Kindred's Squishiness is sapping Mastery and Rune Potential

Phoenix Incite··1 votes·386 views

Riot's put a LOT of work into Kindred, Teamfighter. Wolf's increased percent damage and the easier curve on accessing range is helping - but enemy champions are rarely scared of closing in on Kindred.

The 4 second delay in early game is causing kiting issues because its Kindred's only method of non-standard movement.

Its difficult and ill advised right now to use masteries and runes to balance out needed attack speed and damage to go toe-to-toe with other junglers because its necessary add some durability to Kindred because its such a fragile champion right now.

Early game is still pretty weak because of lack of ability to withstand engagements and unable to offer burst damage as with other assassins.

Kindred is still much stronger as a laner than as a jungler.

The original hope to see what different kinds of runes and masteries and comps that could be built around Kindred just isn't possible right now as Kindred is having a difficult time being independent, and bot lane counter ganks in a 3v3 is just adding another short ranged ADC.

Early game is the most important to Kindred, and it feels like this champion is just not getting items, damage and attack speed fast enough to be an independent jungler. 

The dream of an ADC that could outjungle Twitch and TF and similar "MacGuyvered" junglers by not being as item dependent feels deeply forgotten.

1 Comments

Jansports1 votes

Until Kindred can even contemplate contesting a scuttle against a level 3 Lee, Elise, Rek Nunu, I'm pretty sure Ivern is the sole meta jungler that Kindred can beat in a straight 1v1 over scuttle, though I'm pretty sure if Mid rotates Ivern X wins almost any 2v2 unless mid was a super-lopsided match up.

This is fundamentally the problem. Kindred is NOT strong enough to be anywhere Near meta junglers until quite a lot of Gold is earned. But there's this Big Neon swirly sign announcing where she'll be which not only can be used to directly confront her at her weakest, but if she somehow gets ahead can be used with a ward to provide easy near-guaranteed vision to allow cross map pressure/plays.

This is besides the core problem of the jungle being a place about the early game, and heavy AD scaling and crit itemization being the literal opposite of that

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