Matchup
Power Spikes
Strength by game phase
Early (0-15)
Mid (15-30)
Late (30+)
Aggressive
Neutral
Passive
Kindred's abilities
Passive, spells and ultimate
Mark of the Kindred (P)
Kindred can mark targets to Hunt. Successfully completing a Hunt permanently empowers Kindred's basic abilities. Every 4 hunts completed also increases Kindred's basic attack range.
Cooldowns
Cooldowns by spell rank
| Level | Q | W | E | R |
|---|---|---|---|---|
| 3 | 9s | 18s | 14s | – |
| 6 | 9s | 18s | 14s | 2m40 |
| 9 | 9s | 17s | 14s | 2m40 |
| 11 | 9s | 16s | 14s | 2m20 |
| 16 | 9s | 14s | 11s | 2m |
| 18 | 9s | 14s | 8s | 2m |
Playing against Kindred
How to counter and exploit weaknesses
1
Kindred's marks are visible: defend marked camps to prevent them from stacking.
2
Their R prevents dying in the zone but heals afterwards — either stay and burst after the heal, or leave the zone.
3
Kindred is fragile in early game and depends on stacks — invade their jungle and contest marks.
4
The R also protects ENEMIES: use this to your advantage by entering the zone if you're low.