All-around dueling and map control.
Improved attacks and sustained damage
Attacking a champion 3 times will expose them, dealing bonus damage and causing them to take more damage from all sources for 6 seconds.
Takedowns restore health and grant bonus gold.
Takedowns on enemies grant permanent Tenacity.
Deal 7% more damage to low health champions. Gain AD/AP after kills or assists.
+18% Attack Speed
Gain a burst of Lethality and Magic Penetration after using a dash, leap, blink, teleport, or on leaving stealth.
After killing an enemy ward, a friendly Zombie Ward is raised in its place.
As a pseudo AD Carry jungler, Kindred is naturally able to proc the bonus damage along side their [E] for a strong bit of burst damage.
Triumph is the best rune in the group for Kindred as it pairs pretty nicely, when fighting to the death, with the last bit of healing from [R] topping you off to either escape of keep truckin'.
Tenacity as a Jungler means that you're less likely to get a gank stuffed by CC when entering a lane that already had vision of you. In team fights the Tenacity simple means more uptime on damage.
If you're playing against a comp with little to no hard CC, Bloodline is a decent second option.
Kindred likes to shred her targets and kill them as fast as possible. Coup De Grace is one of the more reliable damage sources in this group.
Last Stand can be a solid niche option for scenarios where you can stand in your [R] before dying but the enemy can't.
Kindred can make good use of both the Lethality for autos and Magic Penetration for Wolf damage, when casting [Q].
Zombie Ward is a safe a reliable rune on every Jungle thanks to the nature of their vision control and ability to deep ward.