Meta, tier list & top-player builds from the China server · live
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 KindredCounted on 22 real builds captured from the Chinese client, player by player. Independent from the official API above.
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.
















































































The toughest lane matchups for Kindred on the Wild Rift China server, with why each is hard and exactly how to play it.
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.
→ WarwickWhy 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.
→ RammusWhy 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 SinWhy 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.
→ ZedWhy 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.
→ HecarimThe champions Kindred works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Jungle | B | 50.74% | 2.57% | 0.34% | #21 / 40 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Jungle | B | 50.7% | 2.57% | 0.36% | #21 / 40 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Jungle | B | 50.65% | 2.72% | 0.39% | #19 / 42 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Jungle | S | 53.71% | 3.05% | 0.84% | #6 / 41 |
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.
Skill order: Q > E > W (level R whenever it's available)
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.
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.