How to win the jungle race as Nunu & Willump against Kindred · Matchup data reviewed on patch 26.15
Read from Nunu & Willump's seat: the race windows this plan plays for against Kindred.
| Stage | Read | Why |
|---|---|---|
| Level 1 Clear | Respect Kindred | The window at the first buff belongs to Kindred: Wolf's Frenzy plus Q resets let them skirmish from untouchable range. Your own line is real — Consume chunks monsters, not champions — clear safe and protect objectives — but it arrives second here. Commit only with a hard gap-close ready — chasing her through camps is a lost race, then skip the level-1 crossing. |
| Level 2 Skirmish | Danger — Avoid Kindred | Hard no-contest for Nunu & Willump at level 2: Wolf's Frenzy plus Q resets let them skirmish from untouchable range, and Dance of Arrows kiting means you never actually touch her while she shreds you. Commit only with a hard gap-close ready — chasing her through camps is a lost race. Path opposite, ward your entrances, and let the clock carry you to your own spike. |
| Level 3 Route | Danger — Avoid Kindred | Dance of Arrows kiting means you never actually touch her while she shreds you. With three dashes banked they kite backwards and win every disengage fight on top of that, so level 3 is a straight stat check Nunu & Willump loses — commit only with a hard gap-close ready — chasing her through camps is a lost race, and give the river vision-line respect. |
| Levels 4-5 Macro | Danger — Avoid Kindred | Kindred owns 4-5 outright. They spend 4-5 chasing marks, so the side of the map with a live mark is where they will be, so treat every crossing as theirs and take the camps they are furthest from. |
| Level 6 Breakpoint | Respect Kindred's R | The six-spike belongs to Kindred, and Nunu & Willump's does not bridge the gap: Lamb's Respite denies your kill at the last second and flips the reset fight. Hold your finishing damage until the Respite expires, or step outside its circle. Your own ultimate is a tool here, not a trump card — spend it to escape or equalize, not to start fights. |
| First Item Spike | Liandry's Spike | Completing Liandry's Torment puts a max-health burn on every Consume (Q), Biggest Snowball Ever! (W) and Snowball Barrage (E) hit, so camps and waves melt and brawlers who try to out-sustain you lose a chunk of health every trade. Kindred's first item plus a few stacks is where the ranged trade stops being poke and starts being a duel they win. |
| 2+ Items Scaling | Danger — Kindred Outscales | The clock is your enemy. A stacked Kindred kites for free and Lamb’s Respite un-loses the fight you thought you won, so close the game on the first two objectives you actually win. |
Start your clear at the Red or Blue Buff camp utilizing your Consume true damage to maximize early clear speed without needing a heavy leash. Kindred clears fast at range with Dance of Arrows and Wolf's Frenzy, and takes almost no damage doing it.
Ranked by the race windows in Nunu & Willump's plans — the jungle race carries no win-rate sample.
The full Nunu & Willump vs Kindred 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 pressures 6 of the 7 windows in this race — survive the early game and scale into your windows.
Not exactly — Kindred pressures 6 of the 7 windows, so Nunu & Willump is playing catch-up and has to lean on the map.
Playing the other side? Kindred vs Nunu & Willump guide →
All Nunu & Willump jungle matchups →
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