Kindred
The mechanic
Kindred's ultimate creates a zone where nobody can drop below 10% health for four seconds, allies and enemies alike. When it ends, everyone still inside is healed for 225 to 375. Allies have to stay in, and should not expect to kill anyone until it is over.
Why it needs saying
An ultimate that protects both sides needs two calls that go against reflex: do not run at low health, and do not spend spells on an immortal enemy. Without them the circle saves the opponent more often than the team.
When you play them
- team chat
what you type
ulting stay in circle
in full english
I'm ulting, stay in the circle.
the context
"circle": the ring on the ground, 535 units across. Stepping out means becoming mortal again before the four seconds are up. Same call as with Taric, with one difference: here the enemies inside cannot die either.
- team chat
what you type
wait ult ends then kill
in full english
Wait for the ultimate to end, then kill.
the context
Damage dealt inside the circle is wasted on a target that cannot go below 10%. Save the ultimates for the exit: the moment the circle vanishes, everyone is healed, but everyone can die again.
When an ally plays them
- team chat
what you type
dont leave kindred ult
in full english
Don't leave Kindred's ultimate.
the context
The call from an ally who saw the circle. The reflex at low health is to run, and that is exactly the one step too many: inside, you cannot die, and the exit heal only hits those who stayed.
When an enemy plays them
- team chat
what you type
dont fight in kindred ult wait
in full english
Don't fight inside Kindred's ultimate, wait it out.
the context
Nobody dies in the circle for four seconds, enemies included. Dumping spells inside means losing them: step back, let the circle close, then hit targets that become mortal again right when they think they are safe.