First Psi, explain why Dorans + spell vamp quints are bad in mid. You could never go wrong with extra regen and 120 health, with Armor for AA trades.
Second, E >W > R > Q uses up all your energy, true, but unless you are attempting to use it on a full health champion or someone with reasonable health and magic resist, they will die. Or, if you incorrectly tie together your skills and only hit 1 person in a group of 3-4.
If you use it in a teamfight, R actually regenerates more than enough energy to keep your energy up, plus you'll have Zhonyas to stall.
At level 3 Ult, the energy cost is 40, and lasts for 5 seconds. In 5 seconds, you restore 50 energy, which more than makes up the initial cost.
Kennen's passive gives him 25 energy per stun. Realistically, if you JUST used your ult 3 people will have been stunned. That means over the course of that 5 seconds, you used 40 energy, regenerated 50, and regained 75, which is a total gain of 85, from 200 max energy. You'll have more than enough to E, W, spam Qs, whatever.
Lets say you're in a teamfight. With EWRQ, lets say, due to Es bonus movespeed, you manage to stun 4 champions. This time, you have an extra 85 energy usage, but 25 additional gain and two marks on 4 champions on the other team, meaning a net loss of 65. You have 135 remaining energy, but because of
Kennen's low cooldowns, you get off another W, getting, lets say 3 stuns because someone was out of range, that will put you over your energy cap again. And this was all without using Q for 5 man stuns, or the W passive.
More regen means more opportunities to do damage.
Not necessarily the case. Early game
Kennen is heavily restricted by cooldowns. His natural regen and long cooldowns will more than make up for the usage of energy.
Lastly, don't praise something you've never tried. I thought
Evelynn was fun and OP, and now look.
Second, E >W > R > Q uses up all your energy, true, but unless you are attempting to use it on a full health champion or someone with reasonable health and magic resist, they will die. Or, if you incorrectly tie together your skills and only hit 1 person in a group of 3-4.
If you use it in a teamfight, R actually regenerates more than enough energy to keep your energy up, plus you'll have Zhonyas to stall.
At level 3 Ult, the energy cost is 40, and lasts for 5 seconds. In 5 seconds, you restore 50 energy, which more than makes up the initial cost.

Lets say you're in a teamfight. With EWRQ, lets say, due to Es bonus movespeed, you manage to stun 4 champions. This time, you have an extra 85 energy usage, but 25 additional gain and two marks on 4 champions on the other team, meaning a net loss of 65. You have 135 remaining energy, but because of

PsiGuard wrote:
More regen means more opportunities to do damage.
Not necessarily the case. Early game

Lastly, don't praise something you've never tried. I thought

Starting with a Doran's item is usually bad because you have no recourse if you get chunked. All you can do is go back to base, and if this happens in the first couple of levels your lane is basically ****ed. It's just risky as hell. It's especially bad if you get ganked early since you don't have the movespeed and you can't recover from any damage the jungler inflicts.
Honestly the mobility and sustain from boots + pots start is just too good at the moment to not do it. Every single person on the team generally starts boots these days except the support.
Honestly the mobility and sustain from boots + pots start is just too good at the moment to not do it. Every single person on the team generally starts boots these days except the support.
Ok, I use Energy Regen and Spell Vamp Quints on my
Kennen. It is really a matter of choice, I happen to run out of energy fast in team-fights and that is why I like eneryg regen Seals. If you don't want energy regen runes, I would reccomend these:
Flat Magic Pen Marks
Armor Seals/Flat Health/Health Per Level
Mr Glyphs
Spell Vamp Quints
I personnally love Energy Regen runes, though I only use it when I know for sure I will be playing
Kennen, cause I only have 2 rune pages, one for Ad and Ap. So I can't always have my energy runes on when I play cause I don't know If I will be playing
Kennen before the game. So my regular set up is:
Flat MP Marks
Armor Seals
Mr Glyphs
Spell Vamp Qunits
Doran's Shield is an ok item on
Kennen. I prefer Boots 3 pots, more speed and health.

Flat Magic Pen Marks
Armor Seals/Flat Health/Health Per Level
Mr Glyphs
Spell Vamp Quints
I personnally love Energy Regen runes, though I only use it when I know for sure I will be playing


Flat MP Marks
Armor Seals
Mr Glyphs
Spell Vamp Qunits


Luther3000 wrote:
Starting with a Doran's item is usually bad because you have no recourse if you get chunked. All you can do is go back to base, and if this happens in the first couple of levels your lane is basically ****ed. It's just risky as hell. It's especially bad if you get ganked early since you don't have the movespeed and you can't recover from any damage the jungler inflicts.
Spell Vamp Quints +



Yes but you can't risk waiting for regen if you're at like 100-200 health. If you get that low from a gank or a mistake all I have to do is flash forward and ignite you and you're dead.
My point is Luther, with
Lightning Rush to escape most ganks easily, extra bulkiness from
Doran's Shield, and 9% spell vamp with infinite energy, it's nearly impossible to get that low unless they have REALLY high burst from both the jungle and lane, which doesn't happen often.


Yeah you did get like high ms with
Lightning Rush, but u dont' have that ms when u are out of LR. So that's why I prefer Boots 3 pots.

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