What Kindred should've been (featuring Tides of Blood)
Kindred is one of the coolest champions design-wise. And that's not even surprising seeing that they're two sides of the same coin, which is DEATH. They're always there when people take their last breath, making them either feel the gnashing jaws of Wolf or the swift Arrows of Lamb.
Yet this doesn't translate well into the game as she suffers from the same problem Aatrox has that her Theme is pretty damn amazing but the execution is just lacking. Instead of the manifestation of two sides of Death we got a Jungle Marksman with rather boring abilities and no really cool niche. This made my friend Tides of Blood and me decide on trying our luck at giving the vision of Kindred we have some life (or well, death for that matter). So we like to present the Mock rework that is #Kindred, the Eternal Hunters!
Before we get into the basic abilities of Kindred we'd like to clarify that this version of Kindred values both Lamb and Wolf as two entities, giving them separate abilities and a way to switch forms. This Kindred tries to deliver on the vision of Death coming for you, be it Wolf's vicious jaws that'll hunt you down or Lamb's swift arrows. They're two different entities, yet they're the same. They're no longer just over-glorified particle effects but rather they deliver on the theme of providing ONE Unique version of Death, depending on the individual.
Be it a runner, or someone who faces death head on. But I'm digressing.
Kindred is going to be a two-form champion that has 6 basic abilities, one passive and can change forms at level 1. They'd reward people who manage to play both parts equally well and gear them towards a Skirmishing Marksman who scales exponentially throughout the game rather than being the somewhat oppressive early game Jungler they are now.
Kindred is a dual form champion with each form taking on different roles. Lamb is a ranged jungler marksman with an emphasis on kiting and chasing, but lacks as much damage as wolf. Wolf is a melee chaser-fighter who excels in picking of single targets and dueling, but struggles in teamfights and has no escape tools. Passive: Kindred gains stacks upon killing specific targets (kills, assists, Baron, Herald, Dragon, enemy blue/red buffs). Upon reaching certain milestones, Kindred gains passive buffs.
Lamb: Lamb's autoattacks deal bonus %current health damage, scaling with bonus AD. At 5 stacks of passive, the bonus damage is changed to %missing health damage. At 10 stacks, Lamb gains bonus attack range. At 20 stacks, Lambs autoattacks deal 10% bonus damage as magic damage, scaling with bonus AD.
Wolf: Wolf's autoattacks return a flat amount of health to him. At 5 stacks of passive, the healing scales with bonus AD. At 10 stacks, Wolf gains out of combat movement speed. At 20 stacks, Wolf gets flat bonus resistances, scaling with level. Every 10 stacks beyond 20 give both forms 20 bonus AD.
Wolf:
Q:Wolf's frenzy: Self buff, after three AA's on the same target Wolf gains an AS buff for 4 seconds and deals %max health on the third hit.
The prime clearing tool for a vicious beast like Wolf. It's his bread and butter for both dueling and clearing the jungle and provides Kindred with ways to get through a clear without executing to a camp. It's straight forward and rewards Wolf for sticking to get his DPS down.
W:Mounting Dread (new): Wolf marks a target. His next two AAs against that target are ranged, and the third leaps him to his target.
Basically Wolf's gapcloser, a tool to stick to people and run down fleeing enemies. It puts Kindred in danger when recklessly jumping into the enemy team but rewards catching people out of position. Just like in the lore you can't escape the Jaws of Wolf
E:Advancing Maw Wolf applies a tether on a target. Breaking the tether shreds the targets resistances by a % for 3 seconds.
Wolf punishes those who flee from death, hunting them down and viciously tearing them to shreds if they do try and run. It synergizes with Wolf's fantasy of running down fleeing enemies and clean up after a messy teamfight where the cowardly survivors try their luck at running. Trying that is...
Lamb:
Q: Dance of Arrows (new): Lamb dashes in target direction and shoots three arrows at the nearest targets. Each AA lowers the CD of Q by 1 second.
Basically the same but instead of relying on her W to lower the CD this time Kindred is able to reduce it by AA'ing an enemy. It allows her to kite and chase alike, making her job as the reaper of souls easier.
W: Omen of the Hunt Lamb places a trap that lasts for X seconds. Enemy Champions that step on the trap suffer vision from the enemy Kindred and both forms of Kindred gain bonus movement speed towards them for X seconds.
Kindred knows those sentenced to die, allowing her to know where their next mark lurks and giving her the tools to scout the map for the next life to reap. It also has synergy with her playstyle that revolves arounf acquiring her marks to transform into the manifestation of death.
E:Lamb's embrace Lamb applies a tether on a target. If the tether is not broken before it expires, Kindred gains bonus % resistances for X seconds.
While Wolf punishes people for running Lamb is the manifestation of a peaceful death. Close, embracing you with the numbing veil of oblivion, yet still the harsh mistress of death. it allows Lamb to survive, being the squishy marksman she is, while rewarding her to still keep in range of threats, expertly kiting them.
This version of Kindred would deliver on their themes while also keeping her current role as the "exponentially scaling Jungle marksman" in tact while providing ways for the player to display their skill through decisionmaking, great usage of both forms and by making the right picks. It allows for the player to truly feel like the manifestation of death, be it the swift, gentle one of Lamb or the vicious, painful one of Wolf. They're the eternal Hunters, they're coming for you, you can run or you can face them head on.
We tried to stress how important it is to properly manage your forms and know when to hunt down fleeing enemies and clean up after a teamfight or expertly kite your way through an all out fight. This Kindred rewards not only mechanical skill and comboing but also decision making, giving her a great skill curve and ways to express mastery over one's champion. Beyond that the aim of this Mock rework is to showcase WHAT Kindred could, and frankly should be.
She's the new Aatrox, wasted potential with an awesome theme that just isn't really explored enough. Her current state should be reason enough to consider giving her the chance to truly become the faces of death she's supposed to be!
Thoughts, questions, insults? We'd be happy to engage in friendly discussion!
-Tides of Blood -Malicious Metal
http://pre13.deviantart.net/6b1e/th/pre/f/2015/259/1/e/kindred_by_vegacolors-d99uuf1.jpg
and
are balanced, with rek being the most balanced simply because while she has "2 kits" she still only has 2 damage spells.
isnt really a true 2 form champ, as he cannot choose when to switch forms, but unlike Gnar, when he is in his solo form he is barely a champion.