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Spells:
Flash
Ignite
Ability Order
Mark of the Storm (PASSIVE)
Kennen Passive Ability
Introduction

Pros:
- Damage, and a lot of it
- Quick mobility with E with can be used as an escape or a chase, and even an initiate
- Stun combos that can keep an opponent stunned many times in a row
- He’s a flippin’ ninja
Cons:
- Squishy until he gets some of his defensive items
- His stuns make him focused quite a bit
- His combos take a decent amount of time to get used to – he is NOT a “pick up and play champion”
- Damage, and a lot of it
- Quick mobility with E with can be used as an escape or a chase, and even an initiate
- Stun combos that can keep an opponent stunned many times in a row
- He’s a flippin’ ninja
Cons:
- Squishy until he gets some of his defensive items
- His stuns make him focused quite a bit
- His combos take a decent amount of time to get used to – he is NOT a “pick up and play champion”

Mark of the Storm: Passive
Kennen's abilities add Marks of the Storm to opponents. Upon receiving 3 Marks of Storm, an opponent is stunned and Kennen receives 25 energy. Has a diminished effect if done twice within 7 seconds.
3 Marks = 1 Stun
This is what makes Kennen, Kennen. All his abilities are pretty much based on this.

Thundering Shuriken: Q
Kennen throws a fast moving shuriken towards a location, causing damage and adding a Mark of the Storm to any opponent that it hits.
Throws a shuriken that damages the first enemy it hits for 75/115/155/195/235 (+0.66) magic damage and adds a Mark of the Storm.
Cost
65/60/55/50/45 Energy
Range
1050
Harass with this early game. It can do crazy damage when you get some of your AP items. Since this gives a Mark, enemies will probably wait out the Mark to disappear and you can last hit freely. This is an essential part of your combo.

Electrical Surge: W
Kennen passively deals extra damage and adds a Mark of the Storm to his target every few attacks, and he can activate this ability to damage and add another Mark of the Storm to targets who are already marked.
Passive: Every 5 attacks, Kennen deals magic damage equal to 40/50/60/70/80% 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 65/95/125/155/185 (+0.55) magic damage and adding another mark.
Cost
45/45/45/45/45 Energy
Range
900
Amazing ability to harass your opponents with. When they have a Mark, just press W when it's off cooldown and bam they get damaged, and if this has a lot of levels it hurts like a truck early game (and later too!)

Lightning Rush: E
Kennen morphs into a lightning form, enabling him to pass through units. Any enemy unit he runs through takes damage and gets a Mark of the Storm.
Kennen moves very fast and may pass through units, dealing 85/125/165/205/245 (+0.55) magic damage and adding a Mark of the Storm to any enemy he passes through. Additionally, Kennen will gain 10/20/30/40/50 armor and magic resistance for 4 seconds.
Kennen is refunded 40 energy if he passes through an enemy, but can only gain this effect once. Lightning Rush deals half damage to minions.
Cost
100/100/100/100/100 Energy
Range
200
Escaper, chaser, and Mark-placer. This can initiate fights in both teamfights and your lane. Amazing move for Kennen, and one that is probably the most easily remembered by opponents of Kennens.

Slicing Maelstrom: R
Kennen summons a storm that strikes at random nearby enemy champions for magical damage.
Summons a magical storm that deals 80/145/210 (+0.4) magic damage and applies a Mark of the Storm to a random enemy champion near Kennen every 0.5/0.4/0.33 seconds. This storm attacks up to 6/10/15 times and cannot hit the same target more than 3 times.
Cost
40/40/40 Energy
Amazing ult. This pretty much gives 3 Marks on random people inside its radius, and part of his infamous stun lock combo. Mid-Late game it destroys and does a ton of damage while stunning at the same time. Works well with

9 21 0 masteries setup is my favorite on Kennen. He is quite squishy so having the defensive bonuses from Defense is very beneficial, and
Ardor
even boosts your AP. The 9 in Offense is standard for casters.

Marks:
Greater Mark of Magic Penetration Necessary. The magic penetration is standard for most casters and will give you a huge edge early game, and it also helps a bit late game.
Seals:
Greater Seal of Armor Flat armor helps so much early game. Auto-attacks will not hurt as much, and since Kennen is pretty squishy early game, defense is wanted.
Glyphs:
Greater Glyph of Scaling Ability Power AP boosts help so much for Kennen early-mid game. These glyphs are better than flat AP after level 5, which is quite early so most of the time AP per level ends up being better than flat AP.
Quintessences:
Greater Quintessence of Health Flat health is so useful early game. I break 700 HP at level 1 with these and a Doran’s Shield and the masteries. Enough said.

Seals:

Glyphs:

Quintessences:





Other spells to consider:





While some max out
Thundering Shuriken first and others max out
Electrical Surge first, I prefer maxing Electrical Surge first, putting an early second point in Thundering Shuriken before maxing Electrical Surge. Maxing Thundering Shuriken first is completely viable and okay; however, I find that sometimes I can’t hit my Thundering Shuriken against some good opponents, and so I’d rather have Electrical Surge do more damage than Thundering Shuriken.
Slicing Maelstrom should be gotten when you can.
Personally, I go:
R>W>Q>E



Personally, I go:
R>W>Q>E
Early Game
At level 1, you start with your
Thundering Shuriken. Usually I end up laning top or bot due to other carries that I feel are more important taking mid, but if you can take mid, go for it! Early game you want to focus on harassing with your Q, and using it during brush fights at top or bot if you lane there. You need to farm. Last hit as much as you can; if you are pushed back to your tower then just last hit at the tower, and if your laning partner is messing up your last hitting, just tell him to stop messing it up.
Last-hitting under a tower: (this might not work very early game depending on how much AD you have)
2 tower hits + 1 standard attack /
Thundering Shuriken will kill melee minions
1 standard attack + 1 tower hit + 1 standard attack /
Thundering Shuriken will kill caster minions
Focus on getting those last hits while you get to level 6. Try to harass with your
Thundering Shuriken and then proc’ing
Electrical Surge, or use the passive from
Electrical Surge and then proc
Electrical Surge. After you use this combo, while they have 2 Marks of the Storm on them, try to hit a
Thundering Shuriken or an auto-attack that has the passive of
Electrical Surge to put 3 Marks on them and stun them. You can either kill them if you can or just leave them; if you leave them, they will get scared and will most likely run back, allowing you to freely get a few last hits in.
When you get your
Lightning Rush, you can do several combos. The one I use most is,
Lightning Rush into enemy minions and an enemy champion. If they start running away, proc
Electrical Surge. By now they should be out of their minion wave, and then you should have a clear shot at aiming
Thundering Shuriken or an auto-attack with the passive of
Electrical Surge. Don’t waste it. Run back and finish off the already damaged minions while they are retreating back. After performing this combo, if your laning partner and you are able to kill him, just do it – he is far away from his minion wave and the minions won’t attack you if you are far enough.
When you get your
Slicing Maelstrom, you are ready to destroy your lane. You should look for kill opportunities – just use your E – W – Q combo as described above, and then pop
Slicing Maelstrom when you feel like it. I usually proc it in between the W and Q, and then continue to stun lock them and kill them. Try to use your
Electrical Surge first when they are in
Slicing Maelstrom so that if they don’t have any Marks on them left, it won’t be useless (but if you are getting 2 people in the AoE of
Slicing Maelstrom, wait till both of them have Marks and then proc
Electrical Surge).
Early-Mid Game
You should have your Rylai’s or at least some components of it. Let the tank initiate if he is there. Run in with your
Lightning Rush and use
Slicing Maelstrom and
Electrical Surge, stunning the enemy team for your teammates to destroy. Focus 1 target and use your
Thundering Shuriken on them, and try to add as many marks as possible onto them so they keep getting stunned. You should pick up kills from doing this over and over again from teamfights. If you are the tankiest person on your team at the moment you might want to initiate with your E and then do what was described above. Don’t forget about the armor and magic resist from your E.
Don’t forget to use your E as an awesome escaping method if they are chasing you down after a teamfight.
Mid Game
You should be doing the same as above, but a TON of more damage. You should have your Rabadon’s Deathcap or at least a component of it, and your
Hextech Revolver. The combo described above will probably be what you use most often in teamfights.
Before initiating, ask yourself these questions:
1. Is your next auto-attack going to apply a Mark of the Storm, or is it close?
2. Do you have enough energy to do a combo?
If you don’t have enough energy to do a combo, then wait until you have enough. A good amount to initiate would be above 100, at least. An auto-attack that has a Mark of the Storm is more useful than you think – an extra Mark can make the difference between life and death, or a kill or them escaping.
Late Game
Everyone should have their full item build, or close to it. Mostly you'll be concentrating on controlling team fights and taking control of Baron, then attacking their base. You should have all your situational items. Continue using your combos, but now you may not do as much damage as in mid game. Be sure to pop
Banshee's Veil on squishies before your team focuses them. Mostly during this phase stunning will be your biggest contribution to this team, and your hard carries will be carrying and owning the people you stun.
At level 1, you start with your

Last-hitting under a tower: (this might not work very early game depending on how much AD you have)
2 tower hits + 1 standard attack /

1 standard attack + 1 tower hit + 1 standard attack /

Focus on getting those last hits while you get to level 6. Try to harass with your






When you get your





When you get your






Early-Mid Game
You should have your Rylai’s or at least some components of it. Let the tank initiate if he is there. Run in with your




Don’t forget to use your E as an awesome escaping method if they are chasing you down after a teamfight.
Mid Game
You should be doing the same as above, but a TON of more damage. You should have your Rabadon’s Deathcap or at least a component of it, and your

Before initiating, ask yourself these questions:
1. Is your next auto-attack going to apply a Mark of the Storm, or is it close?
2. Do you have enough energy to do a combo?
If you don’t have enough energy to do a combo, then wait until you have enough. A good amount to initiate would be above 100, at least. An auto-attack that has a Mark of the Storm is more useful than you think – an extra Mark can make the difference between life and death, or a kill or them escaping.
Late Game
Everyone should have their full item build, or close to it. Mostly you'll be concentrating on controlling team fights and taking control of Baron, then attacking their base. You should have all your situational items. Continue using your combos, but now you may not do as much damage as in mid game. Be sure to pop

Core:
Start with a Doran’s Shield.
On your next back you want to get your
Boots, and if you have enough gold, get your Sorcerer’s Shoes.
Start building a Rylai’s Crystal Scepter, placing the Giant’s Belt as the highest priority to stop being squishy as soon as possible.
If you feel like you need more power, get a
Blasting Wand instead which can be used to build into a Rylai’s or a Rabadon’s Deathcap, depending if you need more durability or power.
Next, get your
Hextech Revolver, which can later be completed into a
Will of the Ancients.
Situational:
If the enemy team has a lot of physical dps, get a Zhonya’s Hourglass.
If the enemy team is caster heavy, get an
Abyssal Mask.
If the enemy team has a lot of magic resist, get a
Void Staff.
If you are owning face, get a Mejai’s Soulstealer somewhere early if you think you can get a lot of kills / assists and not die a lot. If you have doubts about getting one, it is better just to skip it.
Start with a Doran’s Shield.
On your next back you want to get your

Start building a Rylai’s Crystal Scepter, placing the Giant’s Belt as the highest priority to stop being squishy as soon as possible.
If you feel like you need more power, get a

Next, get your


Situational:
If the enemy team has a lot of physical dps, get a Zhonya’s Hourglass.
If the enemy team is caster heavy, get an

If the enemy team has a lot of magic resist, get a

If you are owning face, get a Mejai’s Soulstealer somewhere early if you think you can get a lot of kills / assists and not die a lot. If you have doubts about getting one, it is better just to skip it.



Kennen is a great champion. You do a ton of damage, and with your stun combos you should easily do a ton of damage and wreak havoc on the enemy team. However, you have to learn him first. Not many people, just by reading this guide, will completely understand how to play Kennen, but I hope that this guide helped you a lot! :D Have fun destroying with Kennen, the Heart of the Tempest!
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