Kindred

Kindred

The Eternal Hunters

JungleDifficulty
Win
50.7%1.3
Pick
2.1%
Ban
0.2%
Kindred
All stats
HP
630(+128)
HP Regen(5s)
14(+0.6)
MP
340(+40)
MP Regen(5s)
12(+0.4)
Damage
62(+3)
Attack Speed
0.8125(+3.2%)
Armor
37(+5)
Magic Resistance
32(+1.4)
Attack Range
500
Movement Speed
335

growth per level

Combos · Kindred

Arrow Poke Trade

Basic

When Safely trade in lane or jungle skirmishes, poking with marked arrows

  1. Reposition and attack speed
  2. AutoFirst basic attack
  3. Slow
  4. Q cooldown zone
  5. AutoSecond basic attack
  6. Disengage

Tip Roll sideways with Q for attack speed, land the first basic attack, then apply E's slow. After the second basic attack, W's zone reduces Q's cooldown to 3.5 seconds and helps prepare the escape roll; this short sequence has no third post-E basic attack, so Wolf's finishing hit does not trigger.

E 3rd-Hit Wolf Charge

Intermediate

When Core damage cycle: land E's slow, then three basic attacks to detonate the Wolf charge

  1. Slow
  2. AutoFirst hit
  3. AutoSecond hit
  4. Attack-speed buff
  5. AutoThird basic attack and Wolf

Tip After E connects, three basic attacks on the same target within 4 seconds cause Wolf to pounce on the third for missing-health damage. Attack twice, use Q to reposition and gain attack speed, then land the third basic attack quickly; Q itself does not reset the attack timer.

Wolf's Frenzy All-In

Advanced

When All-in inside W using its shortened Q cooldown and Wolf's attacks

  1. Zone
  2. Slow
  3. AutoFirst hit
  4. Attack speed and reposition
  5. AutoSecond basic attack
  6. AutoWolf hit

Tip W makes Wolf maul Lamb's last target and reduces Q's cooldown to 3.5 seconds inside the zone, but W itself does not grant Lamb attack speed. After E's slow, use basic attack → Q → basic attack → basic attack to complete the third hit, relying on Q's attack speed to trigger Wolf's missing-health damage quickly.

Lamb's Respite Turnaround

Advanced

When Surviving a losing fight in R's no-death zone and preparing end-of-zone damage

  1. Slow
  2. AutoFirst hit
  3. AutoSecond hit
  4. 3-second no-death zone
  5. AutoThird basic attack and Wolf
  6. Q cooldown zone

Tip R prevents units in the zone from dying for 3 seconds and makes them damage-immune at 10% health, but they also cannot be healed during that state. Prepare two basic attacks after E, land Wolf's third-hit damage near the end, then activate W after the zone heals every unit to prepare the next Q and continued fight.