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Spells:
Flash
Ignite
Ability Order
Mark of the Storm (PASSIVE)
Kennen Passive Ability
Aww there he goes... Kennen (aka Kenan)

The mindset you should be in while trying out this build is:
"Okay... "I'm just gonna jump in there and mess up the place." *dust clears...enemies are dead*
Marks

Seals

Glyphs

Quints

For Masteries I take every stat that will help me deal more damage through the game. This is nice since we are building rather tanky items, the masteries give you that extra ummph to stay threatening. Fill out some masteries in utility for extra movement and flash cdr.




You'll want to head back and pick up the

Depending on if you have gotten some kills and some good farm, you'll want go straight to

Make sure you pick up your

Go back and pick up a

Next up is priority based between






Which ever item you didn't take in the last step, get it now.
Last you can grab a



This puts a mark on the enemy that when it stacks to over three, the next strike will stun the enemy. This is applied by any of your skills. So basically if you use all three of your skills on one enemy, they will be stunned. This is what makes Kennen so great/annoying.

This is your main farm and harass spell. It deals some great damage early game, and can take chucks out of your opponents health bar. It has a really low cooldown and since you are an energy based champion, spam it as much as you can.

Pick this up second, and max it out second. This is another great way to harass the enemy champion once they have an orb on them. Also, this enables your fourth auto attack to charge up and deal extra lightning dmg which also procs your passive. Many new Kennens will ignore this passive, but mastering it will set you apart as one of the best.

Turns you into a ball of lightning, increasing your movement speed and causing any enemy you come in contact with to receive lightning dmg, activating your passive. This is a great chase/escape mechanism and can also be used in coupling with


This is your big bomb, your super nova, your megaladon. Pop this baby in a team fight and seem the enemy team get destroyed. In coupling with your


Solo Laning:
Last hitting minions is number one. Use your auto attacks to do this if you can, and your

Use the E+W combo to farm up minions quickly (only do this if they are near your turret and you know the enemy won't jump you as this will make you slightly more vulnerable)
Ward local bushes as often as you can in order to avoid ganks.
Once your lane is pretty well pushed, and you have some of you core items, you can start ganking bottom.
Ganking:
Try to come in from behind while the enemy is extended. Tap them with your






Getting Ganked: If you see a gank coming in on you,




This is the best summoner spell you can possibly have, it gives you great ganking ability and really works well with the team fight combo of Flash+E+R+W

The best for 1 vs. 1 in lane, this will get you first blood.
Other options:

Also helps with ganking and getting into or out of fights. This with

That's it, everything else doesn't really help with this specific play style.
Position:
Get into a good ganking position. This is where being a ninja really comes in handy. Get in a bush where you can zoom out, or behind a wall that you can flash over. This is the preferred position to be in because it keeps you from being silenced or CC'd before you can get your whole combo off. If the enemy stops you from blasting your ultimate you basically wasted your ambush.
Combo:





Note:You may need to move the position of


Why you have your items:
All the items in this build are intended to maximize this one combo. That's not all their good for, but its what they do best.
Mercury Treads Keep you from getting CC'd too long. And add to you MR




Now you may be asking, "Why so tanky is the hourglass keeps you from taking damage". The answer is simple. Let's say your the initiator on your team, using your Ultimate Combo to start the team fight. Now, let's say you get silenced and you're NOT tanky... Well then you can't do your combo, and you're dead almost instantly. By being tanking, you can last just that much longer to get through any CC they enemy might through at you, and then still pull off your combo, albeit a little late. It also keeps you from being the main target like most squishy AP casters.
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