Ranked by how close their five-axis heatmap looks — role-agnostic.
Where it thrives (5-comp fit)
Protectnatural · 60%
Catchworkable · 40%
Attackforced · 20%
Kindred is the scaling carry a Protect shell exists to keep alive. Enough Catch and Attack sits in the kit to punish a caught enemy before the fight starts. R (Lamb's Respite) creates a zone where allies who drop to a 10% max-HP threshold become briefly invulnerable and heal when the effect ends — a delayed teamfight-saving cooldown, not a direct heal/shield.
Kit quirks
R (Lamb's Respite) creates a zone where allies who drop to a 10% max-HP threshold become briefly invulnerable and heal when the effect ends — a delayed teamfight-saving cooldown, not a direct heal/shield
Hunter's Vigor (via Wolf's Frenzy passive) builds stacks from movement/attacks that trigger a heal on Lamb's next basic attack at full stacks
Mounting Dread stacks marks on a target up to 3 times; the third stack triggers a Wolf pounce that scales damage with crit chance and the target's missing health
How Kindred actually performs in ranked solo queue · 121 weighted games