Normal order: R whenever available, then Q > W > E.
N/A
item / Rasio menang / Rasio pilih
N/A
26.9N/A
- Harga total
- 3,000
- Harga
- 625
+40 Attack Damage +45 Ability Power +30% Attack Speed +4% Move Speed Electrospark Your Energized Attacks fire chain lightning, applying On-Hit effects and dealing magic damage to nearby targets. Electroshock Basic Attacks grant extra Energized stacks.
- Harga total
- 1,100
- Harga
- 300
+25% Attack Speed +45 Move Speed
- Harga total
- 3,000
- Harga
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
- Harga total
- 3,000
- Harga
- 625
+40 Attack Damage +45 Ability Power +30% Attack Speed +4% Move Speed Electrospark Your Energized Attacks fire chain lightning, applying On-Hit effects and dealing magic damage to nearby targets. Electroshock Basic Attacks grant extra Energized stacks.
- Harga total
- 1,100
- Harga
- 300
+25% Attack Speed +45 Move Speed
- Harga total
- 3,200
- Harga
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
- Harga total
- 3,000
- Harga
- 625
+40 Attack Damage +45 Ability Power +30% Attack Speed +4% Move Speed Electrospark Your Energized Attacks fire chain lightning, applying On-Hit effects and dealing magic damage to nearby targets. Electroshock Basic Attacks grant extra Energized stacks.
- Harga total
- 3,000
- Harga
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
N/Aitem
- Harga total
- 3,000
- Harga
- 625
+40 Attack Damage +45 Ability Power +30% Attack Speed +4% Move Speed Electrospark Your Energized Attacks fire chain lightning, applying On-Hit effects and dealing magic damage to nearby targets. Electroshock Basic Attacks grant extra Energized stacks.
49.69%- Harga total
- 1,100
- Harga
- 300
+25% Attack Speed +45 Move Speed
50.88%- Harga total
- 3,200
- Harga
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
51.01%- Harga total
- 3,000
- Harga
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
49.20%- Harga total
- 3,400
- Harga
- 325
+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.
50.00%- Harga total
- 3,500
- Harga
- 725
+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage
49.62%- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
48.97%- Harga total
- 3,000
- Harga
- 325
+45 Attack Damage +40% Attack Speed +4% Move Speed Bring It Down Every third Attack deals bonus physical damage On-Hit, increased based on their missing Health.
47.76%- Harga total
- 3,100
- Harga
- 850
+50 Attack Damage +40% Attack Speed +0% Critical Strike Chance Practice Makes Lethal On-Attack, gain Critical Strike Chance permanently up to 25%. Flurry On-Attacking an enemy champion, gain +30% Attack Speed for 6 seconds (30 second cooldown). Attacks reduce this cooldown by 1 second, increased to 2 seconds for Critical Strikes.
57.14%- Harga total
- 2,800
- Harga
- 550
+50% Attack Speed +45 Magic Resist 20% Tenacity Fray Attacks deal bonus magic damage On-Hit.
42.24%- Harga total
- 3,300
- Harga
- 550
+35 Attack Damage +35% Armor Penetration +25% Critical Strike Chance Giant Slayer Deal up to 15% bonus damage against champions based on their bonus Health. Maximum damage bonus reached at 1500 bonus Health.
55.07%- Harga total
- 3,333
- Harga
- 133
+36 Attack Damage +30% Attack Speed +333 Health +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit. Quicken Attacking grants 20 Move Speed for 2 seconds.
50.50%N/A
- Harga total
- 600
- Harga
- 100
+20% Attack Speed Bullseye Damaging a champion deals bonus magic damage. Attacks reduce this cooldown by 1 second.
51.51%- Harga total
- 1,300
- Harga
- 1,300
+40 Attack Damage
45.50%- Harga total
- 1,300
- Harga
- 1,300
+40 Attack Damage
56.00%- Harga total
- 50
- Harga
- 50
Consume Restores +120 Health over 15 seconds.
56.00%N/A
- Harga total
- 3,100
- Harga
- 850
+50 Attack Damage +40% Attack Speed +0% Critical Strike Chance Practice Makes Lethal On-Attack, gain Critical Strike Chance permanently up to 25%. Flurry On-Attacking an enemy champion, gain +30% Attack Speed for 6 seconds (30 second cooldown). Attacks reduce this cooldown by 1 second, increased to 2 seconds for Critical Strikes.
- Harga total
- 1,100
- Harga
- 300
+25% Attack Speed +45 Move Speed
- Harga total
- 3,000
- Harga
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
- Harga total
- 3,000
- Harga
- 625
+40 Attack Damage +45 Ability Power +30% Attack Speed +4% Move Speed Electrospark Your Energized Attacks fire chain lightning, applying On-Hit effects and dealing magic damage to nearby targets. Electroshock Basic Attacks grant extra Energized stacks.
- Harga total
- 1,100
- Harga
- 300
+25% Attack Speed +45 Move Speed
- Harga total
- 3,000
- Harga
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
- Harga total
- 3,100
- Harga
- 850
+50 Attack Damage +40% Attack Speed +0% Critical Strike Chance Practice Makes Lethal On-Attack, gain Critical Strike Chance permanently up to 25%. Flurry On-Attacking an enemy champion, gain +30% Attack Speed for 6 seconds (30 second cooldown). Attacks reduce this cooldown by 1 second, increased to 2 seconds for Critical Strikes.
- Harga total
- 1,100
- Harga
- 300
+25% Attack Speed +45 Move Speed
- Harga total
- 3,500
- Harga
- 725
+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage
N/Aitem
- Harga total
- 1,100
- Harga
- 300
+25% Attack Speed +45 Move Speed
53.09%- Harga total
- 3,000
- Harga
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
53.66%- Harga total
- 3,500
- Harga
- 725
+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage
54.99%- Harga total
- 3,100
- Harga
- 850
+50 Attack Damage +40% Attack Speed +0% Critical Strike Chance Practice Makes Lethal On-Attack, gain Critical Strike Chance permanently up to 25%. Flurry On-Attacking an enemy champion, gain +30% Attack Speed for 6 seconds (30 second cooldown). Attacks reduce this cooldown by 1 second, increased to 2 seconds for Critical Strikes.
52.57%- Harga total
- 3,200
- Harga
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
53.44%- Harga total
- 3,300
- Harga
- 550
+35 Attack Damage +35% Armor Penetration +25% Critical Strike Chance Giant Slayer Deal up to 15% bonus damage against champions based on their bonus Health. Maximum damage bonus reached at 1500 bonus Health.
53.50%- Harga total
- 3,000
- Harga
- 625
+40 Attack Damage +45 Ability Power +30% Attack Speed +4% Move Speed Electrospark Your Energized Attacks fire chain lightning, applying On-Hit effects and dealing magic damage to nearby targets. Electroshock Basic Attacks grant extra Energized stacks.
54.33%- Harga total
- 2,650
- Harga
- 850
+35% Attack Speed +25% Critical Strike Chance +4% Move Speed Sharpshooter Your Energized Attack deals 40 bonus magic damage and gains 35% bonus Attack Range.
54.27%- Harga total
- 2,650
- Harga
- 850
+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Wind's Fury Attacks fire bolts at 2 additional enemies near the target. Each bolt deals physical damage and applies On-Hit effects.
55.82%- Harga total
- 3,400
- Harga
- 325
+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.
57.42%- Harga total
- 3,000
- Harga
- 150
+35 Attack Damage +30% Armor Penetration +25% Critical Strike Chance Grievous Wounds: Dealing physical damage applies 40% Wounds to enemy champions for 3 seconds.
53.70%- Harga total
- 3,000
- Harga
- 325
+45 Attack Damage +40% Attack Speed +4% Move Speed Bring It Down Every third Attack deals bonus physical damage On-Hit, increased based on their missing Health.
53.84%N/A
- Harga total
- 1,300
- Harga
- 1,300
+40 Attack Damage
54.68%- Harga total
- 1,300
- Harga
- 1,300
+40 Attack Damage
53.42%- Harga total
- 50
- Harga
- 50
Consume Restores +120 Health over 15 seconds.
53.42%- Harga total
- 600
- Harga
- 100
+20% Attack Speed Bullseye Damaging a champion deals bonus magic damage. Attacks reduce this cooldown by 1 second.
53.89%N/A
- Harga total
- 3,000
- Harga
- 625
+40 Attack Damage +45 Ability Power +30% Attack Speed +4% Move Speed Electrospark Your Energized Attacks fire chain lightning, applying On-Hit effects and dealing magic damage to nearby targets. Electroshock Basic Attacks grant extra Energized stacks.
- Harga total
- 1,100
- Harga
- 300
+25% Attack Speed +45 Move Speed
- Harga total
- 3,200
- Harga
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
- Harga total
- 3,000
- Harga
- 325
+45 Attack Damage +40% Attack Speed +4% Move Speed Bring It Down Every third Attack deals bonus physical damage On-Hit, increased based on their missing Health.
- Harga total
- 1,100
- Harga
- 300
+25% Attack Speed +45 Move Speed
- Harga total
- 3,200
- Harga
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
- Harga total
- 1,100
- Harga
- 300
+25% Attack Speed +45 Move Speed
- Harga total
- 3,200
- Harga
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
- Harga total
- 3,000
- Harga
- 325
+45 Attack Damage +40% Attack Speed +4% Move Speed Bring It Down Every third Attack deals bonus physical damage On-Hit, increased based on their missing Health.
N/Aitem
- Harga total
- 3,200
- Harga
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
54.12%- Harga total
- 1,100
- Harga
- 300
+25% Attack Speed +45 Move Speed
54.24%- Harga total
- 3,000
- Harga
- 325
+45 Attack Damage +40% Attack Speed +4% Move Speed Bring It Down Every third Attack deals bonus physical damage On-Hit, increased based on their missing Health.
52.94%- Harga total
- 3,000
- Harga
- 625
+40 Attack Damage +45 Ability Power +30% Attack Speed +4% Move Speed Electrospark Your Energized Attacks fire chain lightning, applying On-Hit effects and dealing magic damage to nearby targets. Electroshock Basic Attacks grant extra Energized stacks.
54.99%- Harga total
- 2,800
- Harga
- 550
+50% Attack Speed +45 Magic Resist 20% Tenacity Fray Attacks deal bonus magic damage On-Hit.
52.24%- Harga total
- 2,650
- Harga
- 850
+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Wind's Fury Attacks fire bolts at 2 additional enemies near the target. Each bolt deals physical damage and applies On-Hit effects.
54.70%- Harga total
- 3,000
- Harga
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
52.61%- Harga total
- 3,300
- Harga
- 550
+35 Attack Damage +35% Armor Penetration +25% Critical Strike Chance Giant Slayer Deal up to 15% bonus damage against champions based on their bonus Health. Maximum damage bonus reached at 1500 bonus Health.
57.81%- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
52.13%- Harga total
- 3,500
- Harga
- 725
+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage
56.06%- Harga total
- 3,400
- Harga
- 325
+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.
54.78%- Harga total
- 3,100
- Harga
- 850
+50 Attack Damage +40% Attack Speed +0% Critical Strike Chance Practice Makes Lethal On-Attack, gain Critical Strike Chance permanently up to 25%. Flurry On-Attacking an enemy champion, gain +30% Attack Speed for 6 seconds (30 second cooldown). Attacks reduce this cooldown by 1 second, increased to 2 seconds for Critical Strikes.
49.25%N/A
- Harga total
- 600
- Harga
- 100
+20% Attack Speed Bullseye Damaging a champion deals bonus magic damage. Attacks reduce this cooldown by 1 second.
53.31%- Harga total
- 1,100
- Harga
- 300
+25% Attack Speed +45 Move Speed
51.43%- Harga total
- 150
- Harga
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
50.91%- Harga total
- 1,200
- Harga
- 250
+20 Attack Damage +20% Attack Speed
50.91%N/A
- Harga total
- 1,100
- Harga
- 300
+25% Attack Speed +45 Move Speed
- Harga total
- 3,000
- Harga
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
- Harga total
- 3,200
- Harga
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
- Harga total
- 3,000
- Harga
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
- Harga total
- 1,100
- Harga
- 300
+25% Attack Speed +45 Move Speed
- Harga total
- 3,200
- Harga
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
- Harga total
- 1,100
- Harga
- 300
+25% Attack Speed +45 Move Speed
- Harga total
- 3,200
- Harga
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
- Harga total
- 2,650
- Harga
- 850
+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Wind's Fury Attacks fire bolts at 2 additional enemies near the target. Each bolt deals physical damage and applies On-Hit effects.
N/Aitem
- Harga total
- 3,200
- Harga
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
58.17%- Harga total
- 1,100
- Harga
- 300
+25% Attack Speed +45 Move Speed
57.84%- Harga total
- 2,650
- Harga
- 850
+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Wind's Fury Attacks fire bolts at 2 additional enemies near the target. Each bolt deals physical damage and applies On-Hit effects.
57.68%- Harga total
- 3,000
- Harga
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
57.79%- Harga total
- 3,500
- Harga
- 725
+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage
59.76%- Harga total
- 3,300
- Harga
- 550
+35 Attack Damage +35% Armor Penetration +25% Critical Strike Chance Giant Slayer Deal up to 15% bonus damage against champions based on their bonus Health. Maximum damage bonus reached at 1500 bonus Health.
58.90%- Harga total
- 3,000
- Harga
- 325
+45 Attack Damage +40% Attack Speed +4% Move Speed Bring It Down Every third Attack deals bonus physical damage On-Hit, increased based on their missing Health.
57.00%- Harga total
- 3,100
- Harga
- 850
+50 Attack Damage +40% Attack Speed +0% Critical Strike Chance Practice Makes Lethal On-Attack, gain Critical Strike Chance permanently up to 25%. Flurry On-Attacking an enemy champion, gain +30% Attack Speed for 6 seconds (30 second cooldown). Attacks reduce this cooldown by 1 second, increased to 2 seconds for Critical Strikes.
57.52%- Harga total
- 3,000
- Harga
- 150
+35 Attack Damage +30% Armor Penetration +25% Critical Strike Chance Grievous Wounds: Dealing physical damage applies 40% Wounds to enemy champions for 3 seconds.
60.61%- Harga total
- 3,000
- Harga
- 625
+40 Attack Damage +45 Ability Power +30% Attack Speed +4% Move Speed Electrospark Your Energized Attacks fire chain lightning, applying On-Hit effects and dealing magic damage to nearby targets. Electroshock Basic Attacks grant extra Energized stacks.
57.44%- Harga total
- 2,800
- Harga
- 550
+50% Attack Speed +45 Magic Resist 20% Tenacity Fray Attacks deal bonus magic damage On-Hit.
59.87%- Harga total
- 3,400
- Harga
- 325
+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.
56.98%N/A
- Harga total
- 1,100
- Harga
- 300
+25% Attack Speed +45 Move Speed
59.35%- Harga total
- 1,300
- Harga
- 1,300
+40 Attack Damage
55.56%- Harga total
- 600
- Harga
- 100
+20% Attack Speed Bullseye Damaging a champion deals bonus magic damage. Attacks reduce this cooldown by 1 second.
58.01%Augment
Augment / Rasio menang
| Nama | Kelangkaan | Tier | Rasio pilih | Game | |
|---|---|---|---|---|---|
Pilih Critical Missile saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 56.97% | 21.92% | 2,796 |
Pilih Upgrade Infinity Edge saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 56.88% | 6.94% | 886 |
Pilih Dual Wield saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 56.18% | 10.52% | 1,342 |
Pilih Vampirism saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 55.67% | 10.31% | 1,315 |
Pilih Double Tap saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 54.95% | 4.99% | 637 |
Pilih Transmute: Prismatic saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 54.94% | 6.26% | 799 |
Pilih Goredrink saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 54.90% | 7.12% | 909 |
Pilih Giant Slayer saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 53.40% | 6.58% | 839 |
Pilih Light 'em Up! saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 52.97% | 10.82% | 1,380 |
Pilih Magic Missile saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 52.57% | 8.53% | 1,088 |
Pilih Shadow Runner saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 52.52% | 6.39% | 815 |
Pilih Lightning Strikes saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 52.06% | 13.69% | 1,746 |
Pilih Symphony of War saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 51.99% | 5.32% | 679 |
Pilih Deft saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 51.92% | 12.45% | 1,589 |
Pilih Scopier Weapons saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 51.82% | 16.84% | 2,148 |
Pilih Soul Siphon saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 51.76% | 5.13% | 655 |
Pilih Fan the Hammer saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 50.38% | 11.25% | 1,435 |
Pilih Critical Rhythm saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 50.30% | 17.10% | 2,181 |
Pilih Firebrand saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 50.27% | 5.88% | 750 |
Pilih Shrink Engine saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 50.25% | 4.77% | 609 |
Pilih Scopiest Weapons saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 50.14% | 8.27% | 1,055 |
Pilih Scoped Weapons saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 49.79% | 7.59% | 968 |
Pilih Tap Dancer saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 49.75% | 9.30% | 1,186 |
Pilih Get Excited saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 49.08% | 6.37% | 813 |
Pilih Typhoon saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 48.20% | 14.59% | 1,861 |
Pilih Upgrade Collector saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 47.64% | 10.45% | 1,333 |
Pilih Upgrade Hubris saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 47.01% | 6.30% | 804 |
Pilih Twice Thrice saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 46.39% | 10.09% | 1,287 |
Pilih Thread the Needle saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 45.31% | 5.02% | 640 |
Pilih Executioner saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 45.29% | 5.16% | 658 |
Pilih Clown College saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 61.46% | 1.50% | 192 |
Pilih Transmute: Gold saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 60.53% | 2.94% | 375 |
Pilih Stats! saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 59.05% | 1.82% | 232 |
Pilih Stats on Stats! saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 57.69% | 3.06% | 390 |
Pilih Transmute: Chaos saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 56.38% | 2.34% | 298 |
Pilih Red Envelopes saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 55.79% | 2.57% | 328 |
Pilih Critical Healing saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 54.05% | 1.74% | 222 |
Pilih Tank It Or Leave It saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 53.72% | 1.47% | 188 |
Pilih Swift and Safe saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 53.62% | 3.46% | 442 |
Pilih Dropkick saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 52.84% | 1.38% | 176 |
Pilih Donation saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 52.53% | 2.01% | 257 |
Pilih Blunt Force saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 51.67% | 2.11% | 269 |
Pilih Outlaw's Grit saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 51.51% | 2.34% | 299 |
Pilih Draw Your Sword saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 50.67% | 1.75% | 223 |
Pilih Kill Secured saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 50.52% | 1.52% | 194 |
Pilih Wind Beneath Blade saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 50.00% | 1.46% | 186 |
Pilih ReEnergize saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 48.28% | 2.27% | 290 |
Pilih EscAPADe saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 47.85% | 2.37% | 303 |
Pilih Vulnerability saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 47.62% | 2.14% | 273 |
Pilih Jeweled Gauntlet saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 47.59% | 2.44% | 311 |
Pilih Stats on Stats on Stats! saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 47.37% | 1.49% | 190 |
Pilih Cerberus saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 47.28% | 3.17% | 404 |
Pilih Shrink Ray saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 46.88% | 3.90% | 497 |
Pilih It's Killing Time saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 46.73% | 1.56% | 199 |
Pilih It's Critical saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 46.62% | 2.44% | 311 |
Pilih Nightstalking saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 45.21% | 2.62% | 334 |
Pilih Mystic Punch saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 44.56% | 3.82% | 487 |
Pilih Dashing saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 42.55% | 3.26% | 416 |
Pilih Bread And Butter saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 42.47% | 2.34% | 299 |
Pilih Buff Buddies saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 59.46% | 0.87% | 111 |
Pilih Glass Cannon saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 59.02% | 0.48% | 61 |
Pilih Nightstalking saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 58.67% | 0.59% | 75 |
Pilih Omni Soul saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 58.23% | 0.62% | 79 |
Pilih From Beginning to End saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 56.62% | 1.07% | 136 |
Pilih King Me saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 55.56% | 0.99% | 126 |
Pilih Speed Demon saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 54.95% | 0.71% | 91 |
Pilih Pandora's Box saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 54.55% | 1.29% | 165 |
Pilih Quest: Steel Your Heart saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 54.55% | 0.52% | 66 |
Pilih Leg Day saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 52.55% | 1.07% | 137 |
Pilih Escape Plan saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 51.89% | 0.83% | 106 |
Pilih Quest: Urf's Champion saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 51.14% | 0.69% | 88 |
Pilih Ethereal Weapon saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 51.11% | 1.06% | 135 |
Pilih Recursion saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 49.61% | 1.01% | 129 |
Pilih Watch Out Grapefruit saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 49.38% | 0.63% | 81 |
Pilih Homeguard saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 49.33% | 0.59% | 75 |
Pilih The Brutalizer saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 47.62% | 0.82% | 105 |
Pilih Spiritual Purification saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 47.52% | 1.11% | 141 |
Pilih Divine Intervention saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 47.14% | 0.55% | 70 |
Pilih Blade Waltz saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 46.99% | 0.65% | 83 |
Pilih Infinite Recursion saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 46.49% | 0.89% | 114 |
Pilih Goldrend saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 45.07% | 0.56% | 71 |
Pilih Infernal Soul saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 44.26% | 0.96% | 122 |
Pilih Cheating saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 44.00% | 0.98% | 125 |
Pilih Upgrade Sword of Blossoming Dawn saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 43.88% | 0.77% | 98 |
Pilih Hextech Soul saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 43.33% | 0.71% | 90 |
Pilih Earthwake saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 42.19% | 0.50% | 64 |
Pilih Biggest Snowball Ever saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 41.33% | 0.59% | 75 |
Pilih Crit Ncast saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 40.34% | 0.93% | 119 |
Pilih Snowball Roulette saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 40.28% | 0.56% | 72 |
Pilih Snowball Upgrade saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 32.89% | 0.60% | 76 |
Pilih Slow and Steady saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 28.33% | 0.47% | 60 |
Pilih Pinball saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 27.78% | 0.56% | 72 |
Pilih Dive Bomber saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 59.62% | 0.41% | 52 |
Pilih Ultimate Revolution saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 50.94% | 0.42% | 53 |
Pilih Skilled Sniper saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 46.30% | 0.42% | 54 |
Kindred Skill Combos
Extracted from the skill order guide
Q > E > W when your augments and team comp clearly support pickoffs.
W > Q > E is only for games where your augment setup heavily rewards fighting inside your zone or where enemies must walk into you.
E > Q > W is a niche snowball order, not the standard.
Kindred Counters
Counters and threats extracted from the matchup guide
Counters
10Kindred counters these champions in ARAM: Mayhem.
Read counter detailsKindred Team Comp Highlights
Partner patterns extracted from the team comp guide
Highest-value Frontline And Trap Setter
Maokai gives Kindred the safe screen she needs to keep auto-attacking. His roots and zone control make it much harder for enemies to simply walk past the frontline and force Kindred to ult early.
Best Pure Carry Protection
Lulu turns Kindred from a short-range marksman into a much harder target to punish. Shields, speed, polymorph, and bonus survivability all buy the time Kindred needs to stack damage before Lamb's Respite is required.
Teamfight Control Around Lamb's Respite
Orianna gives Kindred a shield, a speed zone, and a large punish when enemies clump. Lamb's Respite often creates exactly that clump, because low-health champions from both teams gather near the same small area instead of scattering cleanly.
Pick Threat And Emergency Extraction
Thresh gives Kindred something she badly appreciates in Mayhem fights: a way out after using her dash or ultimate. Hook and flay also create clean targets for Mounting Dread, while lantern lets Kindred take a sharper angle without being trapped forever.
Terrain Control And Post-ultimate Cleanup
Anivia controls where enemies can stand. That is huge for Kindred, because Kindred wants predictable movement: targets slowed, walled off, or forced to walk through damage while she keeps firing.
Kindred ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Fight Identity | Kindred is a scaling marksman-skirmisher who chips from range, protects themselves with Q movement, and saves ultimate for burst or dive denial. | Kindred becomes a tempo carry, strongest when entering and leaving the fight edge repeatedly to punish enemies who spent key cooldowns on others. | Shift from passive scaling to active tempo play, punishing enemy cooldown usage immediately. |
| Q Ability Usage | Q is mostly a spacing tool used carefully to dodge skillshots, kite divers, and reposition inside or around Wolf's zone. | Q is both damage uptime and survival; use it to fire while shifting sideways or forward to punish missed enemy engages before they recover. | Use Q aggressively for damage uptime, not just backward kiting, when enemies miss engage. |
| Ultimate Timing | Lamb's Respite is often a team-saving button cast when carries are about to die or the enemy commits hard. | Sloppy use is punished harder; ask what happens after it ends and ensure your team has follow-up damage or crowd control ready inside. | Check for team follow-up before casting; avoid saving enemy divers with poor placement. |
| Teamfight Spacing | Spacing is mostly back-to-front: stand behind allies, hit what is safe, and kite backward when threatened by divers. | Spacing is more circular; kite sideways, re-enter through side lanes, and position near your ultimate exit path before the fight starts. | Adopt circular spacing and side-lane positioning instead of linear back-to-front kiting. |
| E Commitment | E is commonly saved for a clear kill target or a bruiser diving into you, allowing patience for the execute setup. | Use E earlier when a target is about to be focused; the mode rewards fast commitment to finish windows before targets escape or receive protection. | Commit E early to secure focus targets instead of waiting for perfect execute range. |
Champion Analysis
Peran / Rasio menang
Kindred The Eternal Hunters functions as a ranged ADC in ARAM: Mayhem, excelling through sustained damage output and excellent mobility. Their core gameplay revolves around Dance of Arrows, which serves as both a positioning tool and damage amplifier. This ability allows Kindred to roll a short distance while empowering their next auto-attack, making it essential for dodging enemy abilities while maintaining damage rhythm. The short cooldown encourages frequent use to adjust positioning throughout fights. Wolf's Frenzy creates a zone where Kindred gains movement speed and attack speed, enhancing their sustained damage potential in extended engagements. Mounting Dread marks enemies for sustained damage and applies a slow, making it valuable for setting up kills through team focus fire. In ARAM, Kindred should prioritize marking enemy ADCs or mages to maximize the impact of this ability. Lamb's Resurrection stands as one of the strongest protective abilities in ARAM, preventing all units in the area from dying for a duration. This ultimate requires precise timing, as it can protect both Kindred and allies from high burst damage such as Xerath or Lux ultimates. However, the ability carries strategic complexity: when the effect ends, all protected units return to the HP they had when the ability was cast. This mechanic makes timing critical, as a mistimed ultimate can accidentally save enemies. Kindred's strengths include excellent mobility, consistent teamfight damage, a powerful save effect from their ultimate, and strong execute damage from their passive. Their fragility demands careful positioning, particularly against dive champions. They require mechanical skill to play effectively and have a weak early game. The combination of sustained damage and team protection makes Kindred a valuable asset in ARAM teamfights when players master the timing and positioning their kit demands.
Tips utama
Blog panduan / N/A
Kindred The Eternal Hunters wins Mayhem fights by controlling where engagements happen rather than standing still and trading front-to-back. Play just outside the first engage range, hit the closest safe target, and maintain enough space to hop sideways when enemies commit. Walking up with no escape angle makes Kindred an easy stun target in the narrow ARAM lane, while holding ground near walls, minion waves, or allied crowd control allows punishment of overextending enemies. Let someone else start fights unless enemies are already split. Kindred follows engages well but starting from neutral is risky because her range does not protect against layered crowd control. Wait for an ally to force a dodge, then step forward and mark targets that cannot instantly leave. Open on the closest committed champion rather than chasing past the frontline for backline targets, as this usually gives enemies a clean punish window. Use hops to change lanes sideways after enemies throw hooks, stuns, or poke spells, keeping DPS going while their main answers are down. Save forward hops for confirmed kills, allied lockdown, or trapped enemies. Lamb's Respite is strongest after enemies have already spent damage. Casting too early lets them wait outside or stop committing, while casting as burst lands on carries buys time, wastes enemy cooldowns, and enables turnarounds. Do not save the ultimate only for yourself. Using it to save a main engage champion, fed mage, or high-DPS ally in mid-lane can win entire exchanges, while selfish backline casts often save one life as the fight collapses. Place the ultimate where your team can actually fight afterward, near your frontline or beside terrain, so allies can step out together and focus targets. Maintain diagonal retreat paths rather than walking straight backward, which makes Kindred predictable. Kite at angles toward tower sides, health relic areas, or allied control zones to force skillshots to travel across movement paths. Do not hug the same wall for too long, as walls protect one side but trap the other. Use minions as temporary cover rather than homes, standing just behind or beside waves against enemies with strong wave-clear poke. Hit targets your team can finish. Kindred punishes enemies forced to stay in range, making a bruiser with no escape and half health usually better than a full-health carry behind peel tools. Swap targets when defensive cooldowns appear, and use slows or finishing pressure on enemies leaving fights. Respect assassins even when low, as low-health divers can still trade one-for-one if you enter their burst range. Snowball is not a default engage button. Use it to punish enemies already crowd controlled, trapped after dashes, or separated from their team. Mark first and decide second, as landing Snowball gives an option rather than forcing a recast. Use it defensively when divers overcommit to reposition during chaos. After your ultimate ends, Snowball can secure kills on exposed targets. Play around augments when conditions are easy to repeat. Trigger offensive augments after enemy engage tools are down, and use defensive augments before fights are lost. Never chase augment triggers into bad terrain. Push waves when enemy engage is unavailable and pull back when your ultimate is down or allies are missing health. After winning fights, take guaranteed objective damage rather than chasing survivors. Dive only when your ultimate changes the math, and when behind, play for cooldown trades rather than full-health front-to-back fights. Kindred is deadliest when kiting around spent cooldowns, protecting fights with her ultimate, and turning failed enemy engages into extended chases.
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N/A / Augment
Kindred The Eternal Hunters thrives on controlled chaos rather than blind brawling, functioning as a ranged carry with a fight-saving ultimate who must hit safely, step forward only after enemies spend engage tools, and use Snowball for repositioning or finishing instead of panic engaging. In Mayhem, where augments can make fights explode quickly, the fundamental rule remains constant: if the ultimate is unavailable or the team cannot follow, play one screen safer. During levels 1 through 6, Kindred should start behind the frontline or beside the strongest poke champion, avoiding the center of the bridge where kiting backward through the team becomes impossible. Standing too far forward before level 6 invites enemy Snowballs and hard engage, turning Kindred into the first target with no clean reset tool available. The early trading rhythm favors short trades: auto once or twice, use mobility to adjust spacing, then back out before enemy supports or bruisers can answer. If enemies possess hooks, long-range stuns, or point-and-click engage, wait for those spells to miss before stepping up. The early goal is maintaining enough health that level 6 provides the team a real fight. Snowball usage in this stage should function primarily as a threat or finisher. Landing on a low-health backliner while the team moves forward presents an acceptable risk, but landing on a tank surrounded by enemies should be ignored. Kindred dies quickly when Snowball delivers her past her own frontline without ultimate available. Early augments should be played around their practical windows rather than forced on cooldown, with damage augments waiting until enemy engage is spent and defensive triggers saved for the first all-in. From levels 7 through 11, Kindred enters the strongest control phase when respecting engage range. Position close enough to hit the frontline's target but not so close that one enemy Snowball catches both Kindred and the support. Trading focuses on repeated chip damage against the nearest safe target rather than tunneling enemy carries. Snowball becomes more valuable but remains dangerous; use it to follow teammate engage, dodge key spells, or reach low-health carries when Lamb's Respite can cover the landing. Match augment timing to fight shape, using damage augments when enemies are trapped in the team's zone and defensive augments after enemy commitment. In late game stages, Kindred should rarely be the first champion visible in engage range, instead positioning to hit the closest target while maintaining an escape path through the team. Late trades are shorter but more dangerous, with one bad step potentially costing the game. Snowball becomes a high-value reposition tool for following confirmed crowd control chains, dodging lethal engage, or securing the last target after the enemy team splits. Late augment discipline decides fights, with offensive augments used during free-hit windows through Lamb's Respite and defensive augments deployed after enemy commitment. The overarching strategy across all stages involves tracking fight cycles around the ultimate and enemy engage, contesting space when both are available, and stalling with safe positioning when the ultimate is down. Kindred wins Mayhem games by surviving the first burst, forcing enemies to waste cooldowns into Lamb's Respite, and converting that failed engage into a clean push.
Read full guideRasio menang
Rasio menang / Rasio pilih
Kindred The Eternal Hunters excels when playing with a lead by treating that advantage as a resource rather than an invitation to take unnecessary risks. When ahead, Kindred becomes dangerous when enemies are forced to walk into range, when the team controls the middle of the lane, and when Lamb's Respite remains available. The key is stepping forward to hit the closest target rather than tunneling past frontline champions to reach low-health carries, as one overchase in Mayhem can turn into a full reset fight for the enemy team. Good spacing allows Kindred to punish enemies for last-hitting, clearing, or checking space, forcing them to engage from worse positions after losing health in poke trades. When committing with Lamb's Respite available, Kindred should fight near allies rather than in isolated duels. The ultimate is strongest when it saves multiple teammates while damage continues to threaten enemies inside or around the zone. It should be dropped when the fight would otherwise be lost to burst, not when everyone is still healthy, as early use allows enemies to wait, spread out, and re-engage when it ends. Ahead Kindred should convert advantages through safer repeated trades rather than diving every respawn wave, making enemies choose between losing health slowly or starting a bad fight quickly. Augment choices while ahead should prioritize protection over raw damage when enemies can still reach Kindred with divers. Mobility, defensive uptime, shields, and sustain make leads harder to punish. If the team lacks engage, Kindred should not become the engager but instead follow someone else's start, as a fed Kindred dying early gives away more pressure than any engage created. When behind, Kindred must shift from hunter to stabilizer, surviving the first engage and making enemies overextend. The priority becomes hitting the closest safe target, saving mobility for the second threat, and holding Lamb's Respite to deny enemy burst and buy time for the team to answer. If the team is losing poke trades, Kindred should stand farther back and clear with help rather than trading health for damage that will not lead to kills. When the enemy has reliable dive, Kindred should kite backward, force cooldowns, and drop the ultimate only when lethal damage is incoming. Without Lamb's Respite available, Kindred should not contest waves normally but instead give up space and play for poke or a single punish on an overchasing enemy. Behind Kindred should never chase low but protected enemies through frontline with no exit, as donating another death is worse than recovering gold. Augments while behind should prioritize immediate durability, shielding, damage reduction, or emergency movement over damage, as surviving one extra enemy rotation can turn the ultimate from a delay into a real counter-engage. Recovery comes from letting enemies start bad fights, keeping health high, maintaining exit routes, and saving defensive tools for the moment that denies enemy burst.
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Champion / Peran
Kindred The Eternal Hunters brings a unique hunter identity to ARAM: Mayhem, where her passive mark system creates strategic incentives rather than permission to overextend. The passive rewards Kindred for choosing good fights, but in Mayhem's fast-paced skirmishes with sudden all-ins, marked targets should only be chased when frontline support, Snowball follow-up, or the ultimate can cover retreat paths. Mark pressure works best against champions who must step forward to fight; when marked enemies are safe backliners under tower or behind heavy peel, Kindred should hit reachable targets instead and wait for the mark to become playable. The passive strengthens Kindred's standard pattern of autoing while moving, using Q to maintain range or dodge, extending Q uptime with W, and finishing with E when targets are low enough. Dying for a mark represents the biggest mistake, as failed hunts give enemies tempo, remove Kindred's damage from the next wave or objective brawl, and often make subsequent marks harder to reach. In teamfights, mark pressure can force enemies to overprotect one champion, creating opportunities to kite backward and hit the closest enemy while teammates punish their clump. Q serves as Kindred's mobility and short trading tool, allowing repositioning while dealing damage. Against hard engage, Q should be used to dodge first and deal damage second, as Mayhem fights punish immobile carries severely. The ability fires at nearby valid targets after the dash, so positioning determines what gets hit. Dashing sideways near the wave may send damage into minions, while dashing forward into champion range creates pressure but risks lockdown. In teamfights, Q should move Kindred along the fight's edge rather than through the frontline threat range. A wasted Q becomes an invitation for enemies to engage before she has another safe reposition. W transforms Kindred from a one-dash marksman into a sustained skirmisher by creating a hunting zone where Wolf attacks and Q becomes stronger. The zone should be placed where fights will happen, not where they already ended, since Mayhem enemies disengage and re-engage quickly. Without W, Kindred's Q rhythm becomes predictable and enemies can wait out her shorter trade pattern. E functions as Kindred's best single-target finishing tool, marking a target, slowing them, and rewarding follow-up attacks. The ability requires enough time and space to keep attacking the same target, making ally crowd control, slows, and good W placement valuable for completing the sequence. Swapping targets after E often wastes the threat, and a wasted E removes kill threat, allowing enemy carries to play more aggressively. R creates a zone where units inside cannot be killed for a short window, with healing triggering when the effect ends. This powerful ability is also the easiest to grief with if placed carelessly, as the zone affects enemies too. Placement matters more than reflex speed, as ulting too far forward saves enemy divers while ulting too far back may leave the frontline dying outside the edge. A bad R can lose fights immediately by saving enemy carries, denying team executes, or being used after allies have already fallen.
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Kindred rewards clean spacing and fast judgment. Most bad games come from treating her like a pure backline marksman or a reckless finisher. You need to hit, move, and hold key buttons for the moment that actually decides the fight. A critical mechanical mistake is dashing forward just because a target is low. This puts Kindred in the enemy punish zone before crowd control and burst are spent, leading to death before damage matters. The correct approach is to dash sideways or backward while attacking, and only dash forward when the target has no return threat or teammates can follow instantly. Similarly, opening a fight by spending mobility with no target plan loses your main repositioning option, allowing tanks and divers to walk you down. Start with autos from a safe angle, wait for enemy engage to show, then use mobility to dodge or reset spacing. Ultimate timing presents several common errors. Dropping it too late after burst has landed means the protection fails to save anyone. Cast it when lethal damage is about to connect, not after health bars disappear. Using the ultimate when the enemy has better position inside it prevents deaths for both teams but lets enemies exit with superior positioning. Place it where your team can stand together and enemies must overcommit to benefit. Saving the ultimate only for yourself lets fed allies die when their survival would change the fight. Use it for whoever matters most, whether that is you, a carry, or a frontline holding enemies. Casting when your team has no cooldowns, health, or exit path merely delays an ace instead of preventing it. Standing still to maximize damage makes Kindred an easy target for hooks, skillshots, and dive paths. Attack-move constantly and use small side steps to break predictable lines. Focusing only marked or low-health enemies while ignoring who is actually safe to hit leads to walking past tanks and giving the backline clean punish angles. Hit the closest safe target and swap only when priority targets become reachable without losing position. Casting abilities into shields or untargetable effects wastes burst windows. Bait defensive reactions with movement and autos first, then commit abilities after enemies spend answers. Using Snowball as a default gap closer delivers Kindred into melee range where she usually loses. Decision mistakes include playing every fight like you must be the first damage source, which lets enemies save engage tools for you. Let tanks or crowd control start exchanges, then step in after the first wave of threat is used. Building only for damage against heavy dive means dying before getting enough attacks to matter. Choose survivability tools when assassins and bruisers can reach you. Chasing marks through bad terrain loses team formation and invites collapses. Take rewards within your team's pressure zone and ignore ones requiring blind crossings. Ignoring enemy anti-carry patterns causes repeated deaths to the same threats. Identify what kills you and position against it specifically. The clean Kindred game is not about forcing every kill. It is about staying alive long enough for repeated hits, spacing resets, and a well-timed ultimate to drain the fight. When a mistake happens, do not double down. Back up, rebuild the line, and make the enemy spend more to reach you next time.
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Kindred
Is Kindred a good pick in ARAM: Mayhem? Yes, if your team can give you space to hit frontliners and reset fights around your ultimate. Pick Kindred when you have at least one ally who can start fights or peel, then play around short trades until someone is low enough to finish. The tradeoff is that you are fragile, so a bad dash or greedy chase gets punished fast. What is Kindred’s main job in Mayhem fights? Your job is to deal steady damage while staying alive long enough for the fight to break open. Hit the nearest safe target, move with your frontline, and save mobility for enemy engage instead of using it only for damage. If you tunnel on the backline too early, you lose the spacing that makes Kindred dangerous. How should I use Kindred’s ultimate? Use Kindred’s ultimate when an important ally, yourself included, is about to die and the fight can still be won after the safety zone ends. Drop it in a place your team can actually stand in, then prepare to burst, retreat, or reposition as soon as the protection expires. The tradeoff is obvious: enemies can benefit too, so do not cast it just to delay a lost fight unless that delay buys an objective, reset, or cleanup.
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