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Lamb

Bringer of Rest

KindredSquare
 
Attackpower
Defensepower
Spellpower
Difficulty
Willbachbakal
Ranger Large

Ranger

Ranged role

Ranged

1 Growth 18
Health 540 (+85) 1985
Health regen. 7 (+0.55) 16.4
Vigor 100
Attack Damage 50 (+0) 50
Attack Speed 0.625 (+2.5%) 43.1%
Armor 27 (+3.25) 82.3
Magic Resist. 30 (+0)
Attack Range 500
Mov. Speed 325

Wolf

the Jaws of Death

KindredSquare
 
Attackpower
Defensepower
Spellpower
Difficulty
Willbachbakal
Missing Role

Archaic

Melee role

Melee

1 Growth 18
Health 600 (+95) 2215
Health regen. 10 (+1) 27
No Resource  
   
Attack Damage 65 (+5) 150
Attack Speed 0.625 (+1.25%) 21.9%
Armor 30 (+4) 98
Magic Resist. 32.1 (+1.25) 53.4
Attack Range 125
Mov. Speed 500

This is a tentative rework for Kindred, the Eternal Hunters. The main drive behind this isn't to address their gameplay or even their identity all that much, as they are a champion with a strongly-defined niche and fun gameplay that expanded the game by being the first jungle-centric marksman. Rather, the idea here was to take Kindred's duality of form to its logical extreme and think of what kind of kit they'd have if they were two champions rolled into one. My only real disappointment with Kindred is that they're basically just Lamb, with Wolf used purely as a visual and thematic aid for a few abilities, rather than an entity of his own: there's a subtle duality of peace and violence in Kindred's kit, but the end result is just one champion, when it feels very tempting to split them into two. Following many conversations with Emptylord on the subject, the example of Cho'Gall from Heroes of the Storm came up, along with Ska'Lord, his own take on the hero: in-game, Cho'Gall is a two-headed magic-wielding ogre controlled by two separate players, each with access to their own, mutually synergistic ability set. While there are obviously many core system differences between HotS and League of Legends, the idea of spreading one champion across two players in an interesting one, and could be worth implementing in-game, even if not on Kindred.

With the opportunity to have two kits in one, one of the goals here was to implement strengths, weaknesses and quirks that would be impossible or otherwise undesirable on just one champion, all in accordance with their respective themes. Wolf, for example, is incapable of initiating combat, whereas Lamb has a lot of trouble ending fights, but he gets to have unparalleled chasing power while she gets to soften up any target easily while possessing some of the best evasive tools available to any champion. Since picking Kindred means picking two champions in one go, this also means the duo gets to have the contributions of two champions: both are heavily focused on damage-dealing and killing targets one by one, but while Lamb provides unique protection for her entire team with her ult, Wolf gets to provide top-tier cleanup power.

Abilities

I
Twin Spirits
Ability
Targeting Affects

Passive: Lamb and Wolf are two halves of the same whole, and each gold Gold or experience bounty one receives is split in half and shared with the other.

If either half of Kindred dies, they respawn at the other's side if they are also alive. If both are dead, the first to respawn returns to the fountain normally.

Notes:

I
Inevitability
Ability
Targeting Affects

Lamb's basic attacks are modified to deal 10% 「 (+ 4% per 100 AD) 」「 (+ 1% per 25 AD) 」 of target's current health true damage to non-structure enemies, generating an equal amount of Grey Health on them. They also Sight icon reveal all enemies hit while they are in combat with Kindred.

Inevitability's damage has an upper cap of 200% AD against non-champions, and a lower cap of 100% AD against all enemies.

Notes:

Q
Dance of Arrows
Ability
Targeting Affects Damage
true

Active: Lamb dashes in the target direction and fires a number of basic attacks each towards a different nearby enemy simultaneously.

If Dance of Arrows strikes a target affected by Mark of the Kindred, its cooldown is reduced to a static 2 seconds.

  • Arrows: 1 / 2 / 3 / 4 / 5
  • Cooldown: 9

Notes:

W
Mark of the Kindred
Ability
Targeting Affects

Passive: Lamb randomly marks epic monsters or large monsters in the enemy's jungle for death, with the mark visible to all. Successfully hunting a monster marks another 20 seconds later.

Active: Lamb marks the target enemy champion for death, which primes after an 8-second delay. Lamb can mark a limited number of champions at a time, and successfully hunted champions cannot be marked again for a period of time.

If Kindred score a takedown on a marked enemy, Lamb gains 5 bonus AD, and at rank 5, champions are automatically marked for death once they are no longer immune.

  • Mark Limit: 1 / 2 / 3 / 4 / 5
  • Immunity Period: 240 / 200 / 160 / 120 / 80
  • Static Cooldown: 80
  • Range: Global

Notes:

E
Hunter's Vigor
Ability
Targeting Affects

Passive: Lamb builds Vigor while moving and attacking, doubled against targets affected by Mark of the Kindred.

At 100 Vigor, Wolf's next basic attack consumes all Vigor to heal both Lamb and himself.

  • Heal: 35 / 45 / 55 / 65 / 75 (+ 5 / 10 / 15 / 20 / 25 per level)

Notes:

R
Lamb's Respite
Ability
Targeting Affects

Active: Lamb blesses her domain for 4 seconds, preventing any unit within from going below 1 health.

At the end of the duration, all units within are healed, with the amount increasing by 1% per 1% of the target's missing health

「 Minimum Healing: 150 / 200 / 250 」「 Maximum Healing: 300 / 400 / 500 」

  • Cooldown: 160 / 130 / 100

Notes:

I
Soul Ripper
Ability
Targeting Affects

Passive: Wolf perpetually ignores all collision, but cannot enter Lamb's domain or leave her sight radius normally. Wolf's basic attacks cannot be cancelled due to Lamb's movement.

Additionally, Wolf can only target enemies Sight icon revealed by Inevitability, but his basic attacks consume his targets' Grey Health.

  • Range: 500

Notes:

Q
No Escape
Ability
Targeting Affects

Active: Wolf blinks behind the target enemy.

  • Cooldown: 5 / 4 / 3 / 2 / 1
  • Range: Global

Notes:

W
Cut Loose
Ability
Targeting Affects

Active: Wolf separates from Lamb for the next few seconds, gaining the ability to move freely beyond his usual territory, though he still cannot enter her domain.

At the end of the duration or upon reactivation, Wolf blinks back into his territory. While Lamb is dead, Cut Loose remains permanently activated, even if it has not yet been ranked up.

  • Duration: 4 / 5.5 / 7 / 8.5 / 10
  • Cooldown: 20

Notes:

E
Tear Down
Ability
Targeting Affects

Active: Wolf's next basic attack against the target enemy Slow icon slows them for 0.5 seconds, causing his next two basic attacks against them to reapply the Slow icon slow, and the third to refresh Cut Loose's duration.

Tear Down resets Wolf's autoattack timer.

  • Slow: 50 / 55 / 60 / 65 / 70%
  • Cooldown: 10

Notes:

R
Wolf's Frenzy
Ability
Targeting Affects

First Cast: Wolf channels indefinitely, gradually locking onto all enemies he can target, with each target's lock-on speed increasing with their missing health.

Second Cast: Wolf becomes momentarily untargetable and invulnerable, instantly killing all enemies he locked onto. Wolf cannot kill enemies who are invulnerable or untargetable.

While channelling, Wolf cannot be displaced by Lamb, who cannot enter his territory.

  • Cooldown: 150 / 125 / 100
  • Range: Global

Notes:

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