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The Eternal Hunters
Release Date:October 14, 2015
Cost:6300 BE
975 RP
Health Regen HealthRegen Mini Icon.png :540 (+ 0.55)
Mana Mana Mini Icon.png :300 (+ 35)
Mana Regen ManaRegen Mini Icon.png :6.972 (+ 0.4)
Movespeed MovementSpeed Mini Icon.png :325
Attack Damage AttackDamage Mini Icon.png :54.42 (+ 1.61)
Attack Speed AttackSpeed Mini Icon.png :0.625 (+ 2.5%)
Range Range Mini Icon.png :500
Armor Armor Mini Icon.png :27 (+ 3.25)
Magic Resist MagicResist Mini Icon.png :30 (+ 0)


"Tell me again, little Lamb, which things are ours to take?"

"All things, Dear Wolf."

Separate, but never parted, Kindred represents the twin essences of death. Lamb’s bow offers a swift release from the mortal realm for those who accept their fate. Wolf hunts down those who run from their end, delivering violent finality within his crushing jaws. Though interpretations of Kindred’s nature vary across Runeterra, every mortal must choose the true face of their death.

Kindred is the white embrace of nothingness and the gnashing of teeth in the dark. Shepherd and the butcher, poet and the primitive, they are one and both. When caught on the edge of life, louder than any trumpeting horn, it is the hammering pulse at one’s throat that calls Kindred to their hunt. Stand and greet Lamb’s silvered bow and her arrows will lay you down swiftly. If you refuse her, Wolf will join you for his merry hunt, where every chase runs to its brutal end.

For as long as its people have known death, Kindred has stalked Valoran. When the final moment comes, it is said a true Demacian will turn to Lamb, taking the arrow, while through the shadowed streets of Noxus, Wolf leads the hunt. In the snows of the Freljord, before going off to fight, some warbands “kiss the Wolf,” vowing to honor his chase with the blood of their enemies. After each Harrowing, the town of Bilgewater gathers to celebrate its survivors and honor those granted a true death by Lamb and Wolf.

Denying Kindred is to deny the natural order of things. There are but a wretched few who have eluded these hunters. This perverse escape is no sanctuary, for it only holds a waking nightmare. Kindred waits for those locked in the undeath of the Shadow Isles, for they know all will eventually fall to Lamb’s bow or Wolf’s teeth.

The earliest dated appearance of the eternal hunters is from a pair of ancient masks, carved by unknown hands into the gravesites of people long-forgotten. But to this day, Lamb and Wolf remain together, and they are always Kindred.

Forest for the Trees

The battle spilled over like a feast before them. Such delicious life—so many to end, so many to hunt! Wolf paced in the snow while Lamb danced lithely from sword edge to spear tip, the red-blooded butchery never staining her pale coat.

“There is courage and pain here, Wolf. Many will gladly meet their end.” She drew up her bow and let loose an arc of swift finality.

The last breath of a soldier came with a ragged consent as his shield gave way to a heavy axe. Stuck in his heart was a single white arrow, shimmering with ethereal brilliance.

“Courage bores me,” the great black wolf grumbled as he tracked through the snow. “I am hungry and eager to chase.”

“Patience,” she murmured in his shaggy ear. As soon as the words left her, Wolf’s shoulders tensed and his body dropped low to the ground.

“I smell fear,” he said, trembling with excitement.

Across the muddied field of snow, a squire—too young for battle, but with blade in hand, nonetheless—saw that Kindred had marked all in the valley.

“I want the tender-thing. Does it see us, Lamb?”

“Yes, but it must choose. Feed the Wolf, or embrace me.”

The battle turned its steel toward the squire. He now stared at the roiling tide of bravery and desperation coming for him. This would be his last dawn. In that instant, the boy made his choice. He would not go willingly. Until his last breath, he would run.

Wolf snapped in the air and rolled his face in the snow like a new pup.

“Yes, dear Wolf.” Lamb’s voice echoed like a string of pearly bells. “Begin your hunt.”

With that, Wolf bounded across the field after the youth, a howl thundering through the valley. His shadowed body swept over the remains of the newly dead and their useless, shattered weapons.

The squire turned and ran for the woods until thick black trunks passed in a blur. He pressed on, the frozen air burning his lungs. He looked once more for his hunter, but could see nothing but the darkening trees. The shadows closed tightly around him and he suddenly realized there was no escape. It was the black body of Wolf that was everywhere at once. The chase was at its end. Wolf buried his sharp teeth in the squire’s neck, tearing out ribbons of vibrant life.

Wolf reveled in the boy’s scream and crunching bones. Lamb, who had trailed behind, laughed to see such sport. Wolf turned and asked, in a voice more growl than speech, “Is this music, Lamb?”

“It is to you,” she answered.

“Again,” Wolf licked the last drop of the youth’s life from his canine jaws. “I want to chase again, little Lamb.”

“There are always more,” she whispered. “Until the day there is only Kindred.”

“And then will you run from me?”

Lamb turned back to the battle. “I would never run from you, dear Wolf.”


PassiveMark of the Kindred
Mark of the Kindred.png
Lamb: Lamb can choose a champion to Template:Kw by clicking the champion portraits above the inventory.

Wolf: periodically hungers for and Template:Kw Template:Kw jungle monsters.

Kills or assists on hunted targets permanently empower Kindred's basic attacks and Template:Ai. Basic attacks deal [1.25% of current Health] and Template:Ai deals an additional 5 damage, per Mark of the Kindred stacks.

QDance of Arrows
(Active) Lam vaults, firing up to 3 arrows at nearby enemies, dealing physical damage.

Casing Template:Ai or vaulting inside of its effect reduces the cooldown of this spell.

Cost: 35 mana
Cooldown: 9 seconds
Physical Damage: 55 / 75 / 95 / 115 / 135
(+20% of total Attack Damage)
Reduced Cooldown: 4 / 3.5 / 3 / 2.5 / 2 seconds

WWolf's Frenzy
Wolf's Frenzy.png
(Passive) Lamb builds stacks of Hunter's Vigor as she moves around and attacks, up to 100. Once fully stacked, her next basic attack heals her.

(Active) Wolf claims a small area as his territory for the next 8.5 seconds, separating from Lamb. Wolf attacks targets within the area autonomously, prioritizing Lamb's attack target.

Wolf's basic attacks scale with 50% of Kindred's bonus attack speed and deal physical damage, equal to a base amount, with a bonus 50% damage against Monsters.

On activation, the territory is centered about Lamb and her current attack target, or the nearest unit, and Wolf's Frenzy ends immediately if she leaves the area.

Cost: 40 mana
Range: 800
Physical Damage: 60 / 90 / 120 / 150 / 180
(+40% of Template:Ai)
(+40% of total Attack Damage)
Health Drain: 30 (+ 4 x level)

EMounting Dread
Mounting Dread.png
(Active) Cripple an enemy, slowing their movement speed by 50% for 1 second.

After Lamb attacks the target twice, her third attack instead directs Wolf to pounce on the enemy, dealing massive physical damage (Max 300 vs. Monsters).

Cost: 70 mana
Cooldown: 16 / 15 / 14 / 13 / 12 seconds
Physical Damage: 40 / 75 / 110 / 145 / 180
(+20% of total Attack Damage)
[+5% of max Health]

RLamb's Respite
Lamb's Respite.png
(Active) Lamb blesses the ground under herself for 4 seconds. While inside the area, all units (including champions, minions and monsters; both allied and enemy) cannot be reduced below [10% of of their max Health]. Units in the area who reach the threshold cannot be healed while within for the remaining duration.

All units within the zone are healed immediately after the blessing ends.

Cost: 100 mana
Cooldown: 160 / 130 / 110 seconds
Heal: 200 / 250 / 300

Patch History


Passive cooldown decreased. Q damage down, but scales with marks. E slow and damage down.

Thanks to their range, Kindred’s early game damage and powerful slow allow them to trade uncontested against a lot of junglers and laners, putting opponents on the back foot as they take control of the game. Oftentimes, the threat of being kited makes avoiding fighting back the optimal option. These uncontested trades are what make Kindred a dominant force in the early stages, even without bounties.

Speaking of which, let’s talk about Mark of the Kindred. Designed to reward the dynamic duo for taking risks and predicting their prey, Kindred’s Marks feel more like a ‘cherry on top’ instead of a crucial part of their damage. By allowing Kindred more opportunities to mark (while making it more necessary to claim them), we’re giving them a clear path to successful scaling that doesn’t include ‘viciously murdering every jungler before level 3’.

Mark of the Kindred.png Passive - Mark of the Kindred

CHAMPION MARK COOLDOWN : 90 seconds 75 seconds
NEW JUNGLE TIER LIST : Wolf now marks jungle monsters based on Kindred’s current stacks
0 - 2 MARKS : Rift Scuttlers or Razorbeaks
3 - 4 MARKS : Krugs, Razorbeaks, Gromp, or Murkwolves
5 - 7 MARKS : Blue Sentinels, Red Bramblebacks, Rift Herald, or Elemental Dragons
7+ MARKS : Baron Nashor or Elder Dragon

25px Q - Dance of Arrows

DAMAGE : 60/90/120/150/180 55/75/95/115/135
NEW HUNTING FOR ARROWS : Bounties increase Dance of Arrows’ damage by 5 per stack (uncapped)

Mounting Dread.png E - Mounting Dread

SLOW : 70% at all ranks 50% at all ranks
DAMAGE : 60/90/120/150/180 40/75/110/145/180

Q cooldown up while in Wolf’s Frenzy. W lasts longer and deals bonus damage to monsters.

Let’s call a wolf a wolf - Kindred’s early game is out of line. We want Kindred to be able to pressure the map (especially through expert control of their Marks), but invading top-tier duelists with impunity is pushing it. We’re adjusting their clearing ability powerto stay roughly the same, but Kindred will need to pick their battles a little more carefully if they want to start scaling out of control.

25px Q - Dance of Arrows

COOLDOWN WHILE IN WOLF’S FRENZY : 2 seconds at all ranks 4/3.5/3/2.5/2 seconds

Wolf's Frenzy.png W - Wolf's Frenzy

DURATION : 8 seconds 8.5 seconds
LESS VIGOR : Hunter’s Vigor gains less charge from movement
NEW MORE HUNTING : Hunter’s Vigor charges when Lamb basic attacks
NEW WOLF BONUS : Wolf deals 50% bonus damage to monsters

W heal down early but up late. R is now self-cast.

Champion complexity is valuable, but sometimes you can have too much of a good thing. Experienced Kindred players are too able to optimize the value they get around placing and navigating their two zones (Wolf’s Frenzy and Lamb’s Respite). Cutting back on Wolf’s Frenzy’s sustain softens Kindred’s early game dominance in experienced hands, while centering Lamb’s Respite limits their capacity to save mispositioned allies (while benefitting newer Kindreds thanks to solving some of the targeting-wonkiness).

Wolf's Frenzy.png W - Wolf's Frenzy

PASSIVE HEAL : 43-94 (at levels 1-18) 34-102 (at levels 1-18)

Lamb's Respite.png R - Lamb's Respite

CAST PARADIGM : Now self-casts directly on top of Kindred (can no longer be placed on allies)

Q mana cost up, E base damage down.

We don't want to hit Kindred's late game scaling (or they don't really function as jungle marksmanimals), so we're instead tapping down their early dueling jungle strength.

25px Q - Dance of Arrows

COST : 30 mana at all ranks 35 mana at all ranks

Mounting Dread.png E - Mounting Dread

WOLF POUNCE DAMAGE : 80/110/140/170/200 physical damage 60/90/120/150/180 physical damage (scaling and % health damage remain unchanged)

W heal down. R cooldown up.

Kindred’s strengths have become pretty apparent as players continue mastering them, utilising their high damage and sustain to take even the slightest advantage and run rampant. These changes are about restricting access to their more powerful tools when they’re most likely to pull ahead while introducing more risk to their death-defying maneuvers.

Wolf's Frenzy.png W - Wolf's Frenzy

PASSIVE heal : 63-114 at levels 1-18 43-94 at levels 1-18

Lamb's Respite.png R - Lamb's Respite

cooldown : 150/130/110 160/130/100

Health regen down. Passive cap introduced to monsters.

The Kindred have been tearing up the jungle, pulling death-defying stunts and objective-based snowballs like you've never seen before. We're putting a limit on their Mark's damage towards monsters (10 second barons are a little unfair) and cutting down their initial sustain to keep them from spiraling leads too harshly out of control.



Mark of the Kindred.png Passive - Mark of the Kindred

NEW PHYSICAL DAMAGE VS MONSTERS : Capped at 75 (+10 per stack)
SIKE : No longer displays 1 stack on your buff bar when you have 0 stacks
NEW DEATH'S HERALDS : At 6 stacks, Wolf will now hunt Baron Nashor and the Rift Herald instead of stopping his hunts

Mounting Dread.png E - Mounting Dread

BUGFIX : Now properly plays a sound effect when proc'd

Just addressing some bugs with Kindred while players get used to their more unique ways of stalking the jungle.

Mark of the Kindred.png Passive - Mark of the Kindred

COLOR CODED : The minimap icon for Kindred's marks now correctly represent ally/enemy colors. Allied Kindred hunts will always appear blue, and enemy Kindred hunts will always appear red.
NOT ALL THINGS, DEAR WOLF : Fixed an exploit that allowed Kindred to gain passive stacks from monsters that were not hunted.


Kindred, the Eternal Hunters, will be released later during patch 5.20! To learn more about League's next champion, check the following links:

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