A Kindred Rework Fitting of the Embodiment of Death
So,
Kindred is easily my favourite champion in the game in terms of pure concept/lore. The embodiment of Death, worshiped throughout Valoran, takes the form of Lamb and Wolf. Lamb means a swift death for the noble, while Wolf means a suffering death for the cowardly. It seems like an amazing design in theory, and yet Kindred has never been worth playing. It takes far too long to become relevant in terms of damage, it's incredibly punishing and difficult to go for your marks, and my lord the ult on this champion... the ult!! This is the first time I've done something like this but I couldn't let my inexperience stop me from trying to change Kindred for the better, or at the very least get people thinking about how they could become better. So, without further delay, my Kindred rework:
Kindred, the Eternal Hunters
Secondary Bar: N/A (Kindred has no means of escape so they require an advantage, even if it's a small one, and having no mana would provide with one less thing to worry about when invading the enemy jungle) Secondary Attributes: Ranged
Statistics (level 1 and 18 without Hunt bonuses):
- Health: 540 - 1985 (left unchanged)
- Health regen: 7 - 16.4 (left unchanged)
- No Resource (as explained above)
- Range: 500 (left unchanged)
- Attack Damage: 65 - 90 (increased base AD by 8 at level 1 but decreased scaling as the match progresses to improve early game)
- Attack Speed: 0.725 (+0 - 42.5%) (increased base attack speed to improve early game) -** Armour**: 25 - 75 ( increased base armour by 5 at level 1 but decreased scaling as the match progresses to improve early game)
- Magic Resist: 35 - 42.5 (increased base magic resist at all levels)
- Movement Speed: 340 (increased base movement speed by 15 as 325 is far too slow for what they are designed to do)
Passive: **Thrill of the Hunt **
Lamb can choose a champion to Hunt by clicking the champion portrait above the inventory. When attacking the chosen champion, Lamb's basic attacks deal 2% of target's** maximum** health **bonus **true damage. The mark takes 5 seconds to appear instead of 8. Targets successfully cannot be hunted again for 2 minutes. This is to give Kindred more of a presence as a deadly hunter and something for the enemy to watch out for, whereas before the marks were no threat at all and a tactical disadvantage because they gave too much of a warning of who the player was looking for.
Wolf periodically **Hunts **a jungle monster, in **either **team's jungle, based on the current **Hunts **completed:
- 0: Rift Scuttler
- 1-4: ally Crimson Raptor, ally Gromp, ally Ancient Krug, ally **Greater Murk Wolf **
- 5-9: enemy Crimson Raptor, enemy Gromp, enemy Ancient Krug, enemy Greater Murk Wolf, ally Red Brambleback, ally Blue Sentinel, enemy Red Brambleback, enemy Blue Sentinel
- 10+: Rift Herald or Baron Nashor, Dragon or **Elder Dragon ** Enemies can not see the Hunted jungle monster unless it is in their jungle (you should never be punished simply for playing the champion). The mark takes 30 seconds to appear instead of 50 (making it easier to complete the Hunts)
Attacking a marked target grants **Lamb **a burst of movement speed (+90). Completing a **Hunt **permanently increases **Kindred's **attack damage (+10) and movement speed (+15). After the first four Hunts, **Kindred's **basic attacks slow the target hit for 30% for 1 second and **Lamb **gains 15% life steal. Every two **Hunts **after the first four increase **Lamb's **maximum health (+100)
First Ability: Lamb's Precision
(Target Range: 340, Effect Radius: 575, Speed: 500, Cooldown: 8/7.5/6.5/5.5/4)
Passive: **Lamb **permanently has bonus attack speed (10/20/30/40/50%) Active: **Lamb **dashes in the target direction and fires two well placed arrows at her current attack target, at any proximity, and the nearest enemy. The arrows deal physical damage (60/80/100/120/140 + 60% bonus AD), have a 100% chance to critical strike for 150% + bonus critical strike damage, and cripple the targets hit by 25% for 1.5 seconds
While in the effect area of Wolf's Frenzy, the dash animation of Lamb's Precision is replaced with a slide enveloped in Wolf's shadows and grants Lamb immunity to cc and auto attacks during the dash
Lamb's Precision resets **Lamb's **autoattack timer
Second Ability: Wolf's Frenzy (much of this ability was left the same) (Target Range: 500, Effect Radius: 800, Speed: 1400, Cooldown: 16/15/14/13/12)
Active: **Wolf **dashes to the target location and claims the surrounding area as his territory for the next 8 seconds, separating from Lamb. **Wolf **attacks enemies within the area autonomously, prioritizing **Lamb's **attack target
Wolf's basic attacks deal physical damage (30/40/50/60/70 + 30% bonus AD) and scale with 50% of **Kindred's **attack speed. Against monsters, **Wolf **deals 50% increased damage.
Wolf's Frenzy ends immediately if **Lamb **leaves the area
Third Ability: Spirit of the Hunt (this ability was changed from Mounting Dread so as to give Kindred more benefits to allies) (Target Range: 500, Cooldown: 14)
Active: Lamb imbues a targeted ally with the Spirit of the Hunt, healing them for 40/55/70/85/100 +10% AD and giving bonus movement speed (9/10/11/12/13%) for 7 seconds
Ultimate Ability: Final Breath (Target Range: 500, Effect Radius: 600, Cooldown: 130/110/90)
Active: Lamb places the _Final Breath_ on a target, applying Grievous Wounds and granting permanent vision of the target, for 10 seconds. If the target falls below 25% of their **maximum **health, **Wolf **lashes out and executes the target. For the next 10 seconds, after **Wolf **executes the target, if there is an enemy nearby that is below 50% of their **maximum **health, **Lamb **can re-cast Final Breath
The numbers and ratios (not really sure about the movement speed numbers, there's a good chance they are too high and I am ignorant to how movement speed works in League) in my rework might not work if implemented into the game, but I can't really test them myself
There are multiple reasons for changing the ultimate ability. For one, it didn't fit with the character. For another, it was an ult that did more harm than good most of the time. Instead of an ability that saves both allies and enemies from Death, which seems out of character given what Lamb and Wolf are, and is a 300 heal at max rank with a 100 second cooldown, I thought it would be more fitting, fun, and strong if Kindred, the embodiment of Death, was given an ult that could kill quickly and efficiently. Much like Darius' ult, Final Breath could be used in a 1v1 situation to get the kill, or in a teamfight to assist with the kill.
This is my first post in the League Community and my first time trying to do something with a champion already in the game, so I apologize if my ideas aren't that good. Regardless, I hope you saw the potential that Kindred could have, and that you have a wonderful day. Good luck in Solo Queue everyone :)