Kindred Rework Concept; Lamb + Wolf Work Together!

Stacona··2 votes·594 views

I seen a lot of rework concepts for Kindred where people are making two different kits, one for Lamb and one for Wolf. The problem with this is that it turns them into a transforming champion, but I see Kindred as a duo-champion, so they need a kit that involves Lamp and Wolf working together and when not working together is very weak.

In short, Lamb will remain the controllable character and Wolf is the AI character that acts on his own with some level of control for the player. You use your abilities to work together and deal maximum damage when attacking the same target, Lamb repositions herself to get Wolf to attack what she wants him to attack and Lamb attacks whatever Wolf is attacking. This means Wolf's Frenzy will become Kindred's passive so that Wolf is always active and his range of threat will match (become reduced) Lamb's BASE basic attack range (no increasing the hunting zone range with Rapid Fire Cannon!) and Wolf's hunting zone will move with Lamb, where Wolf can only attack the closest target he sees (closest to Lamb) this is where Lamb's Dance of Arrows (Q) will come into play to get Wolf to attack what Lamb wants him to attack rather than be an ability.

Other abilities could include something like throwing Wolf in a line skill shot outside of his hunting range, if he attaches to an enemy he will stick to them and attack them for a duration while slowing them down, allows for teamwork crowd control with the slow and guarantee Wolf gets attacks off with a skill shot; a single target line skill shot always plays with having a hop to get around a target to aim for the target you want to kill.

And then Kindred needs to not be forced into a jungle marksman, make her a normal hyper marksman (because they are two attackers, so naturally they will have insane sustain damage) suited in the duo lane with a support, and if she can naturally jungle then she can jungle as well. Forced roles never feel right and says you are not okay with letting players play how they want to play and instead you throw a tantrum and say they have to play your way or no way, terrible game design with this approach, so let players decide naturally if Kindred should be duo-lane material or jungle.

Final point. Kindred is far to feast or famine and this is in part of her bounty mini-game, there is a better way to make a bounty hunter champion and not use a feast or famine aspect. Kindred should feel strong with items in the late game and not gain auto win uncontrollable status whenever she gets ahead, she should feel not useless when behind or even as well.

And yes I use she and her a lot for Kindred because Lamb is the directly controlled character. I do want to fulfill Kindred's thematic fantasy of duo-champion, something which does not exist right now.


Example kit below, numbers taken with a grain of salt:

Basic Attack Range: 575 units [current 500/575+] Lamb's Attack Speed: 0.690 +2.5% per level (current 0.625 +2.5% per level) Wolf's Attack Speed: 0.525 +100% of Lamb's bonus attack speed (current 0.750 +50% of Lamb's bonus attack speed)

Wolf's Frenzy (Passive): Range: 575 units Wolf follows Lamb around everywhere. Wolf acts on his own and hunts for enemies closest to Lamb, with his attacks dealing (+25%AD) physical damage which can critically strike, double damage against minions and monsters.

Wolf can apply on-hit effects at 25% damage.

Dance of Arrows (Q): Cooldown: 9 seconds; Cost: 35 mana; Range: 350/575 units Lamb hops to the target location firing off homing arrows upon landing, dealing 20/30/40/50/60(+100%AD) physical damage to up to 3 enemies.

While a target is marked from Lamb during Touch of the Kindred then Dance of Arrows' cooldown is reduced to 4/3.5/3/2.5/2 seconds.

Touch of the Kindred (W): Cooldown: 15/14/13/12/11 seconds; Cost: 25 mana; Range: 750 units Passive: Wolf marks enemies he attacks for 0.5 second. Lamb's attacks against these marks consume them and deal 2/2.5/3/3.5/4%(+2% per 100AP) plus 0.25% per Mark of the Kindred of the target's current health as bonus magic damage.

Active: Lamb marks the target enemy for 6 seconds. Wolf's attacks deal 4/5/6/7/8%(+4% per 100AP) plus 0.5% per Mark of the Kindred of the target's missing health as bonus magic damage.

Passive: If an epic monster or enemy champion dies while still marked or within 2.5 seconds of being marked from Wolf or Lamb then they gain a Mark of the Kindred, stacking infinitely.

Mounting Dread (E): Cooldown: 14/12.5/11/9.5/8 seconds; Cost: 65 mana; Range: 1000 units Lamb commands Wolf to leap in the target direction, connecting with the first enemy struck for the next 2.5 seconds. During this duration Wolf continually attacks while latched on to the target, slows it down by 20/25/30/35/40%, and grounds it.

Lamb's Respite (R): Cooldown: 160/130/100 seconds; Cost: 100 mana; Range: 500 units Lamb blesses the ground underneath her for 4 seconds. Wolf gains 80/120/160% bonus attack speed for 2.5 seconds whenever he makes contact with this ground. All units, ally or enemy, on this ground cannot receive damage or healing while below 10% of their maximum health.

After 4 seconds the zone collapses and heals all units within for 200/250/300(+100%AP) health.


6 Comments

Winters Dawn1 votes

Honestly I am happy with the current version of kindred. Would like some kind of qol improvment for her tho like some passive out of combat movement speed to help her with invading to get her marks.

But overall I like kindred the way she is now.

Stacona1 votes

I think they can be expanded upon and really make Kindred the duo-champion they are meant to be while reducing feast or famine aspect so they are less snowbally and not so useless when behind at the same time.

DeathBurst1 votes

Interesting concept.

But I disagree with the spiel about forced role. Makrsfolks can't typically Jungle. You have a few that dab into it, like Twitch or Vayne/Kog'maw when the meta is in the proper place, but it's an exception. The point is not to force Kindred specifically into the Jungle, it's to enable a Marksfolk to play in the Jungle. If you don't want to play in the Jungle, you have 15 other Marksfolks to choose from.

Stacona1 votes

I still left in the ability to be a jungler, but I focused as a bottom laner and hyper marksman instead. Player decisions to play them where they want instead of being forced as a jungle marksman.

Calabok1 votes

there are other more important champs that need reworks than this

Stacona1 votes

But I share thoughts I am passionate about.

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