In-depth Kindred Mid 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. Only really build if they have tanks.
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 MIDRED you want to be playing Essence reaver rush into shieldbow, for a harder spike early game transitioning into a smooth tankier build. When running this build Kindo prefers to take ingenious hunter as well.
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. Kindo builds this seldomly, but when he does he always takes galeforce into essence reaver alongside with ingenious hunter.
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.
Fleet footwork is fairly good on Kindred mid giving you a lot of sustain against control mage matchups. Whenever fleet footwork is back up just auto the raptors camp, and you will get a full heal.
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.
You want to take sorcery against control mages, and volatile ap matchups
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 a collaboration with kindo who is a Challenger North American Kindred Mid OTP who streams here and has a separate guide on kindred mid here. 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 again really revolves around using your W sustain and taking “bad” trades where you are actually winning while playing VERY AGGRESSIVE. And if you just hopped to the section of this guide MAKE SURE TO HIT THE LIKE BUTTON, COMMENT, AND SUBSCRIBE as it will justify all the time I personally spent making this guide for you guys. Enjoy!
For Kindred Mid you want to be marking the enemy mid laner, and after you obtain the mark move onto the enemy jungler. There is an argument for marking the support as well, but it is more often that the Jungler will be going mid. Another option is that if you KNOW you lane priority, and can roam. Save the mark until you start roaming, and it’s a free kill. For scuttle marks kindo says to always go for them no matter the wave state as mid lane is not a like bot lane where it is able to perma-freeze and you can actually get back to lane in a short period of time. This making it so you will never lose a lot for a mark.
Normal Skill Order
The normal skill order will just be Q-max into E-max into W-max as both lane kindreds go.
- Skill Path
Skill Order VS tanks
- Skill Path
However, the skill order does change when playing versus tanks. When playing versus tanks I suggest maxing W second, because of how much damage wolf would actually be able to do.
Kindred mid’s build is less diverse, and only the option between two different builds. The reason behind this is because of how mana hungry and prio heavy mid lane is. The first build is shieldbow. With shield bow you want to be rushing essence reaver first which carries mana, damage, and even CDR. Then Kindo does prefer to go for the more tanky situational items like wits end and guardians angel rather than crit. For the second build path it is going to be Trinity Force with a tear built in. This tear is going to be giving you the mana sustain, but still at a fair cheap cost. You want to use it mainly for the mana, but can be completing it either 3rd or 4th if you would like. With this build you want to go blade of the ruined king first so you have damage, before you get survivability.
Kindred’s Mid rune setup is somewhat similar to kindred adc except swapping your secondary tree. The things you would swap in the secondary tree are: domination secondary for getting ultimate hunter, or ravenous hunter if you take tenacity, sorcery for nullifying orb against magic burst matchups like leblanc and water walking for roaming, but most commonly he takes inspiration with cosmic insight and biscuits. The reason cosmic insight and biscuits is the most common is due to the kill pressure that you want early on with your lower summoner Cooldowns. For the Primary tree you will run the same precision tree with: conqueror triumph, tenacity or bloodline, and last stand 98% of the time.
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.
Okay, but diminishing kill pressure is not good for a marked based character.
Great for kill pressure alongside with the short cooldown w/ cosmic insight. (PS ignite at end of ulti)
#1: Anivia 10/10
Your Q is not fast enough to dodge anivia’s Q plus she can perma zone you from lane / team fights. A neat little trick is to take unflinching + second wind + doran’s shield to help you out in this lane, but it still doesnt do much. You just have to play for your other lakers. One of the hardest matchups due to oppressive laning / scaling is that you can’t do much except sit back and ultimate.
#2: Lee Sin 10/10
Lee sin in the mid lane is what kindo preferably perma bans due to oppressive laning and offering 0 counterplay from your ultimate if he R - Q’s. Even with the lee sin wave clear nerfs, if he ever hits a Q on you, there is going to be trouble. 10/10 difficulty
#3: Azir 10/10
Azir often more than not is the same as anivia but even better. He outranges you immensely, has a dash, and can knock your whole team out of your ultimate. This is one of the matchup kindo prefers to dodge as it is extremely unplayable ESPECIALLY IN HIGHER ELOS. Otherwise you should take dorans shield with second wind / revitalize, and you will probably go down 30 cs @ 15. 10/10 difficulty
#4: Qiyana 9/10
Hard matchup depending on jungle pressure AND if your teammates play accordingly. Often more than not she will just use the bush stealth and you can won’t be able to target her. Coming out from that form she can just instantly one shot you if she is even, or gotten a kill from another lane. The best way to deal with this matchup is to permanently punish her early, and call your jungler over. 10/10 difficulty
#5: Tristana 8/10
Difficult matchup because she just often outdamages you AND can PUNT you out of your ultimate easily making her win throughout almost all phases. This is one of the matchups where you want to run Press the attack so you can try to beat her pre-6 if she messes up and snowball through that way. 8/10 difficulty
Fizz is a matchup for kindred that you are able to abuse early, but it is hard if he snowballs & gets zhonyas hourglass. This will make it so he is invulnerable for a SOLID amount of time after kindred ultimate, and will beat you in the burst battle easily. COMBINED with the fact that his ultimate cooldown is shorter and will be able force your ultimate makes this a harder matchup in mid - late game if you are not cautious, You want to look for an early freeze, so you can set up for a solo-kill pre 6. 6/10 difficulty
Jayce is a matchup where you can easily look for kills if you space his forms correctly, and he looks for all ins. But to do this you have to know his ranges perfectly. This is because he often just runs phase rush which easily lets him kite you out, and if you engage he can easily E you out of range. You can also take a slow approach and easily outscale him in team fights without a hitch. 6/10 difficulty
Sandra is one of the matchups where you preferably take Doran's shield and sit back and farm. Taking the tenacity rune alongside with mercury tread’s makes the matchup extremely easier and that is when you can look for lane priority, and solo kills. In this lane you want to use your HP as a resource getting shoves in, and resetting. 5/10 difficulty
Akali is a super easy early game matchup where you win almost all the time if you play correctly. The problem with akali is that post 6 if she ever hits her E, you can die prior to wit’s end. If you play in the minion wave, and be cautious about her E this matchup is fairly easy, and simple. 4/10 difficulty
Cassiopeia is a matchup where you win early easily EVEN if she hits her Q due to being able to just one shot her, but gets a tad bit harder later on. Kindo prefers to run tenacity w/ mercury treads so he is just able to tank the cass R, and kill her instantly. A tip against cass is to walk away from her W: Miasma, and Q back in. Many people will not expect this, and you can easily get a kill. 4/10 difficulty
Matchup where you will just get pushed in and call for your jungler. You are really not able to do anything in a 1v1 scenario as you die to his E, but If you ever get to four marks you will begin to outrange his towers and this matchup becomes very easy. 6/10 difficulty
Super easy matchup where you can abuse katarina almost all the time through the laning phase and easily get solo kills. She will be permanently under tower, Low HP, and never being able to take her dagger. The caveat is if she roams and snowballs with TP ignite she can easily start snowballing against you. 2/10 difficulty
Leblanc is not a difficult 1v1 where you can dodge her w with your q due to the missile speed. But, the problem is with how slippery she is, and how her setup potential is AMAZING. If you begin to have a lot of troubles in this matchup I suggest taking both nullifying orb alongside with mercury treads. This is a matchup where you just have to watch out for their jungler, and if you have mercury treads it becomes easy. 7/10 difficulty Orianna 3/10
Orianna is hard to solo kill, but is just a farm lane where you obtain permanent priority throughout the map. You will always be able to out-sustain her damage with a relative ease due to your W and lifesteal. Try to roam to sides to help out lakers, or your jungler. 4/10 difficulty
Another farm lane where you will take 0 damage unless you eat all of Ryze’s Q’s. The same concept as orianna where you just want to roam to side to help out your laners. 4/10 difficulty
Talon is an extremely easy lane where you beat him throughout all levels, and he can never ulti onto you. But that is not the problem. If he gives CS accordingly and roams he will still be able to impact the map, so make sure you ping out roams. 3/10 difficulty
Akshan is a fairly easy lane and one that you bully. He does not do enough damage to you, and
if you ultimate he doesn't have the burst to really follow up. Try to play in the minion waves for his E and it will be a breeze. Make sure to take PTA though! 3/10 difficulty
A fairly easy 1v1 matchup where legend tenacity becomes your best friend. This is the rune that lets you play super aggressive into vex and makes this matchup turn from a disaster one, to a not bad at all. However in this matchup you have to play super aggressively, AND IT IS VERY SNOWBALLY. Tell your jungler to paly towards you!
Zed is a matchup where if he all in’s you, you will easily win. It becomes a harder matchup if you just trade ultimates where his ultimate is on a shorter cooldown and he will wins. If you waste his W you can play aggressively as you would like to and look for solo kills. Only play sides if you have ulti. 6/10 difficulty Annie 3/10
Annie is where you want to rush mercury treads and tenacity and just RUN HER DOWN. if you build mercury treads she will never be able to one shot you, and you can kill her through the CC. Take nullifying orb, and be careful of her initial level 6 power spike. 3/10 difficulty
Irelia is a matchup where you just have to be cautious about letting her freeze and dodging her E with your Q. Be very cautious about Q’ing forward due to the cooldown, and she should never beat you. Try to freeze as much as possible to look for solos. 5/10 difficulty
Zoe is a tenacity / mercury treads lane where you can fight her early if you dodge her bubble pre merc treads. The reason you run tenacity + merc treads is if she ever lands a bubble, you will be out of the sleep before she can land Q. By pushing in this matchup you create a lot of pressure on the zoe, and can easily roam to sides IF she is playing safe. Later on you should try to force her for a side 1v1. 4/10 difficulty Ahri 3/10
With Tenacity ahri does a pitiful amount of damage especially since you are able to Q her second portion of Q. A matchup where you can press your lead by roaming, and looking for solo kills when here ultimate is down. 3/10 difficulty
Galio you want to start shoving in from level one and maintaining that pressure throughout the whole game. This will make galio not able to roam and low on hp. The hard part is galio’s gank setup and reacting to galio’s E when that happens. More likely than not if your flash gets burned you will get repeatedly ganked, and die. 4/10 difficulty
Yasuo is where you just WANT TO MAKE SURE you save your W for when he engages. Your W will bite through the windwall and rack up damage that way. Other than that this lane is very easy, and you can always look for solo kills by freezing and chasing him down. 4/10 difficulty
Sylas will never win you UNLESS he get’s everfrost and is super snowballed. This is because this will ensure his E which leads up to free burst damage, and overall a free kill for him. If you ultimate first make sure to E and auto ONCE extending your E duration, then autoing a second time once he ultis, and finishing the proc afterwards. 5/10 difficulty
Twisted Fate 3/10
You will have permanent priority over twisted fate and control throughout the whole game. Take tenacity if he is paired with a good ganking jungler. And of course since he is playing twisted fate make sure to ping off the roams whenever he looks to ulti. 3/10 difficulty
#1: Ekko 1/10
All Ekko can realistically do is engage and it is just EXTREMELY hard since your dash is on a short cooldown. It makes it impossible to land his W and you can easily kill him. He is never a scary matchup 1/10 difficulty
#2: Kassadin 0/10
By far the easiest matchup for Kindred where you just poke him and try to one shot him on 3. If you freeze he is unable to play the game with your chase and damage potential. The only real way the kassadin can play this matchup is if he rushes tabis + frozen heart + seekers. 0/10 difficulty
#3: Lissandra 1/10
Another tenacity/mercury treads lane where she just begs for her jungler to come permanently. However since she has no poke besides her Q you will always be able to sustain full hp and actually look for 1v2 outplays. 1/10 difficulty #4: Yone 2/10
Easier matchup than yasuo because this time all his spells are projected. He can not touch the wave or fight without his E so you just want to continue to poke him until he gets his third Q ,or ultimate and easily dodge it with your Q. 2/10 difficulty
Kindred mid is an AD MID LANER which means often more than not AP junglers are the most ideal with this pick to help damage distribution. However, there are certain cases where your top laner, or bot laner picks AP allowing your jungler to pick AD. Generally going for good synergies with kindred ultimate is the most beneficial. But the champion pool is fairly small so we will just be going over the top 5 picks.
Nunu is a champion that you want if you have a mid matchup that you want to oppress AND maintain a lead. Nunu has good ultimate pairing with kindred alongside with super good early pressure and CC where you can easily play through mid without a hitch. 10/10
A champion with a relatively weak early game, but makes up for it for his AMAZING ULTIMATE and one shot capability. It is a MONSTER alongside Kindred with his AOE CC and ability ulti after kindred ult. 9/10
Karthus is a perma clear jungler with extremely high magic damage. His DPS and Ulti for after kindred ultimate make him a great pairing and if you are both snowballed it is good game almost ALL THE TIME. 9/10
As you can see a common trend the best synergies for kindred are often AOE ability junglers, Zac being no exception. With high cc and engage this allows the kindred player to carry with a good beefy frontline that scales beautifully in to the late game. 8/10
The one Jungler which has a beautiful time playing with kindred as you get buffed from the jungle. This gives you great kill pressure if jungle is hovering and good shields for mid-late game. The only real “problem” is that if you have no front line it may be a problem, but then again there is daisy. 8/10
Hello I am a Challenger ADC player for 3 years that really enjoys playing Offmeta picks, but dabbles in everything nowadays :D