Wild Rift Guides
Kindred Jungle Wild Rift Guide
Who counters Kindred in Wild Rift? The toughest Kindred jungle counters are Hecarim, Rammus, and Lee Sin. Full Kindred Jungle counters and matchups, plus the best build, runes, and game plan for Patch 7.2c.
Overview
Kindred is a ranged carry jungler who scales through marks instead of waves. Mark of the Kindred calls a hunt on a jungle camp or an enemy champion, and every mark you collect makes your attacks reach farther and hit harder. Wolf clears the camps while Lamb repositions with Dance of Arrows, so your pathing is quick, your range is unfair, and your early game is about collecting marks across the map before the enemy jungler catches you doing it. You win by snowballing that hunt into a lead nobody can claw back. A fed Kindred kites entire teams from a screen away, and Lamb's Respite turns the worst moment of a fight into a free reset: drop the zone and for a few seconds nothing inside it can die. The fantasy is a marksman who jungles, picks her fights, and refuses to be caught, and the payoff is a backline carry who happens to own a smite. The catch is that you are a squishy ranged champion with no hard crowd control, and your clear leans on Wolf doing most of the work. Deny your marks and you are a below-average duelist on a body that folds to one good engage. Kindred games are decided by whether you stack marks early or spend the whole match getting denied them.
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 slow that let her fight from unmatched range.
- Lamb's Respite 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.
Build Snapshot
Rune Setup
Summoner Spells
Kindred Jungle Counters
Who counters Kindred Jungle in Wild Rift (WR)? These champions beat Kindred in the jungle matchup, with how each one wins. Learn to play around them or ban them in ranked.
- Hecarim: Hecarim's speed and rampage knockback let him close on you no matter how you kite, and a Kindred who cannot create distance is just a squishy with a bow.
- Rammus: Rammus rolls at you faster than you can make space, and once Powerball connects his taunt freezes you in place while your own attacks chunk you through his spikes.
- Lee Sin: Lee Sin spikes a full tempo before you, and his early kit erases the space your kite needs: Safeguard closes the gap, Resonating Strike sticks to you, and the kick flings you into his team.
Champions Kindred Is Strong Against
Kindred's best matchups in Wild Rift. Kindred holds an edge against these picks in the jungle role, so look to press the advantage and contest objectives.
- Warwick: Warwick only wins if he catches you with your dash down, since your kiting keeps his chase from ever connecting and Lamb's Respite turns his suppress dive into a free reset.
- Shyvana: Shyvana clears fast but cannot fight you back early, which is the only window that matters. If she reaches her scaled dragon-form spike, the matchup flips.
Early Game
Your first clear is about marks, not raw speed. Open on a camp you can call your hunt on, let Wolf chew while you weave Dance of Arrows to reposition, and path toward whichever camp keeps your stacks rolling. Take scuttle at the end of the rotation, since your range already wins most early crab fights and it brings you to level five with Lamb's Respite in hand. Then use the camp respawn timer on a lane, ideally one whose laner brings lockdown, because you supply a slow rather than a stun and you want the mark collected rather than the target escaping. The bigger threat is getting invaded, since your clear is fragile if Wolf gets poked off, so ward your entrances and bait aggressive invaders onto your laners.
Mid Game
Six minutes brings dragon and Herald, and this is where the marks pay off. Kindred is one of the best early objective duelists there is, because Lamb's Respite can deny a smite steal or survive a contested pit you should not win, so contest when your team is ahead and even sometimes when it is not. In an even game Herald is still the safer trade, though a mark on the dragon side is a fair reason to fight for soul instead. Between objectives, hunt marks onto the enemy jungler and force the counter-jungle war on your terms: invade their camps, mark them, and turn a steal into a kill when they contest. Keep ganking lanes that give you lockdown and treat every minute without collecting a mark as tempo lost.
Late Game
By late game a fully marked Kindred is a second carry the enemy has to respect, kiting from a range that makes catching you feel impossible. Play the backline, deal damage from the edge of every fight, and hold Lamb's Respite for the exact moment it flips the math: dropped during a Baron contest, as your carry gets dived, or as your team trades into a losing fight, it can rewrite the result. Do not chase a single mark into a death this late, because one good engage onto your frame still ends you instantly. Group for objectives, fight with your team around you, and let your range and your reset do the work a tankier jungler would do with their body.
Teamfights
Pick a flank, sit at maximum range, and shred whatever you can reach without ever walking into the enemy frontline. Dance of Arrows is your spacing and your escape at once, so use it to keep an assassin or a diver one step behind you the whole fight while Wolf's slow pool punishes anyone who commits. The real swing is Lamb's Respite: timed right it cancels the enemy's entire burst combo, saves your carry from a pick, or holds an objective through a steal attempt, and timed wrong it does nothing while you stand exposed. Read the fight and drop the zone the moment it matters, because an alive Kindred dealing damage from the side beats a dead one who used her reset too early.