Kennen Build Guide by chaching976
Not Updated For Current Season
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Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
I read some of your comments and added some AP seals since the hp/lvl seals were a useless since I take points in the Defensive Masteries. Also fixed an error my abilities where Thundering Shuriken had 6 points and Electrical Surge only had 4. I will continue to make changes as I see fit. Please comment and vote so I can make this guide even better.
Thanks to Searz for the awesome guide format! You can find it here.
Inspired by Hugenjpana's Kennen guide.
Mouse-over any items or abilities to see their tooltip.
Hey guys this is my first guide here on Mobafire so try not to hate too much. I apologize in advance for spelling/grammar errors. This is why I'm not an english major...
With the new updates to the masteries and the introduction of Season 2, I was sad to see one of my favorite champions lacking a guide that was updated with all the new additions. So I am here today to share with some tips that will put you above other Kennen players.
My masteries for Kennen are 9-21-0. Although Kennen do "tons of damage" (thx Phreak) he is still a squishy caster that needs the extra boosts provided by the Defensive tree. I make sure to get the Magic Pen in the Offensive to further enhance my abilities.
Greater Mark of Insight
Magic Penetration, a must with Kenned and most other AP casters.
Greater Seal of Vitality Greater Seal of Vitality
Health per level, Kennen needs all the survivability he can get and these will benefit you a lot more than flat health runes.
Greater Glyph of Force
Ability power per level will be awesome late game and end up benefiting Kennen more than flat AP runes.
Greater Quintessence of Potency
Flat AP Quints, this where you get your boost early game. It will help ensure that first blood and give you more dominance in lane. The only other option I could see for these would be more Magic Pen.
Ghost has great utility, whether it be for running from a gank, chasing down that pesky Teemo, or getting out of tower range, it does it all.
Flash got nerfed for season 2, it's range is reduced but I think it's still a pretty good spell. It will save your life in some situations if you know how to use it.
Ignite is also an option I would recommend since it helps you get that last bit of damage early game and later will reduce the healing of characters like Mundo and Alistar.
Thundering Shuriken (Q)
Kennen throws a fast moving shuriken towards a location, dealing 75 / 115 / 155 / 195 / 235 (+75% of ability power) magic damage and adding a Mark of the Storm to any opponent that it hits.
Electrical Surge (W)
(Passive): Every 5 attacks, Kennen deals magic damage equal to 40 / 50 / 60 / 70 / 80% of his attack damage and adds a Mark of the Storm to his target.
(Active): Surges electricity through all nearby targets afflicted by Mark of the Storm, dealing 65 / 95 / 125 / 155 / 185 (+55% of ability power) magic damage and adding another mark.
Lightning Rush (E)
Kennen gains his base movement speed again as a flat movement speed bonus, as well as 10 / 20 / 30 / 40 / 50 increased Armor and Magic Resistance, and the ability to pass through units for four seconds, but he is unable to attack. Lightning Rush deals 85 / 125 / 165 / 205 / 245 (+60% of ability power) magic damage and adds a Mark of the Storm to any hostile unit he passes through; deals half damage to minions.
Kennen is refunded 40 energy if he passes through an enemy while using this spell, but can only gain this effect once.
Slicing Maelstrom (R)
Kennen summons a magical storm that deals 80 / 145 / 210 (+40% of ability power) magic damage to a random enemy champion near Kennen every few seconds. The storm hits 6 / 10 / 15 times with a 0.5 / 0.4 / 0.33 second delay between each bolt, and cannot hit the same target more than 3 times. A Mark of the Storm is applied to enemies each time they are hit.
Your kit (abilities) and how to use it
Recommended build 1 sequence:
Other Viable Items
These items are all situational, explanations below:
I almost always take Zhonya's for the AP and Armor that helps with survivability. Plus, if the enemy team starts focusing you, just ult and use the stasis to survive a little longer while damaging the enemy team.
Choosing between the Abyssal Scepter and Void Staff comes down to the make-up of the enemy team. If they have fed AP caster like Veigar or Lux pick up the Abyssal Scepter for some increased Magic Resist and Ability Power, its passive aura is a nice bonus as well. However, if you don't have to deal with any AP champs pick up the Void Staff for some increased AP and Magic Penetration.
Kennen may be squishy, but early game he is quite the force in lane (esp with the help of Doran's Shield). The early AP from runes allows you to poke your opponents with your Thundering Shuriken and Electrical Surge. Once you have your Will of the Ancients the spell vamp will make you fixture in your lane. Your summoner spells and Lightning Rush can help make up for over extending, and allow you to escape those pesky ganks. Keep last hitting minions with your Thundering Shuriken and harass with Electrical Surge and you should dominate the laning phase of any game.
Explain your role and how you should execute it.
In team fights you are the mage, the caster, the dude in the back doing all the real damage. That is your job, but don't be afraid to get up close and personal with Lightning Rush, into Electrical Surge, into Slicing Maelstrom to devastate a tightly compact enemy team. Just remember, you are not a tank! You shouldn't be initiating the team fights, it is not your job! Leave that to the Alistars, Malphites, and Leonas of your team to fill that role.
Thanks you very much for reading my guide!
I hope that you learned a little about how to play Kennen: The Heart of the Tempest.
Good luck out on the Fields of Justice!