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WR China Meta
Kindred

How to play Kindred — Wild Rift guide, combos & tips

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How to play Kindred — Wild Rift guide, combos & tips

Kindred, the Eternal Hunters, is a hyper-mobile marksman in Wild Rift built around kiting, poke, and permanent scaling: every takedown on a mark — whether an enemy champion or a jungle monster — grows her attack range and empowers her whole kit for the rest of the match. She deals primarily physical damage through her autoattacks, Dance of Arrows (Q), and Mounting Dread (E)'s wolf pounce, with a secondary source of magic damage from Wolf's Frenzy (W). Rather than trading blow for blow, she wins fights by hopping in and out of range while her marks quietly stack toward a much stronger late game.

Strengths

  • Dance of Arrows is elite kiting: hop in any direction while hitting up to 3 enemies for 50 physical damage and gaining 25% attack speed for 4 seconds, letting her poke and reposition in the same action.
  • She snowballs harder than almost any marksman: every mark she collects — champion or jungle camp — is permanent scaling, adding 75 attack range at 3 stacks and another 25 range every 3 stacks after, on top of empowering Q, W, and E.
  • Mounting Dread turns a short trade into real damage: a 50% slow buys the follow-up, and a third attack within 4 seconds sends the Wolf in for a bonus physical hit that deals even more to anyone under 25% health.
  • Lamb's Respite (R) is a genuine game-swinging ultimate — 3 seconds where nobody standing in it can die, followed by a burst heal of 150 health for everyone inside and an extra 50 for Kindred herself.

Weaknesses

  • No hard crowd control of her own beyond Mounting Dread's single-target slow, so committed duelists like Warwick or Hecarim can force a fight through her hops if they ever close the gap.
  • Every bit of her scaling depends on safely collecting marks, so early-dominant junglers such as Lee Sin contesting her camps and champion marks can leave her attack range and bonus damage well behind schedule.
  • The windows when Dance of Arrows and Mounting Dread are both on cooldown are genuinely dangerous, since she has no other escape or peel to fall back on.
  • Lamb's Respite protects everyone standing inside it, allies and enemies alike — cast it a beat too early and you can save the exact enemy you were trying to finish.

Combos

Skill order: Q > E > W (level R whenever it's available)

Early game

Lean on Dance of Arrows to poke safely and bank its attack-speed window before committing to a real trade, farming from range instead of standing in unnecessary autoattack exchanges. Stay active between trades too — Wolf's Frenzy quietly builds Hunter's Vigor stacks from moving and attacking, and once you reach 100 stacks your next hit heals you for a chunk that scales with your missing health and level, so constant motion is free sustain in lane. Tag the enemy laner with the mark button the moment a skirmish looks likely — the brief vision it grants is often the difference between a safe trade and walking into a gank. Play patient before level 5: without Lamb's Respite, Kindred has no way to escape a bad all-in once it starts.

Mid & late game — teamfighting

From the mid game on, stay at max range and kite continuously with Dance of Arrows rather than trading autos while standing still. Use Mounting Dread's slow and third-hit Wolf pounce on whichever priority target you can reach — the bonus damage against anyone under 25% health makes it a clean way to finish a fleeing squishy. Hold Lamb's Respite for the moment a fight genuinely turns — saving a diving ally or yourself, or locking down a contested Baron or Dragon so the enemy can't steal it — rather than firing it on cooldown, since an early cast can protect the enemy carry just as easily as it protects your own team.

Pro tips