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Kindred
KindredSquare
General Information
TitleThe Eternal Hunters
PronounsThey/Them
Release DateOctober 14, 2015
Cost6300 BE 975 RP
AttributeMarksman
Statistics

HP
540 (+ 85)

HPR
7 (+ 0.55)

MP
300 (+ 35)

MPR
7 (+ 0.4)

MS
325

AD
65 (+ 2.5)

AS
0.625 (+ 3.5%)

RNG
500

AR
29 (+ 3.5)

MR
30 (+ 0.5)
Developer Info
DDragon KeyKindred
External Links
Universeuniverse.leagueoflegends.com
Game Info Wikileagueoflegends.fandom.com

Kindred is a champion in League of Legends.

Lore[]

  • Biography
  • Story #1
  • Story #2
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 crushing jaws. Though interpretations of Kindred’s nature vary across Runeterra, every mortal must choose the true face of their death.

Kindred is the white embrace of nothingness and the gnashing of teeth in the dark. Shepherd and the butcher, poet and the primitive, they are one and both. When caught on the edge of life, louder than any trumpeting horn, it is the hammering pulse at one’s throat that calls Kindred to their hunt. Stand and greet Lamb’s silvered bow and her arrows will lay you down swiftly. If you refuse her, Wolf will join you for his merry hunt, where every chase runs to its brutal end.

For as long as its people have known death, Kindred has stalked Valoran. When the final moment comes, it is said a true Demacian will turn to Lamb, taking the arrow, while through the shadowed streets of Noxus, Wolf leads the hunt. In the snows of the Freljord, before going off to fight, some warbands “kiss the Wolf” vowing to honor his chase with the blood of their enemies. After each Harrowing, the town of Bilgewater gathers to celebrate its survivors and honor those granted a true death by Lamb and Wolf.

Denying Kindred is to deny the natural order of things. There are but a wretched few who have eluded these hunters. This perverse escape is no sanctuary, for it only holds a waking nightmare. Kindred waits for those locked in the undeath of the Shadow Isles, for they know all will eventually fall to Lamb’s bow or Wolf’s teeth.

The earliest dated appearance of the eternal hunters is from a pair of ancient masks, carved by unknown hands into the gravesites of people long-forgotten. But to this day, Lamb and Wolf remain together, and they are always Kindred.

“Tell me again, little Lamb, which things are ours to take?”
“All things, dear Wolf.”
FOREST FOR THE TREES

The battle spilled over like a feast before them. Such delicious life—so many to end, so many to hunt! Wolf paced in the snow while Lamb danced lithely from sword edge to spear tip, the red-blooded butchery never staining her pale coat.

“There is courage and pain here, Wolf. Many will gladly meet their end.” She drew up her bow and let loose an arc of swift finality.

The last breath of a soldier came with a ragged consent as his shield gave way to a heavy axe. Stuck in his heart was a single white arrow, shimmering with ethereal brilliance.

“Courage bores me” the great black wolf grumbled as he tracked through the snow. “I am hungry and eager to chase.”

“Patience” she murmured in his shaggy ear. As soon as the words left her, Wolf’s shoulders tensed and his body dropped low to the ground.

“I smell fear” he said, trembling with excitement.

Across the muddied field of snow, a squire—too young for battle, but with blade in hand, nonetheless—saw that Kindred had marked all in the valley.

“I want the tender-thing. Does it see us, Lamb?”

“Yes, but it must choose. Feed the Wolf, or embrace me.”

The battle turned its steel toward the squire. He now stared at the roiling tide of bravery and desperation coming for him. This would be his last dawn. In that instant, the boy made his choice. He would not go willingly. Until his last breath, he would run.

Wolf snapped in the air and rolled his face in the snow like a new pup.

“Yes, dear Wolf.” Lamb’s voice echoed like a string of pearly bells. “Begin your hunt.”

With that, Wolf bounded across the field after the youth, a howl thundering through the valley. His shadowed body swept over the remains of the newly dead and their useless, shattered weapons.

The squire turned and ran for the woods until thick black trunks passed in a blur. He pressed on, the frozen air burning his lungs. He looked once more for his hunter, but could see nothing but the darkening trees. The shadows closed tightly around him and he suddenly realized there was no escape. It was the black body of Wolf that was everywhere at once. The chase was at its end. Wolf buried his sharp teeth in the squire’s neck, tearing out ribbons of vibrant life.

Wolf reveled in the boy’s scream and crunching bones. Lamb, who had trailed behind, laughed to see such sport. Wolf turned and asked, in a voice more growl than speech “Is this music, Lamb?”

“It is to you” she answered.

“Again” Wolf licked the last drop of the youth’s life from his canine jaws. “I want to chase again, little Lamb.”

“There are always more” she whispered. “Until the day there is only Kindred.”

“And then will you run from me?”

Lamb turned back to the battle. “I would never run from you, dear Wolf.”

A GOOD DEATH

Magga was about to die for the fourteenth time. She had bitten into a rotten apple–yet again. Its putrid flesh had, as always, infected her with carrionshade. The actress went through the motions of stumbling to her death while shouting her final words for all to hear.

“Oh, but how wondrous a dream is life? Only now—too late!—do I wake to see its myriad of splendors,” she bemoaned.

With a puff of smoke and glittering powder, Kindred made a grand entrance upon the stage. As per tradition, they were played by one actor, his head covered by two opposing masks. He approached Magga, the white mask of the Lamb facing her.

“Hark! Do I hear a plea for my keenest arrow? Come, child, let the warmth of your heart fade into the cold embrace of oblivion.”

Magga refused, as she had thirteen times before. Any nuance in her performance was buried beneath the ear-splitting delivery of her scream. On cue, Lamb spun around, revealing the second mask–that of the Wolf.

“There is naught ye can do to stave off thine end,” growled Wolf.

“I am but a poor young maiden! Please, let my piteous cry fall on all four of thine ears.”

The audience seemed enraptured by the unfolding dramatics of the Orphellum Mechanicals. With the twin threats of plague and war on the tongues of those in neighboring protectorates, death dramas were all the rage.

Denji, the actor portraying both Lamb and Wolf, descended upon the young actress, awkwardly baring wooden fangs. Magga offered her neck. At the threat of Wolf’s bite, she triggered the device sewn into her blouse’s collar. Ribbons of red fabric unspooled to the delighted pips and yelps of the audience. They’d gotten what they paid for.

A GOOD DEATH 1

By the time the Mechanicals had staggered back to their wagon and set off in the direction of Needlebrook, there were no stars to be seen. Instead, a veil of clouds stretched across the night sky.

Needlebrook always delivered a good audience, Illusian, the company’s owner and sole dramaturg, explained once more. He staggered around, drunk on his own accolades—as well as the wine Parr had grifted from the locals.

The night wore on, and the troupe had descended into bickering. Tria and Denji lambasted their playwright over the quality of his plots, which fell into a predictable structure: tragedy strikes maiden, death finds maiden, death takes maiden. Illusian argued that complicated plots detracted from a good death scene.

Magga, the youngest of the bunch, agreed with Tria and Denji’s diagnosis, but kept her mouth shut. Had she not stowed away in the wandering troupe’s wagon, she would certainly be somewhere far more miserable. Luckily for her, the Mechanicals had recently lost several actors due to Illusian’s insistence on complete artistic control. Because of his attitude—and obvious mediocrity—they were facing a drought of fresh faces. And so, the Orphellum Mechanicals agreed to contract Magga to die in all their dramatics for the foreseeable future. For which she had been grateful.

Illusian was still smarting from Denji and Tria’s words when he motioned to Parr, their wagoner, to stop and make camp. The inebriated auteur set out his bedroll in pride of place next to the wagon. He then threw the rest of the bedding into the long grass nearby.

“Ungrateful players can sleep in the wilds,” Illusian spat, “where they shall hopefully find their manners.”

The rest of the troupe built a fire and swapped stories. Denji and Tria had fallen asleep in each other’s arms while whispering potential names for their unborn child into each other’s ears. They had nattered on about the day the traveling company would stop in Jandelle, a town so perfect and peaceful they would set aside their vagabond ways to raise their child.

Magga moved closer to the crackling fire so its pops and whistles would drown out the irksome affections of her traveling companions.

But sleep never came. Instead, Magga tossed and turned, thinking about the looks on the audience’s faces as the coiled spurts of blood unfurled from her neckline. A pretty maiden struck dead by her own naïveté was all the theatrical pomp Illusian could muster, but the crowd lusted after the gruesome façade.

Eventually, she left her bedroll and set out into the woods to soothe her unsettled mind.


In the dead of night, Magga came upon a low grassy mound with slabs of standing stone at its base. Although she could not read the inscriptions, her fingers traced the familiar etching of Kindred’s twin masks. This was a place of the dead, a burial site built long ago.

She felt a chill on the back of her neck that compelled her to look up. She was not alone. Magga immediately understood what she saw, for she’d encountered a crude impersonation of them night after night. But poor Denji couldn’t begin to instill the dread washing over Magga. Before her, perched on a weathered barrow-archway, was Lamb herself, flanked by her ever-faithful counterpart, Wolf.

“I hear a beating heart!” said Wolf, his black eyes twinkling with delight. “May I have it?”

“Perhaps,” replied Lamb. “I sense she is afraid. Speak, beautiful one. Tell us your name.”

“I-I would have yours first,” stammered Magga, stepping backward. Her slow escape was halted by the speedy Wolf, who materialized unsettlingly close behind her.

He spoke directly in her ear. “We have many names.”

“In the West, I am Ina to his Ani,” said Lamb. “In the East, Farya to his Wolyo. But we are Kindred everywhere. I am always Lamb to Wolf, and he is always Wolf to Lamb.”

Wolf reared up and sniffed at the air.

“She is playing a boring game,” said Wolf. “Let us play a new game, one of chasing and running and biting.”

“She is not playing, dear Wolf,” said the Lamb. “She is frightened and has lost her own name. It hides behind her lips, afraid to come out. Worry not, dear child, I have found your name. We know it as you know us, Magga.”

A GOOD DEATH 2

“P-please,” Magga stammered. “Tonight is not a very good night for—”

Wolf’s great pink tongue lolled out of the side of his mouth, and he proceeded to cackle.

“All nights are good nights for pouncing,” said Wolf, laughing.

“All days are, too,” Lamb said. “With light comes a clear shot.”

“There is no moon tonight!” cried Magga. She used what Illusian had taught her—to gesture grand, so those in the back could see her movements. “It is hidden by a blanket of clouds, tucked away from my eyes and yours. Without the moon, what would be the last thing I would see?”

“We see the moon,” replied Lamb, as she caressed her fabled bow. “It is always there.”

“There are no stars!” said Magga, trying again, this time gesturing smaller and speaking quieter. “No menagerie of twinkling diamonds, glittering in the midnight hue. What more beautiful view could one hope for whence one meets Lamb and Wolf?”

“This Magga-thing is playing a new game,” growled Wolf. “It is called ‘stalling.’”

Wolf stopped moving and cocked his head to the side. He turned his sideways snout toward Magga before speaking. “Can we play ‘Chasing the Magga-Thing and Bite Her to Bits?’?” Wolf clacked his fangs together loudly for effect.

“Let us ask her,” said Lamb. “Magga! Do you prefer Wolf’s chase, or my arrow?”

Magga was trembling now. Her eyes raced to take in every last detail of the world around her. It wasn’t such a bad place to depart. There was grass. There were trees. There was the ancient archway. There was stillness to the air.

“I would prefer Lamb’s arrow,” she said, looking at the rough crusts of bark on the trees. “I’ll imagine myself climbing to the highest boughs, like when I was a child. Only this time, I will never stop climbing. Is that what it is like to go with you?”

“No,” said Lamb, “though it is a nice thought. Fear not, little maiden, we are just having our fun. You have come to us tonight; we have not come for you.”

“I cannot chase Magga-thing,” said Wolf, with a hint of disappointment in his voice. “But there are other things nearby. Other things ripe for the chasing and the biting. Hurry, Lamb. I am hungry.”

“For now, know that your theatrics have pleased us, and we will watch them until the day we meet again.”

Wolf passed over Magga and disappeared into the woods. The shadowy beast snaked away through fields of tall grass. Magga looked back toward the weathered barrow. Lamb was gone.

The actress fled.

A GOOD DEATH 3

When Magga returned to the encampment, she found it in utter ruin. The wagon she had only just begun to call home had been ransacked and reduced to a smoldering husk. Bits of clothing and ruined props lay strewn across the campsite.

She found Denji’s body near where he’d slept. He had died protecting Tria, whose corpse lay behind him. Judging from the trails of blood, their deaths had not been slow. They had dragged themselves toward each other, their fingers entwined in one last caress before death.

Magga noticed that Illusian had managed to kill two of the bandits before being burnt to a crisp along with Parr in the wagon.

The only thing that remained untouched were Denji’s Lamb and Wolf masks. Magga picked them up and held them in her hands. She placed the Lamb mask over her own eyes and heard the voice of Wolf.

“Chase the Magga-thing.”

The maiden ran the distance to Needlebrook, never once looking back.


The Golden Round was filled to the brim with a sea of twinkling eyes, all glittering in excitement at the velvet curtain. The king sat in the theater with the queen and their advisers, all eagerly awaiting the onset of the dramatics. Everyone hushed as the black curtain lifted to reveal the actors.

Magga sat in a quiet dressing room under the stage. She heard the crowd fall silent as she studied herself in the mirror. The luster of youth had faded from her eyes years ago, and left her with a long shock of silver running through her hair.

“Madame!” said the stagehand. “You’re not in costume yet.”

“No, child,” Magga said, “I only dress at the last moment.”

“It is the last moment,” said the young stagehand, holding the two final pieces of Magga’s costume: the same Lamb and Wolf masks from her days with the Orphellum Mechanicals.

“May your performance be blessed tonight,” the stagehand said.

Magga prepared to leave for the stage. She slipped the masks over her head. The old chill from the dark barrow crept down her spine. She welcomed it—as always.

She enthralled the audience as she glided onto the stage, embodying Lamb’s graceful movements. She thrilled the crowd with her rendition of Wolf’s playful savagery. She, as the twin deaths personified, eased the suffering of her fellow actors, or ripped it from their throats, until the crowd stood on its feet and erupted in thunderous applause.

It was true. All audiences loved a good death, and they loved Magga’s more than any other.

Even the king and queen were on their feet in praise of her work.

But Magga heard no applause and saw no ovations. She didn’t feel the stage beneath her feet, nor the hands of her fellow mummers in hers as they bowed low. All she felt was a sharp pain in her chest.

When Magga looked out over the audience, every single face was either a lamb or a wolf.

A GOOD DEATH 4

Abilities[]

Mark of the Kindred Mark of the Kindred [Passive]

Lamb can choose a champion to hunt by clicking the champion portraits above the inventory.

Wolf periodically hungers for and hunts enemy jungle monsters.

Each kill or assist on hunted targets completes a hunt and empower's Kindred's basic abilities. Every 4 successful hunts increase Kindred's attack and ability range (75 + 25 every 4 after).

  • Dance of Arrows Dance of Arrows: Attack Speed bonus increased by an additional 5% per stack
  • Wolf's Frenzy Wolf's Frenzy: Current health damage increased by an additional 1% per stack
  • Mounting Dread Mounting Dread: Missing health damage increased by an additional by 0.5% per stack
Dance of Arrows Dance of Arrows [Q]
Cost: 35 Mana Cooldown: 9s Range: 340 Area of Effect: 500

Active: Lamb vaults, firing up to 3 arrows at nearby enemies, dealing physical damage and gains 25% bonus Attack Speed for 4 seconds.

Casting Wolf's Frenzy Wolf's Frenzy or vaulting inside of its effect reduces the cooldown of this spell.

Physical Damage: 60 / 80 / 100 / 120 / 140 (+65% bonus)
Reduced Cooldown: 4 / 3.5 / 3 / 2.5 / 2 seconds
Wolf's Frenzy Wolf's Frenzy [W]
Cost: 40 Mana Cooldown: 18 / 17 / 16 / 15 / 14s Range: 500 Area of Effect: 800

Passive: As Kindred move and attack they build stacks of Hunter's Vigor, up to a maximum of 100. At full stacks Lamb's next basic attack drains health from the target, based on Lamb's missing Health.
Active: 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 and deal 50% increased damage against monsters and reduce their Attack and Movement Speed by 50% for 2 seconds..

Health Drain: 49 - 100 (based on level)
Magic Damage: 25 / 30 / 35 / 40 / 45 (+20% bonus)
[+1.5% target's current] (+25% bonus Attack Speed)
Mounting Dread Mounting Dread [E]
Cost: 50 Mana Cooldown: 16 / 15 / 14 / 13 / 12s Range: 500

Active: 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 physical damage (Max 300 vs. Monsters).

Wolf's attack critically strikes her target for 50% increased damage if they are below 15% (+50% Crit Chance) Health.

Physical Damage: 80 / 100 / 120 / 140 / 160 (+80% bonus) [+8% target's missing]
Lamb's Respite Lamb's Respite [R]
Cost: 100 Mana Cooldown: 180 / 150 / 120s Area of Effect: 500

Active: Lamb blesses the ground under herself for 4 seconds. While inside the area, all units (including champions, minions and monsters; both allied and enemy) cannot be reduced below [+10% their max]. Units in the area who reach the threshold cannot be healed while within for the remaining duration.

All units within the zone are healed immediately after the blessing ends.

Heal: 250 / 325 / 400

Patch History[]

Patch 10.6

Base attack damage growth and mana regen increased. W health restore increased. R heal increased.

Kindred is starving for some buffs. Since Lamb and Wolf have been a little weak as of late, we're giving them some sweet nutrition in the form of healing and scaling.

Base Stats

ATTACK DAMAGE GROWTH : [2.26] 2.5
MANA REGEN : [6.972] 7

Wolf's Frenzy W - Wolf's Frenzy

HEALTH RESTORE : [32-100 (levels 1-18)]
49-100 (levels 1-18) based on her missing health

Lamb's Respite R - Lamb's Respite

HEAL : [200/250/300]
250/325/400


Patch 9.9
Passive mark spawns later in game.

Matching some Rift Scuttler changes below. Sorry for spoilers.

Mark of the Kindred Passive - Mark of the Kindred

FIRST MARK SPAWN : [2:05] 3:15


v8.15
W attack speed scaling (for Wolf) decreased. R cooldown increased.

Recent bugfixes gave Kindred far more of a bump than expected, and as a result they have emerged as a dominant jungler. Pulling back some power and aligning their ultimate cooldown with other similarly game-changing ultimates.

Wolf's Frenzy W - Wolf's Frenzy

WOLF BONUS ATTACK SPEED : [50%] 25% bonus attack speed

Lamb's Respite R - Lamb's Respite

COOLDOWN : [160/130/100]
180/150/120 seconds


v8.13
W now correctly scales with items. W no longer reduces monster attack speed. Kindred once again gains stacks of Hunter's Vigor from moving and attacking.

There once was a duo named Kindred
Whose jungle strength Scuttle Crab hind'red
Now Wolf's attacks scale
Lamb's healthy and hale
And their games are less often surrend'red

Wolf's Frenzy W - Wolf's Frenzy

ON THE HUNT Kindred gains stacks of Hunter's Vigor from moving and attacking. When charged, she will heal for up to 32-100 (at levels 1-18) based on her missing health %.
GUARD WOL Wolf's Frenzy no longer reduces monster attack speed by 50%
BUGFIX : Wolf's attack speed now appropriately scales with items
BUGFIX : Kindred no longer gets two Marks for assisting on epic monster kills


v8.12
Attack speed growth increased. Q attack speed increased. E damage increased.

Kindred's recently taken losses from both the Rift Scuttler changes and the Zeal item nerfs. We're building on last patch's buffs (focused on adjusting Kindred's early marks to account for the Scuttler changes) with a heavier power-up this time around.

Base Stats

ATTACK SPEED GROWTH : [2.5%] 3.5%

Dance of Arrows Q - Dance of Arrows

BONUS ATTACK SPEED BUFF : [10%] 25%

Mounting Dread E - Mounting Dread

BASE DAMAGE : [65/85/105/125/145]
80/100/120/140/160


v8.11
Mark respawn time decreased. First mark spawns earlier. Rift Scuttle assists now correctly collect marks.

The increased importance of Scuttle Crab has made it harder for Kindred to gather marks.

Mark of the Kindred Passive - Mark of the Kindred

MARK RESPAWN TIME : [50] 40 seconds
FIRST MARK SPAWN : [2:20] 2:05
BUGFIX : Assists on Rift Scuttler now appropriately collect marks


v8.10

Small quality of life buff.

Mark of the Kindred Passive - Mark of the Kindred

PACK HUNTER If an ally kills a hunted jungle monster within 6 seconds of Kindred damaging it, Kindred will still acquire the passive stack


v7.22

BASE ATTACK DAMAGE : [57] 65
BASE ARMOR : [20] 29

Dance of Arrows Q - Dance of Arrows

BASE DAMAGE : [55/75/95/115/135]
60/80/100/120/140

Mounting Dread E - Mounting Dread

BASE DAMAGE : [60/80/100/120/140]
65/85/105/125/145


v7.13
Passive increases range more often, W and E damage up.

Since their update, we’ve had more time to assess Kindred's power and there was potential to give them a little bit more power throughout their kit. First we have the marks - as the game progresses, it gets harder to acquire marks, which makes it even harder for Kindred to access their bonus range, so we're easing the curve on the passive a bit. Additionally, early trades were still a bit on the weak side and Wolf attacks during Wolf's Frenzy didn't feel meaningfully more powerful with each successful hunt.

Mark of the Kindred Passive - Mark of the Kindred

RANGE PER MARKS : [Kindred’s basic attacks and Mounting Dread gain 75 range at 4 stacks, plus 25 range every 4 stacks] every 3 stacks thereafter

Wolf's Frenzy W - Wolf's Frenzy

ADDITIONAL DAMAGE PER MARK : [0.5% enemy current health] 1% enemy current health

Mounting Dread E - Mounting Dread

BASE DAMAGE : [40/60/80/100/120] 60/80/100/120/140


v7.12
Base attack damage up. E mana cost down.

Last patch we made some major changes to Kindred, aimed at better delivering on the jungle marksman fantasy. While there’s always a period of adjustment when a champion sees large changes to their base kit, Kindred came out struggling more than expected. These changes are just straight power increases across the board, and as players get less sheepish about new builds and playstyle, we should see Kindred’s eternal hunt become far more fruitful.

Base stats

BASE ATTACK DAMAGE : [54] 57

Wolf's Frenzy W - Wolf's Frenzy

WOLF DASH SPEED : [1200] 1400
GRACE PERIOD : Zone duration now waits to begin counting down until Wolf reaches the cast location. Casting Dance of Arrows during Wolf’s travel time will still grant the reduced cooldown.

Mounting Dread E - Mounting Dread

COST : [70] 50 mana


v7.11
Passive stacks increase Kindred’s attack range and amplify their abilities.

Kindred were our first attempt at ground-up designing a marksman for the jungle. Although they’ve been on-and-off present in the meta (mostly ‘off’ as of late), their playstyle has settled in a spot that felt closer to skirmisher than marksman. Today, we’re revisiting Kindred's kit to deliver the jungler marksman playstyle we originally intended. Wolf and Lamb have more distinct roles to play, synergizing with one another to make a better-feeling Kindred overall.

Here’s the tightrope we’re walking: “jungler” and “marksman” have pretty conflicting needs. Marksmen are typically weaker in the early game, scaling up to late game carry potential. Junglers need at least enough early strength to kill monsters and gank lanes. To be both, we need to define when Kindred has weaknesses, and by process of elimination, that’s mid-game. With clearer emphasis on late-game sustained damage (new scaling from Marks, ratio shifts to bonus AD), we’re lowering the mid-game burstiness their abilities offer.

All in all, we want Kindred players to feel good about playing a marksman in the jungle, using the right amount of power during the right parts of the game.

Base stats

ATTACK DAMAGE GROWTH : [1.7] 2.26

Mark of the Kindred Passive - Mark of the Kindred

HEARTSEEKING Kindred’s basic attacks no longer deal a percent of their target’s current health damage based on passive stacks
DEATH’S REACH Kindred’s basic attacks and Mounting Dread gain 75 range at 4 stacks, plus 25 range every 4 stacks thereafter
AMPLIFICATION Stacks amplify Kindred’s basic abilities:
  • Dance of Arrows: Bonus attack speed increased by an additional 5% per stack. (No longer increases base damage.)
  • Wolf’s Frenzy: Current health damage increased by an additional 0.5% per stack
  • Mounting Dread: Missing health damage increased by an additional by 0.5% per stack

Dance of Arrows Q - Dance of Arrows
Grants attack speed on-cast.

BONUS ATTACK SPEED Now grants 10% attack speed for 4 seconds on cast, plus an additional 5% per Mark of the Kindred stack
MARK DAMAGE Mark of the Kindred stacks no longer increase Dance of Arrows’ damage
RATIO : [0.2 total] 0.65 bonus attack damage
DASH SPEED : [400] 500

Wolf's Frenzy W - Wolf's Frenzy
Deals additional damage based on current enemy health. Kindred can choose where to cast Wolf’s Frenzy.

CAST RANGE [Self-cast] Anywhere within 500 range (including over walls). Hunting zone radius unchanged.
CURRENT HEALTH DAMAGE Wolf’s attacks deal an additional 1.5% of the target’s current health as damage, plus an additional 0.5% per Mark of the Kindred stack
RATIO : [0.4 total] 0.2 bonus attack damage
DAMAGE TYPE : [Physical] Magic

Mounting Dread E - Mounting Dread
Deals additional damage based on missing enemy health and crits low-health enemies.

MISSING HEALTH DAMAGE 8% target’s missing health, plus an additional 0.5% per Mark of the Kindred stack
MAX HEALTH DAMAGE No longer deals 5% of the target’s maximum health as damage
BASE DAMAGE : [40/75/110/145/180] 40/60/80/100/120
RATIO : [0.2 total] 0.8 bonus attack damage
MISSILE SPEED : [1600] 2000
JAWS OF DEATH : Wolf's attack critically strikes targets below 15% health for 50% bonus damage. Threshold increased by 0.5% health per 1% critical strike chance (up to 65% health at 100% crit chance).


v7.5
Passive’s jungle mark rules updated to be more favorable for Kindred.

When we updated the jungle camps in pre-season to give each a stronger identity, this left Kindred in an odd state. While other junglers have the option of clearing camps based on their individual strengths, Kindred’s passive forces them to fight whatever Wolf has marked. This hits hardest with Wolf’s very first mark: Kindred has significantly different choices to make if their target is the enemy Raptors instead of a Rift Scuttler. Given how crucial the start of a game is for junglers, the volatility in possibilities for Kindred’s first mark felt exceptionally bad.

We’ve made a few other changes to smooth Kindred’s jungle mark progression by pushing highly-contested monsters later in Wolf’s mark tiering system and preventing enemies from stalling the Eternal Hunters out by holding marks hostage. We also cleared up a feels-bad scenario where Kindreds who chain-cleared their first seven marks were left without a new Wolf target until 20 minutes, when Baron Nashor finally spawned.

Mark of the Kindred Passive - Mark of the Kindred

WOLF MARKING : After 70 50 seconds of having no active jungle mark, Wolf marks an enemy jungle monster for 5 3 minutes
BIGGER PREY : Possible camps for Wolf’s jungle marks have been updated, based on how many stacks Kindred currently has. At the indicated number of stacks, Wolf can mark:
FIRST TIER : [Rift Scuttler, Crimson Raptor (with 0, 1, 2 stacks)] Rift Scuttler (with 0 stacks)
SECOND TIER : [Crimson Raptor, Gromp, Ancient Krug, Greater Murk Wolf (with 3, 4 stacks)] Rift Scuttler, Crimson Raptor, Gromp (with 1, 2, 3 stacks)
THIRD TIER : [Red Brambleback, Blue Sentinel, Rift Herald, Elemental Drakes (with 5, 6 stacks)] Red Brambleback, Blue Sentinel, Ancient Krug, Greater Murk Wolf (with 4, 5, 6, 7 stacks)
FOURTH TIER : [Baron Nashor, Elder Dragon (with 7+ stacks)] Rift Herald, Baron Nashor, Elemental Drakes, Elder Dragon (with 8+ stacks)


v6.13
Base armor down. Armor per level up. W no longer heals, but Wolf reduces monster damage.

No stranger to the patch notes, Kindred’s back for another round of changes to address their unparalleled jungle dominance. Before we talk about the changes themselves, let’s get into a little bit of history.

While ranged junglers aren’t unheard of these days, setting out to develop a marksman jungler was no easy task. After lots of internal failures in testing, we felt it was necessary to give Kindred higher-than-average base stats and sustain (relative to marksmen) to even be able to clear their jungle. We accepted those extreme stats as necessary evils for Lamb and Wolf to be considered functional.

Fast forward to today, and we’ve clearly learned some lessons. While Kindred does possess a steep learning curve, part of that mastery is in learning how to kite the jungle monsters - meaning good Kindred players take little to no damage during their clear. That’s totally fine, but it means those ‘necessary evils’ aren’t so necessary after all. Kindred are marksmen, so they should be killable when caught out of position. Instead, Lamb and Wolf just walk around at full life and outduel just about everyone.

So that’s the deal. The changes below are all about emphasizing that weakness in Kindred while still retaining their ability to clear the jungle. The Eternal Hunters have been tough to balance before now, but we’re confident that by softening their dueling strength, we can work towards a more balanced Kindred long-term (one that isn’t nerfed in every patch consecutively, that is).

General

BASE ARMOR : [27] 20
ARMOR GROWTH STAT : [3.25] 3.5

Wolf's Frenzy W - Wolf's Frenzy

HUNTER'S VIGOR No longer grants a heal
WOLF GANG Wolfnow maims jungle monsters, reducing their attack speed and movement speed by 50% for 2 seconds


v6.11
Passive cooldown decreased. Q damage down, but scales with marks. E slow and damage down.

Thanks to their range, Kindred’s early game damage and powerful slow allow them to trade uncontested against a lot of junglers and laners, putting opponents on the back foot as they take control of the game. Oftentimes, the threat of being kited makes avoiding fighting back the optimal option. These uncontested trades are what make Kindred a dominant force in the early stages, even without bounties.

Speaking of which, let’s talk about Mark of the Kindred. Designed to reward the dynamic duo for taking risks and predicting their prey, Kindred’s Marks feel more like a ‘cherry on top’ instead of a crucial part of their damage. By allowing Kindred more opportunities to mark (while making it more necessary to claim them), we’re giving them a clear path to successful scaling that doesn’t include ‘viciously murdering every jungler before level 3’.

Mark of the Kindred Passive - Mark of the Kindred

CHAMPION MARK COOLDOWN : [90 seconds] 75 seconds
JUNGLE TIER LIST Wolf now marks jungle monsters based on Kindred’s current stacks
0 - 2 MARKS : Rift Scuttlers or Razorbeaks
3 - 4 MARKS : Krugs, Razorbeaks, Gromp, or Murkwolves
5 - 7 MARKS : Blue Sentinels, Red Bramblebacks, Rift Herald, or Elemental Dragons
7+ MARKS : Baron Nashor or Elder Dragon

Dance of Arrows Q - Dance of Arrows

DAMAGE : [60/90/120/150/180] 55/75/95/115/135
HUNTING FOR ARROWS Bounties increase Dance of Arrows’ damage by 5 per stack (uncapped)

Mounting Dread E - Mounting Dread

SLOW : [70% at all ranks] 50% at all ranks
DAMAGE : [60/90/120/150/180] 40/75/110/145/180


v6.9
Q cooldown up while in Wolf’s Frenzy. W lasts longer and deals bonus damage to monsters.

Let’s call a wolf a wolf - Kindred’s early game is out of line. We want Kindred to be able to pressure the map (especially through expert control of their Marks), but invading top-tier duelists with impunity is pushing it. We’re adjusting their clearing ability powerto stay roughly the same, but Kindred will need to pick their battles a little more carefully if they want to start scaling out of control.

Dance of Arrows Q - Dance of Arrows

COOLDOWN WHILE IN WOLF’S FRENZY : [2 seconds at all ranks] 4/3.5/3/2.5/2 seconds

Wolf's Frenzy W - Wolf's Frenzy

DURATION : [8 seconds] 8.5 seconds
LESS VIGOR : Hunter’s Vigor gains less charge from movement
MORE HUNTING Hunter’s Vigor charges when Lamb basic attacks
WOLF BONUS Wolf deals 50% bonus damage to monsters


v6.7
W heal down early but up late. R is now self-cast.

Champion complexity is valuable, but sometimes you can have too much of a good thing. Experienced Kindred players are too able to optimize the value they get around placing and navigating their two zones (Wolf’s Frenzy and Lamb’s Respite). Cutting back on Wolf’s Frenzy’s sustain softens Kindred’s early game dominance in experienced hands, while centering Lamb’s Respite limits their capacity to save mispositioned allies (while benefitting newer Kindreds thanks to solving some of the targeting-wonkiness).

Wolf's Frenzy W - Wolf's Frenzy

PASSIVE HEAL : [43-94 (at levels 1-18)] 34-102 (at levels 1-18)

Lamb's Respite R - Lamb's Respite

CAST PARADIGM : Now self-casts directly on top of Kindred (can no longer be placed on allies)


v6.2
Q mana cost up, E base damage down.

We don't want to hit Kindred's late game scaling (or they don't really function as jungle marksmanimals), so we're instead tapping down their early dueling jungle strength.

Dance of Arrows Q - Dance of Arrows

COST : [30 mana at all ranks] 35 mana at all ranks

Mounting Dread E - Mounting Dread

WOLF POUNCE DAMAGE : [80/110/140/170/200 physical damage] 60/90/120/150/180 physical damage (scaling and % health damage remain unchanged)


v5.24
W heal down. R cooldown up.

Kindred’s strengths have become pretty apparent as players continue mastering them, utilising their high damage and sustain to take even the slightest advantage and run rampant. These changes are about restricting access to their more powerful tools when they’re most likely to pull ahead while introducing more risk to their death-defying maneuvers.

Wolf's Frenzy W - Wolf's Frenzy

PASSIVE heal : [63-114 at levels 1-18] 43-94 at levels 1-18

Lamb's Respite R - Lamb's Respite

cooldown : [150/130/110] 160/130/100


v5.22
Health regen down. Passive cap introduced to monsters.

The Kindred have been tearing up the jungle, pulling death-defying stunts and objective-based snowballs like you've never seen before. We're putting a limit on their Mark's damage towards monsters (10 second barons are a little unfair) and cutting down their initial sustain to keep them from spiraling leads too harshly out of control.

General

BASE HEALTH REGEN : [10] 7
BASE ATTACK DAMAGE : [49] 54.42
ATTACK DAMAGE GROWTH STAT : [2.2] 1.61

Mark of the Kindred Passive - Mark of the Kindred

PHYSICAL DAMAGE VS MONSTERS Capped at 75 (+10 per stack)
SIKE : No longer displays 1 stack on your buff bar when you have 0 stacks
DEATH'S HERALDS At 6 stacks, Wolf will now hunt Baron Nashor and the Rift Herald instead of stopping his hunts

Mounting Dread E - Mounting Dread

BUGFIX : Now properly plays a sound effect when proc'd


v5.21
Just addressing some bugs with Kindred while players get used to their more unique ways of stalking the jungle.

Mark of the Kindred Passive - Mark of the Kindred

COLOR CODED : The minimap icon for Kindred's marks now correctly represent ally/enemy colors. Allied Kindred hunts will always appear blue, and enemy Kindred hunts will always appear red.
NOT ALL THINGS, DEAR WOLF : Fixed an exploit that allowed Kindred to gain passive stacks from monsters that were not hunted.


v5.20

Kindred, the Eternal Hunters, will be released later during patch 5.20! To learn more about League's next champion, check the following links:


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