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Kindred Wild Rift Build — Patch 7.2e

千珏 · 永猎双子 Marksman B

✅ Patch 7.2e · stats updated 2026-09-12 · real builds of 20 top-ranked China server players captured 2026-09-11

Difficulty Damage Toughness Utility

How the strongest players on the Wild Rift China server (国服) build Kindred: live win/pick statistics by rank bracket, the most-used item and rune sets, and the real loadouts of the top ranked Kindred players, captured in-game.

📖 How to play Kindred

Most-used builds on the China server (Master+)

Jungle

Core items
52.6% WR
33.28% use
Kraken Slayer
Kraken Slayer
The Collector
The Collector
Mortal Reminder
Mortal Reminder
58.6% WR
12.18% use
Kraken Slayer
Kraken Slayer
The Collector
The Collector
Magnetic Blaster
Magnetic Blaster
53.8% WR
9.11% use
Kraken Slayer
Kraken Slayer
Magnetic Blaster
Magnetic Blaster
Mortal Reminder
Mortal Reminder
Runes
51.5% WR
26.23% use
Conqueror
Conqueror
Brutal
Brutal
Coup de Grace
Coup de Grace
Legend: Alacrity
Legend: Alacrity
Sudden Impact
Sudden Impact
47.2% WR
10.98% use
Press the Attack
Press the Attack
Brutal
Brutal
Coup de Grace
Coup de Grace
Legend: Alacrity
Legend: Alacrity
Sudden Impact
Sudden Impact

Most-used items & runes · from our Top-30 screenshots

Counted on 22 real builds captured from the Chinese client, player by player. Independent from the official API above.

Items
The Collector
The Collector
91%
Kraken Slayer
Kraken Slayer
86%
Magnetic Blaster
Magnetic Blaster
82%
Mortal Reminder
Mortal Reminder
77%
Gunmetal Greaves
Gunmetal Greaves
50%
Infinity Edge
Infinity Edge
36%
Runes
Brutal
Brutal
100%
Legend: Alacrity
Legend: Alacrity
86%
Coup de Grace
Coup de Grace
64%
Absolute Focus
Absolute Focus
59%
Sudden Impact
Sudden Impact
32%
Cut Down
Cut Down
32%

Top 30 ranked players — real in-game builds📅 updated 2026-09-11

Taken from the official in-game China leaderboard. Spells, runes and items of every public top player.

20 of the top 30 players have a public match history; the others keep theirs private.

1
player #1 name
summoner spells of rank 1 Kindred player
runes of rank 1 Kindred player
items of rank 1 Kindred player
2
player #2 name
summoner spells of rank 2 Kindred player
runes of rank 2 Kindred player
items of rank 2 Kindred player
3
player #3 name
summoner spells of rank 3 Kindred player
runes of rank 3 Kindred player
items of rank 3 Kindred player
6
player #6 name
summoner spells of rank 6 Kindred player
runes of rank 6 Kindred player
items of rank 6 Kindred player
7
player #7 name
summoner spells of rank 7 Kindred player
runes of rank 7 Kindred player
items of rank 7 Kindred player
12
player #12 name
summoner spells of rank 12 Kindred player
runes of rank 12 Kindred player
items of rank 12 Kindred player
14
player #14 name
summoner spells of rank 14 Kindred player
runes of rank 14 Kindred player
items of rank 14 Kindred player
16
player #16 name
summoner spells of rank 16 Kindred player
runes of rank 16 Kindred player
items of rank 16 Kindred player
17
player #17 name
summoner spells of rank 17 Kindred player
runes of rank 17 Kindred player
items of rank 17 Kindred player
18
player #18 name
summoner spells of rank 18 Kindred player
runes of rank 18 Kindred player
items of rank 18 Kindred player
19
player #19 name
summoner spells of rank 19 Kindred player
runes of rank 19 Kindred player
items of rank 19 Kindred player
21
player #21 name
summoner spells of rank 21 Kindred player
runes of rank 21 Kindred player
items of rank 21 Kindred player
22
player #22 name
summoner spells of rank 22 Kindred player
runes of rank 22 Kindred player
items of rank 22 Kindred player
23
player #23 name
summoner spells of rank 23 Kindred player
runes of rank 23 Kindred player
items of rank 23 Kindred player
24
player #24 name
summoner spells of rank 24 Kindred player
runes of rank 24 Kindred player
items of rank 24 Kindred player
26
player #26 name
summoner spells of rank 26 Kindred player
runes of rank 26 Kindred player
items of rank 26 Kindred player
27
player #27 name
summoner spells of rank 27 Kindred player
runes of rank 27 Kindred player
items of rank 27 Kindred player
28
player #28 name
summoner spells of rank 28 Kindred player
runes of rank 28 Kindred player
items of rank 28 Kindred player
29
player #29 name
summoner spells of rank 29 Kindred player
runes of rank 29 Kindred player
items of rank 29 Kindred player
30
player #30 name
summoner spells of rank 30 Kindred player
runes of rank 30 Kindred player
items of rank 30 Kindred player

Who counters Kindred — hardest matchups & how to play them

The toughest lane matchups for Kindred on the Wild Rift China server, with why each is hard and exactly how to play it.

WarwickKindred vs Warwick Unfavorable

Why Warwick counters Kindred: He smells your wounded marks and out-duels your kiting: the hunter hunting the huntress.

How to play Kindred into Warwick: Take marks ONLY with a positional advantage. Your R denies his execute: cast it on the ALLY he is biting, not on yourself by reflex.

→ Warwick
RammusKindred vs Rammus Skill matchup

Why Rammus counters Kindred: The taunt inside your zone forces you to attack him: an enormous nuisance, even if it does not kill you.

How to play Kindred into Rammus: Hop out of taunt range before placing your R. Kite in a wide circle: the ball corners badly.

→ Rammus
Lee SinKindred vs Lee Sin Skill matchup

Why Lee Sin counters Kindred: He invades your marks with the strongest early game in the river: your collection starts uphill.

How to play Kindred into Lee Sin: Take marks in HIS jungle while he ganks: track him. Kite his kicks: without a connected Q he is just a tired monk.

→ Lee Sin
ZedKindred vs Zed Skill matchup

Why Zed counters Kindred: He wants to execute you with R and you hold the button that says no: the matchup of mutual denials.

How to play Kindred into Zed: Place your R on yourself INSIDE his combo: wait for the damage beat. Then hop away from his return: two seconds later the target is him.

→ Zed
HecarimKindred vs Hecarim Skill matchup

Why Hecarim counters Kindred: The charge passes through your hops and his speed contests your every mark across the map.

How to play Kindred into Hecarim: Take marks near allied lanes. Hop at a right angle to his E: the charge cannot curve. R on his deep dive.

→ Hecarim

Who to play with Kindred — best team synergies

The champions Kindred works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.

Best Baron partners for Kindred

Kindred + Shen Best pairing

Your page says the windows with Dance of Arrows (Q) and Mounting Dread (E) on cooldown are the ones that kill you: Stand United (R) shields you and brings him there from across the map, and Shadow Dash (E) taunts the diver before he arrives.

Kindred + Ornn Strong

From level 7 Living Forge (P) hands a nearby ally his global shopping: you buy and upgrade without recalling, so you stay out collecting marks, which is your entire scaling. In a fight, Call of the Forge God (R) knocks up whoever dove onto you.

Kindred + K'Sante Strong

Footwork (E) dashes him onto you and leaves a shield behind: real peel at the exact moment you have no hops left. And All Out (R) drags out of the fight the committed duelist your page names as the way you die.

Kindred + Yone Strong

Fate Sealed (R) teleports him behind the last enemy hit, which means into the middle of five people: inside Lamb's Respite (R) those three seconds cannot kill him, and he collects the 150 heal at the end.

Kindred + Malphite Strong

His page says he kills nobody without an ally to convert the engage: you are that damage, from max range and without ever standing still. Ground Slam (E) meanwhile cuts the attack speed of anyone who does reach you.

Kindred + Poppy Situational

Worth it against dash-heavy teams: Steadfast Presence (W) turns a dive into a self-inflicted root and Heroic Charge (E) pins whoever reached you against a wall for 1.7 seconds. Outside that matchup she is still a sub-49% tank.

Best Mid partners for Kindred

Kindred + Galio Best pairing

Hero's Entrance (R) lands on you with a shield and a knock-up: literally the button you lack when Dance of Arrows (Q) and Mounting Dread (E) are down. In return your 50% slow keeps enemies inside the zone he telegraphs for 2.5 seconds.

Kindred + Nasus Strong

Wither (W) is the simplest answer to the problem your page names: the duelist who closes the gap on you. It strips his movement and attack speed for whole seconds, and you go back to kiting as if he had never arrived.

Kindred + Orianna Strong

Command: Protect (E) attaches the Ball to you: shield, armor and magic resist exactly while you kite, and all her damage travels with you. Anyone chasing you gets caught by Command: Shockwave (R) and dragged back where you were.

Kindred + Swain Strong

Demonic Ascension (R) requires him to stand inside the enemy team and his page says he has no personal escape at all: inside Lamb's Respite (R) those three seconds cannot kill him, and he comes out bigger than he went in.

Kindred + Kennen Situational

Situational but sharp: Slicing Maelstrom (R) forces him to stay inside the pile, where he has no defence at all. Lamb's Respite (R) pays for exactly those three seconds of pulses. If the two ultimates do not go off together, nothing happens.

Best Duo (ADC) partners for Kindred

Kindred + Kog'Maw Best pairing

His page says anyone who actually reaches him ends the fight on the spot: Lamb's Respite (R) is the one thing that buys him three seconds where he cannot die, and with Bio-Arcane Barrage (W) up those seconds are your team's best damage.

Kindred + Samira Best pairing

She has to reach melee range and climb to S rank before Inferno Trigger (R) even exists, and her page says hard crowd control shuts her down. Inside Lamb's Respite (R) the ten shots go off anyway: nobody in that zone dies, her included.

Kindred + Miss Fortune Strong

Bullet Time (R) is a stationary channel her page calls a death sentence when cast blind: Lamb's Respite (R) lasts exactly its three seconds, so she can press it in the middle of the fight and walk out alive.

Kindred + Ashe Strong

Your page says the only crowd control you bring is the Mounting Dread (E) slow: Enchanted Crystal Arrow (R) is the stun the pairing lacks, and against a frozen target the third attack that sends the Wolf in cannot miss.

Kindred + Jhin Strong

Dance of Arrows (Q) clips up to three enemies on every hop, so Deadly Flourish (W) is almost always armed: one shot roots whoever you just touched. And he can channel Curtain Call (R) inside Lamb's Respite (R) without dying.

Best Support partners for Kindred

Kindred + Braum Best pairing

Concussive Blows (P) also stacks from your hits, and the 25% attack speed from Dance of Arrows (Q) fills the four marks faster than any ADC can. Then Unbreakable (E) intercepts the projectiles in front of you: the peel you do not have.

Kindred + Lulu Best pairing

Whimsy (W) turns the duelist who closed the gap into something harmless for a second, and that is the only answer that exists while Dance of Arrows (Q) and Mounting Dread (E) are on cooldown; Rampant Growth (R) adds health and knocks him off.

Kindred + Thresh Strong

The Dark Passage (W) lantern pulls you out of the dashless window your page calls dangerous, and The Box (R) walls off anyone chasing you with a 99% slow. Death Sentence (Q) meanwhile hands you a target for the Wolf's pounce.

Kindred + Nami Strong

Tidecaller's Blessing (E) loads your next basic attacks with bonus damage and a slow, and basic attacks are exactly what sends the Mounting Dread (E) Wolf in. Tidal Wave (R) throws the whole line coming at you into the air.

Kindred + Sona Strong

Hymn of Valor (Q) and Song of Celerity (E) hand you attack damage and movement speed while you hop with Dance of Arrows (Q), which is exactly how you deal damage. In return Lamb's Respite (R) covers one of the frailest supports in the game.

Kindred + Milio Situational

Bring him against lockdown-heavy comps: Breath of Life (R) strips roots and stuns and hands out tenacity, which is the only thing that really kills you when your hops are down. He is still a 48%-winrate support in China, though.

Stats by rank bracket & lane

Diamond+
LaneTierWin%Pick%Ban%Pos.
JungleB50.74%2.57%0.34%#21 / 40
Master+
LaneTierWin%Pick%Ban%Pos.
JungleB50.7%2.57%0.36%#21 / 40
Challenger
LaneTierWin%Pick%Ban%Pos.
JungleB50.65%2.72%0.39%#19 / 42
Sovereign
LaneTierWin%Pick%Ban%Pos.
JungleS53.71%3.05%0.84%#6 / 41

Abilities (original CN names)

Mark of the Kindred
Passive
Mark of the Kindred
千珏之印
Dance of Arrows
Q
Dance of Arrows
乱箭之舞
Wolf's Frenzy
W
Wolf's Frenzy
狼灵狂热
Mounting Dread
E
Mounting Dread
横生惧意
Lamb's Respite
R
Lamb's Respite
羊灵生息

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.