I don't like Kindred's kit, so I made them a new one.
KINDRED, THE ETERNAL HUNTERS
Passive:
WOLF - Killing units as Wolf will grant a small burst of movespeed and bonus lifesteal for a short while, upon killing a large monster or enemy champion, Kindred's attack damage is permanently increased by a small amount. Bonuses are increased when killing an enemy champion.
LAMB - Scoring an assist as Lamb will increase their passive regen (mana/health) for a few seconds and permanently increase Kindred's Armor and Magic Resist by a small amount.
Lamb's peace of mind conflicts with Wolf's violent nature, when changing stances all temporary bonuses from this passive are immediately lost.
Q: DESTRUCTION/RENEWAL - Wolf fires a sphere of destructive energy, the sphere does X damage in a line and increases in size and damage for every enemy killed along its path./Lamb invigorates all around her, providing a speed buff to all units and temporarily reducing the resistances of enemy units while buffing the resistances of friendlies at the cost of some health.
W: FRENZY/SOOTHE - Wolf throws himself into a frenzy, gaining movement speed and attack speed that decays over a moderate amount of time. Movespeed bonus is increased when moving toward enemy champion with Mark of the Hunters./Lamb calms the minds of those around her, any aggro targeting Kindred or their nearby allies is lost (like they lost vision) and Lamb and her allies are healed by a small amount.
E: MARK OF THE HUNTERS - Kindred marks an enemy for death, granting vision of it to nearby allies and increasing the damage Kindred does to that enemy, if the target dies before the Mark disappears, something will happen depending on Kindred's stance: if Wolf manages to kill the target, their death timer is 50% longer than it would be normally./If Lamb scores an assist on the Marked enemy, she and all allies involved will recieve an increased bounty and regain some health.
R: (rank 1 at level 1 automatically) LAMB/WOLF: Kindred switches between their personalities.
WOLF - melee bruiser. Attack damage is increased by (X% base AD/Y% bonus AD) and gains Z resistances.
LAMB - ranged support, Movespeed is increased by P% and gains ghostwalk. (can phase through units)
I tried to solidify Kindred mainly as a jungler (Wolf) that can (and should) also change its stance to be played as a support area buffer (Lamb). Wolf's abilities may seem underwhelming, but when you take their entire kit into consideration (especially Wolf's passive) it balances out quite well.
When jungling Kindred, be sure to stay in Wolf stance as much as possible to benefit from the various self-buffs it brings. Start with a point in W and kill the Krugs first, kill the small Krug first to benefit from your passive's lifesteal. Smite the large Krug as Wolf is a very autoattack reliant jungler. Put a point into Q and pick up your Red Buff, wounding the smaller monsters before finishing them off with your Q will be a good way to speed up your clear speed a bit.
Due to his lack of CC, Wolf is better off farming early to stack up his AD and get some items before starting to terrorise the enemy team as a snowbally melee bruiser. If your team has reliable CC, it may be worth investing a point into E to lengthen the death timer of an enemy as Wolf or score your team some extra gold as Lamb. When playing Kindred as a jungler, Lamb is an important part of the gameplay. With Renewal and Soothe, Lamb can turn the tides of a losing battle from the backline before Wolf charges in to aid in the slaughter. Or Lamb can remain on the battlefield to further influence the battle and close a gold gap, or widen it, with E.
Overall, I tried to give Wolf "high risk high reward" gameplay, farm your jungle as Wolf and you'll be able to carry, but you risk ultimately losing because you ignored your team and they fell behind horribly, being unable to provide the CC and distraction the relatively fragile Wolf needs to do his job. This also reflects in Kindred's E. Wolf can take the kill, turning a 20 second death timer into a 30 second timer (imagine the impact of this late game) and try to take an objective while the other team is down a member for some extra map control. OR Lamb can score the assist and grant her team guaranteed and safe, albeit probably less, gold. E's range is global, and obviously derived off the one thing about Kindred's original kit that I liked.
Balance the Battlefield with Kindred, The Eternal Hunters.