

Combos · The Eternal Hunters
Kindred
Practiceable Kindred sequences with a clear purpose, execution note and the ability context behind each input.
PRACTICE LAB
Kindred combo routes
Every sequence states what it solves. Learn the decision before the muscle memory.
Q
Dance of Arrows spacing drill
Repeat the first-max ability at minimum, expected and maximum practical range, then record where the cast stops being safe. Riot text: Kindred tumbles and shoots up to three arrows at nearby targets.
Kit drill · not a combat recommendation
Q · W · E
Basic-kit decision cycle
Cycle through the three basic abilities in the current max-order, then repeat while deliberately keeping one tool unused for disengage or follow-up. The goal is cooldown awareness, not memorizing a universal combo.
Practice order · verify in Practice Tool
R
Lamb's Respite integration
Read R's actual targeting, unlock and resource conditions. Practice a valid use and a decision to hold it. Do not assume every ultimate offers a dash, escape or identical recast behavior.
Decision drill · no claimed optimal sequence
Ability reference
Kindred tumbles and shoots up to three arrows at nearby targets.
Wolf enrages and attacks enemies around him. Lamb passively gains stacks by moving and attacking. When fully charged, Lamb's next attack restores health.
Lamb fires a carefully placed shot, slowing the target. If Lamb attacks the target two more times, her third attack instead directs Wolf to pounce on the enemy, savaging them for massive damage.
Lamb grants all living things inside a zone a respite from death. Until the effect ends, nothing can die. At the end, units are healed.
Combo guides
No reviewed analysis is available for this scope yet.
