Kindred is cool
as a mid
Passive: encourages active roaming because the damage bonus mitigates the risk of losing cs. encourages counterjungleing because, when the enemy jungler ganks top or bot, Kindred can take a marked camp which both sets the enemy jungler back and gives Kindred that damage bonus as well as the gold and exp for clearing those camps.
Q: gives him the mobility to dodge skillshots, as well as heavy wave clear, especially when combined with Static Shiv. That waveclear synergizes with his passive in giving his lane room to breathe as he leaves lane to gank or counterjungle. Furthermore when he counterjungles he can engage on camps more quickly or escape over walls should he be counter-counterjungled
W: lets him zone and farm safely like Azir, while the CD reduction to his Q lets him engage to burst with his E and then disengage or follow up with additional attacks. Additionally the health sustain allows him to gank and tank camps at increased health, as well as outsustain enemy mages in health or mana.
E: gives him his source of burst damage and, because it is a point and click ability, is a reliable source of soft CC for both escapes and to help his allies gap close
R: allows Kindred to outlast burst damage while he deals DPS, then, when the enemy is on cooldown, go for the kill. Additionally, it prevents him from being tower dived. in combination with his Q, he could become invulnerable and then walk over to a wall and jump over it to safety. He could potentially cast R, cast W, jump over a wall, flash back over, and then jump back over the wall again all while invulnerable.