
Kindred
The Eternal Hunters
- 8
- 2
- 2
- Difficulty
- 4
Stats by level
- Health595
- Mana300
- AD65
- Armor29
- MR33
- AS0.625
- HP Regen7
- MP Regen7
- MS325
- Range500
- AP0
- AH0
- Crit0%
- Crit Dmg200%
- Life Steal0%
- Omnivamp0%
- Phys. Vamp0%
- Lethality0
- Armor Pen0%
- Magic Pen0
- Magic Pen0%
- Heal/Shield0%
- Tenacity0%
Abilities
Switch withQWER
Mark of the Kindred
PassiveKindred can designate a champion to hunt by clicking their portrait above their inventory. They also designate certain jungle monsters to hunt with an icon on the minimap automatically. Getting a takedown on a hunted target grants Kindred a Mark, empowering them. After 4= Marks, Kindred gains 75= Attack Range. Every 3= Marks after the fourth grants a further 25= Attack Range. Marks empower Kindred's basic Abilities: · Dance of Arrows grants an additional 0%(+5% per stack)= Attack Speed · Wolf's Frenzy deal an additional 0%(+1% per stack)= current Health damage. · Mounting Dread deal an additional 0%(+0.5% per stack)= missing Health damage.
Dance of Arrows
Kindred vaults, firing an arrow at up to 3 enemies, dealing 40/65/90/115/140(+75%)= physical damage and gaining 35%(+5% per stack)= Attack Speed for 4= seconds. While inside of Wolf's Frenzy, this Ability's Cooldown is reduced to 4/3.5/3/2.5/2= seconds.
Wolf's Frenzy
Passive: Kindred gains stacks as they move and attack. At 100 stacks, Kindred's next Attack restores up to 47= Health based on their missing Health. Active: Kindred claims a territory, ordering Wolf to bite at the last enemy Lamb Attacked. Wolf's bites deal 25/30/35/40/45(+20%)(+20%)= plus 1.5%(+1% per stack)= current Health magic damage.
Mounting Dread
Kindred weakens an enemy, Slowing them by 30(+5%)= % for 1.5= second. Kindred's third Attack against the target within 4= seconds of each other directs Wolf to pounce on the enemy, dealing an additional 200= plus in-game value missing Health physical damage.
Lamb's Respite
Kindred blesses the ground for 4= seconds, allowing no unit, ally, enemy, or neutral to die while inside. Upon reaching 10% Health, units can't be damaged or healed while still inside the zone. When the blessing ends, all units inside heal for 225/300/375= Health.
Items
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