Kindred

Kindred

The Eternal Hunters

Roles
Marksman
Positions
Jungle
8
2
2
Difficulty
4

Stats by level

  • Health595
  • Mana300
  • AD65
  • Armor29
  • MR33
  • AS0.625
  • HP Regen7
  • MP Regen7
  • MS325
  • Range500

Abilities

Switch withQWER

P

Mark of the Kindred

Passive

Kindred 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.

Q

Dance of Arrows

Dance of Arrows rank

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.

Cooldown9s35
W

Wolf's Frenzy

Wolf's Frenzy rank

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.

Cooldown14s40
E

Mounting Dread

Mounting Dread rank

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.

Cooldown8s0
R

Lamb's Respite

Lamb's Respite rank

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.

Cooldown120s100