Kennen Build Guide by tehAsian
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| Health | 2485 |
| Health Regen | 16.35 |
| Energy | 0 |
| Energy Regen |
| Armor | 144.19 |
| Magic Resist | 99.3 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 405 |
| Gold Bonus | 0 |
| Attack Damage | 146 |
| Attack Speed | 1.084 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 510 |
| Life Steal | 0% |
| Spell Vamp | 32 |
| Armor Penetration | 0 |
| Magic Penetration | 15 |
| Cooldown Reduction | 0% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Announcements
I will add in all the in-depth information and pretty pictures later, for now I just wanted to get the new BASIC information up, IE item build, skill sequence, etc. Additionally, this will now be a SOLO TOP guide. I've played a few games and that's where I now feel he does the best in.
Sections marked with a * have not changed because they didn't need to.
Total list of changes:
- Item build will change accordingly.
- Runes will change accordingly, into a rather weird setup (but it's the best choice, I guarantee it! :P
- The skill sequence will not change, as W first is too strong to ignore.
- The playstyle will change, you will no longer have Wraiths to take at top lane, but you WILL have the OPTION to counterjungle. Additionally, I will need to put more emphasis on being aggressive.
- The mid lane matchups got blown up, and will be replaced later by common solo top matchups. I will still include mid lane matchups.
- Like my AD
Kennen section, I will add a Mid Lane section as well as
Kennen is a great Mid as well and that should not be ignored.
Kennen Changes (Most Recent)
Kennen
- Base range reduced to 550 from 575
A slight nerf overall, but nothing to really worry about. Kind of necessary, as the AA range was high enough that he was even able to bully around other ranged champions.
This will involve more risk in playing
So, Asian guy...Who is this Kennen?
Kennen is an AP Carry capable of dealing tons of damage and CC effects with little to no items. He is one of the most disruptive APs in the game, as his skill set allows him to stun multiple champions at once in a team fight (See,
Slicing Maelstrom).
He is a very powerful top as his range and poke allows him to easily bully many of the typical melee bruiser there, as well as having a strong disengage with
Lightning Rush if things go wrong.
Kennen scales very well off levels and farm from the Solo Top lane, and is a great snowballer in Solo Queue. A fed
Kennen generally means the other team will be dead and/or CCed HARD in teamfights.
I choose to play
Kennen in the Top Lane because of these reasons.
Runes
| Runes | |||||||||||||||
Greater Mark of Attack Damage 9 |
Greater Seal of Armor 9 |
Greater Glyph of Scaling Magic Resist 9 |
Greater Quintessence of Attack Damage 3 |
||||||||||||
I run a standard bruiser setup on
90% of the time in Draft Pick, or even Blind Pick, you will be matched with a Melee Bruiser, such as
Now, take
Masteries
9/21/0 masteries.
Minion damage is a large portion of trade damage in top lane, so taking the masteries to reduce it will make a huge difference. Also,
Summoner Spells
Flash and
Ignite.
Flash lets you position your ultimate better, and you already have a mini-ghost every few seconds with
Lightning Rush, so there's not really any reason to take
Ghost.
Ignite is great for shutting down heavy regeneration like
Olaf's passive +
Vicious Strikes or
Sadism. Additionally, you can use it on low health enemies to secure kills early on.
Skill Explanation*








There's been some debate as to whether this is a 'real' passive or a 'not even there' passive. I mean, why not just slap this onto
Anyway, this is simple: Hit someone 3 times with your abilities and they get stunned and you get 25 energy back. A diminished stun lasts for 0.5 seconds instead of 1.



I take this at level 3 and max it immediately.
- Does 75/115/155/195/235 (+ 75% of Ability Power) damage.
- 1050 Range
- Cost: 65/60/55/50/45 Energy
- Cooldown: 8/7/6/5/4 Seconds
Thundering Shuriken shouldn't be too hard to hit. It moves at a decent speed, and very thin so you can throw it between minions.- Use this to last hit and/or harass.
- A difficult but good trick is to wait for a minion to almost die, then throw a shuriken at it. That way, the shuriken will pass through it and might hit an unsuspecting champion.
- Use this to check brushes.
- This can hit stealthed champions.


Active:
I take this at level 1 and max it second.
- Does 65/95/125/155/185 (+ 65% of Ability Power) damage.
- 900 Range
- Cost: 45 Energy
- Cooldown: 14/12/10/8/6 Seconds
- This can hit stealthed units.
- Contrary to popular belief,
Electrical Surge is
Kennen's 'main' skill. - You can use this to 'snipe' enemy champions with low health, much like
Heimerdinger's rockets. - After casting, this skill leaves a stream of lightning showing you enemy location even if they are stealthed.
- The 5th proc hurts a lot at early levels. Abuse it!


I take this at level 2 and max it last, because it's mostly for utility.
- Does 85/125/165/205/245 (+ 60% of Ability Power) damage.
- 10/20/30/40/50 Bonus Armor and Magic Resist
- 100% Move Speed modifier (~1.5x after diminishing returns) (I think) (:P)
- Cost: 100/95/90/85/80
- Cooldown: 10/9/8/7/6 Seconds
- DO NOT forget the bonus Armor and Mr. It can save you from
Requiem or other global ultimates, or just making you more tanky overall. - This gives the HIGHEST flat movespeed out of every skill in the game.
- You ignore unit collision with this skill! It's pretty much a free
Ghost. - Using this to initiate can result in using the energy return component to restore enough energy to cast other skills.


Because this skill is
- Does 80/145/210 (+ 40% of Ability Power) damage per bolt.
- 240/435/630 (+ 120% of Ability Power TOTAL damage per enemy champion.
- Has 6/10/15 bolts
- Stuns up to 2/3/5 enemies at once
- 120 second cooldown
- 550 Range
- Cost: 50/45/40 Energy
- You don't have to use this offensively. You can use it to stun pursuers chasing you so you can get away.
- You can use this to bait champions into tower diving you, then blow them up with a full combo.
- This is practically a source of free energy in teamfights.
- This skill only hits enemy champions 3 times each. This is the only weakness. Be careful about this.
Slicing Maelstrom also makes
Kennen very powerful at 1v1. This is the main reason why I bring him into a solo lane.
asd
Kennen's Skill Set
All this comes at a cost of being in melee range of every other opposing team member, which honestly is
Skill Sequence
W is absolutely great for harassing melee champions in lane. It also allows you to push faster than you would have if you started with Q.
While pushing your lane harder may be a bad thing as it forces you to overextend, sometimes it's good as you have free time to roam to mid/bot or steal jungle camps.
Items
Boots of Speed. No exceptions. The movement speed will allow you to kite more easily while also getting into range to harass and last hit.
2x
Doran's Blade - You're going to be auto-attacking and last hitting a lot. This benefits both. Also, the 6% life steal isn't bad, and it adds extra bulk.
Hextech Revolver - Infinite sustain due to the fact you run off energy, and you have low cooldowns + okay base damages and scaling.
Sorcerer's Shoes,
Mercury's Treads, or
Ninja Tabi - Matchup and performance determined.
Sorcerer's Shoes if you feel comfortable without the others,
Mercury's Treads if you're worried about CC, or
Ninja Tabi if you're worried against champions like
Riven or
Wukong.
Zhonya's Hourglass or
Abyssal Scepter - Determined by matchup.
Zhonya's Hourglass against AD bruisers,
Abyssal Scepter against APs like
Kennen,
Vladimir, or
Swain.
Rabadon's Deathcap if you went
Zhonya's Hourglass,
Zhonya's Hourglass then
Rabadon's Deathcap if you went
Abyssal Scepter first. Zhonyas always takes priority over any other item, as it lets you get your ultimate off without fail.
Here, buy
Abyssal Scepter(if you haven't already) OR
Quicksilver Sash, depending on what the other team has. If they have CC that you're worried about, like
Nether Grasp or some 3 second silence,
Quicksilver Sash might be better. If not,
Abyssal Scepter.
Now finish your build with
Will of the Ancients and
Rylai's Crystal Scepter.
You can use
Void Staff instead of
Abyssal Scepter or
Rylai's Crystal Scepter.
Playstyle
Hyper aggression. When you aren't CSing or waiting to CS, run up to your enemy laner and auto-attack them, but keep in mind how much the minions will do to. Use
Thundering Shuriken +
Electrical Surge to win trades more.
Kite. When they jump at you (
Leap Strike,
Nimbus Strike, etc), DON'T just run away, walk back, auto-attack them, walk back, repeat. When they start backing off, chase after them. The key here is to know the cooldowns of their gap closers, so you know when you can back off and when you can keep harassing.
When they get within 'kill range', feel free to use
Lightning Rush to engage, then
Electrical Surge > W passive > Q them for the kill, but MAKE SURE the enemy jungler isn't there.
Lightning Rush is your ONLY escape, and should be used CAREFULLY.
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Harassment:
Always try to use your 5th proc on your enemy, it hurts a lot early on, and can chain with
For maximum harassment, wait until after you have 4 points in
asd
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Kiting/Orb-walking/Microing
Auto-attack, then when you see that little shuriken leave your hand, move back/forward to cancel the rest of the animation. The shuriken will still fly towards and damage your intended target, and you used the rest of the animation to move either closer or farther from them. This is great as you can escape minion aggro or damage close ranged champions like
An example:
Not my video. Credit goes to owner of the video. It won't be that difficult since you won't have insane attack speed from
Teamfighting
Run in, ult, Zhonyas.
Pretty much what you have to do.
Never use
Lightning Rush +
Flash, always save one for disengaging if something goes wrong.
You generally want to focus your damage on the AD Carry. That is the #1 priority of every teamfight. If your team has something like
LeBlanc mid and you trust him/her, feel free to let them do the job, but sometimes YOU'RE going to have to. Assuming you're farmed up, feel free to use BOTH
Lightning Rush and
Flash to reach their carry. As long as you get a full round of your spells off and the majority of your ultimate, you dying for the other AD is WORTH IT.
AD Kennen?
I played AD
Kennen before it was cool :P Just sayin~
But anyway, it was viable and was always viable.
Electrical Surge has good early game scaling, but
Kennen falls off harder than almost every other AD Carry in the late game.
This 'falling off' is basically because of the lack of steroids.
Kennen is much like
Caitlyn in that they have long range, and an extremely strong lane presence with high damage from their skills, and an ability that says 'every X attack makes you do additional damage.' They also fall off late game in comparison to other AD Carries.
Caitlyn, however, has a better late game because her
Headshot applies crit, while
Electrical Surge does not. Plus, she has better range.
AD
Kennen is definitely viable however, and it's part of the reason
Kennen is a strong pick in Solo Queue.
I'm not going to go too in-depth here, because I'm not really that great at AD Carries, but I'll give you summoner spells, runes, masteries, etc.
huehuehue
asds
AD Kennen Cheatsheet Stuff
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Masteries: 21/01/08
Skill Sequence: R > W > E > Q
Start with
We go all AD Marks and Quints because W scales off total AD and that's huge spike damage for early game. Also, it does additional magic damage, so any other marks/quints aren't worth it. Armor seals and Mr/level glyphs make you more overall tankier.
For skill sequence, max W first because it scales off AD, max E next because of bonus resists and more consistent escapes, and Q last because it's used solely for adding
For more information, click here for a guide written by Temzilla (our cheatsheets are a bit different though :P)
tehFinish!*
^Totally wanted to use that.
So you reached the end of my guide ^_^
Here I'd like to say special thanks to JhoiJhoi for her Guide Making Guide and line dividers. Also, I learned how to do the wicked coding in the ruens section and AD
Kennen cheat sheet thing~
I'd like to say sorry to LaCorpse because I ended up not using her banners -.-
Last (maybe if I end up thinking of more) I'd like to thank Temzilla for writing that AD
Kennen guide, because I was too lazy to :D The link is in its appropriate section.
Thanks for reading~
By tehAsian
Change Log
May 14th, 2012
- Added Change Log
- Started Skill Combo Section (Under the explanations)
- Added
Ahri to Laning Opponents thing
May 16th, 2012
- More champions added to Lane Matchups.
- Then I found some coding problems -.-
- Added more skill information
- Added
Annie's information - All new information regarding lane matchups will now be displayed with a NEW in the spoiler tag (didn't know how to put it in pink, sorry >:)
- Ew incorrect information in
Lightning Rush :P Shows how much I really know about
Kennen
May 21th, 2012
- Added AD
Kennen? section - Added team composition
- Might have added more stuff :P I forgot. It's been 5 days. Cmon.
June 11th, 2012
- So yeah maxing W first is 98127982739283 times better than Q, I figured. I'm working on updating the information.
June 13th, 2012
- Updated information...might be more. Tell me if something's wrong :P
June 22nd, 2012
- Removed REVAMPED from title
- Announcements changed
September 4th, 2012
- Guess what gaize? I'm still alive.
- Pretty much redid runes, masteries, skill sequence, etc.
- Gonna add in all teh pretty and in-depth stuff later, too lazy atm.
- Also, minor changes already :/ not gonna be fun.
September 18th, 2012
- Labeled guide as a Top Lane AP Carry in Summoner's Rift :3
October 30, 2012
- Added a new build. Pretty gud, surprised I didn't think of it earlier and had to watch Wings' stream >_>
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