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Spells:
Teleport
Flash
Ability Order
Mark of the Storm (PASSIVE)
Kennen Passive Ability
Introduction
*If you didn't get the name its a pun on Keenan and Kel.
Pros
+Energy-user and therefore can sustain himself longer in lane.
+Good AP ratios especially after being buffed recently.
+Moves quickly in fights and has stuns up often.
+Auto-attacks deal some magic damage as well.
+Has insane area effect damage.
Cons
-Lowest CD move is a skill-shot.
-Can run out of energy if you spam your more expensive moves.
-Kind of squishy for someone who has to be in the fray.
+Energy-user and therefore can sustain himself longer in lane.
+Good AP ratios especially after being buffed recently.
+Moves quickly in fights and has stuns up often.
+Auto-attacks deal some magic damage as well.
+Has insane area effect damage.
Cons
-Lowest CD move is a skill-shot.
-Can run out of energy if you spam your more expensive moves.
-Kind of squishy for someone who has to be in the fray.

Kennen's abilities add Marks of the Storm to opponents which last for 8 seconds. An opponent is stunned for 1 second upon receiving 3 Marks of the Storm. Also, Kennen receives 25 energy. The stun has a diminished effect if applied more than once within 7 seconds.



Kennen throws a fast moving shuriken towards a location, causing damage and adding a Mark of the Storm to any opponent that it hits.


(Passive): Every 5 attacks, Kennen deals extra magic damage equal to a percentage of his attack damage and adds a Mark of the Storm to his target. (Active): Surges electricity through all nearby targets afflicted by Mark of the Storm, dealing magic damage and adding another mark.


Kennen gains his base movement speed again as a flat movement speed bonus, as well as increased Armor and Magic Resistance, and the ability to pass through units for four seconds, but he is unable to attack. Lightning Rush deals magic damage and adds a Mark of the Storm to any hostile unit he passes through; deals half damage to minions. Kennen is refunded 40 energy if he passes through an enemy while using this spell, but can only gain this effect once.



Kennen summons a magical storm that deals magic damage to a random enemy champion near Kennen every few seconds. The storm hits several times, increasing with level, and cannot hit the same target more than 3 times. A Mark of the Storm is applied to enemies each time they are hit.


Kennen is a particularly tricky champion to choose masteries for. Utility overall is his most beneficial tree but you will have to pick up some points in things that aren't really too ideal. Overall though masteries won't play too much into your game play and you will be fine going 9/0/21.
I typically don't add a "Runes" section to my guides but on a quick note there wasn't an option to choose the energy regen runes. These runes are perfectly acceptable to grab. Otherwise the runes I have listed give Kennen a little extra health and ability power to compensate for buying boots first.

I choose to use




I can emphasize enough how important

Other Viable Spells
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Early-game
I typically try to mid as Kennen. You can harass as well as easily clear minions. I grab
Boots first to line up your
Thundering Shuriken. With your runes you are able to have a well-balanced start. As an energy user, you can sit back and kill minions easily with
Thundering Shuriken, which I max first. At max-rank with just a little AP you can easily one-hit minions and put out decent damage every time you land one on your opponent. I like to rush
Hextech Revolver for some quick spell-vamp for lane sustainability. Many players rush
Needlessly Large Rod which is in fact needless at that point.
Will of the Ancients is barely more and gives you spell-vamp so why not buy it first? Work on constantly harassing your opponent whether you're mid or in a lane. If you have them under control you can use
Lightning Rush and
Electrical Surge out in the open to clear minions as well as try and hit your opponent. If they have you under control harass with
Thundering Shuriken and save the previous combo for clearing by your turret.
Mid-game
I like to acquire
Malady around this time to top of my 1v1 potential. The attack-speed will allow you do more damage between CDs as well as apply your marks faster. When team fights begin is when you make a decision. If you feel you're too squishy build a
Rylai's Crystal Scepter first. If your team is doing well build a
Rabadon's Deathcap next. Your job in team fights is to do massive area-effect damage as well as stun several enemies. Do not engage first. By engaging first you won't be able to get all your moves off before they focus you. Use
Lightning Rush to engage quickly once the fight is underway. Upon hitting an enemy you will have enough energy to unload. Use
Slicing Maelstrom once you think you can hit a maximum number of enemies. Immediately after use
Electrical Surge to apply stuns to anyone who isn't already stunned from your ultimate. These three moves are your main source of team-fight damage. After you unload if you're in danger of dying
Flash out and use your moves accordingly as they come up.
Late-game
There's not much to say late-game because its primarily managed by team-positioning and awareness. If you're doing well your opponents will have some magic resist so capping your build off with a
Void Staff can give you a way to counter that.
I typically try to mid as Kennen. You can harass as well as easily clear minions. I grab









Mid-game
I like to acquire







Late-game
There's not much to say late-game because its primarily managed by team-positioning and awareness. If you're doing well your opponents will have some magic resist so capping your build off with a

Core


Sorcerer's Shoes are you only real buy for boots as Kennen.
Rabadon's Deathcap and
Void Staff are the biggest two AP items you will be building as far as damage output is concerned.
Finishing Your Build
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Will of the Ancients - arguably one of the best mage items. It allows for survivability and since Kennen does not use mana you can spam moves conservatively while you regain lost health.
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Rylai's Crystal Scepter - not a must buy but a very good item. It's slow combined with the extra health make you a very dangerous champion especially since you can hit enemies from ranged.
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Malady - what's better for Kennen than this hybrid item? It gives you a big boost in attack speed as well as some ability power.
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Zhonya's Hourglass - most people build this as Kennen but realistically is it worth it? You lose your combo potential with the 2 seconds of inactivity where-as without it you can use your moves quickly and deal more damage. If you're engaging properly than you shouldn't be dying. It's an alright item but I don't build it personally.
*
Abyssal Mask - build if you need magic resist.






Finishing Your Build
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