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Hyde: Kindred (League of Legends)

To begin with, let us clarify some points. Officially, the "Riots" refer to Kindred as "They", that is, in the plural. This is due to the thoughtful history and two heroes (Wolf and the Sheep), which combine, complement and generally synergize with each other. In the game itself, we see quite a conventional AD hero with beautiful and expressive animation. Therefore, we will address them as "he", that is, the champion.

Kindred is designated in the general category of heroes as the shooter, but for the online phase on the botlein it is of little use, because all his skills are aimed at the successful cleaning of the forest and, accordingly, the gank. To consider the game on another line does not make sense, so we bring to your attention the hero Kindred (forest) - a guide to the champion: skills, assembly, runes, talents and behavior in the forest.

Skills

All the abilities of the hero consume mana, so at the first levels you do not need to spam your skills to take forest monsters. Sometimes it's enough to conduct auto-attacks competently, evading and avoiding mob attacks.

Sign of Kindred (passively)

This ability is one of the main chips champion. Something similar can be seen in Garen, but there it is presented in a very simple form - otherwise it's quite an original passive that will make you cautiously enter the line of any champion in the League of Legends.

Kindred (guide for the 6th season) marks one of the selected enemy heroes and, in case of successful hunting, permanently increases the bonus damage from autoattacks. That is, each attack of the champion will additionally take away from the enemy health, depending on his current stock.

For example, if you get a passive capacity of up to 10 charges, then each autoattack will further reduce the opponent's health by 12.5%. Separately, it should pay attention to the fact that the damage is calculated from the calculation of the current indicator of the life of the enemy champion, which, accordingly, will decrease as the fight progresses.

Charges of passive skill can be obtained by killing tagged heroes or similar monsters in the forest. The wolf makes marks on the forest mobs depending on the number of stacks: the shy crab and the sharp-kneed are from 0 to 2, the lobes and wolves are from 3 to 4, the blue and red buff, the herd of the Abyss or the spontaneous dragons are from 5 to 7, the older dragon or Baron Nashor - more than 7 stacks. You quickly adapt to this scatter of marks with the proper experience of playing in the "Gulch of Summoners" ("League of Legends"). Hyde on Kindred recommends first of all to collect stacks from forest mobs, and only then to go to the ganks to the marked champions.

Dance of arrows (Q)

This ability allows you to more or less quickly clean the forest, as well as gives additional mobility to the champion. The jump in this case is not as great as we would like, but it still allows us to overcome small obstacles and catch up with the enemy, cutting off the road somewhere, or to escape from a group of enemies.

One of the features of the skill is a combo with the ability "Wolf fury". If you use your Q in the wolf's field of vision (activated by W), then the reload of the "Arrow Dance" will be reduced to 2 seconds. That is, during the fight, Kindred can jump every two seconds, which is indispensable in complex fights and unequal fights. For kerry champions, the ability to quickly move around the battlefield and position correctly is very important, so the Kindred (LOL) guide recommends that you do not use Q separately from W in complex and controversial moments.

Wolf furiousness (W)

This ability allows you to summon a wolf on the battlefield, which will attack the enemies of Kindred. The passive side of skill depends on the charged charges of the "Sign of Kindred": the more of them, the better. You can deal up to 40% additional damage with a fully charged passive.

It is better to use "Wolf frenzy" during the movement of the enemy (retreating or attacking), which will allow you to use the "Dance of Arrows" more often and not leave any chance for the opponent to escape. The ideal option would be an attack from the back, that is, from the side of the enemy tower, and not from the river. The only thing to remember is that once you exit the area of the skill, the wolf will disappear, so watch the radius of the activated ability. Hyde (Kindred, Season 6) recommends that W be included immediately when approaching the camp - this will greatly simplify the cleaning of the forest: the mobs will not escape anywhere, and combos with Q will allow you to quickly fuck up.

The all-consuming horror (E)

The ability is very simple: first the enemy slows down in the range of the skill, and then the third autoattack on the enemy does a pretty decent bonus damage. In its essence, "All-consuming horror" is the same passivation as in Wayne or Gnar.

From the minuses of skill you can note a small caste area and a bit weird animation. The rest is a great tool for attacking Kindred's opponents. Hyde (season 6) recommends starting ganking with "All-consuming horror" to slow the enemy, and only then to cast out other skills.

Loving Sheep (R)

The absolute skill of the champion is extremely variable in use and very interesting. The hero creates a small area around himself for four seconds, where any champion becomes invulnerable. The caste only happens around Kindred, but both their own and the enemy heroes can enter the circle. Thus, the use of absolute skill impose a great responsibility on the champion, because you can dramatically change the situation in the timfights, not only in good, but in a bad way.

Hyde (Kindred in the sixth season) in this case recommends using third-party programs to communicate with AP- or AD-kerry (Skype, Rydkell, etc.), then the likelihood that your ultimate will go nowhere will be much lower.

Build on the champion

Summoner spells are standard for forest champions - "Jump" and "Kara". To take something exotic instead of "Jump" like "Exhaustion" or "Ignition" is not worth it, because only the "Arrow Dance" for mobility is too little, so the guide (Kindred in the 6th season) recommends to stop on classical spells.

Bleed skills

First of all, we pump our main skill for attack - Q. Then "Wolf fury". And last but not least - "All-consuming horror". Absolute skill of the champion max, naturally, is out of turn.

Runes and talents

We take a set of runes for the usual kerry on the boat: in quintas attack speed, in marks - damage, the rest - on resistance to magic and physical damage. We distribute the talents in the same way: "Dust of battle" in the first branch and "Dangerous game" in the second. The only thing, do not forget in the middle branch to put "Runic superiority" for a longer-lasting effect of forest monsters.

Items

Hyde (Kindred in the sixth season) recommends using the usual set of forester at the first purchase: "Machete", three potions of health and wards. Alternatively, you can replace three bottles with a "Replenished Potion" if you are not sure that you will clean the forest without loss. As an enchantment of the "Cara", it's better to stop at the "Warmaster", which will make it possible to use the passive skill of the champion more effectively.

Next, you can buy artifacts by default: "Blade of the Destroyed King", "Face of Infinity" / "Triple Alliance", something to pierce armor ("Lord Dominic's Bow", "Herald of Death", "Yoma") and the subject for defense "Guardian angel", "The dress of spirits"). At first, you need to play very carefully: gently go to the ganks and do not forget to stack marked forest mobs. If you are not confident in your abilities, it is better not to leave the forest at all until you get an absolute skill. After the sixth level, your gank potential increases at times (dives under the tower, unequal battle, etc.).

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