- Seviye
- T3
- Sıra
- #71
- Kazanma oranı
- 50.66%
- Seçilme oranı
- 0.25%
Taric mevcut ARAM Mayhem verilerinde T3 olarak listelenir. Şampiyon rehberini gör

Kindred mevcut ARAM Mayhem verilerinde T2 olarak listelenir.
Kindred The Eternal Hunters
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.
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.
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.
Use it late when you are confident you will not be crowd controlled before casting, because that gets the most value. Use it earlier if the enemy has hard engage, burst follow-up, or silence-style disruption that can stop you from reacting. Casting too early gives enemies time to walk in and plan around it, but casting too late means you may never cast it at all.
Focus the closest target you can hit safely, especially tanks or divers who step past their team. If a marked or low-health carry walks into range without peel, switch targets quickly and finish them with your team. Chasing deep for a perfect target is usually worse than killing the enemy who is already trapped in front of you.
Use the dash aggressively only when the enemy’s main crowd control or burst has already been used. If those tools are still available, hold the dash to dodge engage, kite backward, or reposition around terrain and minions. The damage from one extra forward dash is not worth losing your only clean escape.
Play slower and treat yourself like the team’s main damage source, not the engage tool. Stand near safer allies, hit whoever walks up, and use Snowball or mobility defensively unless a kill is guaranteed. Without a frontline, your damage can still win fights, but only if you refuse the first baited chase.
Let them start, then enter the fight a half-step later so you are not eating the first wave of crowd control. Follow their target if it is safe, and hold your ultimate for the moment your diver would otherwise die inside the enemy team. The tradeoff is that saving them may also save enemies nearby, so be ready to reposition and finish the fight after the ultimate ends.
Snowball can be strong if your team needs follow-up and the enemy backline is punishable. Mark the target, wait for key defensive spells to be used, then take the second activation only when your ultimate or dash can cover the exit. The risk is high: if you Snowball into crowd control without a plan, Kindred dies before dealing real damage.
Build for reliable damage first, then adjust based on what is killing you. If enemies stack durable champions, lean into sustained damage and tank-killing options; if assassins or burst mages are the problem, add survivability earlier. Greedy full-damage builds feel great when ahead, but they collapse if you cannot live through the first engage.
Kindred likes augments that help with sustained attacks, mobility, survivability, or finishing low-health targets. If an augment lets you keep hitting while kiting, it usually fits your plan better than something that only rewards a single all-in. Avoid choices that force you to stand still or dive too deep unless your team can protect that style.
Stand closer to peel, keep your dash available, and do not waste ultimate before the assassin commits real damage. When they jump in, move sideways or backward first, then turn with your team once their burst window is spent. If you panic-cast everything at the first threat, they can wait it out and kill you on the second pass.
Use minions, side angles, and short attack windows instead of walking straight through skillshots. If your team can engage, stay healthy until they force the fight, then follow quickly before the poke team resets distance. The tradeoff is that Kindred does not love long-range standoffs, so taking small chip damage for no return will make your ultimate defensive instead of fight-winning.
The biggest mistake is using mobility to start a fight that Kindred cannot survive. Dash forward only when the enemy’s punish tools are down, the target is isolated, or your ultimate will actually turn the exchange. If none of those are true, kite first and let the enemy make the bad move.
Before the ultimate ends, choose whether your team is bursting one target, spreading out, or retreating. Aim your next attacks at the enemy most likely to die immediately after the protection drops, and use your dash to leave the zone if the enemy has stronger follow-up. The tradeoff is timing: hesitate too long and both teams reset, commit too early and you may die with the enemies you just saved.