Try out this janky off meta Jungle Kindred Build! From a budding Kindred Main
I am not going to lie. This is a really weird build, and it more closely resembles that Kindred dream I had when I picked her up about 2 levels or so ago.
Some History... I only started league of legends a month ago, after having a long history with Dota 2 and heroes of the storm. And a number of things erked me about league of legends at the start, but those were mostly mechanical things like how large the map is and how slow moving around feels. Well, the role I tried to get into was the ADCs... and well... flavor is the spice of life. And there was so very little flavor compared to melee champs and supports. The only ones that stood out as they showed up so often were Jhin, Caitlyn, and Xayah. Xayah was the first I bought... and while she was fun and spammy.... she was really underwhelming and inconsistent. Jhin was next on the list because everything about him was just freaking different and cool. Till I saw BrickyOrchid's video "So you want to main Kindred". Not only did the art lure me in, but the name as well. Both the Champion Spotlight and Bricky's video had me sold. So... Kindred was the next champion I bought when I was at level 18, where jungling was supposed to be more reasonable without champions like Warwick.
To me, Kindred was like this awesome skirmisher of a child between Bounty Hunter (who's design revolved around dueling and killing players to snowball himself and his team hard, just without the extra gold gain), and Puck (who was a slippery high mobility bastard with ranged attacks).
Unfortunately, I learned that those videos were back in 2015 and Riot has a habbit of absolutely CURB STOMPING a champion when they decide it's time for a nerf. And not adjusting champions when they had item dependencies. Granted, I came in during 7.12 so she was playable. But she lost that play style I was really hoping for. And a lot of guides just built her as a second ADC, with very little contributing to her survivability or utility as a champion. I still adore this character and play the absolute shit out of them when I get the chance.
So... with some inspiration from Sir Celery's build. And a bunch of off meta thoughts... I produce this build... which is probably not the most efficient... but it gets close to what I wanted from her, and gives her better kiting potential.
** Inspiration ** This build takes some inspiration from Sir Celery's build style. However, it is probably less optimal and forces a certain play style to take full advantage of it. I'm pretty sure this build won't work in higher levels of ELOs... but hell... from what I have been hearing from all walks of the ladder is that you can build anything and make it work.
This build also takes advantage of the fact that 'Meta' is purely based on numbers, and a common understanding. Not what actually happens infront of the monitor.
** Runes and Masteries** I am only level 20, so I can only tell you of what I actually have on my kit right now. If you want to try a full build with a level 30 account, please tell me what you did and how that worked out for you.
RUNES 2 Lesser Quints of Attack Speed 6 Greater glyphs of Attack speed 6 Greater Marks of Attack Damage 6 Greater Seals of Armor
If I had a level 30 account, I'd suggest 3x Greater Quints of Attack Speed 9x Greater Glphys of Attack Speed 9x Greater Marks of Attack Damage 6 Greater Seals of Armor
This is similar to a standard meta ADC build with the exception of the Glyphs. The quints and glyphs were chosen because Kindred feels horribly unresponsive with her starting attack speed. She has the WORST attack delay of all bow wielding champions who feel much snappier than her. Secondly, ranged champions do not gain more MR as they level up. The extra Mana Resist might not be worth it if you can pick your fights well. Armor is kept because Physical damage is the most common form of damage in the game. It is also what you need to survive the jungle in the early levels.
Masteries 18 Ferocity with Warlords for Keystone 2 points in Resolve.
For a full Account... Probably 18 Ferocity With Warlords for Keystone, 6 cunning with wanderer, 6 resolve with Unyielding and Explorer (gotta go faster!) Or 18 Ferocity with Warlords, 12 Cunning Or 18 Ferocity with Warlords, 12 Resolve Summoners Smite and Ghost
Ability Order Max Q first Then Wolf's Frenzy and lastly Mounting Dread Points in Ult when you can, but you can honestly skip slotting the last two points for some time as the major difference is just her cool down. Also, most players do not expect you to not max your ult. When they stand in Kindred's circle they expect to receive 250 - 300 HP. Not a flat 200 which suddenly turns this fight into a High Noon showdown.
** Items ** Yeeaaah... this is where I'll be seeing a lot of "WTF NOOB"... but it works for me.
Starting:

If you die one too many times, or fell behind clearing jungle will be difficult without this:
or 
Core: Don't leave home without em. Sell your potion when it becomes irrelevant.
( Which ever you need more:
)

Pick One Burst or Crowd damage: I tend to prefer Rapid Fire Canon. It synergies well with the build's intended play style and Kindred's Passive

Pick One Situational: I tend to prioritize taking Essense Reaver or Phantom Dancer because of the build synergy. Reaver will likely max out your CDR, allowing you to have Wolf's Frenzy and Mounting Dread out more. Which in turns helps with Kindred's damage, kiting ability, and general survival. Phantom Dancer will allow you to dance around the battle field faster and escape some bad positioning. Dancer also helps you charge your energize faster for the burst by moving around. You are not the primary ADC, and you really don't need similar items. In team fights, your goal is to skirmish and kill the squishies. If the fight is going south, bail out. However, if your ADC is an idiot and does not take something to deal with tanks... then the other options work. If there is a champion with some nasty CC, slows, or the ability to stick to you, taking something with Quicksilver is not a bad idea. Quick Silver will also allow you to break out of Yasuo's tornado before he gets a chance to ult. And it will let you remove the slow from Fizz's Ult. As well as Shake off Warwick when he latches onto you.

** Play Style ** This build is more suitable for kiting, dueling, skirmishing, and resource denial. A lot of your survivability comes from the fact that you can actually out maneuver enemy many champions assuming they do not stray away from their meta builds. This also places a heavy reliance on your move speed and your reaction time with Q to get out of the way of skill shots. If you have played Dota 2 in the past, you will feel right at home with leaving the champion select screen without taking flash.
My reason for Ghost over flash is the shorter cool down. Longer duration, and overall dependability. Screwing up a flash is fatal, and sometimes flash gets finicky and won't move you correctly. Kindred can already leap over thin walls, so ghost simply makes this a track race as you catch up or escape. Should the enemy have ghost as well. Use yours last after the enemy uses his. The one who uses ghost first generally looses. This build is also not for glory. So there is no need to force plays with flash.
Early Game aggression depends on enemy jungler behavior and champion. If the enemy champion is a a hero-at-half time (Mid game or Late), then test the waters to see if his laners are willing to help defend him by poking him and running off. If they don't seem interested. Feel free to make his life a living hell. If the enemy jungler is highly aggressive, with a strong start. Let him take your creeps while you go take some of his and your marks if he hasn't killed them. If the enemy jungler is behind.... make his life hell.
When I finish rushing
and
, is when I get really aggressive. But your confidence may let you go ham without these items. If against a line up with some nasty damage or tanks, I will wait till I get
as well, which builds into
later.
When laning phase is over, your focus will be map pressure and picking off lone champions while you farm the rest of your eight marks out of the camps if you don't have them yet.
Will allow you to split push a lane without actually being present. This allows you to push another lane, or take dragon and boy can Kindred take dragon and baron down in five seconds. This item will give you gold for anything the spawns kill, which will help you rush more of your items and scale faster.
will be core to your survival, and not just for resistances. When you are near an enemy tower or a portal that is in sight, you will gain a substantial boost in your movement speed. It does not matter if this is an enemy tower, friendly tower, a destroyed tower, or an enemy portal. The result is all the same. You can use Mid lane as a central highway to cross a map quickly. And then use towers as relays, or portals as boosters to move through the jungles at speed to flee a group of enemies, or to quickly catch up with an ally who needs your help. This portal can also be used offensively, defensively, and as a central dueling tool against melee units and skills hot users. In a 1v1 they will most likely focus you if this portal is out, and you will normally be just out of their reach. If they try to destroy the portal, you get free damage on them.
Your role in team fights is similar to an assassin or a skirmisher. You flank and kill the back line while they are distracted. It is now your choice to get out or stay and help clean up. You can also tease an enemy into chasing you, and get away most of the time to help your allies escape or set up plays. Your primary role is to deal damage and execute stragglers. But don't be concerned with getting kills. If an enemy runs away and you can't catch up to them in a few seconds, let them run away. Unless they have your mark, or something that can turn a team fight on it's head.
Remember. That you are Squishy, you have only about 61-65% damage reduction in armor, and less in Magic resistance. And your HP is probably worse than an ADC. This sounds low, and you really can't overstay your welcome in fights. But there are a few ways to mitigate this problem. A: You can smite the enemy who is targeting you, reducing their damage to you by 20%. Plus dealing bonus true damage over time. I've face tanked enemies who hadn't realized they have been smited, and popped them with only a sliver of my HP remaining. B: Bounce out for a moment to smite an enemy camp to restore your HP, and dive back in.
Do not be afraid to use cheeky tactics and use your range and mobility against enemy champions. With kindred, you can drop a ward or wolf's frenzy on the floor and jump over a wall. Frenzy provides vision within it's territory allowing you to see over a wall and shoot enemies beyond it. In some cases it is just better to drop a ward if there's a bush nearby.
Finally, Buy Elixers. Just because your inventory is full, does not mean there isn't more things to buy. These things will help you squeeze a little more out of your skirmisher of death. -Elixer of Sorcery is good for the mid game phase when you need to start sieging turrets. You will be off on your own a lot so putting in more damage on turrets is a good thing. -Elixer of Wrath is beautiful on Kindred. +30 attack damage, and 15% damage you dealt returned as health in a 500 gold package.
Weaknesses I'm not even going to bother mentioning CCs as they will ruin any champion in this game.
Your biggest weakness is how quickly you will explode if you do not stay on the outer edge of the fray, don't expect peels in solo queue. And also champions with ridiculous gap closers that do not need a skill shot. Lee Sin is not a huge problem as you can dodge his q and out run/range his ward drop. But champions like warwick, and Kha'zix are a problem. Another weakness is your distinct lack of skill shots will leave you open against anyone with a camouflage or stealth ability if you had not nailed them with Red Smite (Gives true sight as well!).
My usual final build
or
or 
Some Final Notes Again this build was designed to bring her to what I thought she was supposed to be like when I saw these two videos. These covers some of the worst F*CKIN decisions riot had made in nerfing and reworking this character with bandages, and brings back her core play style.
Let me know what you think if you try this yourself! Or troll me I guess.