Kindred

Kindred Jungle Build 16.11

Kindred Jungle build in patch 16.11 has a 51.4% win rate over 70 games. This setup focuses on boots are an early movement purchase built to improve baseline mobility and reduce how punishing bad positioning feels. they are mainly bought to help with spacing, lane movement, and getting to fights or objectives faster.

Kindred Roles
Patch: 16.11
70 Matches
Win Rate: 51.43% / Pick Rate: 6.66%
Scorchclaw Pup
Health Potion
Kraken Slayer
The Collector
Mercury's Treads
Kraken Slayer
Mercury's Treads
The Collector
Last Whisper
Long Sword
Control Ward
Flash
Smite

Kindred Build Guide & Strategy (Patch 16.11)

About Kindred

Kindred is a marksman jungler who controls skirmishes through precise kiting, mark-based pressure, and an ultimate that can completely flip lethal situations for either side. They are deadly in fast, spaced-out fights where movement and target selection matter, but they are unforgiving when caught without room to kite or when Lamb's Respite saves the wrong target at the wrong time.

Kindred Build Strategy & Items

Boots support a tempo-oriented style where movement matters as much as raw stats, letting you weave in and out of trades, dodge skillshots, and reach waves or skirmishes sooner. They fit gameplans built around cleaner rotations, safer lane resets, and better control over distance in fights. The item supports lane patterns where every auto attack, ability ratio, or short trade becomes slightly more threatening right away. It fits aggressive and tempo-conscious gameplans that want immediate combat value while keeping many future build options open. This companion fits a proactive jungle style built around fighting for river control, punishing overextended lanes, and carrying pressure into duels. It supports champions who want their pathing to lead into damage-heavy engagements where a little more offensive edge can decide the trade. Boots are an early movement purchase built to improve baseline mobility and reduce how punishing bad positioning feels. They are mainly bought to help with spacing, lane movement, and getting to fights or objectives faster. Long Sword is the basic attack damage component for champions who want a small but efficient increase to their physical output. It is mainly bought to improve trading, farming, and build flexibility without delaying larger item paths. Scorchclaw Pup is a jungle companion for players who want their clears and ganks to translate into more aggressive damage pressure. It is mainly for junglers looking to add extra threat in skirmishes, chases, and finishing situations rather than leaning into pure speed or toughness. Health Potion is a consumable sustain tool used to recover health over time during lane or after small fights. It is mainly for extending early map presence without needing an immediate recall. Control Ward is a vision tool used to secure information, deny enemy scouting, and make contested areas safer to play around. It is mainly bought to protect key zones like river entrances, objectives, lane brushes, and flanks from unseen movement.

Kindred Key Strengths

Their value shows up everywhere because early movement speed changes how quickly you can reposition, chase, retreat, and respond to map plays. Boots also make trading more reliable for champions that need better angles, tighter spacing, or faster entry into range. Long Sword is attractive because it gives clean AD at a low cost, making it one of the easiest ways to sharpen early damage and last-hitting. It also builds into a wide range of assassin, marksman, fighter, and utility items, so early purchases rarely feel restrictive. Scorchclaw Pup is appealing because it pushes your jungle item choice toward actual combat impact instead of only improving movement or survivability. That makes it attractive on junglers who want sharper kill pressure when entering lanes or contesting camps and objectives against enemy champions. Health Potion is valuable because it turns gold into reliable early endurance, which matters most when the first few waves decide pressure and recall timing. It also works across many matchups, making it one of the simplest ways to stay active after a rough exchange. Control Ward is powerful because it changes what both teams are allowed to do around fog of war, often deciding whether a pick, dragon setup, or lane trap is even possible. It also creates lasting value well beyond its cost when placed in positions that survive and continue denying enemy vision. Last Whisper is useful because it gives immediate progress toward tank-breaking without requiring a full expensive completion before you feel the difference. It becomes especially important once enemy armor buys begin cutting too deeply into your autos or physical abilities for standard damage components to keep pace. Lord Dominik's Regards is powerful because it turns difficult frontlines from a time sink into targets you can actually wear down at a reasonable pace. It is especially valuable when multiple enemies are investing in armor, since it helps preserve your relevance even if reaching the backline is unrealistic. Mercury's Treads are valuable because they answer two common game-losing problems at once: heavy magic damage and chainable crowd control. They are especially useful when the enemy composition wins by catching someone first, since even a little more freedom to move or cast can completely change whether you escape the engage. Kraken Slayer is valuable because it turns uninterrupted auto-attack uptime into very real damage against targets that would otherwise soak ordinary carry patterns too easily. It is especially strong on champions that attack quickly and consistently, since every extra second of safe firing makes the item feel more threatening. The Collector is valuable because it makes offensive leads easier to convert into kills, which is exactly what snowballing AD builds want from a mid-game slot. It is especially strong against fragile backliners and tempo-heavy games where fights are decided by who gets erased first.

Best Kindred Runes & Spells

Conqueror is a stacking combat rune designed for champions that build momentum as a fight develops. It mainly rewards repeated contact, sustained ability use, and the willingness to stay engaged until accumulated combat power starts to outweigh early burst runes. Coup de Grace is a finisher rune that sharpens damage against targets already close to collapse. It is mainly taken to make execution windows cleaner so low-health enemies are less likely to escape after surviving the initial burst or trade. Treasure Hunter is an economy rune built to accelerate item timing through unique takedowns rather than through direct combat stats. Its main purpose is to convert early map activity into faster spikes that arrive before opponents are ready for them. Sudden Impact is a burst-oriented rune that rewards champions for attacking immediately after a dash, leap, blink, stealth exit, or similar repositioning trigger. Its main purpose is to make gap-closing and surprise entry patterns hit harder the moment contact is made. Legend: Alacrity is a scaling attack-speed rune made to sharpen auto-based gameplay as stacks accumulate. Its main purpose is to increase how quickly a champion can deliver repeated hits, making sustained DPS and trigger-based attack patterns feel smoother and more threatening. Triumph is a takedown rune that rewards successful fights with a burst of recovery and extra payoff at the moment an enemy falls. Its main purpose is to keep momentum alive after the first kill so a champion can survive the aftermath and continue pushing the skirmish. Flash is an instant repositioning spell built around solving range, angle, and danger in a single moment. It is mainly used to create or escape decisive situations that normal movement cannot cover in time. Smite is an objective and jungle control spell designed around camp clearing, neutral secure, and role-defining tempo. It is mainly taken to manage jungle routes efficiently and to give reliable finishing power on monsters that decide map control.

How to Play Kindred (Early, Mid & Late Game)

Kindred Laning Phase (Early Game)

In the early game as Kindred in the Jungle lane, prioritize consistent farming and map awareness. Aim to secure your Kraken Slayer as quickly as possible to establish a lane advantage and create opening opportunities.

Kindred Mid Game Strategy

During the mid game, utilize your 3 item power spikes to control lane transitions and objective contested zones. As Jungle Kindred, your roaming potential and skirmishing power are at their peak.

Kindred Late Game Strategy

In the late game, focus on teamfighting effectiveness and critical positioning. As Kindred, your role is to maintain utility and pressure in final sieges, coordinated and protecting objectives with your full item build.

Kindred Mechanics & Gameplay Tips

Good Kindred players read mark pressure on the map without overforcing it, use Dance of Arrows around terrain and Wolf's Frenzy for constant repositioning, and cast Lamb's Respite before lethal damage lands without trapping allies in a losing reset. Weak Kindred play tunnels on marked camps through obvious danger, hops aggressively with no exit, or ults out of panic and hands the enemy a second chance.

Kindred Jungle Build (Patch 16.11) - Best Runes & Items | LoL Quick