Kindred Wild Rift champion guide - Jungle

Jungle · Wild Rift Guide

Kindred Jungle

Kindred Jungle Guide

Updated for Patch 7.3E
S Tier

Kindred Jungle Wild Rift overview and best build snapshot

How to play

  • Take marks when your team can help Your passive marks enemies and jungle camps for permanent bonuses. Take marked camps only when nearby allies can help you enter the enemy jungle safely.

  • Keep attacking while you move Use your 1st ability to dash a short distance between attacks, keeping space between you and enemies who need to get close.

  • Use your ultimate before someone dies It also protects enemies inside, so get ready to finish them when the zone ends.

Guide author

Royal

Royal has reached Rank 1 in EU and NA, and Legend and Sovereign on the Chinese server. Created by Royal with input from high elo and professional players and the WildRiftGuides Discord community.

Rank 1 on this champion? Help improve this guide and receive credit. Contact us on Discord.

Strengths

  • Snowballs through marks: stacking the hunt early gives bonus range and damage that scales out of control if she is left alone.
  • Elite kiting and dueling once online, with arrow dashes and Mounting Dread's (3rd) slow that let her fight from unmatched range.
  • Lamb's Respite (Ult) is a fight-warping reset that can save a teammate, deny an objective steal, or buy a free escape.

Weaknesses

  • Squishy with no reliable lockdown, so one hard engage or a committed assassin can delete her before she kites a step.
  • Stack-dependent and snowball-reliant: deny her early marks and counter-jungle her camps, and her whole power curve stalls.
  • Her early clear is slow and fragile if Wolf gets harassed, leaving her weak to invades before her first marks land.
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Kindred Jungle Wild Rift best build, items, runes, summoner spells, and skill order

ITEM BUILD

Best Wild Rift build for Kindred Jungle, including items, runes, summoner spells, and skill order.

STARTING ITEM

Long Sword

Simple early attack damage, which her clear and her early marks both depend on.

BOOTS

Gunmetal Greaves

Attack speed, since she has to stack attacks on a marked target to trigger Wolf's pounce.

CORE BUILD

Essence Reaver

Default first item for the stronger mid-game build. Dance of Arrows (1st) primes Spellblade and Kindred attacks immediately after the dash, making the proc natural to consume. Spellblade still has its own cooldown, even when Wolf's Frenzy (2nd) lets Q (1st) return faster.

The Collector

Executes low health targets. Her marks require takedowns, so this turns the enemies she kites down into stacks.

Infinity Edge

Complete this third after Essence Reaver and The Collector. Stronger critical attacks reward Kindred for staying at attack range and make the mid-game damage core more threatening before Mortal Reminder and Bloodthirster.

Mortal Reminder

Default fourth item after Infinity Edge. Armor penetration helps Kindred keep damaging armored targets, while Grievous Wounds limits the healing that can deny a marked takedown. Lord Dominik's Regard is the situational swap when enemy bonus health matters more than healing.

Bloodthirster

Attack-based Lifesteal and high Attack Damage help her sustain through jungle skirmishes where she cannot always fight behind a frontline.

SITUATIONAL ITEMS

Kraken Slayer

A good first-item alternative to Essence Reaver for a strong early power spike. The tradeoff is weaker two- and three-item power spikes than the standard build. Its repeated third-attack damage helps Kindred contest early duels and marked camps.

Rapid Firecannon

Replace The Collector when a safer opening attack matters more than its execute. An extended Energized attack helps Kindred begin a chase before using Dance of Arrows (1st), adding one safer opening on top of mark-based range rather than extending every attack.

Lord Dominik's Regard

Build this against armor stackers, since collecting a champion mark requires participating in that target's takedown. Choose it over Mortal Reminder when enemies are stacking health rather than healing, since Giant Slayer increases Kindred's damage against high-health targets.

RUNES

KEYSTONE

Empowerment

Her trades are burst windows created by her dash rather than long fights, which is what this rewards.

PRIMARY

Brutal

Bonus damage on every autoattack, which sharpens the early duels her range already wins.

Cut Down

Her attacks are percent-health already in spirit, and this stacks with that against the biggest target in the fight.

Legend: Alacrity

Attack speed means faster stacks on a marked target, so Wolf's pounce comes out sooner.

SECONDARY

Sudden Impact

Her Q (1st) is a dash, so the bonus true damage lands on the arrows that follow.

SITUATIONAL RUNES

Coup de Grace

Take this over Cut Down against squishy teams, since her marks depend on finishing targets.

Conqueror

Take this over Empowerment when fights run long around her ultimate rather than ending in one kiting window.

SUMMONER SPELLS

MAIN SPELLS

Flash

Flash

Must take. Her ultimate saves everyone inside it, and Flash is how she gets to the ally who needs it.

Smite

Smite

You are playing Jungle, you always take Smite. Prepare Mounting Dread's (3rd) third hit on the objective and combine it with Smite, while the ultimate can delay both teams' execute attempts. Monster damage upgrades from 600 to 1000 after 8 consumed Eco-system Protection stacks and to 1400 after 20 total.

SKILL ORDER

Skill Priority Order

  1. 1
    Q Ability
    1st Ability
  2. 2
    W Ability
    2nd Ability
  3. 3
    E Ability
    3rd Ability
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Kindred Jungle Wild Rift matchups and counters

Wild Rift matchup guide for Kindred Jungle, covering favorable lanes and difficult counters to prepare for in ranked.

Kindred Jungle Wild Rift game strategy and teamfighting guide

Wild Rift game strategy for Kindred Jungle, from early lane control through mid and late game map play to final teamfights.

Early Game

Levels 1-8
Begin your normal clear while watching the first monster Wolf marks; you cannot choose Wolf's target or mark your own opening camp. The first eligible target is a Rift Scuttler, the pool of enemy-jungle monsters changes as your stack count rises, and at eight or more marks Wolf can select an epic neutral objective. Weave Dance of Arrows (1st) inside Wolf's Frenzy (2nd) to use its reduced cooldown, and contest a marked target only when your lanes can move first. Select a realistic enemy champion hunt before a gank, remembering that the mark takes eight seconds to apply and warns the target. Ward your entrances and track lane priority, because Kindred cannot damage or remove Wolf's monster mark and enemies can use its public location to predict an invade or set a trap. Rush Essence Reaver by default, then build The Collector, Infinity Edge, Mortal Reminder and Bloodthirster. Kraken Slayer can replace Essence Reaver as your first item for a stronger one-item power spike, but the tradeoff is a weaker mid game than the standard build.

Mid / Late Game

Levels 9+
The first objective rotation tests whether your marks and lane pressure have created enough room to contest. Lamb's Respite (Ult) can delay both teams' Smite attempts by protecting the monster at 10% health, but it protects enemy champions in the zone too, so contest when your team can control the expiry. In an even game Herald may be the safer trade, though a Wolf mark on the dragon side can justify contesting that dragon when your lanes have priority. Between objectives, choose the enemy jungler as Lamb's champion hunt when you expect to meet them, then use Wolf's independently selected monster mark to plan the counter-jungle fight. Invade only with lane priority; the marked camp is visible to both teams and is often bait. Keep ganking lanes that bring reliable lockdown, because Kindred supplies a slow rather than a stun. By late game a heavily marked Kindred is a second carry the enemy has to respect, kiting from greatly extended attack range. Play the backline, deal damage from the edge of every fight, and hold Lamb's Respite (Ult) for the exact moment it flips the math: during a Baron contest, as your carry gets dived, or as your team trades into a losing fight. Do not chase a single mark into a death this late, and remember that the zone also protects enemies standing inside it. Group for objectives and let your range do the work a tankier jungler would do with their body.

Teamfights

5v5 Combat
Fight from maximum attack range and keep Dance of Arrows (1st) available to create space from a diver. Place Wolf's Frenzy (2nd) where the fight will remain long enough to benefit from its area. Use Lamb's Respite (Ult) when lethal damage is about to land, then prepare your next attack and Smite timing for the zone's end. Remember that enemies inside are protected as well, so an early cast can delay your own team's damage and objective secure.
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