Kindred, the Eternal Hunters
Kindred, by virtue of existing within the roster, poses an interesting question: in a game where just about every character is capable of killing, what can define the embodiment of death itself? Lamb and Wolf don't hold a monopoly over death in League by any means, but rather represent its two faces - Lamb, the gentle and peaceful death, and Wolf, the violent and visceral death.
This update doesn't seek to change that, but rather to further hone the duo's identities as aspects of death (and as a mobile, jungling marksman) while cleaning up inconsistencies and anti-synergy within their kit.
Before going into the larger changes, one thing I've done as a baseline is put more equal emphasis on each half of the duo - by having unique scaling factors for each via their Innate, one basic ability for each, and a shared stance change that also allows me to split their ult. This also lets me focus on the unique characteristics of each, such as Lamb's elusiveness and Wolf's single-minded aggression.
In terms of specific changes, Wolf's ability to attack is restrained to a leash range rather than a static AoE to better accommodate their more mobile playstyle (he's a hunter, not a guard dog!), and their shared ult has been re-tooled to become a flexible execution ability to help collect marks rather than a death-denying zone that can very easily save Kindred's quarry.
Aside from these more pronounced changes, much of Kindred's identity remains intact, with special care taken to retain the more jungle-friendly elements of their kit (Q's wall-hop, W's roaming sustain, the ability to easily kite monsters).
Giving Wolf two very direct abilities (Mounting Dread/Wolf's Frenzy) should also play a part in making him feel like a more active participant in their kit rather than a turret and a VFX on an on-hit proc.
All values in blue are meant to give a general idea of the ability's properties, and are subject to change.
Recommended Positions: Jungle
Innate: Mark of the Kinded
Both Lamb and Wolf mark targets to hunt. Scoring a takedown on a marked target permanently empowers Mark of the Kindred.
Lamb is offered a selection of Champions to take down, which is hidden while in combat with an enemy champion. Once selected, there's an 8 second delay before the mark can be collected, and Lamb can change her target if the target hasn't died within 75 seconds.
Targets successfully hunted cannot be targeted again for 4 minutes.
Wolf periodically selects a monster camp within the enemy jungle, based on the number of marks collected. (NOTE: Same details as Live)
Lamb's basic attacks apply a stack of Death's Sigh, up to 3. All stacks of Death's Sigh will activate if the target hasn't been damaged by Lamb within 2.25 seconds, dealing
25 + (50% bonus AD) physical damage per stack over 3 seconds. Each mark collected increases this damage by 25%, and every 4th mark grants Lamb 75 bonus attack range, up to 300 bonus attack range.
Wolf slows enemies by 25% for 2 seconds whenever he damages them, decaying over the duration. Each mark collected increases this slow by 5%, and every 4th mark increases his leash range by 90 (starting at 550), up to 360 bonus leash range.
Q: Dance of Arrows
Lamb dashes in the target direction, gaining 25% bonus attack speed for 4 seconds while firing up to 3 arrows to nearby visible targets within her attack range, dealing 60/80/100/120/140 + (65% bonus AD) physical damage and applying Death's Sigh.
Lamb's current attack target at any proximity will be prioritized by one of the arrows.
Targeting Type: Skill Shot - Line
Cost: 35 mana
W: Dance and Chase
TOGGLE: Kindred switches between one of two stances: Lamb's Dance and Wolf's Chase.
During Lamb's Dance, Lamb gains 15/17.5/20/22.5/25% bonus movement speed while moving away from visible enemy champions. As Lamb moves and attacks, she builds up to 100 stacks of Dancing Vigor (6 per attack and per 125 units traveled). At full stacks, Lamb's next basic attack heals her for up to 49 to 100 (based on level), based on Kindred's missing health. Additionally, Dance of Arrows's cooldown is reduced by 5/5.5/6/6.5/7 seconds
During Wolf's Chase, Wolf pursues the nearest enemy within his leash range (prioritizing champions), attacking them every 1.6 seconds (increased by 25% of bonus attack speed) for 25/30/35/40/45 + (20% bonus AD) physical damage. Wolf pursues and attacks enemies 50% faster while they are below 50% health.
Targeting Type: None
Cost: 40 mana
E: Mounting Dread
Wolf lunges in the target direction from his current location, latching onto the first enemy
struck and pulling them 350 units towards Lamb, dealing 40/50/60/70/80 + (40% bonus AD) physical damage.
Champions hit take bonus physical damage equal to 8/8.5/9/9.5/10% + (3.5 per 100 AD)% of their missing health and are inflicted with Grievous Wounds for 3 seconds, refreshed by damage from Wolf for up to 6 total seconds.
Minions and monsters hit take bonus physical damage equal to 8/8.5/9/9.5/10% +
(3.5 per 100 AD)% of their maximum health (up to 300 damage) and have their attack speed reduced by 50% for 3 seconds.
Targeting Type: Skill Shot - Line
Cost: 50 mana
R: Lamb's Respite/Wolf's Frenzy
Lamb and Wolf channel for 1.75 seconds, preparing a visitation of death upon the target champion based on their current stance.
LAMB'S RESPITE: During Lamb's Dance, this ability's range is increased by 300% and causes Lamb to fire an arrow at the target, fully applying Death's Sigh. If the target falls below 20% +
(1 per mark)% health within 3 seconds, they are put to sleep for 2.25 seconds (or until damaged by a champion or turret) and suffer 200/325/450 + (150% bonus AD) physical damage, plus Death Sigh's remaining damage over the duration.
WOLF'S FRENZY: During Wolf's Chase, this ability's channel time is reduced by 100% and causes Wolf to pounce at the target, Dealing 200/325/450 + (150% bonus AD) physical damage over 3 seconds and executing the target if they fall below 20% + (1 per mark)% health.
Targeting Type: Targeted
Cost: 100 mana