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Recommended Items
Spells:
Flash
Heal
Items
Ability Order
Mark of the Storm (PASSIVE)
Kennen Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Lucian
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,





**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!
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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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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Kennen ADC is
1: Super unexpected,
2: A lot of engage/disengage opportunity with

3: Incredibly fast champion deletion if built properly,
4: The stun potential/aoe/damage from

Some history for me.
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More on all of this later!
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
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."
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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image source:
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



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
- Good mobility with E
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


Con's
- Good communication with support is key to getting early kills
- Requires good positioning due to Q,
Thundering Shuriken being a skillshot.
- Enemies with disengage/stuns/snares/knockups really hinder
Kennen due to his natural squishyness. (Low hp/armor rating)

Runes






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.
When is comes to Summoner spells, we have a limited variety.
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For our second spell, the possible spells include:
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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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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
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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
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Ignite is awesome on an ADC, especially when playing against an enemy support who has healing capabilities such as
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Cleanse is a good spell to have if the enemy team has someone with hard stun's such as
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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


If your enemy team has anyone that will be able to get a low healthed you from long range, such as









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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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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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!
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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!
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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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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!
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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: 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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Passive: Mark of the Storm
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This is

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Q ability: Thundering Shuriken
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W Ability: Electrical Surge
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The ability that you should definitely level first!





E Ability: Lightning Rush
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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










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: Starting with





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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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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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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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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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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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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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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Starting the Game
It is best to start every game with:
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This start gives you excellent starting stats as




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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



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Laning into Mid Game
Probably the core items on

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Outside of the soon to get





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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








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Elixir's
If and when you complete your build for

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These elixir's will grant you 120-235 health and 15 attack damage for 3 minutes for the


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The last item and its importance
Like I said, the sixth item, which is ueually

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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
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Name any ADC. Immediately,



















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What about damage? Again,












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Well, as if you need more proof that this role is viable, lets look at attack speed...



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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As we can see here, depending on your team, we have as follows:
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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.
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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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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Wards!

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 ![]() ![]() ![]() |
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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


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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

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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

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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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


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There are a few champions that go SUPER well with


















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.










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Nami brings some engage potential to your lane, as well as strong CC with her
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Probably my favorite Support Synergy, everything with
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Not the most recommended support by any means, but as
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I do not have much experience with
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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.
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3 |
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2 |
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The lane I hate the most. Of every game I have played with ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Easy lane. ![]() ![]() ![]() ![]() ![]() ![]() |
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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!
image source:



Patch 3.02 - 2013-02-13
Preseason Balance Update 2 Patch Notes - 2012-01-16
v1.0.0.142 - 2012-07-06
v1.0.0.134 - 2012-02-14
Patch 3.02 - 2013-02-14
Preseason Balance Update 2 Patch Notes 01/15/2013 - 2013-02-01
Patch 3.01 Notes - 2013-02-01
v1.0.0.123 - 2011-08-09
v1.0.0.109 - 2011-01-17
v1.0.0.101 - 2010-09-21
v1.0.0.99 - 2010-08-24
- 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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