Wild Rift Guides
Kindred Jungle Wild Rift Guide
Kindred jungle counters include Hecarim, Rammus, and Lee Sin. See the best build, runes, matchups, and game plan for Wild Rift Patch 7.3.
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.
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.
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 charge 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 (1st) 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 (2nd) closes the gap, Resonating Strike (1st) 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 (Ult) turns his suppress dive into a free reset.
- Shyvana: Dance of Arrows (1st) and Mounting Dread (3rd) let Kindred kite Shyvana before Dragon's Descent (Ult) gives her a reliable gap closer, while early Hunt marks reward invading her predictable farm route. Contest the marked camp with lane priority, save the dash for Burnout's (2nd) approach, and leave once her Fury bar is full because dragon form reverses the spacing advantage.
Early Game
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.
Mid Game
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.
Late Game
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
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.