What Kindred should've been (featuring Tides of Blood)

Malicious Metal··64 votes·4,846 views

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

83 Comments

Skelenth26 votes

Translating from lore to Gameplay, I actually thought Lamb would rely more on burst and Wolf on DPS. <- Lambs death is swift, Wolfs is not. Also I wouldn't switch current % health for missing % health because both are about equal in strength, and depend on the situation. Something like "Lambs attacks deal current % health damage, while Wolfs deal missing % health damage" seems more fitting in my eye.

Then again, I'm a filthy mage player and should leave Gameplay boards immediately.

AgeOfTheMage5 votes

i agree with the everything you said, and yeah, wolf would be missing, lamb would be current

50000000000000001 votes

Is that agreement including "I'm a filthy mage player and should leave Gameplay boards immediately." part?

AgeOfTheMage2 votes

Well......... i sometimes play lucian like a mage.... and other mages

AMYS GRAVE1 votes

I smell black magics.

SaltyKracka22 votes

"Two-form champion"

Stop right there, criminal scum.

You and I and absolutely everybody knows that transformation champs are unbalanceable cancer. Why would you ever want to add another one?

Over Innsmouth24 votes

Transformation champs arent innately unbalance-able by any stretch of the imagination. Jayce is something I'd call cool design, he just happens to be overtuned as all hell right now. Gnar is interesting to say the least, and if there's a core problem with him it's more to do with Frozen Mallet existing. Kled is arguably the best two-form Champ we have, because of the way it works in his kit.

There's no bad ideas, just bad execution.

SaltyKracka12 votes

Jayce has a cool aesthetic. His design is "ha ha if I can't beat you at range I'll just faceroll all over you at level 3, because that's when I have 6 damage spells". And because that's his design, he's either a lolworthy faceroll lane bully or Jayce mains are crying for buffs.

This applies to every two-form champ with a free transformation. Nidalee, Rek'sai, Elise, and Jayce are all superpowerful early game bullies who can't be allowed to scale well due to the fact that they have 6 spells at level 3 with which to ruin everybody's day. And remember your whole idea of "Kindred should be an exponentially scaling champ"? That is fundamentally at odds with being a free transformation champ.

Kled and Gnar have other issues, mostly unrelated to being transformation champs and more due to the design of one of their forms.

DeusVult2 votes

Nidalee and RekSai are balanced, with rek being the most balanced simply because while she has "2 kits" she still only has 2 damage spells.

Kled 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.

Gnar is pretty balanced, but having a kiting ranged poke champ in the same champ who can also turn into a CC tank is just offputing. Add in frozen mallet, and he becomes a problem

Jayce is the worst offender of the duel kit champs, as Riot WANTS him to be a lane bully, so at lvl 3 he has 5 damage spells, and he can out-trade anyone.

PaffWasTaken3 votes

Nidalee being balanced? Because she has 2 damage spells? Is this community still playing the same game as me?

Bârd12 votes

I agree that Riot didn't quite deliver on the correct fantasy, but this is even further off.

Kindred are two entities as one.

Having them being a form switch champion fails on multiple levels.

First off, they are meant to be an ever present duo, always together, as they are two parts of the same whole. If they are a form switching champion, they are never on the field together at all.

Second, this turns Wolf into a controlable character, which should not be the case. Wolf is a being driven by curiosity and blood lust, and he does not like being restrained. The only one who can control him is Lamb, and even then he acts out often. He is a chaotic force of nature, so us directly controlling him doesn't make much sense. Solely controlling Lamb is a thematic choice; Lamb is much more calm and cold. Where Wolf is an embodiment of chaos, Lamb is an embodiment of control.

Third, this would require their ultimate to be switched from its current form to a boring old "switcheroo!" spell. I know that many don't see Lambs Respite as a fit for their theme, but I would argue the contrary. Kindred are death; they choose who dies. By extension, this means that they also choose who lives. Kindred do not show mercy, but there have been encounters with them that did not result in the persons death (immediately), as evidenced by how they chose to let Magga survive her first encounter with them. While I would agree that the HEAL in the spell is extremely odd (seriously, they are reapers not doctors), the "not today" spell works pretty well with the theme. If you must insist that it doesn't fit, I'll go one step further; past "no dying here", what does the spell do? It leaves everybody inside it on ~10% health, waiting with their finger on their ult key to kill someone else before they get killed. This spell results in a fast and violent blood bath. Lots and lots of death.

BluePlenilune1 votes

{quoted}

I agree that Riot didn't quite deliver on the correct fantasy, but this is even further off.

Kindred are two entities as one.

Having them being a form switch champion fails on multiple levels.

First off, they are meant to be an ever present duo, always together, as they are two parts of the same whole. If they are a form switching champion, they are never on the field together at all.

Second, this turns Wolf into a controlable character, which should not be the case. Wolf is a being driven by curiosity and blood lust, and he does not like being restrained. The only one who can control him is Lamb, and even then he acts out often. He is a chaotic force of nature, so us directly controlling him doesn't make much sense. Solely controlling Lamb is a thematic choice; Lamb is much more calm and cold. Where Wolf is an embodiment of chaos, Lamb is an embodiment of control.

Third, this would require their ultimate to be switched from its current form to a boring old "switcheroo!" spell. I know that many don't see Lambs Respite as a fit for their theme, but I would argue the contrary. Kindred are death; they choose who dies. By extension, this means that they also choose who lives. Kindred do not show mercy, but there have been encounters with them that did not result in the persons death (immediately), as evidenced by how they chose to let Magga survive her first encounter with them. While I would agree that the HEAL in the spell is extremely odd (seriously, they are reapers not doctors), the "not today" spell works pretty well with the theme. If you must insist that it doesn't fit, I'll go one step further; past "no dying here", what does the spell do? It leaves everybody inside it on ~10% health, waiting with their finger on their ult key to kill someone else before they get killed. This spell results in a fast and violent blood bath. Lots and lots of death.

In regards to, "if they are a form switching champion, they are never on the field together at all."

I don't think it would be difficult to address that. A thought that immediately came to mind when I started reading about this form switching idea is the way Star Guardian Jinx switches between Shiro and Kuro. Whichever is not in use is still present over her shoulder.

Translating this to Kindred, controlling Lamb can look exactly the same as it does now with the spectral form of Wolf still looming. Controlling Wolf would be the opposite with Lamp now taking a spectral form. "Never one without the other." You would still get that experience, at least in the visual sense.

Bârd2 votes

In that case, they might be on the field visually, but they are still not fighting together.

Currently, you fight while controlling lamb and having Wolf bite and hunt. It's not perfect, but at least they are actually working together.

CasterGilgamesh1 votes

but by their very nature lamb and wolf do swap since lamb is the one who deals with people accepting death and wolf chases people running from death of simply those who struggle till the end.

The Great Divide1 votes

As an aspiring Kindred main, this was a wonderful post to read. There was always some part of me that really went against a dual form champion, but these points all gave me the reasoning that furthered that feeling.

Golden Tager X9 votes

6 abilities, man, is it just me or do these champs never work out right?

TyrekGoldenspear2 votes

Elise isn't complained about all that much.

Big Lincoln7 votes

you weren't here when she was top tier

you'll learn to hate her in due time...

TyrekGoldenspear2 votes

Eh, been playing for a year yet and I don't hate any champ in particular.

Any champ that owns one that I play, I know another champ I play can return the favor.

Big Lincoln6 votes

sweet innocent child

i will teach you how to hate

SweedishGunner3 votes

She went through long periods of being unplayable trash and first pick LCS material.

TyrekGoldenspear2 votes

Well okay then. Learned something new.

Chembaron Yamada8 votes

In my opinion, the idea is flawed from the start. Because you say you want them to be "less oppressive early", but you design them as a form changer. That means that with level 3 (like all transformers) they will have 6 skills available while everyone else on the map has 3. Not to mention that junglers usually reach level 3 earlier, so they can gank a laner with 6 skills while their target just has 2 available. So they are pretty strong early.

Additional to that you want the already existing infinitely stacking by making it even stronger, resulting in a really strong late game. Conclusion: that champion just has a small weakness in mid game (but even the transformer weakness of a weak mid because of the lack of an ultimate is compensated by stacking).

Sorry, but I really don't think Kindred should be a form changer. If you do this, delete the stacking.

And like already mentioned: you courage players to build Kindred as a bruiser. Because Lamb gets bonus resistances and Wolf forces you in close combat. I want Kindred to stay as the jungler marksman, not a bruiser.

Papa Andrei4 votes

You missed literally the entire actual point of the post

Chembaron Yamada3 votes

I agree that Kindred as the doubled identity isn't well realised when it comes to gameplay. But I can still share my opinion on the actual suggestion made here, can't I?

And I think that won't work out. Sure, the transformation makes sense lore-wise. And the infinite stacking makes sense too. But I don't think it is healthy to have both in the same kit just to make Kindred's fantasy reality in the game.

PaffWasTaken4 votes

The champ itself is focused on playing BOTH entities at the same time, making it a champ that you need to choose between two forms is just straight out scrapping the champ You wanted to focus on Kindred's unique style, and yet just from the passive we couldve tell you made it even worse than rito Some people from the community already talked about changes who couldve been good for kindred a while ago but since this community is just glorifying Riot they just ignore good ideas and stick with cancer The concept could've been FAAAAARRR better and lore oriented if all their caps had different effects based on holding down the keys to channel them. wolf's capacities are triggered by tapping the keys, bringing fast paced and repetitive aggressive options. Lamb's capacities are getting triggered by channeling the capacity, sticking to the idea that she needs time and grace to strike, but is Deadly once her time has come

Kallian3 votes

Lamb seems a bit op, what's her auto range? are you planning some type of armor mr reduction to that form?

Sozan53 votes

Okay, now answer me this:

What is kindred's weakness? One form covers the weaknesses of the other and those can be changed at will.

Sorry, but it won't work. Also, having %damage on everything is how you get Tank Kindred (dealing a lot of damage, while being hard to kill - I'm sure you know the drill by now), especially with that bonus % resistance on Lamb E.

That said, I do agree there is a lot of wasted potential on Kindred.

Felvyne3 votes

Honestly, I disagree with this thread. Not because I think Kindred is perfect as it is now, but because I think a two-form champion isn't what Kindred is supposed to be.

Kindred are two forms intertwined, not two forms separated. Ideally, every one of its abilities should embrace both, Wolf and Lamb (for example current W, that Wolf hits and Lamb has increased mobility).

Keti3 votes

To expand on it a bit. When they transform and wolf takes the lead, he should assume a full corporeal form and lamb should become the floating head. Would be interesting to see :0

morris11 votes

So Wolf becomes Warwick and Lamb becomes a cloud?

K0SMOS3 votes

I have to mostly disagree with this thread. Your idea of making kindred into a nidalee or jayce type of champ does not seem to fit their theme and kit well. I feel some of this such as the q change for lamb and their passive change just by themselves can be worthwhile in their current kit and can be something that can help kindred come back into popularity. Otherwise the kit you propose especially wolf form is very weak considering it would mean that when you transform you keep all your resistances and health and would be a prime target and easy kill since while playing as wolf you have no real escape or damage other than autos which you have to be in melee range for so the wolf form would be a disaster unless you become more tanky which would not fit the theme. The tether sounds really weird. It is encourageing kindred to be more of a tank not so much a ranged jungler with the resistance and weaknesses it applies. Kindred w btw is a carbon copy of nidalees w but without the mark it applies and the tether sounds too much like kleds q but with a resistance buff or drop. Now the passive. I want to say it is a good concept I like to see but no one will ever be able to get to 20 stacks in a game. Most kindred players will normally get around 6-12 stacks per game. 12 stacks is even a stretch as most of the game end before you can get that much on both objectives and kills. The most diligent of Kindred players would have a hard time completing all the buffs in this new passive, to put it into perspective the highest I ever got stacks wise was 12 and that was an hour long game plus was as snowbally as it gets so you would need the enemy team to be intentionally feeding while you are collecting jungle marks for this to work because in most games people will deny your marks on camps and make it hard for you to get marks on champions.

All in all the kit you propose would put Kindred in a spot even worse than right now. This kit is just a combination of too much stuff that a ranged champion should not have. And while you tried to make them fit their theme it just does not seem to fit it well enough for them.

Kindred does not need an overhaul like this they need something like Shyvanna got which was a mini rework. I feel that their w could be changed to give wolf more of a presence in their kit such as making Wolf a pet allowing him to be more active in fights. I recently made an discussion about this is you want to take a look: http://boards.na.leagueoflegends.com/en/c/gameplay-balance/QcjaNa8X-possible-kindred-changes

To reiterate on what Kindred's theme is they are a dual spirit of death one is a quick and swift death while the other is a long and painful one. This was not a terrible attempt at creating a perfect kit to match their theme, but if I were to create something like this I would not make them a switching champion I would have them out simultaneously both killing champions as one having the player play as Lamb while Wolf is a pet which follows her. Lamb would be the one to initiate the fights and try to kill the champions swiftly with her autos while making little to no effort in chaseing the champion. Once the champion decides to run wolf would take into action and would chase after the running champion as the player (Lamb) follows behind.

Ralanr2 votes

I imagine this kindred would build more like Gnar to empower Wolf's melee fighting. Which may have an unintended effect of making Lamb both mobile and durable.

Over Innsmouth2 votes

Lamb's scalings are off bonus AD, and Wolf doesnt scale off any tank stats other than his own sustain or 20 stacks. We imagine Kindred would still be built primarily AS/AD/on-hit.

TyrekGoldenspear2 votes

This is bloody awesome! I love Kindred's theme, VO, lore, everything! I just don't play them becuase I am abysmal at marksmen that aren't Jhin XD

This idea is rockin like the master of metal and bloody awesome like the guy that Morde carries.

Papa Andrei1 votes

That burn though

Over Innsmouth2 votes

The only burns I feel are Grievous Wounds.

And the searing pain of perpetual loneliness and self-loathing.

TyrekGoldenspear1 votes

And that's why you hang out with MM right? So Tidal and Co would hang out with him, and by proxy hang out with you? :P

Over Innsmouth2 votes

MM hangs out with me because he feeds off misery.

Malicious Metal1 votes

Hue

The Yetii Rider2 votes

% missing health damage on a ranged AD champion? % missing health is an assassin thing, don't give it to marksmen. That's how you get full AD ranged assassins.

Voidzilla2 votes

Not a bad rework concept. It definitely plays up more to Kindred's themes then the current version does.

The problem with Kindred is that they have these great ideas behind them, but they don't quite deliver on any of them. They're supposed to be a unique version of death, _plus _ being a jungle marksman, plus being a type of duel-sided Champion. I think that's just a little too much to play with to try to create a cohesive Champion. In terms of visuals, Kindred has to be one of my favorites in the game. From a gameplay standpoint, I agree with many others and believe they're lackluster. They're functionality in the game feels more like they're just fulfilling a role rather than an identity, and because of that they don't fulfill they're themes as the two sides of death personified.

As I said, this rework does deliver a bit more on the concept. Honestly however, I would've liked to see a more unique way of transforming (ala Gnar or Kled - they have to meet special requirements rather than just transforming whenever the hell they want), and it doesn't seem like Wolf and Lamb's kits synchronize/reflect with each other to really give that sense of "two entities that are actually one". The Kindred is a tough Champion to deliver on and I would eventually like to see them reworked, perhaps from the ground-up, so they can become the truly unique character they're supposed to be.

PokladnicaZla2 votes

Let's just change Kindred's and Rengar's stacking system. Death should omnipotent and everywhere.while a hunter as Rengo should hunt the ones he chooses as a trophy. Kindred gets a bonus for every champion's death they took part in,Rengo now hunt's specific targets(bonus increased from current).

Downvote me how bow dah

rtbf2256182412 votes

To be fair, i think her theme is crap just because her abilities don't feel powerful at all. Even for a soft death, it should feel like you are taking a life.

For example, with each bullet Jhin fires, he paints a picture on the canvas (the wounds on his target - canvas) and each shot feels powerful because they all matter in the end to create a singular destination - "An Artwork" (Death)

Kindred should be like that but without a psychotic obsession ofcourse...yet they sort-of still are, just very lighthearted compared to Jhin for example.

SanKakU1 votes

I'd welcome a Dark Nidalee rework for Kindred. As it is, I prefer playing him mid lane over playing him jungle.

Hextech and Tea1 votes

I'm a kindred main, a huge fan of both their lore and play style. With what you describe I feel like it would be a lot like pre-rework quin. Two Champion that are supposed to be together but have very little interaction after the stance or form change. Kindred is the Twin essence of death they work together always not separate.

TheOneTrueBrand1 votes

Hmm...

What if there was a contingency to transfform that stayed true to the lore?

For example, if an enemy is staying within so many units of kindred you can switch to lamb but if an enemy is staying back from kindred or no enemies are nearby you can switch to wolf.

That way in the jungle you could switch to wolf (who would likely have more movespeed) to farm the jungle or gank, and while you gank you can switch to lamb.

Im sure you can understand what Im trying to say, anyway thats my two cents.

FantasySniper1 votes

I'm not really into this. It's kind of confusing.

  1. The whole point of Kindred's theme is that they're the Grim Reaper. Wolf is the hunting dog (death('s) hound, also note the striking resemblance between bony-white faces common in their rendition and Wolf's mask) and Lamb is the hunter (or the Reaper). Either one working alone is counterproductive to that theme, as well as the fact that they're always supposed to be together - not tag teaming in and out of the hunt.
  2. Mounting Dread sort of implies they're there at the same time, but everything else such as the term "dual form" implies they're switching.
  3. Having both kiting and chasing mechanics basically ensures they're untouchable and nonpunishable.

Advancing Maw can be broken by running back a little, using Mounting Dread, switching to Kindred, using Lamb's Embrace, then Dance of Arrows to stay in range. After that you switch between Wolf's Frenzy to maintain the attack speed, and Dance of Arrows for mobility and range, sustaining the fight until you can repeat the process. This sort of combo is too self-synergistic because of the insane levels of mobility the kit has. At least, Advancing Maw and Lamb's Embrace should switch entirely, as Advancing Maw encourages getting away from your target, and Lamb's Embrace encourages staying close.

The whole "pursuit" theme also heavily overlaps with Warwick. To avoid this, there should be greater feelings of precision through Kindred's form, and less emphasis on Wolf being a beast instead of a well-trained partner on the hunt.

TyroneWatermelon1 votes

Jeremy?

VoraciousX1 votes

The one thing I have a problem with is the passive is overloaded. Wolf and Lamb both get bonuses at level 1 + the stacking passive that complements both. I also think that wolf having on-hit healing should be turned into a three hit passive because healing from EVERY attack while building damage sounds a little busted since they'd likely build a bloodthirster as well. Also to prevent certain situations I would suggest that switching from Lamb to Wolf or Wolf to Lamb be disabled while in combat. I don't think there's been a transforming champion yet with that type of form change mechanic so it'd also add some uniqueness as well, determining what type of playstyle you want to use before going into a fight.

If you don't wanna disable switching while in combat, at least make it something automatic like Gnar. For example you could link it to the E, if they break the tether and player is lamb, shred the target's resistances, and player is turned into Wolf. If the tether isn't broken and player is Wolf, give the resistances and switch to Lamb.

More from Gameplay

More by Malicious Metal