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LoL: Kindred Revisions

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Assaltwaffle

VS Battles
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Well, Kindred's current page does them absolutely no justice. Let's fix that, shall we? In a recent blog I outlined the nature of Kindred's existence and abilities and used that to make a new version of Kindred's page. This new page has all the new powers as well as rewritten ability descriptions that remove game mechanics and come closer to describing what Kindred really does and is.

New Profile
Kindred OriginalSkin 2
"Tell me again, little Lamb, which things are ours to take?"
"All things, dear Wolf."
Summary
One face split in two, Kindred is the embodiment of death itself in Runeterra. Once a pale man that all would have to meet, the world became afraid of and shunned the man. Gripped by loneliness, the man split himself in two. The resulting halves were Lamb and Wolf, the dichotomy of death, the ever Kindred.

Found in all things, Lamb and Wolf dance from sword to spear on the battlefield, sit in the crowd as an actress has a heart attack, and follow the jaws of a predator descending on its prey. All will meet them, though who takes the kill, Lamb or Wolf, is up to the dying. If one faces death and acknowledges its inevitability, Lamb's arrow will find its mark. However, should one flee and refuse to accept what must come, Wolf chases and descends on the hapless denier of the natural order.

Those who are marked by Kindred will be forced to meet them, although, in truth, the mark only gives a "when" rather than an "if". All who know life will know Kindred, and then know no more.

Powers and Stats
Tier: Unknow

Name:
Kindred, the Eternal Hunters, Lamb and Wolf

Origin: League of Legends

Gender: Female and Male (Lamb and Wolf, respectively)

Age: Unknown

Classification: Personification of Death

Powers and Abilities: Immortality (Types 5 and 9), Abstract Existence (Type 1), Conceptual Embodiment (Type 2), Cosmic Awareness, Curse Manipulation (Can mark a target for an early death), Darkness Manipulation (Wolf can become, create, and expand darkness), Death Manipulation (Kindred is death itself and their attacks are the only true reason death occurs; if they chooses to prevent it, death becomes impossible, even if natural causes would have normally proved lethal), Duplication (Their physical avatars can appear numerous enough to fill a concert hall), Healing, Intangibility (Even their physical forms are capable of passing through all they do not wish to interact with), Invisibility (Even their physical forms can be hidden from the sight of those they do not wish to see them), Non-Corporeal, Non-Physical Interaction, Perception Manipulation (Can make themselves look like whatever they wish to those they wish to reveal themselves to), Soul Manipulation (Kindred's death is a final one and will completely end the target, soul or otherwise), Status Effect Inducement (Can cripple and slow a target), Weapon Mastery (Kindred is a master of her bow)

Attack Potency: Unknow (Their attacks are the work of death itself and thus can take any life without dealing physical damage)

Speed: Omnipresent (Kindred is present across all of space-time as the concept of death itself, even being present across the countless timelines Ekko has shattered)

Lifting Strength: Unknow

Striking Strength: Unknow

Durability: Unknow
(As death itself, Kindred cannot be harmed conventionally)

Stamina: Limitless (They exist across all of reality, bringing death to all who must die, and yet never tire or rest)

Range: Standard melee range as Wolf's manifestation, Dozens of meters with Lamb's arrows and other abilities, Multiversal+ otherwise (Kindred can manifest in any way they like across the infinite League of Legends multiverse and, as death, exist everywhere on such a scale)

Standard Equipment: Bow

Intelligence: Unknown, likely Omniscient (Although Wolf may act primal, both aspects of Kindred, Wolf and Lamb, seem to see and know all)

Weaknesses: None notable

Notable Attacks/Techniques:

  • Mark of the Kindred: Both Lamb and Wolf can mark a target to hunt. While normally Kindred follows the natural/outside causes of death, a marked target can be killed without the need of such causes.
    • Lamb: To those who embrace death under their mark, Lamb will deliver a quick end to. She will complete the mark with a single, shimmering, ethereal arrow and bring the marked target's life to a swift close.
    • Wolf: To those who deny or run from them under their mark, Wolf will chase. After the chase, Wolf will appear as all things around the target, preventing any hope of escape. Brutally and without remorse, he will complete the mark with savage cruelty.
  • Dance of Arrows: Lamb gracefully leaps forward, unleashing a volley of deathly arrows while in the air.
  • Wolf's Frenzy: Lamb sets Wolf to an area, which he claims as his territory. Wolf will end any and all who step into this area.
  • Mounting Dread: Lamb cripples the target, slowing it and preventing escape. She can then direct Wolf to pounce on the target.
  • Lamb's Respite: Lamb blesses the ground around a target. For the duration of the respite, death becomes impossible for all within the area, even from outside causes. Despite the prevention of death, damage can still be done. At the end of the duration, everyone inside the area is healed.
Respect Threads

Others
Notable Victories:

Notable Losses:

Inconclusive Matches:

Old Profile
Kindred OriginalSkin 2

Kindred SuperGalaxySkin

"Tell me again, little Lamb, which things are ours to take?"
"All things, dear Wolf."
Summary
Separate, but never parted, Kindred represents the twin essences of death. Lamb's bow offers a swift release from the mortal realm for those who accept their fate. Wolf hunts down those who run from their end, delivering violent finality within his crushing jaws. Though interpretations of Kindred's nature vary across Runeterra, every mortal must choose the true face of their death.

Powers and Stats
Tier: Low 7-C | Likely High 6-C

Name:
Kindred, the Eternal Hunters, Lamb and Wolf

Origin: League of Legends

Gender: Female (Lamb), Male (Wolf)

Age: Unknown (Has existed since the concept of death)

Classification: Spirit, Reaper, Personification of Death

Powers and Abilities: Superhuman Physical Characteristics, Skilled archer, Immortality (Type 8 [Reliant on the concept of Death]), Regenerationn (Mid-Godly), Limited Invulnerability (via Lamb's Respite), Healing, Can attack people's souls directly, Death Manipulation, Wolf has Enhanced sense of hearing and smell, Darkness Manipulation, and Intangibility, The laws of physics don't apply to them

Attack Potency: Small Town level+ (Can fight on-par with Gare and similarly powerful champions), Their attacks ignore conventional durability | Likely Large Island level (Comparable to Super Galaxy Rumble), Their attacks ignore conventional durability

Speed: Hypersonic+ with Massively Hypersonic+ reactions and combat speed (Can keep up with champions like Kled and Gare as well as close range lightning/light-based attacks), otherwise Omnipresent (Kindred is present across all of space-time, even being present across the countless timelines Ekko has shattered) | Likely Relativistic (Comparable to Super Galaxy Rumble, who flew from the moon to Runeterra in seconds), otherwise Omnipresent (Kindred is present across all of space-time, even being present across the countless timelines Ekko has shattered)

Lifting Strength: Unknow

Striking Strength:
Small Town Class+ | Likely Large Island Class

Durability:
Small Town level+ | Likely Large Island level

Stamina:
Superhuman

Range: Standard melee range as Wolf, Dozens of meters with Lamb's arrows and other abilities

Standard Equipment: Bow

Intelligence: Lamb is extremely intelligent, possibly Nigh Omniscient (Described as being comparable to Bard), but Wolf is Below Average

Weaknesses: Has a limited supply of mana with which to cast spells, their spells have cooldown periods, during which time they cannot be cast (Both are highly exaggerated in-game for gameplay balance purposes; for instance, Ekko is shown to be able to use his ultimate ability in rapid succession in his cinematic)

Notable Attacks/Techniques:

  • Basic Attack: Lamb shoots an arrow at the opponent.
  • Mark of the Kindred: Both Lamb and Wolf mark targets to hunt. Scoring a takedown on a marked target permanently empowers Lamb's basic attacks to deal 1.25% of her target's current health as bonus on-hit physical damage, stacking with each mark consumed.
    • Lamb - Enemy Champions: 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 after 90 seconds, if the target hasn't died in that time. Targets successfully hunted cannot be targeted again for 4 minutes.
    • Wolf - Enemy Monsters: Wolf periodically selects a random monster camp within the enemy's jungle, excluding epic monsters, and highlights the camp to both teams. This ends upon acquiring 6 stacks, including from enemy champions'. The mark is removed upon the monster camp's death even if Kindred are not involved.
  • Dance of Arrows: Lamb dashes in the target direction and fires up to three homing arrows on arrival upon the three nearest targets, dealing physical damage to each. Lamb's current attack target at any proximity will be prioritized by one of the bolts. Casting Wolf's Frenzy or dashing inside of Wolf's territory will reduce the cooldown of Dance of Arrows to 2 seconds.
  • Wolf's Frenzy: Wolf claims a small area as his territory for the next 8.5 seconds, separating from Lamb. Wolf attacks enemies within the area autonomously, prioritizing Lamb's attack target. Wolf's basic attacks scale with 50% of Kindred's bonus attack speed and deal physical damage. Against monsters deals 50% bonus damage and slows their attack speed by 50% for 2 seconds. On activation, the territory is centered about Lamb and her current attack target, or the nearest unit, and Wolf's Frenzy ends immediately if she leaves the area.
  • Mounting Dread: Lamb cripples the target unit, slowing them by 70% for 1 second. If Lamb manages to attack the target twice in the next 4 seconds of each other, her third attack in the next 4 seconds after instead directs Wolf to pounce on them, dealing bonus physical damage.
  • Lamb's Respite: Lamb blesses the ground under an allied champion or herself for 4 seconds. While inside the area, all units cannot be reduced below 10% of their maximum health. Units in the area who reach the threshold cannot be healed while within for the remaining duration. All units within the zone are healed immediately after the blessing ends.
Key: Base | Super Galaxy Kindred

Others
Notable Victories:

Notable Losses:

Inconclusive Matches:

So, what changed?

  • Removed SGKindred Key
  • Reworded description to be unique
  • Tier: Low 7-C -> Unknown
  • Power descriptions and justifications changed.
  • AP: Small Town level -> Unknown
  • Speed: Hypersonic+ with Massively Hypersonic+ reactions and combat speed otherwise Omnipresent -> Omnipresent
  • Striking Strength: Small Town Class -> Unknown
  • Stamina: Superhuman -> Unknown
  • Range: Clarified and Multiversal+ range added, as Kindred encompasses death in all realities, which LoL has an infinite amount of.
  • Intelligence: Clarified and changed from Nigh-Omniscience to Omniscience.
  • Mana weakness removed (Completely game mechanics; was agreed on as such a long time ago and just never got removed)
  • Reworded ability descriptions
All of this I believed to be explained either on my page draft or, if it isn't presence, on my blog explaining Kindred.

Are there any questions or qualms?
 
Seems fine, though would it be immunity to laws of physics or something like 'the laws of physics are inapplicable to Kindred'?

Also, should we not keep the Super Galaxy skin?
 
@Regis Unfortunately ever since the Super Galaxy line was made into an explicitly different universe from the battlecast and Mecha universe, they dont have any higher feats
 
@Weekly

With context that isn't immunity to physics, it's Omnipresence. The question was this:

"So they are omnipresent? since more than one person can die anywhere in the world?"
 
WeeklyBattles said:
@Regis Unfortunately ever since the Super Galaxy line was made into an explicitly different universe from the battlecast and Mecha universe, they dont have any higher feats
Regardless of impressive/non-impressive feats, should we not keep it? I don't think the other champs in the line are getting their versions removed so why Kindred?
 
@Regis They are actually getting them removed, i just havent gotten around to doing it for everyone yet
 
@Weekly

Yeah, I can add that to the justifications, especially since it was a solid "yes" instead of a "probably".

@Regis

If SGKindred is just Kindred with Super Galaxy armor, then their attacks are still just the work of death. If they aren't and they are two physical beings, they would probably be barebones on lack of feats.
 
WeeklyBattles said:
@Regis They are actually getting them removed, i just havent gotten around to doing it for everyone yet
Ok, but that doesn't answer why it should be removed. Is it because there's no real distinguishing feats for the line?

Assalt, sorry for derailing a bit.
 
@Regis Yes, as of now there are no distinguishing feats for the Super Galaxy line, at least none that have been brought forward. If you want to look around to see if you can find anything go for it
 
@Monarch

Yes I was pretty surprised when I saw that too. Just makes Kindred that much more scary. Also if this goes through wouldn't Kindred be the strongest Unknown, or is there some monster out there I can't remember?
 
@Weekly

OK, how about strongest Unknown that isn't probably tier 1 or higher lol.
 
I think she just stomps everyone. A conceptual death with infinite multiversal range that has some of the outright hardest "literally death" lore I've seen in a bit.

Idk who could beat her without stomping her instead. Maybe some 2-Bs?
 
@Regis

Ain't much substance there.

@Weekly

Also being a Type 2 conceptual is huge. Most concepts are bound to their object, but Kindred isn't. That'll make it hard to bring them down.
 
@Assalt

Regarding what you said in the discussion thread, Abstracts like Kindred can still have Mid-Godly, if they can make avatars as long as their conceptual self exists, because that's essentially Mid-Godly for the avatars.

It's really just another way to say "you need to punch their concept" so it doesn't change much, but I guess I should point that out
 
@Kaltias

But their avatars aren't them at all. Is it really Mid-Godly if you aren't destroying their souls or really anything about them? It's just them being above where you can attack them.
 
@Assalt

As I said, at this level it's basically semantic because the result is the same. One is "they'll create avatars as long as their concept exists", the other one is "you can't put them down without conceptual destruction".

It technically qualifies as Mid-Godly (again, for the avatars) but you could argue that it's redundant to add it due to the way their abstract existence works
 
Well, since we seem to have unanimous support for the profile (and it's well-cited) I think we can make the updates.
 
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