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Kennen Build Guide by DixonTheGuideMaker

💡Complete Kennen guide by Dixon📜 12.14 ✅

💡Complete Kennen guide by Dixon📜 12.14 ✅

Updated on August 4, 2022
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League of Legends Build Guide Author DixonTheGuideMaker Build Guide By DixonTheGuideMaker 9,086 Views 1 Comments
9,086 Views 1 Comments League of Legends Build Guide Author DixonTheGuideMaker Kennen Build Guide By DixonTheGuideMaker Updated on August 4, 2022
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Runes: Summon Aery

1 2
Summon Aery
Nimbus Cloak

Taste of Blood
Ultimate Hunter

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor


Flash + Teleport
LoL Summoner Spell: Flash


LoL Summoner Spell: Teleport


Threats & Synergies

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Champion Build Guide

💡Complete Kennen guide by Dixon📜 12.14 ✅

By DixonTheGuideMaker
Hello everyone and welcome to one of my guides! This guide contains useful information and general knowledge based on my own game experience + open source info from Internet about the champ 💡📚📈🔍

My name is Max, but you can call me Dixon as well. I'm from Ukraine so English is not my native language and I can do some mistakes (I'm sorry for that). However, you can also write me comments and I'm able to answer you in English, German, Russian and Ukrainian languages since I understand all of them, but in different levels of knowledge. 😄

I started to play League of Legends in 2016. My highest ELO at the moment is Platinum 2 (soloQ) and 💎Diamond 4 (flexQ) on EU-West server (top 5% best players at the server).

I would like to invite you to subscribe to my YouTube channel where I'm going to make a lot of League of Legends content in English:
You will also find my streams on Twitch by following this link:

I'm not a hardcore high elo player, but I enjoy this game and share this passion with all the people who find my content as interesting or useful.

I hope this guide will help you to improve your champion's understanding so it would be more fun to play!

Let me know in the comments section if you find any mistakes or outdated information so I could fix it! Thanks in advance!

Have a nice reading! 📖🤓
1. A really good initiator for his team with the ton of CC he brings to the table. Besides that, he also has a reliable form of poke with his Thundering Shuriken, which he can use to whittle down enemies.

2. His Passive is what makes him so dangerous. It allows him to easily CC and pick off multiple enemies with his Ultimate Slicing Maelstrom and Lightning Rush. This allows his team to follow up on him with ease.

3. He is a lane bully, and his poke allows him to easily beat melee matchups. He can easily use this fact to his advantage and initiate a snowball from his lane.

1. Quite squishy during the early game and hence can be killed easily. He can either be poked down gradually, which will force him out of the lane, or he can be all-in’d by the enemy laner and the Jungler/Support.

2. Once his Lightning Rush is down, he becomes a gank target if he is too pushed up. This will allow his laner to get a free kill on him, especially if his laner manages to use some wave management technique to bait Kennen.

3. Relies on flanks to get team fight wins so proper vision from the enemy’s side will counter him heavily. This will prevent him from getting into the backline of the enemy team and dealing massive amounts of damage.
All of Kennen's skills expend energy, which recovers on its own.

Thanks to this passive Kennen is able to stun a whole group of enemies. The passive also allows you to restore some energy, which is especially important when it comes to team fights. Note that if you stun an enemy more than once every 6 seconds, the subsequent stun will only last 0.5 seconds, but the energy will still be restored.

The most difficult skill for Kennen to use. The shuriken does good damage, but unfortunately it requires hitting skills and only does damage to the first target it hits. At the last level the skill recharges very quickly and can be used very often.

Thanks to this skill Kennen can deal extra damage with his auto-attack. In addition to the great passive effect, the skill has an active part that also deals extra damage and applies the Mark of the Storm. Essentially this skill allows you to cast two Mark of the Storm at once. This gives an excellent opportunity to stun the target quickly.

This ability makes Kennen a very mobile champion. He can instantly increase his movement speed and pass through minions. In 2 seconds, Kennen can quickly rush through a crowd of enemies and place Mark of the Storm on each of them. It is advisable to hit at least one enemy when using this skill, as it restores a decent amount of energy.

Kennen's ult is equally good for team fights and for destroying single targets. In the case where one enemy takes damage, each subsequent hit of the storm will deal more and more damage. The main thing to remember is that the storm markers are applied only in the first 3 hits. Considering the fact that the ult, like all other skills, applies the Mark of the Storm, Kennen has a huge number of combinations. Combined with the Passive, the Ultimate allows you to stun multiple enemies at once. In team battles, it's advantageous to combine it with Zhonya's Hourglass.

This rune allows both to deal some damage to enemy champions and to give shields to your allies. And it also gives access to other runes in Sorcery rune tree which are very useful for this champion.

This rune gives bonus movement speed for your champion when you use a summoner spell, so you would be able to chase down low HP enemies or to be able to escape in dangerous situations, or when you cought by a very strong 1v1 enemy champion. It helps against teams with lots of mobile or high ranged enemies who are hard to catch.

The rune gives some amount of ability haste which is overall better for this champion than alternatives Celerity and Absolute Focus.

The rune is a good option if you want to poke your enemy out of the lane and deal extra damage early on.

That rune is very good since it gives you a great boost on your burst damage that can makes the difference between a running 50hp opponent and a sweet boost of 300 gold in your pocket.

This rune gives your champion some amount of true damage which can be very useful to dominate of your enemy during the early game.

This rune gives you some amount of AD or AP whenever you score a takedown (but this amount of AD\AP gain is limited).

This rune allows you to use your Ultimate ability noticably more often.
is one of core items for ability power based champions. This item gives you extra dash and damage which helps you to catch mobile or high ranged enemies. The passive of the belt gives additional magic penetration which is very useful to destroy squishy targets with low HP.

is most effectively used against abilities that have a downtime before they can affect full damage to the target like Chum the Waters, Unleashed Power, Death Mark, Life Form Disintegration Ray, Death Lotus etc.

is a great item for most AP champions with burst type of damage, especially if the enemy team has a lot of champions with shields.

buy this item if you want to cut enemy's healings, life steal and vampirism. Together wiith Liandry's Anguish the Grievous Wounds time can be extended for an additional 4 seconds.

is made to help magical champions to destroy their targets really quickly by ignoring almost half of enemy's magic resistance. This item works well against both tanks and squishy targets.

is a powerful item for pure ability power casters, and is also very effective on burst assassins and hybrid champions that take advantage of Lich Bane for additional burst. This item provides tons of pure ability power, but it shouldn't be bought early on since its passive gives you more profit when you already have some ability power.

is a strong item against magic damage but is most valued for its ability to prevent crowd control or counter poke damage. As such it is highly recommended to build Banshee's Veil when you are being focused by crowd control effects, or when the enemy has initiation or pulling abilities like Enchanted Crystal Arrow and Rocket Grab. Combined with Zhonya's Hourglass, Banshee's Veil will make you very resilient to both magic and physical damage.

is a good choice for those mages who have low mobility, but desperately need it.

buy this item to get nice amount of additional HP that will help you survive enemy's ability combo + you will be able to apply slow effects by your damaging abilities.

is a very good item for ability power-based champions, as it allows you to ignore 18 points of your enemy's magic resistance. Sorcerer's Shoes are less efficient against enemies with high magic resistance. However, they synergize well with other magic penetration items, percentage items such as Void Staff in particular. It is possible to sell these boots at late-game once you have Void Staff, as the extra magic penetration is arguably negligible.

Flash is the most frequent choice of all players in League of Legends. Such popularity of the spell is caused by the fact that Flash is able to instantly teleport you on a short distance. This distance is enough to dodge some hostile abilities or to jump back and avoid an unexpected gank. With the help of Flash, you can overcome various obstacles like walls, pillars and other different obstacles. Flash is equally good to use for both attack and defense. This gives the spell some versatility. The summoner spell cannot be used if you have been silenced (you cannot use skills for some time). Also, Flash cannot be used under the effect of hard control abilities such as stun or fear.

Teleport is mainly used to minimize laning downtime after Recall or respawning, to prevent enemy laners from gaining an advantage. Teleport is also used to quickly switch lanes to defend an unguarded turret. Unleashed Teleport is great for ganking if the enemy commits to a fight and is around friendly minions, turrets, or wards. Another use for Unleashed Teleport is a backdoor maneuver where a high damage per second champion places a ward inside or near the enemy base and teleports himself to that ward. From there that champion will attempt to bring down as many turrets and inhibitors as possible. Unleashed Teleport can be used to prolong or save the life of an allied Zac by making one of Zac's Passive's drops ( Cell Division) invulnerable for the Teleport duration.
EARLY GAME (average):
Level 6 is really strong for Kennen as he gets access to an AoE CC ability which can quickly turn the tide of a fight. Kennen should try to flank enemies for maximal effectiveness. His first item component will increase his damage significantly. Kennen is obnoxious for his poke damage, and the item will only enhance it. Kennen isn't very strong early on as he solely relies on AP to maximize his poke damage. He will want to use the lane brushes to catch the enemy off-guard when possible.

Focus on farming and scaling. Kennen needs time to come online and if you go for a bad trade or fall behind, you’re going to struggle to be useful later on. If your bot lane rotates to the top side after getting the first tower, rotate to the bottom lane and start to farm there instead. Use your range and energy advantage to gain an early lead. Try to harass the enemy champion as often as possible.

MID GAME (strong):
Once Kennen has two points in his Ultimate Slicing Maelstrom, he will be able to deal massive amounts of damage to the enemy team. He just needs to choose the perfect moment to go in. Kennen is excellent in team fights due to his Ultimate Slicing Maelstrom. He can pair it with his Flash for a devastating combo on the enemy team, which will leave them helpless. More items mean more damage for Kennen. This will let him take over the game, and his poke damage will increase significantly in the game.

Split push whenever your Ultimate Slicing Maelstrom is down in the mid-game. While team fighting is important for Kennen, falling behind in gold and XP will make you pretty much useless in team fights. Look to flank in team fights. Fighting as Kennen can be difficult if the enemy is able to disengage or has poke damage. To make team fighting easier, look to flank from the side. Whenever your Ultimate Slicing Maelstrom is up or whenever your team is ready, you should group with them.

LATE GAME (average):
Once Kennen has multiple items, he will be able to single-handedly turn the game's tide. His poke damage will be enough to destroy squishy carries. When his Ultimate Slicing Maelstrom gets maxed out, he will be dishing out a truckload of damage. Now Kennen will just have to rely on flanks and the fog of war to set up a good fight. Late game team fights are often decided in the neutral objective pits while taking an objective. Kennen's Ultimate Slicing Maelstrom will come in very handy during this stage and let him win his team's game.

Group with your team and do not leave them. If you start to split push, the enemy will force a fight and kill your team while you’re gone. Delay team fights while you wait for your Ultimate Slicing Maelstrom to come back up. Do not team fight unless your Ultimate Slicing Maelstrom is up. Additionally, waiting for your Zhonya's Hourglass to come up would be beneficial too. If the enemy has lots of disengage or poke, continue to flank in team fights to ensure you get on to the enemy before they’re able to disengage or poke you down.

Olaf is incredibly strong in the early game: especially at level 1. Avoid fighting him at all costs as he will beat you if he’s able to land multiple Undertow. If Olaf throws his Undertow and it’s close to you, try your best to zone him away from the thrown axes Undertow so he is unable to pick them up. Keep the minion wave closer to your side of the map to reduce his ability to all-in you and chase you down.

Olaf is a dominant laner and can easily get kills at level 1 and 2 with his Undertow spam. Avoid fighting him early on. Once Olaf hits level 6, it will be difficult for you to kill him or lock him down with CC. Don’t commit to using any hard CC abilities when you know his Ultimate Ragnarok is up.

Dr Mundo can farm really easily under his tower. Try to not have the lane pushed against him because it actually benefits him. Instead, keep the wave even or closer to your side of the map so you can receive ganks. If Dr. Mundo is behind, he will start farming with his Infected Bonesaw. Do not get in the way of them unless he is trying to secure a Cannon Minion. Dr. Mundo is rather immobile and can easily be killed when locked down. Request assistance from your Jungler to execute him when he is low.

Dr. Mundo has lots of sustain thanks to his Passive and the items he picks up. Make sure to invest in Executioner's Calling or another item that inflects grievous wounds to reduce his healing. In team fights, Ignite will help reduce his healing, so make sure you Ignite him as soon as he engages. Crowd control is your best friend against Dr. Mundo. If you can layer CC on him in a team fight, it will make it very hard for him to activate his Ultimate Maximum Dosage and dish out damage. It will also reduce the healing from his Ultimate Maximum Dosage if he activates it if you focus him down and kill him first.

At level 6, Dr. Mundo will look to trade more frequently as his Ultimate Maximum Dosage provides him with a lot of duelling power and sustain. Keep this in mind whenever he hits level 6. Dr. Mundo can poke you down at level 1 with his Infected Bonesaw. Try to dodge as many as possible so you do not have to blow through an early health pot, or become a target for a level 3 gank. When Dr. Mundo has completed Bami's Cinder, his trading power is much stronger. Do not disrespect his all-in potential once he has this item.

Nasus doesn’t want to fight in the early game. Instead, he wants to focus on farming and stacking his Siphoning Strike. Try to fight him when he is focused on stacking as he may focus on the farm rather than fighting you- which will allow you to gain a health advantage.

Do not push Nasus under his turret as it allows him to farm safely. Instead, freeze the lane towards your side of the map so he has to overextend for farm.
Once Nasus has some levels behind him and has multiple points in his Wither, he will have good gank set up. You’ll need to play safer if the wave is closer to his side of the map during this time so you don’t die from ganks.

Nasus will be looking to split push throughout the mid-game. He is good at split pushing thanks to his Siphoning Strike. When Nasus is split pushing, you can use the numbers advantage to start a team fight. While fighting, check the map and be keep an eye on Nasus. Be prepared to disengage if he’s about to take a tower.
If Nasus is grouping for team fights, try to lock him down with CC so he is unable to get on to your carries and kill them with his Siphoning Strike and Fury of the Sands.
Nasus is at his weakest in the early game. Try to deny as many stacks as possible so he is unable to scale quickly.

The longer the game goes, the stronger Nasus gets. Make sure you end the game as quickly as possible. While he will be focusing on farming, once he has his Fury of the Sands, his kill pressure will increase and so will his survivability. Make sure you’re not too cocky otherwise he can turn the exchange around.

Nasus is very dangerous because he puts you into a very inconvenient situation. You either harass him and slowly going to his tower (where you become an easy target for a gang) or you play passively and Nasus is going to get 400-500 stacks on his Siphoning Strike. So this is lose-lose situation when you play against him. Take the rune Phase Rush it will save your life a couple of times.

As Kennen is a ranged champion, when playing as a melee champion, don’t let him poke you down with his Thundering Shuriken or basic attacks. Be prepared to sacrifice some CS for XP. Kennen has a versatile build path. Keep an eye on which build he is going for and build items to counter it accordingly. Extended trades will benefit Kennen. Try to fight him when he’s low on energy or has no stacks to stun you with.

Kennen is really good in team fights. Avoid fighting in the Dragon or Baron pit as it will allow him to get a good Ultimate Slicing Maelstrom off. Kennen is prone to peel and disengage. Try to disengage as soon as you see him running towards you. Additionally, make sure you have vision to the side of you in case he tries to flank. Try to harass and poke Kennen as much as you can before a team fight occurs. If you can keep poking him down, he will be unable to engage and fight if he’s low on HP.

Kennen’s power spikes depend heavily on the items he buys. At level 6, Kennen will get access to his Ultimate Slicing Maelstrom which is a great tool for him as it increases his kill pressure and his ability to trade with you. As soon as he activates his Ultimate Slicing Maelstrom, run away. Kennen is really good in team fights thanks to the AOE damage on his Ultimate Slicing Maelstrom. Try and avoid fighting in tight spaces as Kennen will be able to deal damage to your whole team at once. Group but do not group close together.

Wow, have you really read the guide till this moment? I hope it was useful and interesting for you. Let me know it please by voting!

And don't forget to visit and check my YouTube channel! Maybe you will like it! 😉
A riotous domain of constant transformation, Bandle City was no place for a yordle like Kennen. Searching for harmony and balance, he ventured out from the spirit realm millennia ago. He explored the material realm with boundless curiosity, traveling great distances in a heartbeat. But he was drawn in particular to Ionia.

In the First Lands, he witnessed ancient wars that none now remember, and a land struggling to rebuild afterward. Kennen grew fascinated by a people seeking balance for themselves and their home. Over time, he returned to Bandle City less and less, choosing to remain in Ionia, where yordles were respected as creatures of the spirit realm. Though he did not age as beings of the material realm did, Kennen embraced mortals, studying them for generations. He admired how, despite their fragile lives, they were diligent protectors of the sacred balance.

Even so, there were threats to the tranquility of Ionia. Malevolent entities of the spirit realm traversed the land with ill intent. Kennen battled these disturbances alone for years, enjoying the fun each challenge brought, but in the end he understood he was doing little to address why the incursions were happening: imbalance. He discovered a fledgling order whose members actively pursued balance between the realms—who, after careful observation, would judge what needed to be done to restore it.

They called themselves the Kinkou.

Kennen was intrigued by the order, led by a distant Eye of Twilight and a vindictive Fist of Shadow. He realized that the Kinkou’s leadership required another aspect. A consensus builder, one who would prevent the warlike Fist from domineering over the introspective Eye, and likewise keep the Eye’s tireless observation from paralyzing the Fist.

As a creature of both the spirit and material realms, Kennen proposed that he was uniquely suited to be an arbiter. The order accepted Kennen’s wisdom, and he became the Kinkou’s first Heart of the Tempest. As part of the new triumvirate with the Eye of Twilight and the Fist of Shadow, Kennen passed judgment on how best to preserve balance, and his affability and diplomacy kept the Kinkou in harmony.

Moreover, Kennen noticed that a rift had grown between the order and the people around them, as judgments were carried out swiftly, mysteriously, and without chance for appeal. Again, the yordle realized he could fill a need for the Kinkou. With his fantastic speed and compassion, he was the ideal representative to communicate the judgments of the order to those affected by them. He’d seen how the Kinkou distanced themselves from the people, wearing masks over their faces, and took care to remove his to connect with those he sought to protect.

Yet there was another side to Kennen, a far more serious aspect as Heart of the Tempest. Charged with Coursing the Sun, he addressed challenges to the Kinkou’s judgments, and not always with words.

For sometimes, the cost of balance was the blood of the offender—and Kennen’s shuriken and summoned maelstroms were quite capable of silencing all dissent.

There have been many threats to the Kinkou over the centuries, but none as grave as the Noxian invasion and its aftermath. When Noxus invaded the First Lands, Kennen opposed joining the resistance, even as the war threatened to tear the Kinkou apart. In their darkest hour, after a coup led by a former acolyte named Zed, the yordle guided the order while the new Eye of Twilight, Shen, struggled to lead. Kennen urged the Fist of Shadow, Mayym, to look to her daughter Akali, whom he’d trained since childhood, and see her as a successor.

But even he couldn’t find the words to stop Akali from eventually leaving the Kinkou, frustrated at the order’s failure to act against Ionia’s enemies.

Recent events have tested Kennen, a new age of disruption and violence that has thrown Ionia into chaos. Come what may, he will protect the fractured Kinkou Order, fighting alongside Shen to defend the balance of the First Lands. Do not let Kennen’s diminutive appearance fool you—for the heart of the tempest is its calmest part, but when it turns its eye upon you, its force is never more than a moment behind.

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