Kennen Build Guide

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Kennen: Let's do it

written by CrazyShuda

Kennen Build

Table of Contents

  • Introduction

    Being a relatively new player in League of Legends, I began taking interest in Kennen after seeing a few videos and fighting him a couple of times. I saw his hefty price tag of 6300 IP, but decided to pick him up anyway. To this day Kennen remains my top favorite champion of all time. (...of all time)

    Before getting started I would like to point out that Kennen has many different item paths and can be build many different ways. I encourage you to experiment with different items, masteries, skill order, etc. I am only writing out the way I play Kennen. This is not the end all, This is just the way I play him, which I found to be very successful.

  • Quick Reference

    If you're already starting a game, or just need some help and don't have time to read a wall of text, here is some basic info:

    Skilling Order:


    Summoner Abilities:
    and /


    Starting Item:

    Core Build:
    or then

    Specific Items:
    For more damage:

    Against magic resist:

    For those of you who want to actually understand who Kennen is and how to play as him, I encourage you to continue reading.

  • Updates

    11/15/11: Patch .129.  Massive mastery overhaul, made new masteries.  Also, 250,000 views!

  • Pros / Cons

    - Uses Energy
    - Great single target/AOE stunner
    - Great Harasser
    - Great chaser/escaper
    - Has many item paths, meaning you can bend his builds to your personal liking.
    - Can solo lane easily
    - Is a flipin' ninja

    - Moves do not scale that well with ability power. They scale just enough though.
    - Can be squishy (if build as a squishy)
    - Takes a while to master (like most characters)

  • Abilities

    Mark of the Storm
    "Kennen's abilities add Marks of the Storm to opponents. Upon receiving 3 Marks of Storm, an opponent is stunned for 1 second and Kennen receives 25 energy. Mark of the Storm has a diminished stun effect if applied more than once within seven seconds." - League of

    This is the essence of Kennen right here. Mark of the Storm (MOTS) is what enables Kennen to effectively stun anywhere from 1 to every opponent at once.
    How it works:
    Each time you use any of your skills on an opponent, he will gain 1 MOTS. This is shown with a debuff that tells you how many marks the opponent has, as well as 3 floating orbs/balls that swirl around your opponent. The debuff lasts 8 seconds.
    IMPORTANT NOTE: When you add 1 MOTS to your opponent, 3 swirly orbs will appear. On closer examination, 1 of these orbs will be cracking with lightning and lit up, while the other 2 are just a plain clear blue. This is showing that they have 1 mark.

    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 (+0.75) magic damage and adds a Mark of the Storm." - League of

    Cost: 65/60/55/50/45 Energy
    Cooldown: 7/6/5/4/3
    Damage: 75/115/155/195/235
    Ability Power Ratio: +.75

    Kennen's skillshot. This move is your first and main move for harassing. You will be using this skill A LOT. With its very low cooldown and high damage, this move is a great skillshot for Kennen. Also great for checking bushes because it makes a distinct crackling noise when it hits something.

    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." - League of

    Cost: 45/45/45/45/45 Energy
    Cooldown: 14/12/10/8/6
    Active Damage: 65/95/125/155/185
    Active Ability Power Ratio: +.55

    A great active and a great passive makes this move one of Kennen's best. The passive works sort of like Annie's Pyromania, except instead of the counter going up with spellcasts, it goes up with auto attacks. On your 5th attack, Kennen will throw a bigger, faster, blue shuriken that does a percent of your attack damage in magic damage AS WELL AS put 1 MOTS on your opponent.
    This is a great way to put a MOTS on your target without using energy.
    The active is a great way to harass enemies during the laning phase, as well as stun an entire team during team fights.

    Lightning Rush
    "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 gains the ability to pass through units, dealing 85/125/165/205/245 (+0.6) 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.

    Lightning Rush provides 10/20/30/40/50 magic resistance and armor for 4 seconds" - League of

    Cost: 100/95/90/85/80 Energy
    Cooldown: 10/9/8/7/6
    Damage: 85/125/165/205/245
    Ability Power Ratio: +.6
    Speed Increase Duration: Approximately 3 seconds at all ranks

    Movement speed:
    No boots : 310 to 540
    Boots of Speed : 360 to 590
    Berserker's Greaves, Sorcerer's Shoes, Ionian Boots of Lucidity, Mercury's Treads, Boots of Mobility (in combat) : 380 to 610
    Boots of Swiftness : 400 to 630
    Boots of Mobility (out of combat) : 435 to 670
    As you can see Lightning Rush adds 230 movement speed. However for some reason when you have Boots of Mobility it adds 235. Weird...

    Oh boy Lightning Rush. This has gotta be my favorite move when I play Kennen. With this move you can add MOTS to a ton of people at once as well as do a good chunk of damage. This move is what lets Kennen escape from situations he really shouldn't have escaped from. This move also makes you a fantastic chaser, especially in combination with Rylai's Crystal Scepter.
    IMPORTANT NOTE: When you use this move and hit an enemy unit, you gain 40 energy. This is very nice considering this move uses half of your total energy.
    SLIGHTLY LESS IMPORTANT NOTE: This move lets you pass through units, just like ghost.

    Slicing Maelstrom
    "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 to a random enemy champion near Kennen every 0.5 seconds. This storm attacks up to 6/10/15 times and cannot hit the same target more than 3 times." - League of

    Cost: 40/40/40 Energy
    Cooldown: 120/120/120
    Damage: 80/145/210 per bolt
    Ability Power Ratio: +.4
    Number of Bolts: 6/10/15

    This move rocks team fights. Seriously. Slicing Maelstrom creates a large thundery ring around yourself and anyone inside that ring will start getting hit with thunderbolts. Since this move has a 2 minute cooldown, I recommend that you save it for large ganks/teamfights. DO NOT USE THIS ON A SINGLE OPPONENT. It is a huge waste to use this to fight 1 guy.

    IMPORTANT NOTES: The thunderbolts strike AT RANDOM every .5 seconds. You have to pay attention to your foes during this move if you want to see how many MOTS they have and how many MOTS they are getting.
    Slicing Maelstrom cannot strike 1 opponent more than 3 times.
    In addition, it is important to remember that this move NOW adds 1 MOTS per bolts. That means this spell can put a maximum of 3 marks on 5 targets.

  • Skilling Order

    I find that this skilling order enables Kennen to harass, chase, escape, and kill very early on.
    I prioritize Electrical Surge over Thundering Shuriken because Electrical Surge can hit more than 1 opponent. Also, it has a passive and an active component. However, take Thundering Shuriken first for checking bushes and general range.

  • Masteries

    I recommend using this 9/0/21 build.

    This build gives you magic penetration, massive bonus exp, cooldown reduction, bonus movement, more energy, and a buncha other goodies.

    On the other hand, if you like raw damage output more than bonus experience and cooldown, use this 21/0/9 build

    I preffer the 9/0/21 build because of Kennen's lackluster AP ratios.  I'm also a fan of the experience buffs in the utility tree.  But, pick whichever tree fits your playstyle best!

  • Summoner Abilities

    Which spells I recommend:
    Flash Yes, Kennen can flash. The main use of this is popping right on top of the enemy team (after someone else initiates) and using Slicing Maelstrom. Also good for jumping over walls, avoiding attacks, ults, and many many other things.

    Exhaust This spell is just great. Basically use this on their main melee DPS when you want him to...well...stop doing damage. Using this on them will cut their DPS down to a very low amount, which is a very good thing.

    Ignite A very strong spell early game for the damage that becomes useful late game for stopping healing. Great early on everyone, good late game on anyone with lifesteal or healing ability.

    Spells that are alright:

    Cleanse A decent spell that I use when I want to play it a bit safe. This spell will make sure that you can nail everyone with Slicing Maelstrom during a teamfight, even if they stun you. It will also help you get away, even when slowed.

    Teleport This spell is always acceptable. It lets you have very good defense during laning and allows for some surprise ganks if timed correctly. It's just that with Kennen's Lightning Rush, you can get back to your lane very quickly which makes this spell not as useful on you as it is on most other champions.

    Ghost I really don't think Kennen needs this spell because of Lightning Rush but if this is one of your favorites, or you REALLY need it, go ahead and pick it up.

    Spells that you don't take:

    Clairvoyance In my opinion, let someone else get this. Unless you are a master Clairvoyance expert and need it or else you will explode, you should not be the one picking this up. But, like I said, if you want it, go ahead.

    Promote Kennen's not exactly a pusher, and I don't see the point in dedicated one of your two precious summoner spells towards making an upgraded minion.  Doesn't really work with Kennen's playstyle.

    Heal Never really found this one useful on Kennen. There are much better options...

    Surge Attack speed isn't your main concern, and some bonus AP isn't worth a summoner spell slot, so no, don't get this.

    Revive Please don't get this. You are amazing at staying alive with Lightning Rush and even if you die every 9 minutes this thing isn't worth it.

    Smite You are not a jungler. You do not need this for any reason.

    Clarity ...Really? I mean...if you've read this far I'd assume you know why choosing Clarity is put it lightly.

  • Runes


    Greater Mark of Insight - 410 IP each
    Magic Penetration runes. Always a good thing. These will help your damage output, plain and simple.


    Greater Seal of Vitality - 410 IP each
    More HP is very helpful for Kennen. These let you stay alive during team fights when they aren't stunned.

    Greater Seal of Lucidity - 820 IP each
    One of those new energy runes, these help you regenerate energy faster. That is a very good thing for Kennen because it let's you keep up your barrage of spells and not run out of energy quite as fast.

    Greater Seal of Resilience - 205 IP each
    Some armor. These can make Kennen a little more durable and help you survive against melee DPS. Don't cost very much either.

    Mix and match these runes or find which one works best for you.


    Greater Glyph of Focus - 820 IP each
    I find these runes to be quite helpful on Kennen. A little bit of cooldown reduction doesn't hurt Kennen. More than a little will. If you have too much cooldown reduction you will be able to dish out your moves very quickly, but will run out of energy very fast. So keep that in mind if you grab these glyphs. Try and find the line between enough cooldown reduction and too much cooldown reduction

    Greater Glyph of Acumen - 820 IP each
    These give you a little more energy to work with. This will let you throw out even more moves before running low on energy.

    Greater Glyph of Warding - 205 IP each
    Some magic resist. Let's you take a little more magic damage from that [Insert casters name here]. Nice and cheap too.

    Greater Glyph of Force - 410 IP each
    Pick these up if your planning to do some massive burst damage. Keep in mind though that Kennen's move do not stack that well with ability power.

    Mix and match these runes or find which one works best for you.


    Greater Quintessence of Fortitude - 2050 IP each

    These give a nice chunk of HP right from lv 1. I find these to be great on Kennen. Now if only they weren't so damn expensive...

  • Items

    The most debate for almost every guide comes from this section. These are the items I believe work very well for Kennen.

    My build is typically focused on ability power. However you can make what is called a "Hybrid Kennen". A hybrid Kennen usually means a Kennen that has a mix of ability power, attack speed, and attack damage. The attack speed can help apply the passive effect of Electrical Surge while the attack damage will make this passive component do more damage, since it does bonus magic damage based on a percent of your attack damage.

    These items are what I use, not what everyone NEEDS to use. Try your own items and experiment with different builds. Don't think this is the best item build for Kennen period. Try to find a better one!

    Spawning in 3...2...1...START:

    At the spawn I almost always grab a Doran's Shield (475 gold). Why Doran's? Because Doran's Shield plus your Greater Quintessence of Fortitude (and Greater Seal of Vitality if you have them) makes you one beefy ass level 1. This makes you ridiculously hard to take down even before you get Lightning Rush. Also this item makes it so you can lane for a longer time.

    First trip back:

    Whenever you port back to base (honestly, I don't care when you port. If you need HP and might feed the other team, port, even if you don't have much money) your gonna wanna buy your boots. I don't mean Boots of Speed (350 gold), I mean an upgraded pair of boots. Now let's look at your choices...

    What I recommend:

    Boots of Swiftness - 1000 gold
    These are usually what I pick up 80% of the time. Why would I need these AND Lightning Rush? Because Kennen NEEDS to be fast, preferably much faster than all of his prey. With this much speed you can effectively avoid harassment, dodge spells like Enchanted Crystal Arrow and Trueshot Barrage, get away from almost any gank, and quickly get in and out of combat during teamfights.

    Mercury's Treads - 1200 gold
    For those times when you take a hit, these boots will help soften the impact of stuns, slows, and all those other bad effects that can ruin your day. If you think you'll be taking a lot of those kind of spells, grab these.

    Sorcerer's Shoes - 1100 gold
    Magic Penetration boots, these guys will help you against anyone with magic resist. These are a good idea if you don't want to pick up a Void Staff or an Abyssal Scepter.

    Ninja Tabi - 850 gold
    Well you ARE a ninja, right? These are the anti-melee boots, meaning if they are a heavy melee DPS team and you want to lessen some of those smacks in the face, pick these up. And when I say heavy melee DPS, I mean REALLY HEAVY. In my opinion, these boots are a waste unless they have 3 or more physical characters

    What not to get:

    Ionian Boots of Lucidity - 900 gold
    Remember when I mentioned that too much cooldown reduction is bad on Kennen? This is what I ment when I said too much. With this boots, yes, you will be able to use your spells very often, but you won't have enough energy to keep it up for very long. That is a bad thing, making these boots a bad choice.

    Boots of Mobility - 1000 gold
    I never found these boots to be that great on Kennen. When you are out of combat you can already move to your destination quickly with Lightning Rush. I find these to just be inferior to Boots of Swiftness

    Berserker's Greaves - 920 gold
    Nope. Attack speed is not something you're looking for when buying boots. Even if you wanted attack speed, there are plenty of attack speed items out there for you to get that are better than these.

    Second trip back:

    Once you are back at your base, you have to choose whether to building Mejai's Soulstealer (1235 gold) or to skip it and build Rylai's Crystal Scepter (3105 gold). Let me make this clear: only buy Mejai's Soulstealer if you KNOW you are going to get stacks quickly. If you have no kills so far, you should not even be contemplating getting this. But if you have some kills and know the other team will easily give you more, think about taking Mejai's Soulstealer. Personally, I get this item about 1 in every 15 games.

    Whether you take Mejai's Soulstealer or not, you will still be getting Rylai's Crystal Scepter. This item is amazing on Kennen. It really helps your performance no matter what play style or build you are going for.
    If you feel too squishy and want some more HP, buy Giant's Belt (1110 gold) first.
    If you want to deal some more damage, grab Blasting Wand (860 gold) and/or Amplifying Tome (435 gold) first.

    I don't think the "trip back" format really applies after the second trip, so I'll just say the items to get from here on.

    You're going to want to finish Rylai's Crystal Scepter if you haven't already. I cannot tell you how important this item is for basically everything you do.

    And after's your call. Now your probably saying "WTF?!?! THATS ONLY LIKE 3 ITEMS!". Yeah I know. From here on the items you get become situational and/or based on personal preference. Kennen does not have a very strict item path. That's why I only say these few items are items you NEED to get.

    Here's a list of items I think work great with Kennen
    I listed them in order of usefulness (in my opinion):

    Ability Power Items:

    Zhonya's Hourglass - 3100 gold
    After the Zhonya's ring split, I believe this new item is superior for Kennen. Because of Kennen's poor AP ratios, he does not need the massive amount of AP given from Rabadon's Deathcap early on. Also, it's not like this item doesn't give a lot of ability power. +100AP is, quite frankly, still a lot of AP. In addition, Kennen needs the stasis active provided by Zhonya's Hourglass as soon as possible. This is because Slicing Maelstrom continues to be active after casting it even when using Zhonya's stasis effect. This combo is devastating during teamfights. And another thing, 50 armor is a good thing. A very, good thing.

    Abyssal Scepter - 2650 gold
    Along with more ability power, this item has an aura that reduces nearby opponents magic resist. This is fantastic if your team has a lot of ability power characters. Another important point is that this item gives +57 magic resist. If you have this, Zhonya's Hourglass and Rylai's Crystal Scepter, you're pretty much set on the defensive end without even having to buy any pure defensive items.

    Rabadon's Deathcap - 3600 gold
    Yes, I did say that Zhonya's Hourglass is superior to this item for Kennen. However, I do recommend picking this item up as a 5th or 6th item. The massive boost in AP will make you significantly stronger. Please note that the game will most likely end before you get this item. I put it as a recommended item late game because it isn't vital to your success early, but is a good item late game.

    Will of the Ancients - 2100 gold
    This item has two important features to take a look at. Firstly, it's cheap. Really cheap. It's one of the cheapest items I have listed in this guide. Second, it has a team buff that gives not only AP, but 25% spell vamp. Not many items in this game gives spell vamp, and no items except Will of the Ancients give spell vamp in an AOE package. Other than that, this items gives you the little gift of 50 AP. Personally, I find spell vamp to be another trick to add to your arsenal. Sometimes, you can really notice it heal you during a teamfight (since your hitting so many enemy champions at once) or just when farming. Overall, a nice package to increase your utility.

    Void Staff - 2295 gold
    If the enemy team is stacking that magic resist and you need a big chunk of magic penetration that doesn't break the bank, pick this up. A relatively cheap item that gives ability power and 40% magic pen. Yeah, 40 fucking percent.

    Defensive Item(s):

    Banshee's Veil - 2715 gold
    After a long look at Kennen's defensive possibilities, I have determined that with the +50 armor that Zhonya's Hourglass gives you, the only pure defensive item Kennen would consider buying is this. Yes, the mana doesn't help, but the hp, magic resist, and spell shield do.

    Thornmail - 2000 gold
    On the ultra rare occurrence that you fight a team with 4 or 5 physical champions, use your common sense and pick this item up. It will save your life every time.

    Hybrid Items:
    (Read "Hybrid Kennen" description at the top of the items section)

    Guinsoo's Rageblade - 2235 gold
    This item is great for a number of reasons. It gives both attack power and ability power, as wells as attack speed and more ability power with stacks. This item will let you decimate turrets, as well as give you an edge in longer battles. If you really need to keep your stacks up and there is nothing to auto attack, throw out a Thundering Shuriken to keep your stacks. Be careful, as this will eat up your energy quickly.

    Hextech Gunblade - 3625 gold
    A chunk of attack power and a big chunk of ability power makes this a great hybrid Kennen item. It also gives lifesteal, spell vamp, and an active that will slow your opponents, just in case Rylai's Crystal Scepter isn't enough. Overall, this item is great, it's just really, really, expensive.

    Lich Bane - 3470 gold
    Even thought this item gives you mana, it is definitely worth picking up if you want a surprise source of damage. In addition to the great passive, it gives you more movement speed, to add to your already ridiculous speed, a big chunk of ability power, and some magic resist. Beware, this item has a learning curve. You're going to have to learn how to time your auto attack in between your spells to utilize the passive.

  • Lane ing

    Kennen is an extremely powerful early game character, especially during the lane-ing phase. Kennen is more than able to take middle lane, however I only take middle lane under special circumstances. Even though you make a great middle lane character, you are not a carry. You do not need that extra experience mid gives to be successful in the game. That is why I usually give the middle lane to a carry like Ashe. She needs the extra experience more than I do.

    In any case, let's go over each type of situation you'll be faced with as Kennen. Remember: knowledge is power. Knowing who you're up against will be the defining factor between life and death. The next three section will discuss these topics.

  • 1 v 1


    My personal favorite, the 1 v 1. There will be two times when you will be faced with this situation.
    1. If you take middle lane.
    2. If you solo top or bottom lane and are faced with only 1 other opponent.
    Let's discuss the key differences between #1 and #2.

    Subsection #1: Middle Lane
    Remember what I said earlier about Kennen and mid? Well, let me say it again. Kennen doesn't go to the middle unless there is no one better suited to do so than you. What I mean is, don't go mid if you have someone (preferably a carry) who is perfectly capable of doing so, such as Ashe, Ezreal, or Corki. However, if you don't have a confident or capable mid player on your team, by all means, go for it.

    Kennen is a strong champion in the middle lane. Starting with a Doran's Shield, you should have little problem staying alive, especially after level 3, when you get Lightning Rush. Lightning Rush makes you nearly ungankable, unless you get stunned while, or before activating it. Using Thundering Shuriken and both the passive and active of Electrical Surge to harass opponents, you should be pretty dominant in a 1 v 1 situation against most foes. But remember! Kennen doesn't do damage in large chunks. He whittles away the enemy health slowly. Because of this, enemies generally do not think of you as a threat...that is, until they're dead. After harassing your opponent with Electrical Surge and Thundering Shuriken to somewhere below 50% health, try to analyze the situation and see if you can pull of a kill. Take into account enemy escape abilities and summoner spells before even attempting a 1 v 1 kill. A good stun/kill combo that doesn't use your ult looks like this:

    Passive of Electrical Surge -> Lightning Rush -> Active of Electrical Surge -> Thundering Shuriken -> Exhaust and/or Ignite -> Auto-Attack and any skills that come off cooldown

    I usually don't use Slicing Maelstrom in a 1 v 1 situation, however, if you're sure that it will ensure the kill and positive that you won't need the spell in the next 2 minutes, feel free to throw it into your kill combo.

    If you decide that you can't kill them, either see if you can organize a gank, or just keep harassing. Even if the opponent goes back to base, that's still a good thing! By making your enemy go back to base, you're denying them valuable experience and gold.

    Common posers...I mean enemies, in middle lane:

    External ImageExternal ImageExternal ImageExternal ImageExternal Image

    Nomnom...nom? (Intermediate)
    External ImageExternal ImageExternal ImageExternal ImageExternal Image

    ...nom... (Hard)
    External ImageExternal ImageExternal ImageExternal ImageExternal Image

    Subsection #2: Solo top/bottom 1 v 1
    If you have a jungler on your team, volunteer to take solo top or bottom lane. Sometimes when you take these lanes, you will only have 1 opponent instead of two. If this happens, be thankful. As described earlier, Kennen is a great 1 v 1 champion. In addition, top and bottom lane have less places to be ganked from. However, top and bottom lane have more space in between your and the enemy turret. This means you have to be aware of position in the lane. For example, if your right next to the enemy turret, harassing your foe, you can be ganked from directly behind you. This kind of gank is much harder to get away from, even for Kennen. So when in top and bottom lane, make sure not to overstep your boundaries or you could end up being a good sandvich for Sion.

  • 1 v 2


    Whith practice, Kennen can handle most 2 v 1 situations. Sometimes I prioritize Thundering Shuriken over Electrical Surge when I'm in a 1 v 2 purely because Thundering Shuriken has long range, which is key to controlling your lane. Usually I take the same items as I would in a 1 v 1 or a 2 v 2 lane when I am in a 1 v 2 lane. When you begin to build Rylai's Crystal Scepter, grab Giant's Belt first. This will make you much harder to kill.

    An important concept while fighting in a 1 v 2 lane is patiance. You have to have patience, and you have to hope your enemies don't. Your job to harass your opponents, yes, but more importantly it is to never get in in range for a stun, slow, or anything that may make your health go down. With some experience, and some knowledge of your range versus the enemies, you can accomplish your job in most cases.

    Here's a few champions that I think deserve some strategic advise to fight against:
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  • 2 v 2

    When lane-ing with a teammate, I recommend (when possible) making sure no lane is without a ranged character. A general rule I go by is to support a melee character when lane-ing. Because Kennen has such great harassing capabilities, you should be able to protect a melee champion that lacks range. In a 2 v 2 lane, Kennen's stun becomes revered by your teamate. Your stun can effectivly save your ally and (sometimes even at the same time) get your team kills. An important thing to remember about Kennen is that his damage is not fantastic. When fighting 2 v 2, Kennen's job is mostly to stun the opponent(s), setting up an opening for a higher DPS champion, like Tryndamere or Xin Zhao.

  • Teamfights

    Kennen's role in a teamfight falls under a sort of burst/support category. You aren't the strongest damage character out there, which is why you make it up with the ability to stun the entire enemy team at once. Slicing Maelstrom can apply 3 marks to every single opponent on the enemy team. This is fantastic except for the fact that Kennen also has what's called "diminishing returns" on his stuns. This means that if you stun more than once within a 7 second period, that second, third, fourth, whatever stun will be shorter than the standard 1 second. So keep in mind, your first stun in a teamfight will most likely be your longest one.

    I need to stress an important point before I get into your team-fighting combo. You are not an initiator. You should not initiate. Instead you should be very close behind that initiator ready to stun everything you see and possibly harassing with Thundering Shuriken. Once the battle has started you should start stunning them. This can be done through various spell combos. The most common ones I've seen/used are:

    Flash -> Slicing Maelstrom -> Lightning Rush -> Electrical Surge -> Thundering Shuriken


    Lightning Rush -> Slicing Maelstrom -> Electrical Surge -> Thundering Shuriken


    Slicing Maelstrom -> Lightning Rush -> Electrical Surge -> Thundering Shuriken

    It can be very beneficial to use Slicing Maelstrom in combination with Lightning Rush. This is because you add marks faster, you move faster with Lightning Rush, and that Lightning Rush gives you bonus armor and magic resist, which can soften the hits you take.

    Note: If both of these are done to their fullest extent, meaning if you hit all 5 opponents with Slicing Maelstrom 3 times, hit all 5 opponents with Lightning Rush, and hit all 5 opponents with Electrical Surge, they should all have 2 marks when you throw out Thundering Shuriken. This means that you have the opportunity to pull off a SECOND stun on a few of your opponents. You can stun 1 opponent with Thundering Shuriken and another with the passive component of Electrical Surge.

    At this point the battle should probably be over, but if it isn't you have a few choices. If you are taking too much damage, pull back. This shouldn't be too hard for Kennen because you are insanely fast. If your alright on HP keep attacking while waiting for your moves to go off cooldown. If the battle is clearly lost, I recommend trying to save your carries/teammates. If all of you, or whoever is left, start to run, try to slow down your chasers. With Rylai's Crystal Scepter you can do this easily using Thundering Shuriken. However, if the enemy starts to catch up to your, let's say Kog'Maw stacking Sword of the Occult, get in there and stun/slow them. You are not a carry. You are usually less important than the carry. Remember this.

  • Team Composition

    Kennen makes a very good addition to almost any team. Kennen is not a character that has a team built around him. Kennen's just a pretty cool guy...

    Kennen works pretty well on every team, but especially well on a team with:

    Champions with AOE
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    Ranged DPS:
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    I didn't include every single champion with AOE or every ranged DPS. That would be a lot of champions. However, I find these champions to be good examples.

  • Invisible Enemies

    I would like to give a special mention to those few invisible champions in League of Legends. I am talking about Twitch, Shaco, and Evelynn. If you find yourself lane-ing against any of these champions, that is USUALLY a great thing actually. The reason for this is because Kennen can hit invisible people with ALL of his spells. Let's say that you just hit the enemy Twitch with Thundering Shuriken. Now he just used Ambush. If this ever happens, a situation where an enemy stealth-ed character has 1 mark, keep your eye on Electrical Surge. When that Twitch gets in range of your Electrical Surge, even if he is stealth-ed, you will be able to use it on him. When you hit Electrical Surge, you should see a chain of lightning fly at him. This will show you where he is, even though he is stealth-ed. With that knowledge, fire off another Thundering Shuriken to stun him. This tactic should make the enemy Twitch/Shaco/Evelynn very scared of you.
    If they turn invisible and you haven't placed a MOTS on them, just fire some Thundering Shuriken where you think they might be. If you hear a very distinct hitting/cracking noise, congratulations you have just hit that stealth-ed foe. Now that they have 1 mark, you can shut them down with Electrical Surge.

    One champion I left out just then was Akali. Akali can stealth only while inside of Twilight Shroud. This means that in addition to being able to automatically hit her with Electrical Surge when she has a MOTS, you will also have a much better chance to hit her with Thundering Shuriken since the area of Twilight Shroud is so small. Generally, Akali's stealth should not be a problem for you.

  • Farming

    If this wasn't already obvious to you, this is how you farm with Kennen:

    Approach some minions

    Use Lightning Rush -> Electrical Surge

    If they're not dead, auto attack the rest and/or use Electrical Surge again when it's off cooldown.

  • Final Words

    I would just like to thank you if gave my entire wall of text a chance and actually read it all. I encourage you to comment, rate, and share my guide.

    Now get on League of Legends and START PRACTICING!!!

    - CrazyShuda

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