How to win the jungle race as Kindred against Nunu & Willump · Matchup data reviewed on patch 26.15
Read from Kindred's seat: the race windows this plan plays for against Nunu & Willump.
| Stage | Read | Why |
|---|---|---|
| Level 1 Clear | Kindred Favoured | Dance of Arrows kiting beats melee kits that can't close the gap, but Consume chunks monsters, not champions. You still win the straight exchange at the first buff; keep it short, keep it decisive, and keep the scuttle line yours. |
| Level 2 Skirmish | Kindred Dominant | Wolf's Frenzy plus Q resets let you skirmish from untouchable range. Later in the game this bites, because the Biggest Snowball Ever arrives as a knock-up gank, and Consume cheats every smite fight. But with one camp still up on both sides none of it is online, so take the level-2 skirmish and tax every camp Nunu & Willump concedes. |
| Level 3 Route | Kindred Dominant | With three dashes banked you kite backwards and win every disengage fight, while Consume chunks monsters, not champions. Only one of those wins at the opening scuttle, so press it: take the level-3 river fight, then leave with the first scuttle and the gank window behind it. |
| Levels 4-5 Macro | Kindred Dominant — Keep Fighting | You are the stronger side all through 4-5. Nunu & Willump knows it — he plays 4-5 entirely around snowball ganks and stealing camps out from under a clear — so shadow that side of the map and make them fight you anyway. |
| Level 6 Breakpoint | Lamb's Respite Favoured | Lamb's Respite un-loses fights — take aggressive duels knowing the floor is undeath. A fog-channeled Absolute Zero zones the entire pit, so the margin is real but narrow: fight when your ultimate is up and Absolute Zero is the one on cooldown. |
| First Item Spike | Kraken Slayer / Terminus Spike | Completing your core marksman component grants an explosive physical damage acceleration loop that completely changes your brawling thresholds. Your clear velocity scales heavily, allowing you to secure rapid solo neutral pit takes before Nunu & Willump can establish paths. Use this priority window to force aggressive counter-jungle invades or capture remaining marks. Nunu & Willump's first item mostly buys durability and cooldowns, so his spike is objective control rather than damage. |
| 2+ Items Scaling | Kindred Favoured — Wins Late | From two items you out-scale Nunu & Willump. He is an objective thief and a channel to interrupt, not a duel to take, but none of that beats your full build in a straight fight. |
Start your clearing path at the Blue Buff camp to secure optimal ability haste looping across your starting single-target nodes before clearing down into the scuttle crab side. Nunu & Willump clears fast with Consume and never drops below half health, so his early map presence is constant.
Ranked by the race windows in Kindred's plans — the jungle race carries no win-rate sample.
The full Kindred vs Nunu & Willump report continues with scuttle & dragon rules, invade windows and safety boundaries, the top-side objective fight, macro rotations and the win condition — plus the live enemy-jungle tracker that shows their start, clear and gank timers in game.
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Kindred's race plan controls 7 of the 7 windows — Kindred holds the tempo advantage in this jungle matchup.
Not exactly — Kindred's race plan controls 7 of the 7 windows, so Nunu & Willump is playing catch-up and has to lean on the map.
Kindred takes Press the Attack on the Precision tree with Triumph, Legend: Alacrity and Coup de Grace, and Domination secondary (Sudden Impact and Treasure Hunter) vs Nunu & Willump.
Start Gustwalker Hatchling + Health Potion and back for Noonquiver / Recurve Bow — path toward the next mark on the back. Build Kraken Slayer / Terminus first, then Blade of the Ruined King / Runaan's Hurricane, with Berserker's Greaves.
Playing the other side? Nunu & Willump vs Kindred guide →
All Kindred jungle matchups →
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