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Kennen - Solo mid for ranked games






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Choose Champion Build:
Spells:
Ghost
Flash
Ability Order
Mark of the Storm (PASSIVE)
Kennen Passive Ability
No credit to me! READ THIS! VERY IMPORTANT! Guide in progress
SO PEOPLE! BEFORE FLAMING I WANT TO MAKE SURE THAT ALL CREDIT GOES TO "BISHOP" (account name on solomid.com ). I AM SIMPLY JUST HELPING YOU GUYS OUT! :) Therefore you should upvote it the original guide instead of this one. Link is above.
Little twist from my side: First a suggestion from "Considereth" saying that energy regeneration (per level) seals really makes a big difference only your energy regeneration. Like another blue buff (without the cooldown reduction). I can't really comment on that since I don't even have those runes =]. Oh and also, for some reason I can't add energy regeneration seals up top. Don't know why...
Another thing, "AGRNOX" suggest going for magic penetration instead of AP. Might be true, so I'll leave the blue magic penetration runes an optional rune choice.


Explanation:
Ghost and Flash are my preference since Kennen is rather squishy and does need to be close to enemies to apply marks with his Lightning Rush and Slicing Maelstrom.
*Note: Lightning Rush + Ghost is a great way to get in and out of a clump of enemies or escape at a speed very few champions can match!
Alternatively you can use




Passive: Mark of the Storm
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.
Marks of storm last 8 seconds on the target.
Explanation:
Kennen's passive is what lets him destroy other enemies in team fights and 1v1/1v2 situations. All of his abilities apply marks if they hit and knowing how to land that stun for 25 energy to keep wrecking them is crucial to playing this great champion.

Q: Thundering Shuriken
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
Explanation:
Kennen's Q is a skill shot that is his bread and butter ability. You will use this to harass, poke, land that last hit for a stun, as well as kite with Rylai's!

W: Electrical Surge
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
Explanation:
This ability is the reason you get some attack speed with Kennen, every 5th attack applies a Mark and deals bonus damage. Combo the passive, active, and a well placed Shuriken will stun the enemy and allow your team to destroy them with little resistance.

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
Explanation:
This ability is your initiator, chaser, and "get out of jail free" card. Being his most expensive ability it can be used several ways. You can use this ability to move quickly around the map if you know you won't be engaging an enemy before the energy is restored, you can use it to initiate on an enemy champion (remember if you pass through an enemy it only costs 60 energy!), you can use it to chase with the speed boost as well as run away using the speed boost but it really shines when you need to farm up some CS! By lightning rushing a creep wave you can then Electrical Surge to deal massive damage to every creep around.

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
Range 20
Explanation:
Kennen's ultimate, the ability to stun up to 5 champions around you in under a second at max rank! When used properly in team fights Kennen has some of the highest AoE and disruption available! The best use for this ability is to wait for you're team to engage then Lightning rush into the center of the enemy champions hitting as many as possible, immediately activate Slicing Maelstrom to put a second mark on them, wait for the stun from the second Maelstrom tick and start throwing Shuriken at their squishies then Lightning Surge after the 3rd mark from Maelstrom which should leave every champion hit with Lightning rush at 2 marks allowing you to immediately stun them again with a Shuriken or passive from Surge!
Survivability:
Health:
HP is a flat 1:1 stat meaning it does not suffer from diminishing returns and every point of HP is one more point of damage you can take before you die!
Armor:
Armor is not a flat stat meaning that every 1 armor does not reduce damage taken by 1%. The ideal amount of armor in my mind is 100 because at 100 armor you reduce damage by 50% from physical attacks which doubles you're effective health to auto attacks and physical damage abilities!
Magic Resist:
MR is not a flat stat meaning that every 1 armor does not reduce damage taken by 1%. The ideal amount of armor in my mind is 100 because at 100 armor you reduce damage by 50% from physical attacks which doubles you're effective health to magic based attacks and abilities!
Effective Health:
EHP is a product of your HP, armor, and MR. What this means is that you multiply your health by 1 + (Armor or MR/100) according to the type of damage being dealt as shown in the example.
Example:
You are being attacked by a Ryze with 1700 Mana, 0 AP, and a 100 damage Auto Attack. You have 100 Armor, 100 MR, and 1000 HP. Ryze's Overload spell hits for 300 (130base+170bonus) damage. If Ryze does nothing but cast Overload and Auto Attack he has to effectively deal 2000 damage to you before you die! How you might ask? Well to get that we multiple 1000 HP(1+(100/100)) or 1000*2=2000!
Lifesteal/Spell Vamp:
I am grouping these together because they are the same mechanic for physical and magical damage respectively, while lifesteal is pretty much useless since we are not AD and do not focus on auto attacks nor have physical damage abilities spell vamp does provide us with something useful. I personally feel spell vamp is not an ideal stat since the only items with spell vamp are




Offensive:
Ability Power:
AP is the focus of this builds offensive capabilities. Kennen has relatively large AP coefficients (amount of bonus damage from AP) considering 3/4 of his abilities can his multiple targets! Kennen's AP coefficients are .66% for






Attack Damage:
AD is a relatively useless stat for Kennen since the only gains from it are through


Attack Speed:
AS is slightly more useful since



Cooldown Reduction:
CDR has one major flaw on an energy based champion and that is we can not increase out regen past a certain point. The highest potential energy and energy regen rates do not justify trying to hit the CDR hard cap of 40%! Base energy is 200 and base energy regen is 10/sec (50/5sec) with runes you can increase these to 242 Energy at level 18 and 16.42/sec(82.1/5sec) with blue buff and runes. I do not recommend these runes personally so I will not put the exact numbers or best setup in this guide since I feel my Rune setup is superior. CDR is more valuable than AD and less powerful than AS in this build. Also remember at level 18 with masteries and runes we are at around 14% CDR already.
Magic Penetration:
Magic Pen is a very valuable stat for Kennen since the majority of your damage is magic based and with glyphs and masteries you have a good amount until people start to stack it heavily.
Armor Penetration:
Armor Pen only affects our auto attacks in this build and can thus be ignored.
Other Stats:
Movement Speed:
MS is a useful stat for Kennen as it allows him to escape, chase, and travel faster. Not much can be said about MS since only a few non-boots items provide it AND are usful to our build (


Mana/Mana Regeneration:
These stats are useless, items with these stats must have superior Offensive and/or Defensive stats on them to be considered for Kennen... EVER!
Other stats such as Critical Strike, Critical Damage, Health Regeneration, and Dodge have been purposely forgotten since there is nothing to say for them and are not a goal or 100% useless stat for Kennen.
Starting Items:



Early Game Alternative:



Core Items:
mercury treads Against CC heavy teams.
sorceror's shoes Magic Pen is always good!





Your final items should be a combination of the following items based on enemy team composition:
VS CC heavy teams:



VS AD heavy teams:




VS AP heavy teams:


VS low damage teams:


Optional Late Game Items:







Example:
Your stats are as follows:
100DPS (Damage Per Second)
1000HP
25% Damage Reduction
You are attacking a target that has:
100DPS
1000HP
25% Damage Reduction
You buy an item that increases your HP by 500 and your Damage Reduction by another 10%.
The "target" buys an item to increase his DPS by 50.
You:
100DPS
1500HP
35% Damage Reduction
Target:
150DPS
1000HP
25% Damage Reduction
It still takes you 1000/(100*.75)=13.33 Seconds to kill the target but it now takes him 1500/(150*.65)=15.38 Seconds to kill you!!!
The idea behind this theory is that if you are dying before the fight ends you are not doing your "maximum potential output" and basically means if you replaced that last Offensive item with a Defensive item of the correct type (don't get Thornmail vs 5 AP champs XD) then your sustained damage increases!
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