Advice required regarding Kindred builds.
Been getting into the dynamic duo however I've been struggling to find an effective build that's both viable, scales well and suits my play style.
The 2 builds that worked best, though never reached full build stage are as follows:
The runes used in every case were A-Pen reds, Armour Yellows, MR/lvl blues and AD browns(gonna try A-Pen browns).
and
was likely the 6th item. Based purely on abusing high base dmg with armour pen and tank shred for the enemy mal+synergy with passive. However in most cases I died before getting my ult off through CC lock. Masteries were 12/18 with Thunderlords decree.
and
were the planned final items. Abused mobility and attack speed and worked quite well in team fights and solo picks however lacked survivability later down the track. Overall felt more effective than the above build as items were able to be built quicker due to lower prices. Same issue as before due to a fed Annie. went 18/12/0 with fervour of battle.
Some suggested items have been
and
however kindreds early clear feels to slow to rush a
over
when youmuus won't aid the clear as much as I feel it would (I could be wrong) , and
doesn't offer much early dmg compared to
or
.
I attempted a
build but had to abandon the game due to a short-notice work call. Was gonna look a bit like this:
with
for dmg. Masteries were 0/12/18 with Grasp of the undying.
I've been considering the following item(not just for cinderhulk) and I'm wondering if they'd be considered at all viable on kindred:
(CDR)
(6th item, beef and dmg)
So the final questions:
Would a cinderhulk bruiser set-up be at all viable on kindred? or a waste of time?
Are the considered items at all viable on kindred?
Would flat Apen quints have even a slight improvement over AD quints?
And is there anything HORRIBLY wrong with the builds that worked best?