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Kennen Build Guide by Th3Catalyst

AD Carry Balance in all things! [S4 In-depth ADC Kennen guide]

AD Carry Balance in all things! [S4 In-depth ADC Kennen guide]

Updated on November 6, 2014
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League of Legends Build Guide Author Th3Catalyst Build Guide By Th3Catalyst 35,318 Views 3 Comments
35,318 Views 3 Comments League of Legends Build Guide Author Th3Catalyst Kennen Build Guide By Th3Catalyst Updated on November 6, 2014
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Spells:

LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Heal

Heal

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
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None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Introduction


Hello there! Welcome to my In depth guide and tutorial on how to play the single best champion in League of Legends, Kennen! I do not say this lightly. After having watched so many other champion play styles and mechanics, this Award is given to Kennen. Kennen is without a doubt one of the most versatile champions in the game, being able go as an AP Mid laner or top laner, a support, or marksman adc. This guide is an depth look at Kennen in the ADC role! Probably one of the most underplayed adc's in the game, Kennen has a really high, unexpected damage output, but you will learn more on this later, so lets get right into things!

**WARNING**


This guide will go into a lot of detail about EVERY Skill and item in it, so you have been warned. I really wanted to show you WHY the stuff works and does what it does. I will do my best to keep it interesting to read, but it will be quite a bit of text wall in certain spots... Happy reading!
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About Me!

My IGN is Th3Catalyst, and I am an unranked level 30 Kennen adc main. I have played Kennen since level 1 and have never had a boring time doing so! Of every lane I play him in, ADC is one of the funnest. An important note about me is that I will talk about kennen as a person, an actual sentient being, not as a thing/champion. My love affair with kennen is incredibly past obsession. I even went as far as to do this :P.
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Photo

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Kennen ADC is
1: Super unexpected,
2: A lot of engage/disengage opportunity with Lightning Rush,
3: Incredibly fast champion deletion if built properly,
4: The stun potential/aoe/damage from Slicing Maelstrom is incredibly useful in team fights and 1 on 1 engaging due to its relatively low cooldown time. (2 minutes at every rank.)
Some history for me.
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More on all of this later!
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Abreviations that will be used

Just in case someone doesn't know the language, here is a small list of the abbreviations that will be used in this guide:
  • Auto Attack = AA
  • Attack Speed = AS
  • Attack Damage = AD
  • Ability Power = AS
  • Health = HP
  • Magic Resistance = MR
  • Movement Speed = MS
  • Creep Score = CS / Farm
  • Crowd Control (Stuns, Snares, etc.) = CC
  • Cooldown = CD
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Kennen Himself (Lore)

There exists an ancient order originating in the Ionian Isles dedicated to the preservation of balance. Order, chaos, light, darkness -- all things must exist in perfect harmony for such is the way of the universe. This order is known as the Kinkou and it employs a triumvirate of shadow warriors to uphold its causes in the world. Kennen is one of these shadow warriors, entrusted with the sacred duty of Coursing the Sun - tirelessly conveying the justice of the Kinkou.

Kennen was born in Bandle City and it is said that in his first living moments he bolted first from the womb and second from the midwife who delivered him. His parents had thought that he would outgrow his boundless energy, but as he matured, his energy found no limits and was matched only by his unnerving speed. Despite his astonishing gifts, he remained unnoticed (or at least uncaught, as he was quite the prankster) until, on a dare, he ran straight up the great outer wall of the Placidium. When word of this feat reached Kinkou ears, Kennen was quickly and quietly brought for an audience. He found that the role of the Heart of the Tempest suited him, frenetically delivering both the word and the punishments of the Kinkou across the realm. He now works with his fellows Akali and Shen to enforce the balance of Valoran. This hallowed pursuit has unsurprisingly led the triumvirate to the Fields of Justice.

"The Heart of the Tempest beats eternal... and those beaten remember eternally."

Base Stats


HEALTH 403 (+79)
ATTACK DAMAGE 47 (+3.3)
HEALTH REGEN. 4.5 (+0.65)
ATTACK SPEED 0.69 (+3.4%)
ENERGY 200
ARMOR 18 (+3.75)
ENERGY REGEN. 50
MAGIC RES. 30 (+0)
RANGE 550 (Ranged)
MOV. SPEED 335
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Pros / Cons

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Pro's

  • High Auto attack range (550)
  • Strong base stats for AD/AS
  • ADC with a stun and a peeling ability (for himself, not group), Lightning Rush
  • Strong Lane Bully
  • AoE Ultimate
  • Incredible pushing effectiveness and strong harass
  • AP/AD Damage
  • Uses energy instead of Mana -- Allows for ability spamming, energy rebuild if Lightning Rush is used through enemy minions/champions or lands a Mark of the Storm on an enemy.
  • Lanes extremely well with most supports
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Con's

  • Good communication with support is key to getting early kills
  • Enemies with disengage/stuns/snares/knockups really hinder Kennen due to his natural squishyness. (Low hp/armor rating)
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Runes

Runes

Domination
Electrocute
Predator
Fleet Footwork
Phase Rush

Why these runes?
I use 9 marks of attack damage, 9 seals of armor, 5 glyphs of magic resist, 4 glyphs of scaling magic resist and 3 attack speed quints.

-Keeping the 9 marks of attack damage,

- 9 seals of armor. This gives you good base armor stats.

- Take 5 Glyphs of magic resist and 4 glyphs of scaling magic resist. Strong magic resist for early game with some scaling for late.

- Run 3 attack speed quints. Although kennen has superb natural a.s., these will make you even better.
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Masteries

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Summoner Spells

When is comes to Summoner spells, we have a limited variety.
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Without a doubt the most useful spell in the game, Flash is our get-out-of-jail free card if things start going awry. Most effective when used to secure a kill or to escape a gank in conjunction with Lightning Rush. Never flash if you have the slightest doubt that you will live. Too many wasted flashes go off in too many games and many end up needing it later and dying because it is on CD. Always bring this spell!
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For our second spell, the possible spells include:
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The Barrier spell is a strong counter for any enemy who has strong burst potential, such as Vayne. This spell is also good if there is an assassin jungler such as Evelynn or Shaco who can go invisible, as it allows you to shield some of their damage as you Lightning Rush away.
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Ignite is awesome on an ADC, especially when playing against an enemy support who has healing capabilities such as Nami, Soraka, etc. Also useful in securing those last few damage points on a fleeing enemy and you don't want to burn flash or Lightning Rush to catch them under a tower.
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Cleanse is a good spell to have if the enemy team has someone with hard stun's such as Leona with her Shield of Daybreak and Zenith Blade or you need to escape a chasing Jinx who has laid out Flame Chompers! in front of you.
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Heal is one of those spells that works just about everywhere. This is my preferred and recommended second spell. Not only does it heal you and 1 ally, it offers you (both) a 1 second speed buff to get out of sticky situations or to capture a fleeing opponent. Flash and heal are a really good combination for almost any matchup.

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Which second spell to bring



Like most champions, you want to pick a second spell that will attempt to give you an upper hand in the laning phase and, if possible, during the team fighting phase.

When your enemy team consists of anyone that has hard crowd control, such as Amumu, you should most likely bring Cleanse as it will negate his ultimate ability which is a AoE stun.

If your enemy team has anyone that will be able to get a low healthed you from long range, such as Karthus and his Requiem or Lux and her Final Spark, bring Barrier Both of these ultimates are global, much like an Ashe's Enchanted Crystal Arrow and a Jinx's Super Mega Death Rocket! (although getting hit by these from long range is pretty hard.)
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Skill Sequence and Explanation

The best Skill sequence that I have found to work would be to max your W Electrical Surge first, as it helps deal extra damage to anything that has a Mark of the Storm. Mastering mark of the storm is CORE to mastering Kennen.
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Passive: Mark of the Storm


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This is Kennen's passive. This ability is what allows him to pull off his stuns. When an enemy champion receives 3 of these marks, they are stunned for 1 second. That may not seem like a lot of time, but a LOT can happen in that brief moment. Everything kennen does dishes out one of these bad boys, and as a bonus, it grants you 25 energy back when you land one.
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Q ability: Thundering Shuriken


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Kennen's Q is a skill shot which hurls a shuriken a total of 1050 units in the selected direction. This can hit minions and champions alike. The shuriken does 75/115/155/195/235 + 75% of your ability power. Its cooldown ranges from 8/7/6/5/4 depending on level. It's damage is not only helpful, but landing one of these bad boys puts a Mark of the Storm on the enemy. That only leaves 2 more to stun them! An important note on this ability is that it resets Kennen's auto attack, so if you AA and throw a Q immediately after, your next auto attack comes out immediately afterwards. Use this little trick to maximize possible damage!SPACESPACE

W Ability: Electrical Surge


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The ability that you should definitely level first! Electrical Surge offers a passive and an active. The passive on this ability grants a bonus every 5th attack. This is made noticeable in game by a lightning effect around your shuriken. Landing one of these will not only deal 40/50/60/70/80% of his attack damage, but it will also add yet another Mark of the Storm to the enemy. If you are keeping track, that would leave 1 left to stun the enemy. The neat thing about this is the Active ability that comes with it. When an enemy has a mark of the storm applied to them, they become a target for Electrical Surge. When activated, any enemy, be it minion or champion, that has a mark of the storm will be dealt 65/95/125/155/185 + 55% of your ability power. Not only will it target any enemy with a mark of the storm on it, it will also add one! Securing a stun if you have done the previous!SPACESPACE

E Ability: Lightning Rush


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Kennen's E is Lightning Rush. This ability is one of the best aspects of kennen besides his ultimate. It really solidifies his kit as a strong adc. Lightning Rush grants a 335 movement speed buff when activated and allows Kennen to pass through minions and champions alike for 3 seconds. Not only does it give the speed buff, it also grants 10/20/30/40/50 increased armor and magic resistance which last for 5 seconds. It is important to note that while using Lightning Rush, Kennen can not auto attack, but throwing a Q is possible, and activating w is as well as his ultimate, making it a fantastic engage as well as escape. Lightning Rush deals 85/125/165/205/245 + 60% of your total ability power as magic damage. Just like everything else in the kit, if an enemy is hit with this ability, a mark of the storm is added, making this great for wave clear! A lot of minions building up on a tower? Lightning Rush through them all and hit them with a Electrical Surge! This ability also refunds 40 energy if an enemy is passed through. (Only once per activate)
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R Ultimate: Slicing Maelstrom


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Finally, one of the most game changing ultimates in the game, right up there with Janna's Monsoon and Galio's Idol of Durand. Slicing Maelstrom is an Area of effect ability that deals 80/145/210 + 40% of ability power as magic damage to a random enemy champion near Kennen every few seconds. The ability will hit up to 6/10/15 times depending on how many enemies are within the AoE at each level, with .5/.4.33 seconds delay between each hit. One target cannot be hit more than three times. Just like the rest of Kennen's kit, this ability adds a mark of the storm EACH time the enemy is hit by a bolt from the storm. Using this tool in conjunction with lightning rush to engage the enemy team is crucial. Using this ability to engage and stun enemies will give you the power to destroy the other team and push objectives, which is the most important thing. Objectives win games, no kills! Take note: ADC Kennen, along with all other ADC's in the game, rely on auto attacks for their damage, as well as their range for safety. This ultimate will put you up close and personal with the enemy team, putting you in danger. Be extremely careful with this!SPACESPACE
So, what does all of this mean for our skill order? Well, the most effective way to build your skills may or may not be dependant on who your opponent is, but a good solid structure that will work more times than not, would be this:
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Starting with Electrical Surge gives you an early game boost every 5th auto attack, thus adding a Mark of the Storm, and dealing extra damage. This, in conjunction with the active of Electrical Surge will give you early lane pressure outside of gaining mobility with Electrical Surge and a little extra poke with Thundering Shuriken. As every 5th auto attack is not a skill shot by any means, this is guaranteed extra damage. (Read more about this in theKennen stats section)
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Items

Itemization is extremely important for Kennen. Although he has really good stats (See kennen stats section), he is naturally squishy and certain items will help you out with this better than others. When backing for items and you don't have enough gold to buy it outright, ALWAYS make sure you buy what you can in the recipe! Waiting for the gold to outright buy it will lead to your enemy gaining little advantages over you and pushing your lane back, more than likely ending in a lost lane.
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Starting the Game


It is best to start every game with:
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This start gives you excellent starting stats as Doran's Blade gives you 7 attack damage, 70 bonus health, and 3% Life steal. The life steal, while not a lot, is crucial to early game since Kennen is so squishy. The small regeneration may make the difference between life and death in early game trades with enemies. Combine the extra attack damage and health with that and it makes a superb starting item. Don't forget to bring a good ol' trusty Health Potion and Stealth Ward for good measure. (see farming/laning section for good ward placement spots!)
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First buy's


Moving into early game, we need more lifesteal and more attack speed. Excellent buys for this include:
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The Vampiric Scepter will give you much more needed lifesteal at 8% and 10 more attack damage. This extra damage/lifesteal makes it a good early buy, especially since it will later build into Bloodthirster. For our attack speed, we should go with something that will give slow little kennen a good speed boost as well. Berserker's Greaves not only give us that extra 45 movement speed, they increase attack speed by 25%. Also, as an extra measure, try to return to lane with a health pot or two around the time of buying these items, just to be on the safe side.
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Laning into Mid Game


Probably the core items on Kennen ADC would be:
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Outside of the soon to get Bloodthirster, these 2 items are crucial for a good Kennen ADC. Our Infinity Edge grants us 80 more attack damage, a 25% chance of getting a critical strike, and a large bonus to critical hit damage, from 200% to 250%. (This is usually the appropriate time to sell your Doran's Blade.) Following up on the IE, we need to get Statikk Shiv. This item is fantastic. It grants 40 attack speed, 20 more critical strike chance, and a 6% movement speed multiplier. Not only are these extras great, but statikk shiv's passive ability is what makes it so good. Attacking and moving will build charge on the Statikk Shiv. Once this charge reaches 100, it releases a shock on your next attack that travels up to and damages 4 enemies. What's great is all of the extra critical strike chance we have built make it that much better. If your initial attack at 100 charge is a critical hit, all 4 targets from the shiv will take critical hit damage!
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Last Items!


As our build rounds to a close, we look at our final 3 items:
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As if Bloodthirster wasn't already fantastic enough, with its recent patch, it is now even better! With 80 attack damage, 15 life steal and now sporting a new overheal passive which grants a shield that absorbs 50-450 damage, it is a go to item at this point in the game. Acquiring a Last whisper at this point is the normal for almost every ADC build. That will be no different here. With 40 attack damage and +35% armor penetration, this item is a must. That extra armor penetration will definitely help you burst down the enemies tank(s) and move on to the rest of the team. Lastly, and certainly not least, we have our Phantom Dancer. This 6th item is one that will definitely be changed and matched according to how the game is going, but is usually is my go to item regardless. With its huge increase in attack speed, at 50, and 30 critical strike chance (not to mention the small 5 movement speed mult :P ), it really synergizes with your masteries. With all of the critical chance that is in this build, along with the increased critical damage from Infinity Edge, our point in Frenzy comes into play. As Kennen has no ability that increases his attack speed naturally, such as Jinx's Switcheroo!, which grants bonus attack speed, this item makes sure you land constant criticals. With our point in Frenzy , we gain a 5% attack speed boost when we get a critical hit. This all adds up for faster health melting, and it works superbly.
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Elixir's


If and when you complete your build for Kennen, buy these with your accumulating gold supply. They can only be bought when alive, and will be consumed instantly upon purchase IF YOU HAVE A FULL INVENTORY, which you should at this point:
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These elixir's will grant you 120-235 health and 15 attack damage for 3 minutes for the Elixir of Fortitude. Our Elixir of Brilliance will grant us 25-40 ability power and 10% Cooldown reduction for 3 minutes.
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The last item and its importance


Like I said, the sixth item, which is ueually Phantom Dancer for me, should be exchanged depending on the situation. Here are some considerations:
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A Mercurial Scimitar is an item we can make to replace the cleanse summoner spell, as well as increase our attack damage by 80 and magic resist by 45. The active on this item removes all debuffs, acting like a Cleanse summoner spell. If you were debating on which summoner spell to bring, but think that this item could replace cleanse, it will work fantastically and allow you basically bring a "3'rd" summoner spell.
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A Maw of Malmortius grants 60 attack damage and 40 magic resist, but comes with 2 unique passives. For every 2% of your maximum health you are missing, you gain 1 attack damage. The other passive grants you a shield that absorbs up to 400 magic damage for 5 seconds IF you would take magic damage that would leave you with less than 30% health. An AWESOME Item if you are facing AP burst champions such as LeBlanc (my nemesis as mid lane Kennen...) or Lux
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Runaan's Hurricane This item... heres its stats... 70 attack speed with a passive. Basic attacks fire bolts at 2 enemies near your primary target (range=375) each dealing 10+50% of your attack damage... Why all the ellipsis? Well its not because I don't like it... I love it a lot, It just hurts my brain sometimes... Runaan's Hurricane basically allows you to obtain Electrical Surge's passive 2 hits sooner than normal. So instead of getting that bonus shuriken on your 5th hit, you get it on your 3rd hit, as in: 1 hit, 2 hit, bonus shuriken, 1 hit, 2 hit, bonus shuriken, etc. This makes this item GREAT for getting your marks of the storm out, and adds additional wave clear.

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Almost every guide, if not all of them that have kennen as an AP Mage in mid or top lane will tell you to get Zhonya's Hourglass. This item was MADE for Kennen as it would let you activate your ult in the middle of the enemy team, and then pop the hourglass's active effect, which leaves you invincible for 3 seconds while your ultimate goes off. While this item is goof for these lanes/roles, it is NOT essential for ADC Kennen. In the ADC position, Kennen needs to be able to freely move and chase enemies. Diving into team fights should be done AFTER one of your team's tanks or CC's have gone into the fight. This will take the focus off of you, hopefully, and allow you to dish out damage. (Works better than it sounds with lifesteal items). Kennen's small size also makes it easier to hide underneath friendly champions, minions, and enemy champs alike, making it that much harder to click on him.
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Defensive Items

Work In Progress!

G.A.

Merc scim

Banshees veil
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Kennen stats

Kennen is more than what most people expect. Most will see him in the mid lane or top lane positions playing an AP role. What they don't know, is that his stats really do allow for ADC and AP roles to be played. Why? Lets look.
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Name any ADC. Immediately, Sivir and Jinx come to my mind.
Jinx's auto attack range is 525 and Sivir's is 500 at base stats. (No items or masteries increasing it)
Kennen's base range is HIGHER than these, at 550. This range is better than that of Kayle Graves Urgot Jayce Teemo Sivir Jinx Twisted Fate and more, and is EQUAL to that of Vayne Twitch Draven Ezreal Corki and Miss Fortune. This makes him extremely viable in lane as an adc already.
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What about damage? Again, Kennen's base ad at level 18 is actually higher than that of most ADC's, including Vayne Sivir Ezreal Corki Twisted Fate Ashe Kog'Maw Graves Draven Tristana and more. The ONLY champion that has higher base AD at level 18 this season is Urgot.
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Well, as if you need more proof that this role is viable, lets look at attack speed... Kennen has the third highest natural attack speed IN THE GAME! Falling just behind Ashe (Who would of thought, she is SO SLOW! :D ) and Tristana.
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Farming/Laning

Ah, the nitty gritty, were here! This part of the guide is going to contain a lot of information for us. First, Let us look at some proper ward placements...
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Wards!

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As we can see here, depending on your team, we have as follows:
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Blue Team


Wards go into opposite side of the brush on the very bottom of the map if your lane is pushing, or on your side if you are playing more defensive. We always ward tri bush and river bush for safety from ganks. If a tower has fallen on your side, ward the opening in the trees near golems and the bush on the side facing red buff to add a bit of extra eye sight. IF you are pushing the lane and have taken a tower, ward the enemies tri brush and in the side bush that approaches their next tower. It is also useful to ward the enemy blue buff and dragon, as these will give you supreme jungle vision and let you know if the enemy is pushing an important objective.

Purple (future red) Team


Ward locations are pretty similar to blue team. You will want to ward the opposite side of bottom brush if pushing, and the closer one if you are being pushed. River ward is essential, and warding the enemy tri bush is a great idea. Dragon is also an important objective to keep track of later in the game. If you have lost a tower, warding your tri bush is a safe way to keep the enemies in sight if they flank you. Like wise, if you are pushed, warding the enemies bush across from gollem's, bottom bush, or red buff bush are all fantastic ward locations to keep sight on what the enemy is doing.
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NOTES: Always remember to communicate with your support with wards. Make sure they get some kind of sightstone and/or a sweeping lense to clear vision on you. Clearing enemy vision is just as important as having vision on them. It sets up for ganks from your jungler or roaming mid lane if applicable. If the enemy has an assassin jungler that can go invisible, such as Evelynn or Shaco, an important thing to buy is the upgraded warding totem, the Greater Vision Totem, often referred to as the pink ward. This will unvanish them, allowing you to see them coming.
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Laning


The most important thing to remember about laning is to LAST HIT! Probably heard it a lot, but it can be... difficult with Kennen. The damage that comes out of each auto attack at the start of the game may feel... off... for a while. Having played kennen so much, I am used to it now, but at first, I found his auto attack to be a bit... different. Not in a bad way, but it will just take a little getting used to on the last hitting. It will take practice to time the speed of the shuriken compared to how fast your minions are moving as well to make sure you kill it and get the gold. I am stressing the last hitting a LOT because items are what make the greatest champion in the game, Kennen :D , soar through the match. It is a bit ridiculous at how item dependant he is, but with the reward, it warrants the cost.
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Poking at the enemy is one very crucial step during laning phase. Your Q has good range, and does a good bit of damage. Using these to poke at the enemy while they try to farm is crucial. Try not to get caught out while doing it, because remember, its a skillshot and will hit minions if they are in the way. Using it to poke an enemy, W passive them and W Active them is an instant stun and you can keep farming for that 1 second, or attack them some more and force them to back or, if you KNOW you can kill them, feel free. Stuns are what make Kennen dives so dangerous. If the enemy dives you under tower, stun them there. Theres 2 or 3 free tower hits on them and more than likely a kill early game.
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Be aware of the map. Map awareness will save your life in a lot of occasions. Watching for the TP animation, having wards to see an incoming gank, or noticing that both enemies in your lane are missing, (ping missing by the way!) could give you an edge. If the enemies are missing... push your wave, hit the tower a bit if you can, or use that time to back if you have enough gold to buy or need to heal. Once done, use Lightning Rush to return to lane. Knowing when to push and when to back is crucial to winning your lane.
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Team Work

On to the team fights!
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Team fights will occur anywhere between that early jungle invade, which is rare, to between 25-30 minutes and onward into the game. This is the moment when everyone is done laning by themselves, and its time to start grouping to push down objectives. At this point, it would be ideal if you are near your Bloodthirster in the build. Group fights are why Kennen is so terrifying to me. His ultimate stun's, he can auto attack like nobody's business while it goes off, use his w to hit all enemies that were hit by the ult, and lightning rush towards the enemy team as they flee in terror. Ignite will help here if you can land it on a low health fleeing enemy, and your items will pretty much allow you to melt health from their health bars.
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There are a few champions that go SUPER well with Kennen that go in other lanes or jungle, such as Amumu. If your team has an Amumu and you are ADC Kennen, you have EXTREMELY HARD Crowd control. Amumu's ult, for those who don't know, is Curse of the Sad Mummy. When your Amumu goes into the enemy team with Bandage Toss and pops his Curse of the Sad Mummy, you need to get in there with Lightning Rush and use your ult. His ult will deal magic damage and render everyone inside its AoE unable to move or attack for 2 seconds. Combine this stun and damage with Slicing Maelstrom and the enemy team is pretty much done for. The amount of immobilization combined with ult damage, combined with your team hitting at them as well will most definitely cause a lot of damage... Be aware of champions such as Kayle, whose ultimate ability, Intervention makes her or a targeted ally invincible for 2/2.5/3 seconds depending on level, or a Karthus, who will use his passive, Death Defied to hit you for some hard damage from Lay Waste and Wall of Pain and finally, his ultimate, Requiem.
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Support Synergies

The following champions go really well with Kennen's kit, having either strong CC, buffs and/or heals that can be given to you in lane.


Nami
Nami brings some engage potential to your lane, as well as strong CC with her Aqua Prison, and her heal is nothing to go unmentioned.

Kennen


Thresh
Probably my favorite Support Synergy, everything with Thresh works so well with Kennen's kit. Death Sentence is perfect for dragging the enemy ADC away from the support, allowing you to unleash your full combo, and his disengage is perfect if you need to escape, as he can throw his Dark Passage toward you and get you out of trouble. Thresh's ult is so good. The Box throws up a cage that will slow enemies by 99% for 2s if they try and run through it. If Thresh lands a hook, drags the ADC in, and uses his cage on them, its a good idea for you to get in there and stun them and/or use Slicing Maelstrom. Avoid doing this if their support is someone with hard crowd control, such as a Janna, as she will just Monsoon you away.

Kennen


Blitzcrank
Blitzcrank brings a strong kit to lane for Kennen to work with. Leading with a Rocket Grab to pull the enemies in to you and in range of your tower if possible, and stunning them their is a very good idea if you are pushed, or pulling the ac out of their tower and stunning them their with your Mark of the Storm's. Having someone in bot lane at all times is a good way to go, usually with the teleport spell, but being that both Kennen and Blitzcrank bring a speed boost with them, Lightning Rush and Overdrive, will get you both to lane really quickly after a back or death. His ult, Static Field, has a temporary silence that will work well with your stuns as you zone them and melt their health away in lane.

Kennen


Soraka
Not the most recommended support by any means, but as Kennen runs on energy and not mana, he can be in lane forever if his health stays up, which is something Soraka can restore for you with her Astral Blessing and her ult, Wish, which is global.

Kennen


Leona
I do not have much experience with Leona support on my side, but as far as fighting her goes, I know a bit. Leona brings a large amount of CC and damage to your lane. If your Leona can land a good Zenith Blade along with Solar Flare, you should not hesitate to Lightning Rush Slicing Maelstrom into the fight. Just be careful, and make sure you stun.

Kennen


Zyra
Zyra brings good crowd control with her Stranglethorns, as it provides a massive knockup. Use this to your advantage. Her deadly bloom is great for controlling brush and pushing lane.

Kennen


Janna
Janna is my main support. Her Tailwind passive,which speeds you up if you are near her, is actually extremely useful for engaging and running away. her Eye of the Storm not only gives you a shield for 80/120/160/200/240+70% of her ap, it boosts your attack damage by 14/23/32/41/50+10% of her ability power for 5 seconds. This buff is super useful for taking down the stronger targets of the game. Her ability to slow enemies with Zephyr and her knockup from a fully charged Howling Gale brings extreme control over how the enemy moves in your lane.

Kennen


Lulu
Lulu brings with her a very effective kit at pushing the lane. Her poke and CC are strong, and if that wasn't enough, Lulu brings protection for you in the form of her ultimate, Wild Growth, which gives you a lot of bonus health and alows nearby enemies.

Kennen
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Match-ups

The following champions are common ADC's that you will go up against. They will be ranked on a scale of 1-4, 4 being hard, 1 being easy.

SPACESPACE
Jinx is one of those ADC's that has a stupid amount of pushing potential. Her Switcheroo! with the rocket launcher can clear minion waves really fast. What makes it worse is her Zap! can slow you down enough for her to catch you. Using Lightning Rush to AVOID it is key. Don't use it if you were hit by it. IT will waste its speed buff and ruin your escape chances. (Use it if she starts to attack you due to its armor/magic resist buff though!) Things to note on Jinx, she relies heavily on Mana while you use energy. If she spams abilities, you will out sustain her and be able to farm in relative comfort. Punish her for every CS if you can when she is out of mana. Jinx also has no escape mechanics in her kit outside of killing someone and running with her passive. If her support doesn't have peel potential, engaging a low mana jinx with Slicing Maelstrom will stun her and allow you to chunk her health out. An Aggressive support is recommended.

3


SPACESPACE
Vayne has a difficult time laning against Kennen if you can farm and poke at her at the same time. You have the same AA Range, but at 18. your base AD is higher than hers. Keep her from farming the best you can. It would be best to bring a more aggressive support with good CC in this lane, such as Thresh.

2


SPACESPACE
Sivir is difficult to lane against if you don't know what you are doing. Her Spell Shield blocks your stun combo and her strong pushing capabilities with Ricochet makes her a strong opponent. Her poke with Boomerang Blade hurts, so do your best to avoid it. You will outscale her in damage, so take note of when she is low on mana and the support doesn't have a peel. Engage her if you are positive there jungler is not around and her Spell Shield is down.

2


SPACESPACE
Draven has a much higher AD early game than you do. If you try to early game push, you will regret it. Don't push your lane. Do your best last hit minions and poke him the best you can. Your AA range is the same as his. If you stun him with your combo and stop him from catching a Spinning Axe, count that as a win. The less stacks he has, the easier your lane will be against him. Recommended to either be passive in lane, or, if your support is tanky with cc, such as Leona, be a little poky on him until later game.

3


SPACESPACE
Ashe is annoying, but easy in lane if you can dodge her abilities. Make sure you don't let her get crits on you, or she will take advantage of you. Lightning Rush is your ally here, as usual. Dodge her Volley and Enchanted Crystal Arrow with it and do your best to deny her farm. Your AD is going to be higher than hers, just make sure you poke at her. Recommended to bring someone with a second stun or snare, such as Leona or Thresh to abuse her early game slowness.

2


SPACESPACE
Ezreal presents an annoying, yet decently easy lane. He is hard to hit with stuns due to his Arcane Shift ability. Make sure you keep pressure on him to make him react and use his mana, as his abilities will OOM him really quickly. Dodge Trueshot Barrage at all cost. Ezreal is really squishy and item dependant, so don't let him farm for the items. He is all skillshots, so Lightning Rush is your friend. Thresh or Zyra are good to bring to this lane.

1


SPACESPACE
The lane I hate the most. Of every game I have played with Lucian, it usually ends in a lane loss without moderate jungler assistance. Lucian brings strong poke with Ardent Blaze and Piercing Light making this lane difficult. IF that wasn't enough, Lucian's ult, The Culling has strong pushing potential if used on minions, and only has a 50s cool down at max level. As strong as lucian is, he is mana reliant, meaning you can out sustain him, but watch for him to hard push the lane while oom so he can back. Don't give him that opportunity. If he is oom but doesn't back, punish him, but make sure he doesn't have his jungler around. Lucian brings a minor "evade"/"Escape" with his Relentless Pursuit, making him that much harder to pin down. Rely on your stuns to zone him and keep him from farming. If he out farms you, you can kiss your lane goodbye. Don't be afraid to ask for your jungler's help with this matchup. Never pick Kennen as a counter to Lucian. If you find yourself in this lane, try and get a support such as Thresh, Leona, Zyra or Soraka. I have not tested the Soraka support with this lane, but as Kennen can out sustain a mana based champ since he runs on energy, the heals should allow you to remain in lane for a long time, with lessened kill potential, but more farm potential for you.

4


SPACESPACE
Miss Fortune is a bit different to deal with in lane. Kennen outscale her, as his base AD at 18 is higher, though they share the same AA range. Miss Fortune will try to bully you in lane, but Kennen's kit allows you to push her back. Stun her when you get the chance, either just for poking purposes, or during her ult, Bullet Time. This will stop a huge amount of her damage. If she is not close to her tower, and you have river warded (And their jungler is not waiting to gank), go in on her while she is stunned and her ult is down. Pop Slicing Maelstrom, which will stun her again, and hit her with your combo and she should be finished. Recommended an aggressive/protective support, such as
Leona, Alistar, Thresh or Lulu.

2


SPACESPACE
Twitch is another one of those "Don't pick Kennen if you see a twitch" lanes. Twitch snowballs hard, but you can prevent this with your kit if you play it right. Using Mark of the Storm is crucial for fighting twitch. You almost always need to have one on him. If he goes invisible with Ambush, your w active can still hit him, as well as the AoE from Slicing Maelstrom. You need to be pushy with Twitch, as his damage is more geared for an aggressive lane on his part. Utilize aggressive tactics, and make sure to use Lightning Rush to avoid Venom Cask and his poking.

4


SPACESPACE
Easy lane. Kennen's kit counters Graves hard. Lightning Rush can be used to avoid most of the damage from his Buckshot by running away or going right through him. Kennen's AA Range is higher as well as his ad. Graves relies heavily on his mana to clear waves efficiently. Just watch as he drains it and move in aggressively when he is low. Be careful of an enemy support with a stun, which will leave you open to a lot of hurt.

1


SPACESPACE
Tristana has some good escape potential using her Buster Shot, which is quite annoying if you use your ult and she just jumps away. Never use Slicing Maelstrom if you know she has it up. Don't burn your abilities until she is stunned. Her range is higher than yours on AA, so just play cautiously, and make sure you out farm her and poke her a bit.

2

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In conclusion

Well that just about covers it! I hope you learned a thing or two about my favorite little yordle Kennen. This was my first guide, so feedback would be greatly appreciated! Thanks, and happy gaming! If it wouldn't be to much to ask after you just spent so long looking at this guide, I would love some feedback! It took so long to write this guide, and the tedious BBcode was... well tedious. Thanks so much!
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Kennen patch history (For those people who wanna know :-) )

Patch 3.02 - 2013-02-13
  • Electrical Surge is no longer consumed when attacking wards

Preseason Balance Update 2 Patch Notes - 2012-01-16
  • Basic attack has been retuned so it’s more responsive

v1.0.0.142 - 2012-07-06
  • Attack Range reduced to 550 from 575
  • Attack animations are now more responsive

v1.0.0.134 - 2012-02-14
  • Thundering Shuriken cooldown increased to 8/7/6/5/4 from 7/6/5/4/3

Patch 3.02 - 2013-02-14
  • Electrical Surge is no longer consumed when attacking wards

Preseason Balance Update 2 Patch Notes 01/15/2013 - 2013-02-01
  • Basic attack has been retuned so it’s more responsive

Patch 3.01 Notes - 2013-02-01
  • Slicing Maelstrom no longer has an energy cost

v1.0.0.123 - 2011-08-09
  • Thundering Shuriken ability power ratio increased to .75 from .66
  • Lightning Rush
  • Energy cost adjusted to 100/95/90/85/80 from 100 at all levels
  • Ability power ratio increased to .6 from .55

v1.0.0.109 - 2011-01-17
  • Mark of the Storm duration reduced to 8 seconds from 12
  • Electrical Surge range decreased to 800 from 825

v1.0.0.101 - 2010-09-21
  • Lightning Rush is no longer castable while disabled

v1.0.0.99 - 2010-08-24
  • Electrical Surge ability power ratio increased to 0.55 from 0.45
  • Lightning Rush
  • Energy cost reduced to 100 from 110
  • Lightning Rush now provides 10/20/30/40/50 magic resistance and armor for 4 seconds
  • Slicing Maelstrom
  • Ability power ratio increased to 0.4 from 0.33
  • Maximum number of bolts increased to 6/10/15 from 6/8/10 (this still retains the
    cap of 3 hits per target
  • Mark of the Storm (passive) stun duration reduced to 1 second from 1.25. Mark of the Storm has a diminished stun effect if applied more than once within seven seconds.
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