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Kindred

Kindred

The Eternal Hunters
Marksman

Separate, but never parted, Kindred represents the twin essences of death. Lamb's bow offers a swift release from the mortal realm for those who accept their fate. Wolf hunts down those who run from their end, delivering violent finality within his...

Win Rate
pending
Pick Rate
pending
Ban Rate
 
Tier
 
TOP
available
JUNGLE
active
MID
available
ADC
available
SUPPORT
available
// BUILD · JUNGLE
Start Item #1041 Item #2003 Core Item #6672 Item #3006 Item #3031 Item #3094 Item #3072 Item #3026
Spells #4 #11
Skills
Q E W Q Q R Q E Q E R E E W W R W W
// LANE PERFORMANCE

Weak Against

HARD
01
Vayne
Vayne
4 games
0%
02
Shen
Shen
2 games
0%
03
Nilah
Nilah
2 games
0%
04
Quinn
Quinn
1 games
0%
05
Rammus
Rammus
8 games
25%

Strong Against

EASY
01
Riven
Riven
4 games
100%
02
Maokai
Maokai
4 games
100%
03
Malphite
Malphite
2 games
100%
04
Nasus
Nasus
2 games
100%
05
Teemo
Teemo
2 games
100%

Synergy With

DUO
01
Xerath
Xerath
4 games
100%
02
Orianna
Orianna
2 games
100%
03
Shen
Shen
2 games
100%
04
Malzahar
Malzahar
2 games
100%
05
Akali
Akali
2 games
100%
// MATCHUP LOOKUP

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// HOW TO PLAY · KINDRED

Early Game

Kindred jungle is bruiser duelist. Start Hunter's Talisman + Refillable. Full clear: Red→Krugs→Raptors→Wolves→Blue. Hit lvl 3 by 3:30 — first gank window.

Gank lanes with all-in combo. Conqueror keystone stacks during extended trades. Counter-jungle enemy when ahead. Look for Scuttle Crab fight at 3:30.

Mid Game

Goredrinker + Plated Steelcaps is your spike. Kindred forces objective fights with smite-based pickoffs. Roam to skirmishes — your sustain + damage carries fights.

Black Cleaver 2nd item shreds armor for team. Death's Dance 3rd item makes you a 1v2 threat in objective contests.

Late Game

Bruiser carry. Kindred dives squishies through frontline. Sterak's Gage 4th item = shield + tenacity. Avoid getting kited — Mercury's Treads + Sterak's tenacity.

Death's Dance heals 15% damage dealt. Bloodthirster sustain late game. Anathema's Chains vs fed enemy carry.

Win Condition

Gank lanes → snowball jungle pressure → carry objective fights. Kindred carries by both pickoffs and 5v5.

Win: 3+ ganks succeed + 2+ objective secures + 50%+ KP. Lose to: scaling junglers (Master Yi, Kindred) — counter-gank before 3-item spike.

Power Spikes

Level 3 — full kit + first gank window. Level 6 — R for execute kills. Goredrinker (1st item) — sustain + AoE damage. Black Cleaver (2nd item) — armor shred for team teamfights. Level 11 — R rank 2 + 2 items. Death's Dance (3rd item) — death recovery in 1v2 skirmishes.

Tips & Combos

Combos:

  • Conqueror stacks during sustained trades — long-AA, not short-burst
  • Pre-Q before flash gap-close = guaranteed proc
  • Use R as execute, not as engage tool

Anti-tips:

  • Don't trade with full mana cost — manage for fights
  • Don't ult full-HP target — wait for execute threshold
  • Don't 1v3 without Sterak's Gage

Pro tricks:

  • Smite priority targets in skirmishes (steal kills)
  • Counter-gank when 2+ levels ahead
  • Goredrinker active heals 25-90% of missing HP
// SIMILAR · MARKSMAN

// lanelore · patch — · stats aggregated daily from solo queue ladder