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KENNEN BUILD GUIDE: [S3] AP Mid Kennen! by Lokiiiz

by Lokiiiz (last updated 8 months ago)

692,789 Views 6 Comments
9
Greater Mark of Magic Penetration( +7.83 magic penetration)
9
Greater Seal of Armor( +12.69 armor)
9
Greater Glyph of Magic Resist( +12.06 magic resist)
3
Greater Quintessence of Ability Power( +14.85 ability power)
View Rune Details
Summoner Spells
View Summoner Details
21
9
0
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 3/3
mastery 2 mastery 2 0/1
mastery 3 mastery 3 1/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 2/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 2 mastery 2 1/1
21 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 1/3
mastery 2 mastery 2 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 1/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 0/1
9 Defense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
0 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Mark of the Storm
QThundering Shuriken
WElectrical Surge
ELightning Rush
RSlicing Maelstrom
View Skill Order Details

Runes

Masteries

mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 3/3
mastery 2 mastery 2 0/1
mastery 3 mastery 3 1/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 2/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 2 mastery 2 1/1
21 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 1/3
mastery 2 mastery 2 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 1/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 0/1
9 Defense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
0 Utility

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Mark of the Storm
QThundering Shuriken
WElectrical Surge
ELightning Rush
RSlicing Maelstrom

Champion Matchups

Introduction [S3]

My name is Lokiiiz, I play on North America Server of LoL and I am in Platinum 2 right now. I've been playing a lot of Kennen in Season 1 and 2, losing, winning, dominating games. This guide will be a key to victory, so be sure to read everything. This guide is also updated for Season 3, so do not worry about it!

Here's the chapters that'll be introduced in the guide/build:

• Masteries (Chapter 2)
• Runes (Chapter 3)
• Summoner Spells (Chapter 4)
• Skills (Chapter 5)
• Skill Order (Chapter 6)
• Item Builds (Chapter 7)
• Counters (Chapter 8)
• Early Game (Chapter 9)
• Late Game (Chapter 10)
• Team Fights (Chapter 11)


P.S.: I am open to constructive feedback and comments and willing to answer all of your questions in the comments section at the bottom of the page. If you do not, see you on the Field of Justice!

Here's an overview of the base stats of Kennen if it can help you while reading guide and understand explanations a little bit better.

Health: 403 (+79)
Health Regeneration: 4.65 (+0.65)
Energy: 200
Energy Regeneration: 50
Range: 550
Attack Damage: 51.3 (+3.3)
Attack Speed: 0.690 (+3.4%)
Armor: 14 (+3.75)
Magic Resistance: 30
Movement Speed: 335

Pros:

- High Mobility
- Nice Poke
- Nice presence in team fights
- Provides Crowd Control
- Fast Auto-attack Animation
- Ranged Champion
- Low energy cost on pokes

Cons:

- Item dependant
- Squishy
- Gotta be close to opponents in team fight in order to deal massive AoE damage
- Only escape costs a lot of energy and high cooldown

Masteries [S3]

[http://tardis1.tinygrab.com/grabs/96b88a361e97bf897a47807db39f489205054089db.png]

21/9/0


21/9/0 is still being used for Kennen in Season 3 like it did in Season 2 just because the masteries are basically the same thing, they have just swap most of the masteries bottom to the top, or top to the bottom (which I find stupid in my opinion).


Let's start with the Defensive Tree, as you may see, I've put points in Health/Level, Flat MR and Flat Health for the only reason that you will most likely face a AP dealer, if not, switch Flat MR to the Flat Armor to help you out a little bit more. Health is also very useful against AP because most of the AP casters have long cooldown pokes early.

In the Offensive Tree, I've put everything that could help me doing damage, which means, Ability Power except for one place at which I've put 2 in the bonus Attack Damage instead of the Ability Power mastery. Why? Because it helps you last hitting much better, it may looks stupid, but it does really help and farming is one of the key to win. The extra Attack Damage can also be used to poke the enemy champion better when there's creep blocking the way for your Thundering Shuriken or if your opponent is out of mana or just on cooldown on most of his abilities.

Runes [S3]

Against Ability Power Champions Dealer

[http://tardis1.tinygrab.com/grabs/96b88a361ec94369284129f379cc4755d2a7f9758f.png]

9x Greater Mark of Magic Penetration (+0.87 magic penetration - 410 IP/Each (3690 for full set))
9x Greater Seal of Armor (+1.41 armor - 205 IP/Each (1845 for full set))
9x Greater Glyph of Magic Resist (+1.34 magic resist - 205 IP/Each (1845 for full set))
3x Greater Quintessence of Ability Power (+4.95 ability power - 1025 IP/Each (3075 for full set))
Total Cost of Runes Build: 10455 IP

Why?

Having Flat Magic Resist is the best way to have minimal defense against your opponent as it extremely helps to have early magic resist because it gives you more %% than it does later on when you have more and more magic resist. If you are using Magic Resist/Level glyph, you'll be much weaker in lane, but more tanky in late game, but if you fail early game, you'll need to catch up by a lot to get into late game so always try to get as many advantages as you can for early game.

Against Attack Damage Champions Dealer

[http://tardis1.tinygrab.com/grabs/96b88a361e2c8bc67e8f6adc1e0ef4eee79d4ace78.png]

9x Greater Mark of Magic Penetration (+0.87 magic penetration - 410 IP/Each (3690 for full set))
9x Greater Seal of Armor (+1.41 armor - 205 IP/Each (1845 for full set))
9x Greater Glyph of Scaling Magic Resist (+0.15 magic resist per level (+2.7 at champion level 18) - 205 IP/Each (1845 for full set)
3x Greater Quintessence of Ability Power (+4.95 ability power - 1025 IP/Each (3075 for full set))
Total Cost of Runes Build: 10455 IP


Why?

If you're going to mid Kennen and have a AD Caster mid like , you won't need the flat magic resist because you won't get any magic damage in lane, except if you're getting ganked by a magic damage champion dealer so most of the time you should only get hit by armor. Having the Magic Resist/Level glyph will help you after about 20 minutes into the game, because you'll have enough level to catch up with the flat magic resist runes and considering you're not going to lane against an AD Caster, no need to get flat magic resist that will help much less than the Magic Resist/Level.

Summoner Spells [S3]



Explanation:

These spells are to me, the best spells for Kennen, here's why:



It fits well with Kennen's kit, especially his , you gets a lot more mobility as you already do, and flash is a great initiation spell. Hence the combo .



Ignite is a great offensive spell, deals a lot more damage than you think and can be used to counter majority of the champions that has sustain like Maokai, Vladimir, Ahri, Warwick, etc.

Other Spells:



No.



If they have a lot of Crowd Control such as Rammus, Fiddlesticks, etc. then yes, could be a good pick.



No.



Flash > Ghost.



Barrier > Heal (Let Heal to the support)
(Explanation below)



Jungle Kennen it is.



If premade, yes, because teleport is not only meant to get back into lane, but to ganks other lanes and to do this, you need a lot of communication.

[http://images.wikia.com/leagueoflegends/images/c/cc/Barrier.png]

Barrier is somewhat better than Heal now just because Heal amount got nerfed and Ignite rapes heal so Barrier is the best between it and Heal and Barrier shields even more than the Heal does.

Skills [S3]

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.

Marks of storm last 8 seconds on the target.


Explanation:

This passive is really powerful, casting your ultimate will for sure stun the enemy if he doesn't get away from it and we all know that CCs are very powerful, especially when it comes to team fight - if you can stun down the main damage dealer on the other side, you've accomplished your mission.

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

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


Explanation:

Max Thundering Shuriken first. It is a very good poke skill as well as a farming skill, if you get zoned out, or low on health, you can always throw out some Qs to farm or trying to poke back so your opponent doesn't charge you.

W: Electrical Surge
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


Explanation:

Max this skill second. It has a lot of functions, and the one that will make you stun the enemy most of the time. If you can sync the passive of the W which gives your next auto-attack a ''thundering shuriken'' that will apply a Mark of the Storm and as well with bonus magic damage with your Q and your W's active, it will automatically stun him and deals loads of damage on your opponent which will force him to retreat, or even die. If you have your Lightning Rush and ultimate ready, you can also charge on him while he is stunned after the combo of W (Auto-attack) > Q > W (Active) with your ultimate and burst him down quickly, and cast ignite, if needed.


E: Lightning Rush
Kennen moves very fast and gains the ability to pass through units, dealing 85 / 125 / 165 / 205 / 245 (+60% 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 100/95/90/85/80 energy


Explanation:

Max this skill at last. This skill is useful, but won't give you any better benefits if you max it first. It doesn't have that much base damage, the main thing about this spell is all about the movement speed, the magic resist and armor it gives and since it doesn't double it each level, it is not a great spell to max first, but this is a good spell to escape, or to engage depending on the situation. Keep in mind that it costs a lot of energy.

R: Slicing Maelstrom
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


Explanation:

Max it as soon as you can. It is one of the best ultimate in the game since it provides a lot of damage and can stun multiple enemies at the same time. When casting your ultimate in their whole team, try activating your Zhonya's Hourglass active, which will put yourself into stasis, the ultimate will still continue doing damage while you're invulnerable. Also, always cast your W (Electrical Surge) after your ultimate is over or while it is still happening so you can deal much more damage in less time since they will most likely all have a Mark of the Storm if they weren't stun.

Skill Order [S3]

There's many skills build for Kennen, depending on match-up, but I will (for the most of the time) use this one:

[http://tardis1.tinygrab.com/grabs/96b88a361e30f089e7beb60138068c1da05b8d2097.png]

Explanation: Maxing Thundering Shuriken first is the build with the most damage output. I would do the math, but it is already obvious. It's good in many situations. If you're getting zoned, you can still poke your opponent by landing a Thundering Shuriken then activate your Electrical Surge to deal massive damage on him. It can also be used to farm, if your opponent is really good at dodging your Thundering Shuriken, or just staying behind minions so you can't hit him, try to farm with Thundering Shuriken since it's a very long range compared to your auto-attack range.

You can also use this build:

[http://c714091.r91.cf2.rackcdn.com/96b88a361e891cb28c6fd6e2c0058fa3da6c48652e.png]

Explanation: The only thing that is changed is that you will get Lightning Rush at Level 3 instead of getting Thundering Shuriken. This might be very useful against an early gank jungler (Lee Sin, Shaco, etc.). Could be really good against one of your counter-pick if he's zoning you.

Item Builds [S3]

The main thing you want on Kennen, is a lot of damage, but a maximum of durability as well.

Start Items:
Why these items: You can stay into your lane for a huge amount of time so you are free to farm and also, boots so if there's any ganks incoming OR if you want to do some kind of early ganks. Some people start with Doran's Shield but I don't find it really good against another AP Carry mid lane.
Other Starting Items:
Why Doran's Blade? Isn't the champion AP?: Doran's Blade is extremely useful in laning phase, since Kennen doesn't have a good sustain from his stats nor his spells, Doran's Blade will helps a lot since you need to auto-attack a lot of times with Kennen, also it adds more damage to your Electrical Surge's passive, which is nice to harass your opponent. Those are not the only reasons tho, it will helps you last hit by a lot since Kennen doesn't have a high base Attack Damage.

Mid Game Items: or
Why these items: You will choose Mercurys Treads if they have LOADS of Crowd Control, otherwise, get Sorceress Shoes so you hurt a lil bit more. Will of the Ancients will provide Spell Vamp, which means you can stay at your lane forever and can win several fights because you will always have some heal remaining at each fights.

Late Game Items:
Why these items: If you're not buying a Zhonya's Hourglass as your 3rd item, then you better turn to AD. No but seriously, Zhonya's is the best item to initiate fights if you have no one to initiate, Flash + Ultimate + Hot Keys to activate Zhonya and there you go. Rabadon Deathcaps for a lot more of Damage obviously, Void Staff to pierce enemies' magic resist and Crystal Scepter to have more durability and more damage as well and really good to chase someone like a poor and lonely Soraka..

Situational Items:

: Useful against a long duration hard CC like suppression (Malzahar, Skarner and Warwick). Can upgrade it into later on.
: Can be a good defensive and offensive item at the same time. the range of its aura fits with the ultimate AoE range so it reduce the Magic Resist of everyone in your ultimate. Helps a lot when you have another Magic Damage dealer in your team.
: Not always a good idea, always opt for more damage and defensive items at the same time like Zhonya's Hourglass, Abyssal Scepeter or Rylai's Crystal Scepter. But might be very useful if you're the one carrying everything. However, if your ultimate is down, when you will revive, you will be completely useless and easy to kill.
: Very good against a CC team, especially if their team is more based on knock ups or things that cannot be negated by a .
: Nice damage item, the passive doesn't scale too well with Kennen's kit but the stats are pretty good.

Boots Enchantment:
: The best enchantment with Kennen since you will have a lot of mobility.
: Really useful if you are the losing team of if you have teleport to get back into the fight!

Note: Remember to buy at some moment in the game (i.e: some teamfights are preparing mid; baron is up) or, when you have all your items, get them as soon as you can, by starting with then get .

Counters [S3]

To learn Kennen's counters, you can find them here: http://www.championselect.net/champ/Kennen and I actually do agree with most of them.



Janna isn't really a mid champion (not saying she can't but rarely used), she hurts Kennen in some way as she has every thing to push Kennen away from the team fight and deals massive damage, a nice slow, knock-up and a push back.



She has a nice ranged poke as well, a much better burst than you have plus a free stun that she can cast a the perfect time (ganks, flash+burst, etc.). Ask jungler to help you out.



One of the best burst in the game, provides crowd control that counters most of the AP champions (silence and snare) and has an amazing escape - almost ungankable at some points.



Ryze is really strong right now. He has so much damage and you cannot trade with him, as soon as you get in range of his snare, you're most likely dead, or have to go back to town already. Thundering Shuriken is the best spell against him in this case!



Almost the same as Leblanc, he has a nice burst potential and provides annoying crowd controls (big slow and silence that lasts forever) and has an amazing escape too, but he is REALLY mana dependant, try to steal his blue each time it is up with your top laner/jungler OR bot laners/jungler depending on what side you are in.

Early Game

The main thing to do early game is obviously Farming, if you do not farm, you will be really less powerful than you're suposed to be. The only one champions that could cause you problems middle lane are: Leblanc, Cassieopia (be more smart than her, she will harass you all day, so ask your jungler to gank her really early, and as soon you have your ultimate, you can really beat her ass. Otherwise, everyone else are easy to handle.

If you're getting ganked oftenly don't forget to put wards near the river.

[http://i49.tinypic.com/59srhl.jpg]

Late Game

Late Game is not the same thing as early game, everything depends on the situation though.

If you're losing (turrets disadvantages, less kills, etc.) Play safe and try to farm more if you still haven't all of your items, be sure not to push too hard and stay at your base most of the time.
When a team fight will start, try to be in the back, and then comes when the fight is really started for good, then ult and be sure you guys are under your turrets so you have an huge advantage on them.

If you're winning, don't do bad moves, as going to suicide yourself in their jungle because you wanted their blue, because, you're the carry, if you die, your team won't have enough damage to hold a 4v5.
Also, only get barons when you have the advantage (someone's dead on the other side) so you're sure you don't get ganked.

If there's no wards in the map, ask the support/tank to do it since it gives you an huge advantage.

Team Fights

All I got to say about team fights is, don't engage unless you have no one else to engage. If you have Leona, Udyr, Lee Sin, Nocturne, Alistar, Blitzcrank, Galio, Jarvan, Garen, Malphite, Maokai, Nasus, Poppy (kinda), Rammus, Rumble, Shen, Shyvana, Singed, Skarner, Trundle, Volibear, Xin Zhao, Wukong, Yorick, Irelia or Cho'Gath in your team, let them engage, or else, you will need to engage.

Here's your crucial combo as Kennen: + +

If you do it this way, there's no way for them to kill you when having your ultimate striking on them and dealing massive damage as well as stunning them because you will be in Stasis for a very long time (trust me, 2.5 seconds is very long in this case; a team fight can lasts about 5 seconds.)

But be careful, sometimes you will forget to activate Zhonya's which will lead you to death OR even worse, you engage without knowing that you're Zhonya's Active is still on cooldown.

Final Comment

I am open to feedbacks and comments. Like or dislike as you wish to depending on how this guide was useful to you. I spent a lot of time on this guide to help new Kennen players out. If you see any major grammar mistakes, don't hesitate to let me know in the comment section below and for the people wondering, I will always update it as soon as something changes in my mind or in Riot's mind.

Cheers,
Lokiiiz

Updates on Guide

2011-12-26 ~6:00PM -5 GMT: Fixed Screenshots to work
2011-12-28 ~2:00AM -5 GMT: Added Explanation on Skills Chapter
2011-12-28 ~2:15AM -5 GMT: Removed Mejai Soulstealer & Ninja Tabi from the Item Builds Chapter
2011-12-28 ~2:23AM -5 GMT: Added Banshee's Veil in the Item Builds Chapter and changing Guide Name to I'm a flippin' ninja! - AP Kennen
2012-01-04 ~7:45PM -5 GMT: Added the word "Runes" instead of "Masteries" in this sentence (in Runes Chapter): I use these runes to have more durability, BUT, if you prefer having more damage in the right start, go for those runes I set above.
2012-01-04 ~7:50PM -5 GMT: Added the name of Marks, Glyph, Seals and Quintessences and the atributes gave to them, and WHY those runes instead of anothers.
2012-01-04 ~8:23PM -5 GMT: Added more explanation on Skills Chapter.
2012-01-04 ~8:30PM -5 GMT: Added many highlights on words.
2012-01-05 ~00:35AM -5 GMT: Switched Zhonya's Hourglass () to Mid Game Items from Late Game Items considering you'll have enough farm to have it at around 20-25 minutes of the game.
2012-01-09 ~19:08PM -5 GMT: Added Kennen's Skins Chapter
2012-01-12 ~18:26PM -5 GMT: Officialy added Solo Top Kennen Chapter (still need to be updated)
2012-01-09 ~19:26PM -5 GMT: Added Solo Top Kennen (Finished!)
2012-01-14 ~22:10PM -5 GMT: Added to Items/Items Build Chapter
2012-01-23 ~17:50PM -5 GMT: Fixed severals picture for not being displayed because they were removed and/or moved.
2012-01-23 ~17:43PM -5 GMT: Added RP Price besides every Kennen Skins and fixed pictures because some were bigger than others, which didn't fit at all.
2012-11-17 ~04:25AM -5 GMT: Updated Items Build, Skills chapter, Summoners Spells chapter, Counters Chapter, Skill Order chapter, Runes chapter and Mastery chapter.
2012-12-06 ~16:54PM -5 GMT: Updated Runes chapter to be more detailed.
2013-08-04 ~21:10PM -5 GMT: Added Doran's Ring as a potential starting item.

Comments

January 17, 2013 - 11:29 PM #1

I guess you're right. I level up my Thundering Shuriken when I hit Level 3 depending on the laner/jungler. If it's a Shaco on the other side, E might be useful. If the laner is a counter-pick to Kennen, might be good as well. Will definitely add that somewhere. Thanks for the comment!

January 15, 2013 - 03:33 AM #2

Hi, I also play Ken a considerable amount. I was wondering why you got Shuriken at lvl 3 instead of getting E. E is a fantastic ability and you need it at 3 to escape early ganks and initiate onto the other AP. You also need it to complete a stun if there are no marks on the enemy, and this can be crucial if you are trying to capitalize on positioning issues the other AP made. Okay guide, more explaining on WHY you chose things would be good. :)

December 12, 2012 - 09:47 PM #3

The reason why I took the bonus Attack Damage instead of the bonus Ability Power is explained in the masteries section. The bonus Attack Damage helps you last hitting (farming = key to win) and helps you poking your opponent with your basic attacks. Since Kennen's ratio aren't that "high", the bonus Ability Power will barely make a difference.

December 12, 2012 - 04:37 PM #4

the guides well thought....but the ad on the masteries dont really make sense to me knowing that full ap would be much more useful.

And yeah..i also wrote 2 guides on ken...in S2 though :



http://www.squidoo.com/kennen-heart-of-the-temptest

http://www.squidoo.com/ad-kennen-i-m-not-joking



Tell me what u guys think...pls.

December 7, 2012 - 12:09 AM #5

That sounds like an interesting idea, I will work on that as soon as I can, might not come up yet but will try to release it as soon as possible.

December 3, 2012 - 01:51 PM #6

good guide, thanks :)

would be glad if you add a category like how to play against several champs or like rating how hard it is and some tips :)