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Kennen Build Guide by Illbean

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League of Legends Build Guide Author Illbean

Kennen - The Swift Storm

Illbean Last updated on December 15, 2011
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Top Lane
Ranked #38 in
Top Lane
Win 51%
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 21

Honor Guard

Defense: 9

Strength of Spirit

Utility: 0

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Hi everyone!!

First of all I want to thank you for reading this guide, and this guide is a AP guide for Kennen.

If you will be able to follow and play good with this guide, u need to know ur place already in the game, and also how to last hit.

If u do not know theese things you don't have to read any further, becuz you will probably fail, and vote my guide down.

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Pros / Cons


-VERY GOOD! If you got teammates the can play with you.
-Can harras / creepfarm very easely in early game
-Can land multiple stuns at lv 3
-Not often focus in team battles until lategame
-Can start to pwn really hard at lv 6
-Don't need mana :D
-Don't need any more pros to be good ;)


-Squishy early game, sometimes even midgame
-Needs Slicing Maelstrom to score kills on his own
-Needs skill to master
-Easily forget the energy cost of Lighting Rush so that you sometimes die cuz you can't afford it any more.
-Looses some useability if your teammates can't play with you

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OK guys, if you wonder about my rune decisions, you can read about them here. If you already understand why i choose everything, skip this chapter.

[Greater Mark of Insight] - The enemy will always get some magicresist if they know what they are doing whie playing vs. you. So, get this magic pen. and u will get rid of the most resistance.

[Greater Seal of Resilience] - As Kennen you are rather squishy, but if u know your place and don't go to aggresive in the start, theese runes will provide you with all the HP that you need.

[Greather Glyph of Force] - The AP u get from theese will help you more than the AP u gain from the flat runes, since you get an Amplifying Tome you don need the flat AP, it's better to gain more in the mid and late game.

[Greater Quintessence of Potency] - All Quintessences always grants alot of stats, and since we got the AP/lv glyphs we could spend rest of our IP to get some strong boost in AP.

There are other runes that i rather would use but i couldn't find them here in
It's the glyphs that i wanted to change, and make them into energy reg instead, cuz at mid/lategame you are goin to harrass your enemies and that takes alot of your energy, so by haveing that regen boosted the problem with harrasing and entering a teambattle will be solved.

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I go 21 / 9 / 0

I pick the AP in and increased dmg in Offense, and i pick up some survival in the Defense tree. Going like this will make it easier for me to take down the minions and also harras my opponents.

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This is the core build

I start off with a Amplyfying Tome cause there are no really good Dorans that boosts your possibility to score lasthits, i've seen many Kennen players who start of with Dorans Shield
but that just gives you survivability. The AP bonus you get from Amplyfying Tome will make it easier to take the lasthits you need to buy all the stuffs that comes along.

Hextech Revolver is a good item for Kennen. The Thundering Shuriken deals very heavy damage to your enemies, and it got low CD at lv 5, so you will keep your health up aslong as there are minions or champions nearby. Thats why i choose to make it into Will of the Ancients so i get a 30 AP bonus aura and even stronger spellvamp.

According to the Ionian Boots of Lucidity, i choose it simply for the CDR, the more often you can use your Slicing Maelstrom the better, and you get a possibility to spam your Thundering Shuriken aswell.

The Rylai's Crystal Scepter speaks for it's self, AP, and slow = more and easier Thundering Shuriken hits.

Rabbadon's Deathcap is like a main item for all AP carries. nuff said.

Mejai's Soulstealer is needed mostly in lategame, but if you are doing very well earlygame, you can put in there before you buy Rylai's Crystal Scepter if you want.

And finally Zhonya's Hourglass i use this item mostly cuz it grants me a big AP bonus, armor the and ability to saty alive for 2 seconds!!! Great way to use your Slicing Maelstrom with low HP, u activate it, then BAM! Invurnable, you may even score a kill there.

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Skill Sequence

The reason i use this skill sequence is cuz the faster you get a strong Thundering Shuriken the faster you can nuke down you opponents, and it's even easier to score a minin kill.

The lighting rush don't improve much over the lvls, its just dmg and resistance/armor, but it is needed to garantue a stun with your full spellcombo.

The Electrical Surge is more of a farm, but it's also great to "reveal" invis units nearby, if you have reacently hit an invis unit with any spells that adds Mark of the Storm and it will indicate that you are able to cast it, or you could score a killing blow when someone is still in range but you can't see them.

As for the Slicing Maelstrom, it's his ultimate, nuff said...

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Summoner Spells

The ones I prefer to use is:

The Ignite gives me the possibility to score a secure kill and that is great in early game. Otherwise it's good to lasthit a enemy champ or prevent them for healing up again, or mabe score a kill cuz they survive the teambattle and ran away.

As for Flash it's one of the greatest weapons on Kennen, it gives him the ability to blink a short distance!! That means "Sweet Escape" or the possibiltity to score a kill when they are to far away, or maby surprise your enemies by comin out from nowhere and BAM! Slicing Maelstrom and the rest after.

A spell really worth to mention while in 3v3, its Clairvoyance. Is there anything more important than mapcontrol? NO! THERES NOT! So I sometimes swap it with Flash. It may just save you life sometimes, or prepare you for a surprisegank for someone lurking in the bushes.

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Farming / Teambattle

Farming must be the easiest part fort Kennen, just stand there, throw a Thundering Shuriken and bam, 25 gold, and it's not that hard when your basic attack flies like 500 miles/h. Since Thundering Shurikengot such a low CD it's very easy to take the lasthit, gain some money, grow stronger, and Ace the opponents.

Otherwise, while in earlygame, you might get a bit harrased by the enemies, so you need to know your place in the lane, and how to avoid skillshots. That bit comes with the time.

When you reach lv 12-15, and you got a big amount of AP, farming the lane has never been easier!
Just run in there and use Lightning Rush and finish them off with Electrical Surge, the melee minions may survive but just throw one or 2 basic attack and thats your gold too.

While on your way to the teamfights, (if you got the time) go into the woods and take the bluebuff and maby even the red one if u got the time.

The bluebuff is one of the best things you can achieve in the game, cuz it grants you 65 energy reg instead of 50, and its grants a great CDR. Keep it as long as you can.

For the redbuff, it's really not that awsome as the blue is for you, but tha MSslow you inflict with your basic attacks is great, definetly worth killing Lizard for.

While in a teambattle you must never! or atleast rarly go infront of the tank, keep your distance until someone has been disabled, focus on that target (aslong as it's not their tank) and go with your ful spellcombo. If your team works as they should the other team should be rather aced.

Since you are sort of a nuker, and you got nice speed with Lightning Rush and Flash always try to go for the squishy ones even though you sometimes have to go passed the tank. Sometimes, you even can towerdive if it's needed.

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Spell Explanation


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

Throws a shuriken that damages the first enemy it hits for 75 / 115 / 155 / 195 / 235 (+66% of ability power) magic damage and adds a Mark of the Storm.

Cost 65 / 60 / 55 / 50 / 45 energy | Range 25000

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 (+45% of ability power) magic damage and adding another mark.

Cost 45 energy | Range 800

Kennen moves very fast and gains the ability to pass through units, dealing 85 / 125 / 165 / 205 / 245 (+55% of ability power) magic damage and adding a Mark of the Storm to any hostile unit he passes through.

Kennen is refunded 40 energy if he passes through an enemy while using this spell, but can only gain this effect once. Lightning Rush deals half damage to minions.

Cost 110 energy | Range 200

Summons a magical storm that deals 80 / 145 / 210 (+33% of ability power) magic damage to a random enemy champion near Kennen every 0.5 seconds. This storm attacks up to 6 / 8 / 10 times and cannot hit the same target more than 3 times.

A Mark of the Storm is applied to enemies on the first bolt they are hit by.

Cost 40 energy | Range 20

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Ok guys, now I just wanna say...


And now, a short summary of this whole guide.

Feel free to experiment, but i don think it all will end great.
Mostly stay behind the tank.
Focus on creepfarm in the begginning.
Mid/lategame you can harras, and score multiple kills.
Since you are rather squishy, it's ok to care and watch the map.
Plz use the Ignite / Flash combination.

Credits to:

My friends, for making me starting to do this guide.
All of you reading and voting 1+ for this guide :D I <3 you