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
- Mounting Dread → auto → auto → auto (Wolf pounce) → Dance of Arrows to reset: slow the target with E, land the empowered third auto for the wolf's bonus damage — extra again if they're under 25% health — then hop away with Q while the attack-speed buff is still up.
- Dance of Arrows → buffed autos → Mounting Dread: open with Q for the poke and the attack-speed window, string autos together while it lasts, then slow with E to control whether the fight continues or you disengage.
- Wolf's Frenzy zone → sustained autos: drop W before a longer trade so the Wolf keeps biting whichever target you last hit for bonus magic damage on top of your normal attacks.
- Lamb's Respite on a losing fight or contested objective → Dance of Arrows to reposition: cast R so nobody inside can die for 3 seconds, kite around with Q while it ticks down, then finish the moment the undying window ends and the heal resolves.
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
- Keep the mark button ready on the enemy carry whenever a skirmish is close — the free vision it grants is often worth more than the mark itself.
- Time Lamb's Respite for the instant you would actually lose the fight, not the first sign of danger; casting it too early wastes the heal-on-expire and can undo the kill you were about to get.
- Weave Dance of Arrows between autos even when you're not threatened — the free attack-speed window is one of her biggest damage levers, and standing still to auto-attack just gives it up.