes AP this matchup is even harder. I Recommend being a perfect player and ulting his E damage.
Draven is a very hard matchup unless you know exactly how the lane goes. Then it becomes extremely easy for the kindred. Many people think of going HOB and straight up bursting the draven, HOWEVER I found an easier way which is rushing Plated Steelcaps / Tabis. Using your base damage numbers you will win draven 100% of the time and make this a super easy lane. Play safe until reset.
Ezreal is a easy matchup where you will always get lane shove and have great sustain with your w. The problem with ezreal matchup is that you will never get kills and be able to obtain marks by killing the enemy. Ezreal can purely just outscale you if marks dont spawn bot side and you go even in lane.
Tristana is what most people see as a counter to kindred, but it is not actually true. This matchup is a skill matchup where kindred can easily snowball early game. The biggest thing you have to care for is Tristana’s E: Explosive Shot proccing your bone plating. Also keep in mind to not ulti early because tristana’s R: Buster shot .
One of the easier champions to lane against, however it is the MOST SNOWBALLY lane out of every single pick. This is because if you have one bad R she will get fed, and you will most likely lose. Try to kill samira before ulting. Take exhaust.
Xayah is a champion that can never really duel with you, but you have to be conscious where the feathers land when engaging, many times people do not R the feather damage. Otherwise it is a fairly easy lane where if you take exhaust it is a ok.
Senna is one of those weird champions, because it really depends on what is the support matchup. But in general versus senna I like to take hail of blades and rush for early kills due to senna’s low health bar.
Really easy matchup and a champion that not many people play. However if they make this lane into a farm fiesta you get outscaled. Make sure to Q before E’ing to get rid of the spellshield.
If Jhin ever goes for an autotrade make sure to just engage him with your E: Mounting dread. You just want to freeze the lane and look for opportunities to engage.
An easier matchup than you actually think. You do have to give cs whenever kog’maw presses W, however just engage whenever his W is down. You will have around a 9 second window every time.
Miss Fortune 4/10
Miss Fortune is not a very hard matchup in lane due to your w sustain giving you enough health to sustain through the poke. You just want to find engages on Miss Fortune alongside with preserving your ultimate until after she ultis.
Jinx is a carry with not much upfront damage alongside being immobile. If you hop over her E: Flame Chompers she is most certainly dead. A matchup where you have to play extremely confident.
Varus is actually a harder matchup if the enemy varus just decides to afk. Sadly you are never able to engage and will eventually get outscaled if he so decides to play safe. However if u take unflinching / tenacity you will be able to get lane shove and play for prio and bot marks.
Vayne is a weird matchup where she actually beats you mid-late game unlike other picks even if she is behind. You just want to snowball as hard early and maintain a lead and play for teamfights. Make sure to take exhaust.
#1: Kai’sa 1/10
Kai’sa is one of the shortest ranged ADCS which makes this lane Extremely Easy. If she ever uses her R:Killer Instinct you match it with Lamb’s respite and win in the later portions. Her burst damage is not enough to make you scared if you take bone plating.
#2: Kalista 2/10
Kalista is one of the champions where you simply just outdamage her kit. You win this matchup if you go exhaust because you can stat check her at most portions of the game. The only real “scary” thing about kalista is her rend at the end of lamb’s respite.
#3: Aphelios 4/10
Aphelios is a matchup where you have to pay attention to guns and the lane is simple. Basically you just have to just not engage when he has red & grey and you win every fight (unless you find a good engage). This is a matchup where exhaust does plenty of work.
#4: Veigar 1/10
Veigar is a matchup where if you just run tenacity / unflinching this tiny wizard will NEVER be able to touch you and you can do whatever you want. Taking exhaust makes the tiny wizard even more sad.
For Kindred ADC the most simple thing you should understand is engage >
mages = enchanters. Engage is EXTREMELY better in all cases, unless it is a lulu who gets counter pick. Mages and enchanters are both not great blind picks with kindred although they do work in counter matchups.
Taric 100/10 if duo 1/10 if not
By far the best synergy with Kindred, HOWEVER only if you are duo queue or play this synergy a lot. The reason this is good is because Kindred can Q’s forward and taric can E and they easily get stunned making this combo EXTREMELY POTENT. This makes Kindred Taric have a strong lane alongside with great scaling because kindred & taric’s ultimates. “As a wiseman once said: Kindred taric is the strongest duo in bot lane if your support can count time. However they are support players. Most of them can’t. “ Does not fit any of the categories, BUT is bedazzling of a pick (when coordinated ).
The steam engine is one strong hunking machine that pairs PERFECTLY with Kindred. As long as he hits his hooks you are having an ABSOLUTE BREEZE in lane. You can easily stack up marks, and kill them off every hook with your burst damage.
Kindred Leona is a great lane with a lot of kill pressure, however the biggest problem is your level one. This is just one lane you cant leash, but have immense kill pressure which kindred loves. Great blindpickable champion with kindred bot lane.
Alistar paired alongside Kindred is really good in a way that people do not expect. When picking alistar it gives you great sustain in the early game, good engage trading patterns, alongside with great roam potential. This all being really beneficial to Kindred because she likes the CC setup and playing for 1v1 scenarios against their adc. 100% blindpickable and underrated w/ kindred not blindpickable if you support is alicopter. Just kidding, every ali player is great.
Thresh with Kindred is a great lane because with the premier lane bully alongside with kindred there is a lot of kill pressure and Thresh opens a lot of space. Also with great disengage with flay and lantern. You can easily play aggressive throughout the whole lane phase.
Tahm Kench 7/10
Thomas Kench is a champion that likes to go in ALL IN HARD and he does truck loads of damage. If you use your E: Mounting Dread it sets up REALLY EASY with Abyssal dive his w. If a person gets caught up in this combo they are MOST CERTAINLY DEAD. However if he misses his abyssal dive… 15
The troll king has returned and is back with some vengeance. If trundle runs hail of blades there is very great kill pressure alongside with good setup with his pillar. By playing super aggressive you can easily cheese early kills. If the trundle plays passive I suggest you ff. Lane will not be playable. Or even better “Time To Troll”
Just looking at all of Rell's quotes she has some GREAT SYNERGY with Kindred. For example “Fight Like You mean it. Die for something that matters”. She is a Very aggressive lane where you just want to all in permanently and tell your jungle to play bot side, or in general attempt for 2v3’s.
Rakan is a pick that is weird because he is both an enchanter + engage at the same time. This means he can play both passive and aggressive with no real problem. However, this is just a worse lane than rell but a bit safer because there is an escape option.
Pyke is a squishier support that has a trade off because he is more assassin oriented and does a lot of damage. Also with his ultimate giving you a cut of the gold everytime you hit the x. Great synergy playing alongside with Kindred because if he ults off your ulti they are free gold bags.
Nautilus is akin to leona where he wants to engage all the time, however his hook is the size of a TRUCK. He also possesses a level one engage which leona does not tend to provide. I personally love nautilus supports.
The tree man has gone through better days and now he is stuck in support playing with mandate. I personally feel like maokai is not a great champion in lane but at least he annoys the enemy champions a bit? … not really that either.
The super nice guy with a beautiful mustache. He is known as a safer pick and not really engage, but I did not want to create a separate category. By smacking people in Kindred’s ultimate braum can easily apply stuns to everyone at the end of kindred ultimate. Great support to be playing with, BUT NOT BLIND PICKABLE.
Lulu 10/10 good mu 8/10 otherwise
Kindred Lulu is always known as a staple pick that allows kindred to shine easily.
However in the bot lane Kindred lulu IS ONLY GOOD when enemies pick engage. Many people just believe that kindred lulu is op, but due to kindred’s 500 range it makes early game EXTREMELY HARD versus enchanter & mage champions to the point where you can't really play the game.
One of the better enchanters to pair with kindred as the shield she provides gives an extra boost of movement speed. Alongside with a great pairing of slows & root + early game makes her one of the premier enchanter picks in general, kindred no exception.
Janna is actually not that bad of a support to pair with Kindred, however this is a lane that is very diveable if they get on you. The biggest part of this synergy obviously being able to janna ult people out of kindred ult. With janna’s passive it also solves a lot of kindred’s movement speed problems. However, this lane causes janna to be locked in the lane but she really excels in roaming.
Really bad because you can not function with a support that just sits on you due to low range. There is quite literally nothing you could do if enemies engage on you playing kindred yuumi and I personally think it is the worst lane.
With Sona being the way she is, and picked more often, I have played this pair a lot more and realized it is not as bad as yuumi. It is still not a great lane because this forces you into a supportive role rather than a carry. But it is not as bad as before where sona is a lump of potato.
A really poor lane combo because you can not poke alongside with senna, AND she has no engage tools. Senna Kindred feels like torture and you just have to use your R as a utility spell. You are really just Senna’s slave throughout the whole game and you do nothing.
An OK lane due to the synergistic values of kindred + zilean ultimates. Alongside with bombing people stacked in kindred ultimate. But, one that requires coordination alongside not being dove pre 6. Kindred already has one of the lowest base health points for ADCS, and Zilean is one of the lowest base health points for supports. Therefore I do not think it is super good.
The fish is something that I personally have not seen very often, BUT might be sleeper op w/ kindred. With Nami’s E: the three auto buff thingy madingy you deal AN INSANE amount of damage and typically one shot people paired with your e. The real problem is if anything blows air on nami she dies and you know the philosophy about ulting supports. dont.
The stargazer is a pick that is seen as Lost shadow’s poster child and is seen in Z Tier all across his tier lists. Sadly to break it to you she isn’t Z tier. Soraka is meant to be a poke damage sustain character and that does not synergize with Kindred super well. Only cool thing is that she can ultimate after kindred R and make the whole team full health.
Bootleg Sona SUUUUCCCKKKSS… nah just kidding. Seraphine actually holds more synergy than sona does and actually helps you shove the wave faster. With Seraphine you do not feel like you are completely afk like how sona feels,, and overall it does not feel bad at all. Also as a plus side seraphine music is one of my personal favorites.
I personally do not think Morgana is a support that is great by any measures. I think if you are looking for enchanters others are just better. BUT that does not dismiss the fact you can morgana R inside of Kindred R. This combo is LETHAL and the fact that it stuns multiple enemies is absurd raising the score. However, Laning Phase Sucks DooDoo.
Xerath 7/10 (kinda boring)
Xerath as a support outranges you over double fold, and nearly triple. In this type of lane I like to sit back, drink water, and just press ultimate whenever he needs it. However, you have to make one thing straight, you are the support he is the carry.
Brand likes to “set the world on fire” and with kindred ultimate everybody is in his world. A brand even with 10 deaths does a TON of damage once he gets his lyandris and spreading to almost every target dealing massive amounts of damage. As long as he gets his combo off many people are going to be low hp, and easy kills.
Zyra as a champion is an underrated and underappreciated champion that deals a lot of damage if played properly. With good plant usage into her snare you can easily set up kills. Alongside with her ultimate being perfect for kindred ultimate this combo is fairly deadly.
One of the worst mages to be playing with Kindred bot because lux unlike xerath needs long range poke alongside with her kit. And sadly kindred just aint that person.
A mage with pretty ok setup, but nothing too special. If you manage to get Kindred’s E into Vel'koz E you can easily set up for a free kill. However, he does not have that great of a synergy with Kindred ultimate making him a worse mage support.
The evil bird dude has so much damage in his kit that he can kill people 1v2 in the support role. He has a fairly strong early game / midgame with his hook allowing you to get marks, alongside with his ultimate doing really well inside the kindred ultimate.
Bard -10/10 (seriously 2/10).
Fun. very fun. Happy face. WOOHOOO :)
( not great synergy due to kindred being a lane bully, and how weak bard is in the early game. With Kindred’s 500 range you will be permanently bullied, and this is one of the weaker lanes in the game. 4/10)
Hello I am a Challenger ADC player for 3 years that really enjoys playing Offmeta picks, but dabbles in everything nowadays :D