Kindred; A Proper Duo-Marksman Ability Kit

Stacona·4/20/2018, 2:38:43 AM·5 votes·3,076 views

My thing with Kindred is that it is all about the Lamb show and Wolf makes an occasional guest appearance with no relevance to the kit whatsoever, he is just kind of there for moral support.

~ Kindred should work with Wolf and Wolf work with Lamb, when not working together to take down their target then they are very weak, but very strong when Lamb works with her A.I. companion Wolf.

~ There is a better way to incorporate a bounty hunter theme without forcing Kindred to be a jungler and without needing to snowball to be strong and without the snowball being incredibly useless. Also the bounty hunter aspect needs to change anyways since right now it involves bullying a weak target over and over again, where as the purpose of a bounty hunter is going after something strong and get a great reward if you take them out or bring them under arrest, it is not about taking out weak no-names with no bounty on their head. Also bounty hunters do not choose who they hunt, a bounty is assigned and then the bounty hunter that achieves that bounty gets the reward for returning the target's head (showing evidence that you handled the job).

~ Kindred should not be shoe horned as a jungle marksman. They should be made to function in the duo-lane like a normal marksman and if they can jungle then they can jungle, let it be natural rather than forced.

~ To make Kindred's gameplay unique rather than being a normal marksman, they should have attack damage ratios on Lamb's and Wolf's basic attacks to emphasize them being weak when splitting their damage, but very strong when focusing on one target together (as well as other cooperation buffs between Lamb and Wolf).


Represent your feedback as you see fit, it will help a lot to improve this post and posts in the future.


Attack Range: 575 units Wolf Attack Range: 75 units (so can attack 650 range from Lamb technically)

Movement: 325 units per second Wolf Movement Speed: 400 units per second (increased with Lamb's movement speed increases)

Attack Speed: 0.690 +2% per level Wolf Attack Speed: 0.750 +50% of Lamb's bonus attack speed

Attack Damage: Very average to your typical marksman


Wolf's Frenzy (Passive): Leash Range: 575 units Lamb's and Wolf's attacks both deal 55% damage each, including on-hit damage from items, Lamb deals physical damage and Wolf deals magical damage. Lamb deals 100% damage against minions and monsters.

Wolf always sticks near Lamb and he attacks the closest enemy to her automatically. Wolf can attack enemy structures.

Lamb's attacks deal 4%(+2% per 100AP) of target's current health as bonus physical damage. Wolf's attacks deal 6%(+3% per 100AP) of target's missing health as bonus magical damage.

Mark of the Kindred: Lamb gains an additional 0.5% current health damage and Wolf gains 0.75% missing health damage whenever they gain a kill or assist against any target with more than 2500 health, this includes structures. Kindred will also gain a Mark of the Kindred per unique champion takedown.

Dance of Arrows (Q): Cooldown: 10 seconds; Cost: 30 mana; Range: 350 / 575 units Lamb hops to the target location, firing three arrows to up to 3 different nearby enemies upon landing, dealing 20/30/40/50/60(+55%AD) physical damage and embedding an arrow into struck targets for 2 seconds.

If Wolf's attacks rip out an arrow then Dance of Arrows' cooldown is reduced to 4/3.5/3/2.5/2 seconds.

Mounting Dread (W): Cooldown: 11/10/9/8/7 seconds; Cost: 65 mana; Range: 1000 units Wolf jumps into Lamb's bow and acts like an arrow, Lamb fires Wolf in the target direction, causing him to cling on to the first enemy struck for 2.5 seconds and attacking the target, slowing the target by 25/30/35/40/45% while clung to it.

Blood and Kill (E): Cooldown: 14/13/12/11/10 seconds; Cost: 40 mana; Range: 650 units Active: Lamb marks the target enemy for 1.5 seconds which causes Wolf to prioritize the target.

Passive: If Wolf attacks the marked enemy he releases the scent of blood from the target for the next 4 seconds. Lamb gains 40/45/50/55/60% bonus attack speed while she smells this blood and if she deals 3 attacks against the bleeding target then it is dealt 60/90/120/150/180(+70%AD)(+70%AP) bonus true damage one time.

Lamb's Respite (R): Cooldown: 160/130/100 seconds; Cost: 100 mana; Range: 600 units Lamb blesses the ground at her feet for 4 seconds, causing all targets, ally and enemy, to be unable to receive damage and healing when below 10/15/20% health.

After 4 seconds, the blessing ends and heals all units, ally and enemy, for 100/150/200(+75%AP) health.


Here is an alternate take for Lamb's Respite:

Lamb's Respite (R): Cooldown: 24/18/12 seconds; Cost: 100 mana; Range: 600 units Lamb blesses the ground at her feet for 4 seconds, afterwards or upon reactivation of Lamb's Respite will heal a minimum of 100/150/200(+50%AP) health to all allies and Kindred within the zone.

Lamb's and Wolf's attacks against enemy champions or epic monsters will increase the healing by 20/30/40(+10%AP), up to a maximum of 100/150/200(+50%AP) additional healing.

The idea with this one is just going all out on having a team utility ultimate rather than be carry focused with the damage immunity on a health threshold. It could be interesting alternative and easier to keep Kindred balance, could also be implemented as an emergency button.


28 Comments

tunehunter4/20/2018, 10:29:00 PM4 votes

Things to note.... Kindred is not a traditional "bounty hunter" they are the "eternal hunters" they are an incarnation of death itself and natural selection says the weak die so do not think of them in the traditional "bounty hunter" way. Further picking their hunts is actually the most fun thing about their kit currently and I would be very sad to see that go, if you want to see a reward for going after heavier targets than I would suggest offering a bonus for taking down a champ you havent taken down yet, or a bonus against marked targets encouraging the kindred player to mark the tougher opponent so they can fight them better. Finally Lamb and wolf are simply a choice of a painless and peaceful death or a painful violent death, both can kill with out the other yet neither exist without the other and they are always together. "never one, without the other", "Which things are mine to take.... all things dear wolf" "choose my arrows.... OR MY TEETH" that last part makes the idea that they have to attack in unison rather than having both able to kill individually dependent on how the opponent wants to fight and how you use your abilities seems off to me.

Verl0h4/20/2018, 3:26:57 AM2 votes

Take away the healing on enemy champions and units on her Ult, and you have a really solid Champion rework here.

º Kindred º4/20/2018, 10:01:13 PM1 votes

Yes.

Testlolla4/24/2018, 5:00:38 PM1 votes

I like how you trying to make wolf play more role then he is right now, Love it. There is, however, something I think it's needed to change. First, as a kindred player, I really enjoy picking my targets and let the wolf pick his. I will be sad to see that goes away. Also, your e ability seems to be a little unnecessary since right now in game wolf will automatically attack the target kindred is attacking and Kindred is not Warwick, they are elegant. To make him attack the target that's closest to kindred seems fun but it will be hard to control.

by the way, I will like to have kindred scales only ad even though I can see you try to make kindred to be able to use Rageblade.

My own version will be: Attack Range: 500 units** (+25 per mark)** Wolf Attack Range: 75 units

Movement: 325 units per second Wolf Movement Speed: 400 units per second (increased with Lamb's movement speed increases)

Attack Speed: 0.690 +2% per level Wolf Attack Speed: 0.750 +50% of Lamb's bonus attack speed ** Attack Damage: 45-66 (almost half of a normal marksman) **

Passive: eternal hunter Lamb's attacks deal 1%(+1% per mark) of target's current health as bonus physical damage. Wolf's attacks deal 1%(+1% per mark) of target's missing health as bonus magical damage. add: bonus increase damage (0% to 100%). Lamb deal more damage to targets as them gets closer. Wolf deals more damage to a target as it goes closer to its max "attack range" (his zone, not really his attack range) and every attack by wolf will slow the target more (10% - 50% + 1% per stack) as the target closer to the edge of the zone. Wolf's bonus damage & slow only applies to targets going away from kindred. While Lambs bonus damage only applies to targets moving towards her

_This is to sympathize with the idea of people accept the death will kill by lamb while the people don't will kill by the wolf. _ Plus: we can have the wolf transform or become bigger as he gets closer to the boundary.

Wolf's Frenzy (Passive) wolf will attack targets within (kindred's range + 200 (+25 per mark)) range from Lamb (prioritize the closest target from lamb) dealing 45-88(+100% bonus ad) with 50% of lamb's attack speed. Once out of combat, Wolf will not attack unless lamb starts to attack so that bush will not be useless.

Dance of Arrows (Q): same as yours, **except give 10%(+5% per mark) bonus attack speed. **

Wolf's Frenzy (W): instead of going around kindred, wolf goes around a place marked by kindred. gain increased damage only base on how close target is to the edge of his zone not whether it runs away from kindred. Target range (how far can kindred mark) 374 + 25 per mark basically the original w

Mounting Dread (E): Wolf breaks its zones, stick to a target mark by kindred as long as lamb attack it once every 1/1.5/2/2.5/3 seconds. Lambs increase her movement speed around the target.

Lamb's Respite (R): Same as original + **all units within the ult takes 20-30% bonus damage from all sources. **