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Hybrid Kennen: Rock You Like a Hurricane






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Spells:
Ghost
Cleanse
Ability Order
Mark of the Storm (PASSIVE)
Kennen Passive Ability
Introduction

I used to have this build up on Mobafire, but after the dawn of the "Require comment to vote", I decided that not only do I want to re-post my build for the sake of getting all the feedback I missed out on with my other build, but I also realized my build needed a huge rework. Alas, here's my new build.
I think of this build mostly as a very advanced way to play kennen. It took me a long time to get good at kennen, and an even longer time to get good at hybrid kennen. This build requires a very unique playstyle - an AP "blow all your cooldowns and run" tactic, combined with an AD"auto-attack to the death" tactic. Knowing when to use which tactic requires incredible finesse. I don't recommend this build to any first-time kennens. Try AP, try AD/AS, and once you're as dissatisfied with both as I was, then I suggest you come here.
My last build focused a lot on attack speed, and very little on AP until late game. I found that this wasn't a great way to go about hybrid kennen. Kennen is primarily an AP champion, but he has great potential to go AD/AS. I discovered a way to utilize every aspect of kennen (AD, AP, AS) without sacrificing any viability at all. Here is Hybrid Kennen: Rock You Like a Hurricane.
Note: Whenever I say "throw a shuriken", I mean

Pros
-More effective auto attacks
-More passive

-More damage from passive

-More DPS after cooldowns are blown
-More consistent DPS
-More stuns
-Isn't reliant on energy, which can run out very quickly if you need to stay in a fight for a sustained period
Cons
-Less spell damage (but not that much less, I swear!)
-Less burst damage
-Less poke damage
-No

-Less survivability that comes along with many AP items (





These marks are pretty common among spellcasters. Since the majority of your damage will be from spells, I use these over greater mark of desolationGreater Mark of Desolation.
Basically any primary marks work for hybrid kennen, but magic penetration marks will give a significant damage boost as compared to the other runes.
greater seal of regenerationGreater Seal of Regeneration
I love these seals. Since Kennen doesn't use mana, putting health regeneration in this slot only seems fitting. These seals will help you stay in lane much longer, and often times will keep you in a team fight after a particularly nasty poke from AP

If you don't like these seals, or you just don't want to pay for more seals, I'd suggest greater seal of vitalityGreater Seal of Vitality, but to be honest, any seals work for kennen except


Since most of the AD/AS in this build is to bridge the cooldown gap in kennen's skills, I take cooldown seals so spamming spells is much easier.
The primary glyphs all have nice bonuses for kennen (except for the obviously useless


I got more magic penetration in quints because it'll boost your spell damage most out of any other rune, and the item build lacks magic penetration other than

Since all quints are good, pretty much get any quints that make you feel comfortable.



21 into the defense tree gets a tad bit of armor, MR, dodge, health and overall damage mitigation that makes up for the lack of armor/MR/health items in the item build. It also gets inmproved cleanse, which just decreases cooldown. The last points are put into offense to get some AP, a miniscule amount of crit chance, a tiny amount of cooldowns, and then 15% magic penetration. I usually don't approve of using percent magic penetration with flat magic penetration (



Most kennens grab a



This item is a great early game item for hybrid kennen. Attack speed, ability power, and magic penetration. This item gives you everything you'd want in a hybrid champion (except for AD, but that's addressed later). I don't often forsake this item for a situational item, mostly because it gives a lot of what I want and gives me an early game advantage.

these boots are virtually necessary on kennen, whether you're building AP, AD, or hybrid. Due to the up-close nature of two of his skills, being able to get in and out is a necessity. I wouldn't get any other boots than these, but if you detest these boots then check out the situational item section.

This gives a tad bit of AP (only as much as the malady), and after spell-cast gives you a burst on your auto-attack that scales on base AD only. This means that having more AD won't make this item any better. This is bought at this stage mostly for the extra AP and because it builds into


This is your main AP item. This is a common item on any caster, and this is what makes you an AP-leaning hybrid champion. You'll see a significant boost in AP at this stage, and you won't be disappointed. The damage from your spells will be on par with AP champions with this item, and you'll have a lead on auto-attacks as well. If you replace this item for a situational item, you'll see a significant drop in spell damage.

I used to dislike this item, but once I looked at it from a mid-game perspective instead of an early-game perspective, I realized its true potential. AP, AD, AS, what more could you ask for? I wouldn't recommend this for the early game because the items it builds from are expensive, but mid game this brings your auto-attack damage to a whole 'nother level. The stacks are NOT hard to keep up at all, even when you primarily focus on spell casting.

This item essentially gives you another nuke on top of your skills. It might be a little expensive, but the move speed and magic resist are nothing to scoff at. I don't suggest you remove this item for any situational items, as this is pretty much a staple item, giving you all you need. It's a shame that it gives mana, otherwise I'd guess this was made for kennen.

I really had trouble deciding what item to put in the main item build: this, or


If you don't like

You could get basically any boots you want (there aren't many that won't benefit kennen), so just use your own discretion to choose. I don't often get rid of my nifty


This is a nifty item that gives magic resist, in addition to a substantial amount of AP and an aura that gives MR reduction to nearby enemies, making it so that your entire team can hit harder on those afflicted by this passive. This item isn't grabbed enough for its magic resist. I think that the MR is the most crucial part, especially with the rise of champions like Anivia and Kassadin. This item might as well be the anti-mage to bring down those AP champs that are really nuking you hard. An alternative to buying a whole separate item for MR, you can just buy the


If you're going to get this item, put it in place of


This is an item common among kennens, mostly because the active lets them run into a group of enemy champions and use their ultimate in an awesome storm of stuns and explosions of spell damage, all while remaining in a comfy shroud of golden stasis. This item is great on kennen, but it's hard to find a nice niche for this item on hybrid kennen. If you're going to use this, put it in the place of

To be perfectly honest, you can replace



As I've mentioned before, I really had trouble deciding between this and the gunblade. The AS in phenomenal, and it really makes your stuns more persistent and easier to land. The mana regen can be ignored (it's not a whole lot, you aren't paying for that with this item), but where nashor's truly shines is the CDR. 25% CDR is nothing to scoff at, and this makes your Q usable every 2 seconds or so, and your ult can be used in a little over 70 seconds. That means you'll be able to penta-stun the enemy every team fight, and you might even be able to use your W active on the enemy twice with 1 mark already present (though it's unlikely with the recent mark length nerf). Take this item if you want the CDR and think that guinsoo's gives enough AD for your liking. The best place to put this is in place of

It might be worth noting that since this item builds from very small items, you could also build this in place of



Right now you might be saying, "Whoa, whoa Trojan995! Hold your horses, why would you ever buy this item on Kennen?" In that case, I'd say that it's a great item if you're shifting more towards the AD portion of kennen. AD, AS, armor, and an on-hit effect that deals magic damage that works well with your MPen marks and quints and

If you're going to put this anywhere, put it in the place of




This item is usually grabbed on AD champions who want to use the active for a nice quick burst. I, however, look at this item and see AP, AD, AS, move speed, health (i pretend the mana doesn't exist, it helps me cope), critical chance, and two unique passives that are just icing on the cake. This can be used as an AD item for the passive alone, or it can be used as a hybrid item (which is what I'm using it as now). This item is great if you want to focus more on AD this is another great item to grab, but the best place to put this is in place of


This is a common pick when the enemy starts stacking magic resist. Usually



Since flat reduction from









This item, despite my preference for the amp. tome first, is indeed a great choice. The health and armor are life savers, and the regen stacks with runes to make laning that much easier. Get this if you're a fan of Doran's items, or if you find you need more defense in the laning phase. Buy this item first if you're going to get it, and sell it once your inventory is full.

This item is a very cheap alternative to cleanse, but it works better. This gives a bunch of magic resist but that's about it. Buy this when you don't take cleanse as a summoner spell and you want to cleanse out of stuff, or if they have a champion who has abilites that you'd definitely want to cleanse out of. If you buy this, get it in place of


This is what makes kennen so great at disabling. Without this, kennen would be a garbage champ and your damage would hardly be worth it. Stuns every 3 marks that can be obtained in 5 ways: one from your Q, two from your W (but one after a first is already applied), one from your E (but AoE),and many multiple AoE stuns on your R. This will make your enemy poop their pants and run away for (recently nerfed) 8 seconds until the 2 marks of the storm wear off. Not to mention the extra energy return when you stun.
With this skill, you might notice something: the range extends past your screen! If that's so, then you're playing on a locked view mode and you should stop. Kennen has great range on his Q, and you're losing a lot of damage by missing those blind pokes. Press Y to unlock your screen, and move the screen using your mouse. This will make your bottom-screen pokes much more effective, and I can honestly say I didn't become a good kennen player until I played on unlocked mode. Take this into account, because you won't improve very much unless you take this major step to better map awareness and skill shot accuracy.

This is your bread and butter skill. With a cooldown bordering 3 seconds at level 5, you'll be using this skill a lot. The range is very long (but typical for a skill short), so poking with it is ideal. You'll want to be using this skill every time it comes off cooldown, all the time. Since you use energy, you can use this skill to last-hit minions without consequence. This is especially useful when you're being zoned and can't get within auto-attack range. In short, just use this skill a lot.

This is a two-part skill, a passive and an active, that makes AD/AS (and thus hybrid) kennen viable. The active does magic damage and places another mark on every enemy that's within range. This has no limit to how many targets you can hit. This means you could use your lightning rush and hit all 7 minions in a wave, and all 5 champions at the same time, and pop your W to zap them all. Use this to your advantage, mainly to farm minions with an E>W combo.
The passive applies a mark of the storm every 4 hits and does damage scaling off of attack damage. This makes it imperative to not only get attack speed to apply these more frequently, but to get attack damage to make them hit harder. This might as well be a sword of the divine passive. Use this to your advantage to get 3 hits on a minion, then switch targets to an enemy champion and annihalate them with your combo, but switch your auto-attack in for thundering shuriken. Use thundering shuriken when the enemy is stunned after your AA>E>W combo.

This is a convenient spell because not only does it speed you up, it gives you a hefty armor/MR boost. You also ignore collision, and enemies you move through get a mark of the storm and get damaged. Beware, however: this ability has a significant energy cost, though much of it is refunded for passing through an enemy. Try your best to at least pass through enemy minions if you're chasing or running away. This is a fantastic ability to chase someone down, especially since if you catch someone with 2 marks of the storm then they're stunned and you can go to town on them. This skill is AD (or in this case, hybrid) kennen's bane, mostly due to the fact that you can't auto attack while in lightning rush. Take this into account, because the best course of action is to use this first in your combo so as to use abilities during the duration of the rush before it wears off and not be totally useless while you putter around in a ball of energy.

This is kennen's ultimate, and I can safely say this is a monster of a spell. It doesn't do AoE damage, but it targets enemies in a certain radius and pops them full of marks. This ability makes kennen great for using zhonya's ring, because he can run into a group of 5 enemy champions and go into stasis while his ultimate chugs on, stunning a bunch of enemies. This has a poor AP scaling and not a whole lot of base damage at a glance, but since it hits 3 times per target you might as well triple the damage that you see in the tooltip. It's a lot, believe me. Try to use this with at least 2 enemies within range, but don't get stingy. the stun it pulls off is so fast that it could easily save your life or ensure you a kill in a 1v1 situation.
One thing you need to be aware of before using this spell is to make sure to initiate before popping your ultimate. I can't tell you how many times I've used lightning rush into a group of enemies, but since I'd used my ultimate before I was in range they just ghosted away and I was left with an ultimate on cooldown that hadn't done squat. Make sure you're basically on top of the enemy before you use this baddie, or you might be left in the dust.



There's a variety of skill combos you can use in game. I'll detail a few of them.
The Poke
The poke sounds simple, right? Just use a

The Chase
When someone's at low health, you're going to want to give chase. First, pop ghost. Then, when you're in lighting rush range, use a E>Q>W combo. Lighting rush through the enemy and go just past them, then fire a shuriken from melee range to guarantee a hit. Lastly, pop your electrical surge to get a stun and stop the enemy in their tracks.
The 1v1
The 1v1 isn't much different than the chase. Once you reach level 9 and have a low cooldown on your thundering shuriken, you can do one of two things. You can 1. Q>E>W>Q>AA, in which you land a thundering shuriken before initiating, then using it a second time once it comes off cooldown, or you can 2. AA>E>W>Q>AA, in which you get a passive electrical surge mark on the enemy before initiating. The second one puts out more damage, but you might not have the time or the minions to build up your passive mark.
The Teamfight
This is where kennen shines. Much of kennen's skills are team fight oriented, so take advantage of it. What you should do is Q>E>W>R>AA. This may just sound like a faceroll, but it's a lot more than that. What you do is poke until your team initiates (NOT YOU! If you'd like to play tankennen and initiate, StaticFX has a fantastic build on the subject. However, this is neither the time nor the place), and then you lightning rush to hit as many enemy champions as possible. At this point you might be CC'ed or you might be focused (or both), in which case you pop your ult and gtfo if you're hurt, or you stick around and attack. If you've miraculously avoided attack, then use electrical surge before you pop your ult - your ultimate cleans up marks pretty quickly. This is the best time to use your zhonya's stasis if you have it, because you'll be able to avoid any amount of damage while still damaging enemy champions in a pseudo-area of effect.
The Farm
Kennen has a pretty unique farm combo that can hit a whole bunch of minions at once. Use E>W to lightning rush across enemy minions (doing half damage to them), and then electrical surge to hit them. Try to be in between the melee minions and the caster minions when you use electrical surge due to the recently nerfed range possibly not hitting all of them. After that, if it's early-mid game, you're probably gonna have to mop up with auto attacks. This is no problem; after all, you're hybrid kennen.




Ah...Ghost, how I love you so. You can basically chase down any non-



Another escape mechanism, to an extent. You're going to have to get up-close and personal with 2 of kennen's skills, so in case of


Ignite is one that has a great deal of uses. You can ignite someone right after you burst them down to secure a kill as they run away, or you can put it on that pesky vladimir so his


This is such an underrated summoner spell. This can save you while laning, making it so that you can recall to heal and buy items and be back in lane before the enemy has dealt a heavy blow to your turret. This can also be used to telegank, where your ally places a ward in a bush in a side lane (or even right in the middle of mid lane; the ward hides the teleport animation) and you teleport to it so the enemy can't see you coming. I'd definitely suggest taking this over ghost if you feel comfortable getting away with only lightning rush, and especially if you have a well-coordinated 5 man premade.

This is often an overlooked summoner spell, but it has its niche. I'd only suggest taking this if you go into the offensive mastery tree and get the improved rally mastery, because then you get significantly increased AP from it. In this case, it'd be a nice hybrid kennen skill to use, and it'd benefit your team as well. If you place rally, your team can teleport to it, so this would be ideal if you have a telegank team and you don't want to have to buy a bunch of wards.

Since the recent change to exhaust, this skill is now phenomenal! It used to be only useful for really shutting down an AD champion, but now it can be incredibly useful on any champion. If you really want to shut down a single target, then take this spell. Its viability skyrocketed once it was reworked. The slow is nothing to scoff at either. This can basically take a champion out of a teamfight for enough time for your team to pile in and mop up.

Flash is a useful spell in many instances, and in terms of escape mechanisms ghost vs. flash comes down to personal preference. If you think you'll be ok with lightning rush as the only speed boost you have, then by all means take this spell over ghost. This can be advantageous by closing the gap between a running teammate and yourself much quicker, so you don't end up catching up to them by the time they're at their turret. Flashing over walls is also a really clutch gimmick you can pull off to escape a mob of slowing/exhausting/stunning champions that would otherwise subdue your measly ghost.
Laning:
I'll probably get a lot of flak for saying this, but Kennen is best suited for a side lane. I always hear people going "OMG kennen go mid you're da best". I don't think this is the case, for five reasons:
Kennen's harass is countered by minion waves.
Kennen's E spell will be countered by retreating and kiting.
Kennen has no self-sustainability.
Kennen doesn't need high CS to do well.
Kennen doesn't need to level up as fast as other champions.
How does this not apply in side lanes, you ask? Well, in mid lane, kennen's Q spell may have great range, but with 1 champion versus 1 champion, it's a walk in the park to just remain on the other side of allied minion waves to escape kennen's poke. Other champions have spells that can either target champions, like Vladimir's



You might say, "Wait, Trojan995! Kennen's

Now, there's another facet that makes kennen a sub-par mid laner. Most great mid laners have sustainability, so that the enemy champion doesn't just push the tower while you're in the fountain. If you're kennen and you must go mid, take teleport to help with this aspect of kennen. Vladimir has




The reason many AD champions go mid is because they need to rush



Lastly, kennen doesn't have a need to be mid. Some champions go mid for more experience, because they have ultimates or otherwise that are essential to have early in the game. Karthus'




All in all, I suggest you stay in a side lane as kennen. You'll get more kills and do more damage. Kennen can mid, but that doesn't mean he should. Only take mid (or even top lane solo for that matter) if you're low on decent mid-lane champions.
Despite all these facets that make kennen a sub-par mid laner, there is one reason that he should lane in mid. Since you are the carry, you'll be a higher level and you'll have more gold and items. With this advantage over the enemy you'll more easily be able to kill, and do stuff that carries do. The reason I don't think that kennen is a strong mid-laner is because he cannot as easily shut down the enemy mid-laner, and might even get shut down himself. So if a

And now that my mid-lane rant is done, I'll point out some tips for the side lane. What's that you say, you want tips to play mid-lane? Stay behind minions and last-hit diligently. Run away when enemy jungler comes. That's all you can do in mid, your harass will be easily countered when the enemy has only you to focus on. Anyways, here's the tips.
If you have a jungler, don't start out in lane, instead protect him. It doesn't matter if you miss the first half of the first creep wave, just get back before your tower is dead and you'll be fine. Once you're in lane, just last hit and move to either side of the creep wave to poke with your Q. Once you've done enough damage to the enemy champions and the lane is sufficiently pushed towards your tower, you can move in to burst the enemy down. Make sure your lane partner knows what you're doing. I don't suggest you do this before level 4, so you have a great chasing tool and you can guarantee a stun. Use the brush extensively to harass with Q, and it's also great past level 6 because often times the enemy will ignore you in the brush, and you can much more easily engage with your ultimate and get a double stun. Keep the bushes in the river warded to avoid ganks, and occasionally throw a shuriken in there to face check. You can hear a "bzap" sound when the shuriken hits, so just pay attention to the sound of your game when you throw a shuriken to hear the distinctive noise. Play with a poking defensive strategy until the enemy is both low on health and overextended, then move in for the kill.
It might be worth noting that you can zone an enemy sufficiently by poking until they're low health, and then moving into the brush. Any smart enemy will back off, knowing you could slaughter them at the push of a button. At this point, they'll either turret hug or recall. If they turret hug, it's imperative you don't let the minion wave get within experience range of the enemy turret, so as to deny them exp. If they recall, don't let the minion wave get very far anyways for a variety of other reasons, but it's less imperative because the enemy will be denied exp no matter how far the lane is pushed. If the enemy refuses to back off, just kill them. It's a win-win for you, kill or deny.



Usually, an enemy has and anti-carry.








Alternatively, the enemy might not target you at all. In this case, poke with Q and auto attacks only (your W spell is on too high of a cooldown) until you need to really jump in (usually when a significant amount of spells have been blown and some enemies are damaged), then


You could use the tactic mentioned above involving hitting as many enemies as possible with lightning rush, then use electrical surge before ulting, but often times that tactic is too risky. Only use that tactic when the enemy is dumb as a post or you have a very nice advantage. Once you ult, just run around stunning people, blowing all your spells, auto attack for sure because once your ult stuns you can get a LOT of damage on someone with AA. If you have



There's a simple way to kite and a complex way to kite. The simple way is to throw your





A more advanced way to kite with kennen is mainly for baiting and trapping; any other instance might just make you take more damage than you dealt to the enemy. If your team is nearby, waiting to pounce on someone, you can bait them into over-extending, then kite them until you need a stun. Kite until you successfully land a hit with your shuriken, then once you need to stun hit W, then E. Dash at the enemy and get your last mark on him, then you can do one of two things: either use the remainder of your dash to run away because you're low health, or you can stick around and fight. Only do this if you have something to gain from stunning, such as helping a teammate get away, or keeping an enemy stunlocked so your team can have more time to jump in and kill him.
There are definitely times to NOT kite. The first instance of which is when you're incredibly low on health, and you can't take more than a few hits until you die. Don't take any chances in this scenario. Another instance in which you wouldn't want to kite is when there's an enemy with CC of any kind, including soft CC, or a chasing ability.






A lot of people might say that energy regeneration runes are useless, but I think they do have a place. I haven't tested them out yet, but if anyone who has them could tell me if they make a significant difference I'd appreciate that. I think that they might be less useful on hybrid kennen than on AP kennen because AP kennen is entirely reliant on spell damage while hybrid kennen can lay down the smack even without spells. If you're ok with dishing out the thousands of IP it takes to get energy regen runes it might be worth it, but you'll have to experiment for yourself and see if your play style can do without the other runes, and if you play AP kennen frequently (or akali/shen) it might be ok to use the runes because they'll benefit your other champions/play styles as well. So for this build alone, don't bother spending the money, but if you have them/think you need more energy, then I suggest you try them out.
Why do you use Boots of Swiftness over Sorceror's Shoes?
2 of your spells are AoE.









Why do you list Zhonya's Hourglass as a situational item? I thought kennen needed the stasis for his ultimate.











...basically this is summed up to any champions that can CC/damage you without stepping into your ultimate's range.
In addition, there are those times when you need to dive into a team-fight halfway through. For this, you hit E then R and run right into the middle. If the enemy is smart, they'll reposition before your ultimate gets 3 hits on them. Running in then going straight into stasis will keep you safe for 2 seconds, but you also won't be able to reposition for 2 seconds. Not only can you end up vastly out of position in 2 seconds, but the enemy can be prepared to destroy you once you get out of stasis because you weren't able to run away. It has its advantages, but you need to know how to use it.
Lastly, there's the situation where you dive into a team fight, and the enemy just runs away when you ult. It's incredibly frustrating when an enemy gets out of your ultimate with 2 marks. Being able to reposition so that you can actually hit enemies is vital at times, and often times that moment where stasis will really save you won't come in a game at all.
What's hybrid kennen's biggest advantage over pure AP or pure AD?
In higher ELO play, enemies will often build to counter the champions on your team. People will usually stereotype champions, and in this way if an enemy sees kennen they'll usually build MR. In this way, you can stop the enemy with AD attacks if they're buying MR to counter you. Conversely, if the enemy is building armor to counter other teammates, you'll be able to rely on your spell damage. If the enemy does check your item build and see you building hybrid kennen, then it'll be a significant chore to buy enough AP and AD to counter a large portion of your damage. In short, you'll have a secondary damage source to utilize if the enemy tries to hard-counter you.
Since that's all I can possibly think about to put in my guide, this has been a Hybrid Kennen production, and keep Rockin' Like a Hurricane!
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