Kennen Build Guide by Xelaadryth
[S9] Lane Dominance: A Comprehensive Kennen Guide
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Choose Champion Build:
Lane Bully Kennen
Top AD On-Hit Kennen
Glacial Augment Kennen
AD Carry Kennen
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+15-90 HP (lvls 1-18)
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+15-90 HP (lvls 1-18)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
Threats & Synergies
If you have low ping and fast reflexes, this matchup should go heavily in your favor. Auto-attack at max range. If she moves in to engage, Energy Ball away while landing your Q and W (with a single auto mark your ensuing stun will stop her engage) and she can't touch you. Good Rivens will fast combo their shield and knockup to chain stun you with Ki Burst, but then they'll have nothing left except autos to duel you with. Still, kite backwards since Riven's auto-attack damage is not to be underestimated. If you play optimally, Riven shouldn't be able to reach you without burning flash. You can choose to Energy Ball to evade her engage, or if you want to fight to the death, Energy Ball gives you enough tankiness to stop a lot of her burst.
Auto-attack kite from outside his Q range if possible, and force him to last-hit with Q to avoid taking harass. Your auto range is only slightly better than his pull range, so if you have low ping you can cancel your auto if he moves forward. Don't be too afraid though; if you get pulled in by his Apprehend, save your E since you'll get hit by his slow. Point-blank him with a Q auto, and as soon as the slow wears off tag him with an E and you're out. W at any point during the trade, and once you're out of range, follow up with repeated auto-attacks; his gap-close is gone. Just don't get tipper'ed by his Q or the bleed will really hurt.
Really tough opponent. Her multiple jumps that reset on last hitting make your E not as effective for disengage, and harassing her makes her always stun you for very long periods of time. Don't stand next to low-health minions or she'll get a free engage on you. Always be prepared to go for a stun and run away to disengage. Her tankiness makes her almost impossible to kill with her sustain. It might be worth it to let her pressure you to tower. Try to cs and land Qs on her. Save your energy ball for after her stun to get away if you must since if you energy ball before, the stun duration will waste the movespeed though you get a bit of armor.
Obnoxious lane to play against, her push is just ridiculously strong and it's hard to dodge her skillshot slow when you're tagged with Pix. Focus on csing and try to push back without eating too many Qs, and land your own Qs on her.
Ryze outtrades your autos with his auto + Q. Try to land Qs on him early game, and once he picks up snare, play a lot more carefully. He can chain snare you and there's not a whole lot you can do about it.
There's not much you can do about a Rumble. His Flamespitter pushes the wave for him and zones you out since the Flamespitter range is about the same as your auto-attack range. He can stand safely behind his minions so you can't land Qs on him, and slows stop your E very effectively. He also blocks your harass with constant shields. Just try to push back and cs and land Qs on him when possible.
Jayce, if he plays correctly, will push the wave hard AND hit you at the same time with empowered Q shots. This makes it very difficult to cs and chunks you hard. It's hard to auto-attack trade with him since he can speed up his autos to out-DPS you, and engaging on him is very difficult since he can knock you back in hammer form to effectively cancel your ult. You can't effectively clear waves since if you E+W he'll just engage.
She outranges you, outpushes you, and if she lands a stun can chunk you for free. Try to cs and land Qs when you can.
Good matchup for you, but you have to be very skilled at kiting. Don't stand near your creeps as it will give him a free dash to you; stand off to the side (hopefully the warded side). Try to maintain at least one stack on him so that if he engages, you can stun him with Q+W if you need to. Worst case you can E+Q+W to stun and disengage. If he wastes his dash on you, once you get out of auto range you can pepper him with autos, but beware the low cooldown on his Q stabs. Don't waste ult on him if he can jump away with his dash. If his wind wall blocks your charged auto it won't be wasted. If he's standing out in the open, he's probably waiting to wind wall your Q.
Skill matchup. You have a huge advantage on Jax at level 1, but after a few levels his jump and empowered auto chunk you very very hard. Maintain a stack on him to be able to stun for disengage when you need to, but most of the time you're pretty safe to auto. Don't try to 1v1 duel him in his own melee range though.
This is just awful. Incredibly tanky so he'll outsustain you, teleport even if he gets low, and he can snare you out of your Energy Ball. Just try to push back and cs and land Qs on him when possible.
When Jarvan ganks, save your Energy Ball if you can for after he knocks you up so you can disengage. Or just dodge it with the increased movespeed. However, lategame, if a good Jarvan manages to ult you to zone you from the fight, it can trap you from reaching a good ult position.
Crush him with autos for early levels, but watch out for jungle ganks. You should be able to set him far behind by zoning with autos. If he engages, you can stun him easily with E+Q+W since he'll go past you. Energy ball to increase your MR against his burst when necessary.
Sometimes you want him to pull you. If the enemy can't chain cc you and kill you before you get out of his knockup/silence, take a free grab into the enemy team to ult. It's very satisfying to ult when you see the pull begin; don't ult after because he can silence and chain stun you. You can also kite him with your Q since his movespeed is fast enough to run into your range while you stay out of his range if he's chasing you, especially easy if you have Rylai's. Energy ball helps you dodge pulls as well.
Hit him with tons of autos, he'll have to save his Q to hit your minions rather than you, so don't stand with your wave. When he dashes on to you, if you predict his final location won't be right next to you, energy ball to move away from his destination so he can't stun you, or just stun him and walk away. If he'll be in range to stun you, then save your energy ball for after the stun to use the max amount of movespeed increase duration if he's all-inning. If he's just harassing, you can Energy Ball to decrease his burst damage.
He can kick you out of teamfights. Always watch him to make sure this doesn't happen as your ult is very imoprtant. It's often worth it to Zhonya's to avoid getting kicked.
Watch her ult that can push you out of fights. She also breaks your chase pretty well.
Too tanky for you to hurt, and clears waves incredibly well keeping you fighting a losing PvE. Focus on csing.
Auto attack him a lot. If he's in brush, stand far away, and look to hit him when he jumps out for cs with Qs and autos. He should have a hard time reaching you, especially if you dodge his slow/snare with your E.
Skill matchup. You can out-trade her with autos, but she can heal back life. It'll eat her mana quickly though. If she lands a single spear on you, she can wreck you in cougar form, so don't get hit at all costs. Focus on last hitting and try to land Qs on her. If she hard engages, you almost always are forced to ult and fight her.
Energy ball helps you dodge her own ball, but she outpushes you very hard. It's also hard to get in range since she has such strong zone control. Try to land Qs on her while focusing on csing.
Top lane Sion nowadays is really easy to harass though he gets really tanky really fast, it's almost impossible to get hit by his stun so just focus on countering his hard push and doing as much poke damage as possible before his shield starts getting too big to break. Try to position yourself so he can't easily harass you down by hitting minions at you, it hurts a lot more than you'd think. It shouldn't take long before you can't hurt him at all anymore.
Trynd can't close with you since you'll just stun him out. Auto attack him a lot and he'll be sad. Once you hit 6 though, you have to be a lot more careful of his all-in since he can dps for so much longer. Keep a mark on him to make sure you can slow him with Rylai's and W when he decides to chase or escape.
His zone control is strong, so it makes it very hard to close for auto-attack harass. If he's the aggressive kind of Zed who E+Ws you before Qing you're in trouble, but jungle ganks can punish him for using his escape aggressively. When he ults on you, wait until he's about to appear to energy ball and Q+W him for a quick stun.
You wont' be able to get onto a Trist since she'll just ult you away from her, so focus the rest of her team instead and just zone her with your ult.
Her multiple dashes and high damage makes this a very touch matchup. If she jumps on you and you energy ball away, she can just jump on you again. Keep track of her parry as she'll probably save it for your stun, which is telegraphed.
Ahri can push the wave very quickly, and also dash out of your ult. Try to make her waste mana at early levels and harass her down, but after she gets some AP she'll be able to clear waves and ignore you.
He just outsustains any damage you can deal to him once he gets to around level 6, and his wither ruins your energy ball. The way he lanes also forces you to push. Try to let him push at level 1 and attempt to set up a freeze, forcing him to E to cs. You may have to give up the first few minions and not harass him for awhile though.
Outpushes you hard and he can easily ult you away from him. His zone control is ridiculous; just do your best to cs from far away and auto minions when you can. Getting into close range of him is suicide.
You can bully her around at level 1 for sure, at level 2 be very careful of her Q+E damage. Once you hit 3, it should be a piece of cake to dodge her Q with your energy ball. Once she hits 6 and gets blue though, she'll just push you out.
Once she gains a few levels in W, she can Q+W you for a bunch of damage and push hard. Try to E away to reduce W damage and also help juke her E tether. Her roams are hard to deal with too.
Her auto+vault+auto combo does incredible damage to you so just stay out of her range. You don't really have any tools to trade with her effectively. Her roams are crazy too with her ult speed. Beware that when she returns to lane she can use that speed on you too.
Mid Morg laning phase just W's the wave and leaves. Nothing you can really do about it. If you go on her she'll just spell shield. Her roaming is not something you can really stop safely.
When he goes in on your team, ult when his alpha strike is about to end. Your chain stuns on him should end him quickly as it not only stops his damage but cancels his damage reduction from Meditate. He'll be immune to your Rylai's slows though.
With this build, you're effectively an AD champion for the entire portion of the game that Kass is weak. As Kassadin attempts to harass you, just auto-attack him 2-3 times and there will be nothing he can do, especially if he's not running armor runes. Post 6 you have to be a bit more careful though.
You can bully him until level 2, but afterwards he'll just outscale you and you won't be able to hurt him anymore. He's also essentially immune to your stuns and will run you down. Rush Rylai's to have a chance of getting away.
Skill matchup. Both of you like to auto each other, don't let him auto you three times in your trades, he wins the extended fight. Ends up being a skillshot war hiding behind your minions. As he gets tankier you'll have to kite him.
+10% Attack Speed
Runes: Glacial Augment
+9 Adaptive (5.4 AD or 9 AP)
+10 Adaptive (6 AD or 10 AP)
+15-90 HP (lvls 1-18)
+9 Adaptive (5.4 AD or 9 AP)
+10 Adaptive (6 AD or 10 AP)
+15-90 HP (lvls 1-18)
I usually play a very aggressive style that is weak to ganks without proper warding and map awareness. You can often surprise people with your dueling potential at early levels by running the almost-maximum amount of flat AD. This playstyle is defeated by early jungle ganks, and also by hard-pushing wave-clearing champions as they don't give you an opportunity to gain advantage to apply pressure. Note that this guide is to teach you just this one aggressive style of play; I'm not saying this is the only correct way to play the champion. In fact it's designed mainly for solo queue; huge power early to put you ahead and draw jungle attention, sometimes even enough to 1v2, and if you run no teleport you don't have to depend on your team and can instead force objective trades by yourself, and hopefully with your power can single-handedly choose and turn fights in the late game.
Most of what I say in this guide I'll be talking about with top lane in mind, although almost all of it applies to mid, though ignite is much easier to take in mid lane. Mid however requires more roaming and pushing to wave reset. AD Carry and support are also very different. I'll talk about each in its own section.
In the top lane, you want opponents that are really weak to cc, or easy to safely autoattack. You don't want to deal with high mobility bursty bruisers, or tanks that can outscale to outsustain your harass or have resistance to cc.
In the mid lane, you want opponents that are really weak to cc as well. You want to avoid anyone that you can't win an auto-attack trade with, which is most mage midlaners, or people that can safely push the wave like Morgana since Kennen's waveclear requires the use of his escape and won't one-shot the wave until near the end of the game.
When playing top, teleport is just too important for counter-ganks, especially bot lane, to give up. This is more important at higher levels of play though so Ignite for lane dominance and kill potential is probably better at Gold and lower.
Mid lane you probably want Ignite for its dueling potential if you have a good matchup, or Teleport for a losing matchup to get back to lane or gank elsewhere.
Heal for AD carries is pretty standard.
For support, Exhaust is a little redundant with your stuns, especially when you're ulting, and ignite for kill potential off your ever-ready stuns is very helpful, especially for ganks. Exhaust isn't a bad choice but Ignite may be a tad better.
If you can't auto-attack trade, you can just start cloth armor, boots, or doran's shield, and consider taking teleport if the lane will be a struggle.
Buy pinks. Always have a pink out. Since Kennen is usually a lane bully, this matters more than for most other champions.
If you're winning lane and single auto-attacks are easy to land, rush a Hextech Revolver. You'll usually want a Protobelt anyway but upgrading to it loses the auto-attack zap passive. Great for bullying.
If you're getting poked out and are willing to sacrifice teamfight mobility, Hextech Gunblade is great for outsustaining the opponent's mana pool.
If you're having trouble against AD, taking two Cloth Armors or even a Seeker's Armguard is a great way to make your lane safer.
If you're having trouble against AP, you can hold onto a Null-Magic Mantle and later upgrade it into a Banshee's after you finish your core.
If you're winning lane and the enemy team has squishies, rush Oblivion Orb for a nice powerspike and Sorc Shoes to get to maximum magic pen.
As you get into mid-game, Hextech Protobelt will help you reach the targets you want, but remember you can't cast ult while in the protobelt dash animation. Also the cooldown is so low, you can use it for waveclear as well. Careful not to stand too close to your target or the blast won't spread properly to everything.
Spellbinder combos extremely well with Celerity, your E, and ult. Basically the faster you move, the more AP you have, and that means your ult becomes terrifying. Also your abilities are all free so it's safe to stack it up.
If you're really far behind though, you can instead go Rylai's to remain relevant to your team by putting out constant slows. Rylai's is also great into dashless tanks and bruisers to keep them from ever reaching their targets.
If they're squishy or have sources of healing, you have to go Morellonomicon. This is most games.
If their team is heavily skewed to magic damage, like fewer than 2 sources of physical damage, consider going Banshee's Veil. Also, Banshee's Veil is a great pick if they have people like Lux/Morg who depend on landing a skillshot to engage.
If even one or two squishies are building MR, it's time to go Void Staff.
If their entire team is tanky, consider going Liandry's, especially if you already have a Rylai's.
If the game has a lot of poke battles, Luden's is pretty effective at popping Banshee's and doing a little extra hurt when you land a Q. It also gives you movespeed which synergizes well with your Celerity. I haven't tested Luden's extensively though since games rarely go long enough without needing to specialize in something else defensive.
If you have nothing better to build, then it's time to build Rabadon's. It's more effective the more AP you have, but it's always a big powerspike no matter what.
There are some weird cases like when the enemy team is 5 AD or 5 AP. In these cases, it might be worthwhile to pick up a Randuin's Omen or Adaptive Helm, or even a second Zhonya's or Banshee's if you need the damage. Super rare so probably don't worry about it.
If you're against an opponent you have unfavorable trades with at AA range (such as Azir or Quinn), then going magic or hybrid pen instead of flat AD runes, farming from range with Q, and not auto-ing much may be the better option as you play pacifist and just farm for late game.
Focus on dropping single auto-attacks on an enemy and running backwards to drop minion aggro before they can hurt you. Minions aggro on you if a target you hit is standing very close to them. Standing too far forward, going for a second auto, or not immediately running backwards/dropping into brush will result in taking 3 or more minion attacks, which almost makes the trade not worth it in most cases since your enemies will generally have better sustain than you, and if they're smart they'll start Doran's Shield. Try landing Qs from various angles, and watch your own minion HP to predict when enemies will have to move into your auto-attack range, or into the line of fire of your Q. You can all-in when they're around 1/4 or even 1/3 life if they're running teleport rather than ignite most of the time. Always look out for jungle ganks though.
If you're running flat AD, check their AD. If you have a big enough advantage and zone them away from their ranged creeps early on, you can all-in with just auto-attacks as long as they're far enough back that you don't try minion aggro. Worst case they have to stay out of experience range, best case they try to fight and die.
At level 2 when you take Electrical Surge, you can really start pressuring your opponents. Maintain around 3 stacks by last-hitting minions, and when you know the opponent will have to move in for a cs, get your charged W stack and tag them with it, but don't waste your W yet. This is where your zoning game begins.
Your passive mark persists for around 6 seconds; try to use your W as close to the time limit as possible as you auto-attack to around 3 stacks again to leave the charges on your enemy for as long as possible. When your enemy has 2 stacks on them, they'll hesitate to move anywhere near the wave. If they are forced to walk into auto range, work up a charge, W, and auto to stun for a guaranteed Q hit. If you have a charge auto but the enemy refuses to walk into auto range, last hit with Q as well as you can to keep your auto proc available, but don't feel too bad to waste the auto on a creep to cs.
Alternatively, you can charged auto + W for a little more instant burst, though you give up some zone potential.
If you cast W at the same time the enemy's mark wears off, it will bring back all previous stacks, so you may have a little more time than you think.
Often times, you can walk towards the opponent, or even E towards them and juke to bait out skillshots by threatening to use W on them. Or you can just E into range and W them and leave. This is super powerful when you're ahead as it increases your zoning radius by a lot, though it opens you up to more ganks; make sure your minion wave and the opponent is low enough to 1v2 if you get ganked.
Once you get Lightning Rush at level 3 you can survive almost any gank as long as you have flash, so you can play incredibly aggressively. Don't forget the Armor/MR bonus from E as well; if you're going to take a lot of burst damage, it's sometimes good to Energy Ball to stop some of the damage. Just remember you'll have no escape for quite some time.
E is also a guaranteed charge if you have flash. To start an all-in, you can flash directly onto the enemy for a guaranteed stack. To follow up, you can W + charged auto for a guaranteed stun, and then a guaranteed Q on the stunned enemy. Be sure to drop out of E immediately after applying the stack to auto the enemy the maximum amount of times while kiting towards the enemy tower to cut off their retreat.
If you're ahead in lane, you can E behind their minion line to get in auto range for a quick charged auto-attack and W, especially if they already have charges on them.
Also, when you get out of E, you get an attack speed buff for a little while, which can help you get to a W passive auto in a pinch when fighting.
If you're running teleport, then keep an eye out for teleports bot lane when your ult is up. Teleports when you have Zhonya's are especially scary since you can go right int he center of the enemy team and they'll get split.
Kennen really shines in the lategame teamfights, but only if you choose the correct time to engage. This is probably the hardest part of playing Kennen. In general, you don't want to engage from plain sight since it'll be easy for enemies to scatter. Also, Kennen is far more devastating as a counter-engage than as an initial engage since most opponents will have used their escape abilities already and be forced to take your damage and cc.
Celerity is also critically important here; by popping Spellbinder and using E, you boost your movespeed and damage by a ton. If you can flank the opponents, pop Spellbinder, and protobelt towards the squishies, then you can melt them really quickly. Using W anytime they're in your ult circle will always hit them, regardless of if they've already been tagged or not.
- Standard Harass:
W passive auto, work up 3 stacks using W active to maintain stacks, 4th auto on a minion when they move to cs, W passive auto for stun, auto + Q and walk away while they're stunned.
- Quick Damage Harass:
W passive auto + W. Probably the most common for new Kennen players since they don't think about saving the charges. Very strong on AD carry Kennen since you can't always zone with autos in a 2v2 lane.
W passive auto + Q + W for instant stun from range. This order is important because of the travel time of the particles.
- 100% All-In:
W passive auto, E forward, Flash directly onto them for a guaranteed charge, W active stun, E (to cancel energy ball) + auto + Q + kite autos (while they're stunned).
- Running Away (No auto-attack kiting):
Q when they get close (so you can't miss), E towards them for a split second to tag them, W active stun while E-ing away.
- Running Away (Auto-attack kiting):
Save your E, keep auto-ing tossing a Q when they're close enough you can't miss until you have a W passive charge, W active to stun and E away. If they have no cc you can even wait until they reach you with 2 charges, then tap them with E and then run away.
- Chasing (Reachable):
E through them (to body-block), optional auto, Q point blank, W stun.
- Extended Chase (10+ seconds):
E on cooldown when available, alternate between tagging with Q and tagging with W active as late as possible to maintain stacks (and proc Rylai's if you have it), auto attack only if you almost have enough stacks for a charge since you'll lose a lot of ground.
- Clearing a Jungle Camp:
E through the creeps, Q point blank, exit E, auto, W, keep autoing small creeps with normal shurikens if they're one or two hits saving W passive charged autos and Qs for the big creep, W when it's up again.
- Against Melee:
Most melee champs are extremely vulnerable at levels 1 and 2, so look to put heavy amounts of damage on them then and zone them from exp if possible. Most melee top laners start outscaling you in terms of dueling ability at around levels 4-5, and by level 9 you should almost never go for a fair fight. If they get scared away you can even stand behind their minion line, but beware of ganks.
- Jungle Ganks:
Jungler usually ganks top or mid at around 3:00 if they start bot jungle as most do. You'll likely be pushed up so either ward scuttle before laning starts to hopefully catch a glimpse of them, or hang back around that time. Keeping yourself well-warded when you're drawing jungle aggro is absolutely critical.
- Applying Pressure:
Push hard if you're winning and have wards. Always look for teleports bot. Kennen is a terrifying ganker, bot lane especially, if the enemy team overextends behind something you can teleport to because of your multi-man ulti, for instance on a towerdive. If you have a stopwatch, you're even safer to tank for dives.
- Minion Management:
Most mid-laners clear waves really efficiently. You often have to constantly auto the wave to keep up, giving you opportunity to lifesteal but little chance to land a W charge. Constantly reposition to put enemies in bad spots to land your Qs.
- Lane Pressure:
If you get pushed in to your tower, that means your opponent has time to roam. Try to not let that happen since your team will have to pay for it.
Kennen's pretty good at roaming since you travel quickly with your E. If you can, leave your lane with a charged auto to prep a future stun. Look to get in behind your opponents with E and ult on top of them.
Charged auto harassing is really strong since it scales off AD. Keeping up a zone is tough against two enemies so don't bother.
Don't forget you can CS with Q! Maintaining a passive charge on your W is great for zoning and deals a lot of damage if your opponents disrespect it. That said, don't be afraid to use it to CS or you'll fall behind in farm.
- Teamfight Positioning
AD Kennen is heavily reliant on his team to protect him, kinda like a Kog'Maw of cc. Position in the back and focus on being able to constantly auto, and depend on your team to chain cc so you can lifesteal if you take damage instead of rushing in with ult like mage Kennen.
- Repositioning with E
E should be used sparingly since you won't be auto'ing. When you DO use it to reposition, cancel it as soon as you're out of immediate danger to keep laying down the hurt. If someone jumps directly on top of you, E for a charge and move to a short distance, and then immediately auto+Q+W+auto for a quick stun in combination with an extra few auto attacks which should be a ton of damage.
- Items that Sound Good but Aren't
You'd think that Runaan's Hurricane and Guinsoo's Rageblade would increase the rate at which your W passive charges, but it no longer does. Don't buy them. Except for maybe Guinsoo's if you're truly doing a hybrid AD/AP build, but I haven't tested that much.
- Level 1:
At level 1 it's really important that you help push the minion wave with autos so you can hit level 2 before your opponent's duo lane. At level 2 you have an easy stun setup so it's a huge advantage, especially with Ignite.
- W Passive:
Save your W charge for champs, and hold off on W to maximize zoning time. You can easily work up another charged auto if you wait to W to refresh the stacks, leading to level 1 stuns if they're not careful.
- Instant Stun:
Wait for a charged auto, then auto+Q. If the Q lands, then W for an essentially instant stun. Great for catching people out both in lane and late game.
You're really fast with E, and Kennen roam ganks can be scary especially if you have a charged auto before you leave lane. Stun some folks.
- Teamfight Tactics:
Since you're not nearly as tanky as if you were solo lane, you'll most likely just be peeling by Rylai's slowing and stunning enemy divers, especially assassins. Ulting over the enemy front line helps keep your team healthy without letting you get popped back the enemy backline. You can also engage with Flash+ult+W+Zhonya's but you run the risk of instantly dying if you misjudged how fast your team can come to your rescue. If you get assassinated before you ult you're completely useless.
- Keep constant track of the number of stacks on your W passive; if you have too few you can't punish the enemy champ with Mark autos, if you have too many then you'll waste them to last hit. Try to use Q to last hit to manage your stacks. Maintaining 3 is usually perfect since you can get a charge by autoing a single creep.
- Look to field goal your Q between enemy minions; enemy laners rarely expect Q shots between creeps.
- Auto-attacking to finish off a creep and tossing a Q through it immediately can often take enemies by surprise.
- People often don't expect you to Q at the moment you start to turn away from them, so walking towards your opponent, turning away from them, and then firing a Q will often juke them to walk straight into it.
- Accuracy with Q is key; barely sneaking Qs by creeps by tossing them as close to them as possible is a critical Kennen skill both for csing in a large wave as well as harassing.
- If you're low on health, auto-attack constantly to get the most out of your Doran's Blade lifesteal.
- To clear waves, auto at max speed and Q to last hit when you'd miss a cs from your auto or when two creeps are dying at once, or Energy Ball through the wave but save your W to last hit a minion or two so you don't end up missing any.
- If you just barely don't have enough damage to last hit a minion when you're pushed in to your tower, don't forget you can use your E to last hit.
- At early levels, if you E through the caster minions, a tower shot will put them at just the right HP to kill with an auto.
- If you can save your Energy Ball before you Zhonya's Hourglass, Flash + E is often good enough to get you out of even very tight situations right as you come out of Zhonya's.
- When running/chasing, try to save your E for when you have no cc on you, even slows, so the speed boost isn't wasted.
- Don't forget to use Spellbinder and E before or while ulting to get the maximum amount of movespeed to AP from Celerity
- Make sure enemies are tagged before using W since missing a W because someone hits 3 stacks and is stunned but you only W a minion is the worst feeling.
- When ulting, try to use W immediately to tag as many people as possible and proc Rylai's slow to increase chances of a stun before they can get out of range. W tags all enemies in your ult even if they have no marks.
- Some tips to avoid ganks: try to work up to a fifth auto if you see the enemy jungler coming and can't just E to safety directly. Save your E for when you can't be slowed. If you can stun the enemy with cc with auto+Q+W, or E+Q+W if they're already on top of you, you may be able to flash out during the stun. If you build up a large minion wave and harrassed the enemy laner low enough, you can also fight in the center of your wave and 1v2.
- Klepto procs as long as the autoattack LANDS after spellcast. This means you can auto an opponent even without Klepto ready and then E away while the projectile is in the air. Same for Q/W.
Good luck out there!