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Choose Champion Build:
-
Aggressive Lane
-
Defensive Lane
-
Push Strat
-
Anti-Tank
-
Solo Top
-
Mid
-
Support
Recommended Items
Spells:
Flash
Ignite
Items
Ability Order
Mark of the Storm (PASSIVE)
Kennen Passive Ability
Introduction



This guide was first published during Season 2 so most of the first 100 comments or so are in reference to previous editions of this guide and have become completely irrelevant.
Hopefully this guide will help the community become more knowledgeable about a less often seen AD Carry. I'd like to convince players of the viability of ADC


I am the Head of Coaching for the DWAI Gaming community, do casting for tournaments and scrims, and am the captain of team Auxiliary.
DWAI Gaming has a community base in both NA and OCE, holds prized monthly tournaments, offers coaching, has a team of streamers and casters, sponsors teams, has weekly community events, and is overall a friendly community that strives to provide members with a comfortable environment to play League of Legends, Counter-Strike, Minecraft, and many other games.
If you are interested check out any of the following links to seek more information:
DWAI Gaming's Website
DWAI Gaming's Twitch Channel
- 550 AA Range (better than most)
- GREAT base stats for AD and AS
- AD Carry w/ stuns / self-peeling mechanics
- High Mobility w/
Lightning Rush
- Bully in lane
- Damage steroid that scales with AD (but does magic damage) on
Electrical Surge
- Burst defensive stats during
Lightning Rush (decreases inevitable damage from things like
Karthus ult,
Caitlyn ult, incoming tower hits, etc.)
- AoE Ultimate
- Energy based champion (only ADC that will never go OOM)
- Strong pushing capability and harass-spamming potential (due to being energy-based)
- Mixed damage early game due to AD steroid doing magic damage on-hit.
- Always able to assist in early game skirmishes / invades / contesting objectives due to his resource being Energy
- Lanes well with almost any support
CONS
- No physical damage steroids (So build
Infinity Edge!)
- Requires fluid communication between ADC and Support (voice communication highly recommended) and tends to be avoided in solo queue because of this
- Damage falls off late game in comparison to
Vayne,
Tristana, and
Kog'Maw
- Lane opponents w/ strong disengages + knock backs prevent early game kills (
Tristana /
Janna /
Jayce)
- Requires resource micromanagement, superb positioning awareness, trade / matchup knowledge, and the ability to skillfully time and toggle aggression
- Often receives negative feedback from the community due to an extensive skill cap and generally higher difficulty than other simpler AD Carries
- Energy based
- Strong AA harass
- Great laning phase / is a lane bully
- AoE CC is amazzing for team fights
- High mobility due to
Lightning Rush
- Gets relatively durable from Armor, MR, and HP on items
CONS
- Very item dependent (needs
Zhonya's Hourglass for team fights)
- Weak against teams with hard disengage such as being knocked back after turning on
Slicing Maelstrom
- 120 second CD on
Slicing Maelstrom at all ranks
- Hard to itemize for CDR
- If your team does not snowball the fight during your ultimate's duration your DPS that follows is sub par
- Great AoE CC for team fights via
Mark of the Storm
- Relatively high magic damage output
- Good Auto Attack range for harassing in lane / pushing towers faster
- Can stun-lock multiple enemies simultaneously
- Good defensive steroids on
Lightning Rush
- Can transition into another AP Carry late game for your team
CONS
- Item dependent (
Zhonya's Hourglass and Talisman of Ascension are very important for your initiation potential)
- Much like Support
Annie,
Kennen's engagements for team fights are very reliant on
Flash (this makes the Distortion Enchantment for Boots a good choice)
- Has no other utility aside from his stuns
- While the bonus Armor / MR from
Lightning Rush is nice in theory, you'll often use the ability as a gap closer and won't actually have the defensive steroid on while taking damage once you're in the fight
- Relatively expensive build for a Support due to the importance of
Zhonya's Hourglass














Further Explanation of When to Take What
As an AD Carry, your secondary Summoner Spell will be dependent on the opposing team's composition. Every team generally has a front line that you will be focused on taking down and surviving against. AD Carries don't get the luxury of attacking one another in 90% of team fights. AD Carries will usually have to take down tanks, bruisers, and assassins first. Which spell you choose should vary from game to game depending on who you should be concerned about dealing with.
If the enemy team has any dive-oriented assassins such as







If the enemy team's front line has huge Crowd Control threats such as




If you're up against heavy bruisers, you may want to run











AD Carry Runes
2x

1x

9x

9x

9x

I prefer to run Flat AD Marks because

AP Top/Mid Runes
Either:
3x

9x

OR
1x

2x

9x

The former gives you slightly more AP while the latter gives you slightly more Magic Penetration. I tend to run the former for Mid and the latter for Top since opponents Top tend to be more tanky. You can also run Greater Mark of Hybrid Penetration and/or Greater Quintessence of Hybrid Penetration.
For Seals / Glyphs:
9x

and either 9x

or 9x

Support Runes
3x

9x

9x

9x

These are the standard runes for this situation. They will help you scale well after laning phase. If you're mainly concerned about being the initiator and your damage doesn't matter as much to you then you can also choose to run 9x




As ADC






Maxing



If you are playing AP Top / Mid


I would max


Starting Items



Starting




Laning Items





This is a pretty good standard purchase order for early game. They are cheap purchases that you can grab every time you back to base. It is important to steadily increase your damage for the first 10 - 15 minutes of the game to make sure that you are staying ahead or at least on par with your lane opponent's DPS potential.
If you obtain extreme early game dominance due to a First Blood or a gank from your Jungler, you might be able to maintain early game lane control without porting back to base. If you are able to stay in the lane long enough to get the 1550+ gold needed for a

It is also important to note that there are opportune times to go back to base. You should try to port back after killing the minion wave that consists of the Tank Minion so that you will be back well before the next Tank Minion wave. They give more XP and more Gold that you do not want to miss out on. It is also easy to push right before a B so that you miss very little XP and Gold while you are gone. If you get a kill, your lane is pushed, and there are no tank minions on the way to the lane / in the lane then you should go back and buy what you can.
Laning Phase Item Objective

I'm a firm believer in rushing






Necessary Damage Purchases



Blade of the Ruined King VS. The Bloodthirster


End Game Itemization Options








However, it isn't a frequent occasion that you will need this.














Another increasingly common item swap end game is to trade Boots for





Specifically...
Kennen's





Overall, If you are able to hit 3 targets each attack it basically makes Kennen's W apply on every 3rd attack: 1 2 proc, 1 2 proc, 1 2 proc, etc. Kennen's W applies on every 5th attack naturally so by decreasing that to every 3rd attack you are increasing the amount of W-proc attacks you get off in a team fight by a valuable amount.
The high amount of attack speed this item grants works well with Kennen's high base attack speed but it does not provide any Crit Chance, Movement Speed, or AD. This item is good for games where team fights will be tightly grouped such as when running AoE comps with




Starting Items



Interestingly enough, even as AP


Early Item Objectives



These are your core items. They give you the stasis you so desperately need, good AP, Magic Penetration, and defensive stats. You can build whichever item has the defensive stats that are most relevant to your lane match up first.
Standard Full Build






This is the typical full build. I would also highly recommend buying the Captain Enchantment for your boots so that your team can best follow up on your initiation.
I find this to be the most optimal for any game. The only problem with this build in my opinion is that it lacks CDR. This isn't a problem in team fights as your Energy is much more constricting than your Cool Downs BUT it does pose an issue regarding

Alternative Items
























Starting Items





Once you choose your starting item spend the remaining gold on Wards / Potions.
Early Game Purchases
You're still a Support so you need to get a



Mid Game Purchases
Talisman of Ascension and


After this, You can generally just start building AP items.




If the game goes on long enough you can further expand your AP items into



You should upgrade your trinket to







This is probably my favorite lane to run. The amount of CC and damage potential is very high. It is important that your








Since Kennen can technically stay in lane as long as he wants provided his health does not drop too low,































































Rare to see but works well.















Similar to





Support









I have not had much personal experience with this lane combination but in theory it should work fine.





To be honest,




This lane has a ton of AoE damage and amazing engage potential in a 2v2.









KENNEN VS. TRISTANA




KENNEN VS. GRAVES








KENNEN VS. VAYNE




KENNEN VS. KOG'MAW




KENNEN VS. DRAVEN







KENNEN VS. VARUS







KENNEN VS. ASHE





KENNEN VS. CORKI


KENNEN VS. EZREAL




KENNEN VS. URGOT






KENNEN VS. SIVIR





KENNEN VS. TWITCH







KENNEN VS. MISS FORTUNE




KENNEN VS. JAYCE
Not something you see often but




KENNEN VS. JINX



KENNEN VS. LUCIAN








The first common argument is that
Kennen's nerf to his auto attack range removed him from viability as an AD Carry.
His AA Range was nerfed from 575 to 550.









Kennen has equal Auto Attack Range to that of:






In this context,

Another frequent claim is that
Kennen's base AD has been nerfed beyond what made him viable.
The first time

"Base Attack Damage at level 1 reduced to 50.5 from 54.6"
I believe he still has the same AD at Level 18, they just nerfed the early values due to the OP Auto Attack harass that Solo Top and Mid

In addition to this, there seems to be a claim that
Kennen's base AD is too low to allow him to be a viable AD Carry.
At Level 18,
















The only champion semi-popular as a bot lane AD Carry that has higher base AD at level 18 than


So

Kennen used to have the highest base AS @ level 18 in the game
Riot recently buffed the attack speeds of



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