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KENNEN BUILD GUIDE: [Top] Kennen - Eye of the Storm by Shouf

by Shouf (last updated over a year ago)

1,082,865 Views 26 Comments
9
Greater Seal of Armor( +12.69 armor)
9
Greater Glyph of Scaling Ability Power( +1.53 ability power per level (27.54 at champion level 18))
3
Greater Quintessence of Spell Vamp(+6% Spell vamp)
9
Greater Mark of Hybrid Penetration(8.1 Armor Penetration and 5.58 Magic Penetration)
View Rune Details
Summoner Spells
View Summoner Details
9
10
11
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 3/4
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 0/3
mastery 2 mastery 2 0/1
mastery 3 mastery 3 1/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
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 0/4
mastery 2 mastery 2 0/1
9 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 3/3
mastery 2 mastery 2 1/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 1/2
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
10 Defense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
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 3/3
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
11 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 3/4
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 0/3
mastery 2 mastery 2 0/1
mastery 3 mastery 3 1/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
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 0/4
mastery 2 mastery 2 0/1
9 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 3/3
mastery 2 mastery 2 1/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 1/2
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
10 Defense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
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 3/3
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
11 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

Hi,
my name is Shouf(or ØnlyKarma on EUW) and this is my Kennen guide. I'm a mid elo player who really likes to play Kennen. His Skillset is unique and very fun. Kennen has an insane potential in teamfights and in lane. My guide will focus on playing top with Kennen because I think that is the position where Kennen truly shines. So i want to share some things I found out about Kennen with you. And I like Squirrels and Yordles, whatever OddOne says against them. YORDLES RULE :D

The Heart of the Tempest beats eternal...and those beaten remember eternally

[http://i.imgur.com/LJS7O.jpg]

Kennen is a high risk, but high reward AP-carry,in addition to that it is extremely hard to stop Kennen from farming. Kennen can win many lanes and doesn't lose many lanes, he can force many champions out of lane.

Kennen can be an incredibly strong initiator or a follow up Aoe dps stun bot. Look at your team comp and understand how you work in it. If you got a tank with an AOE ult like who goes in first use it to your favor and follow up with your ult. If you are the initiator make sure that your team can follow up. It won´t help your team if you go in alone.

Pros:
  • Good harassing capabilities
  • High base damage
  • Decent AP ratios
  • High utility
  • Strong AoE damage and CC in teamfights
  • Good single target burst after lvl 6
  • Good Initiation
  • Good Escaping
  • Good Sustain especially after hextech

Cons:
  • High risk
  • Naturally squishy
  • Need to build him tanky, can't go glasscannon build
  • Less Build Options
  • Not as much burst as other AP carrys(e.g.)

Masteries

[http://i.imgur.com/O5UTZQ4.jpg]

The masteries may look odd in the first look, but i'll explain them to you.

So, why not 21 in Offense for more damage? Because Kennen is naturally squishy and needs defense masteries or the utility masteries with sustain via spellvamp to work properly.

Offense Tree

The 9 in Offense are pretty obvious, get the AP and CDR and MPEN. You can take 1% CDR instead of improved ignite, but since your ignite will be down a lot improved ignite just seems more valuable overall

Defense Tree

The fact that Kennen needs defensive strength through materies pretty much explains why I don't go 21 in utility. I personally think 6% CDR, 5% more EXP, Pickpocket and 3% MSPD is not worth it compared to 5 armor, which will help top against any form of AD, 2 MR, which will help against any form of AP(if you are top vs. get 5 MR and 2 armor), and a health boost of 36 lvl 1 and 138 lvl 18. It gives you even more survivability in lane.

Utility Tree

11 Points in Utility are simply to reach the spellvamp mastery, which will, in addition to the spellvamp quints, give you 9% spellvamp, which is a huge deal. You got a lot of sustain in lane. 2% MSPD are still good, but i only get them to reach the spellvamp mastery. 10% CDR on summoner spells is really good, because Kennen is often heavily reliant on Flash to initiate. The Unyielding point can be spent on Runic Affinity if you think you will constantly get buffs.


[http://i.imgur.com/AC1tllX.jpg]

This is the second mastery page you can use. Use it when you don't have Spellvamp quints (I would highly recommend to get them though) and use AP quints.

Offense Tree

The 9 in Offense are pretty obvious, get the AP and CDR and MPEN. You can take 1% CDR instead of improved ignite, but since your ignite will be down a lot improved ignite just seems more valuable overall

Defense Tree


The 21 in defense will give you the survivability you need to stay in lane until you got enough gold to get hextech revolver and boots. The Tenacious mastery is actually pretty good, because it gives you 15% CC reduction, which will help you if you get or instead of . Relentless helps because it will deal with slows when you are trying to iniate. Taking 2 points into Tough Skin will help in lane since it will mitigate a lot of minion damage. 1 Point into Defender is preferred over a second point into Legendary armor, since it will be stronger early and later in the game(since you won't pick up that much armor/MR).

Runes

Runes are very dependent on what you have and what you're against. The runes I generally recommend are:

[http://i.imgur.com/ZvWOWq7.png]


Preferred options:


Hybrid Penetration Marks
Another rather odd choice if you compare it to usual Kennen builds, but i'll explain the reasoning behind it: Hybrid-Penetration marks will trade a small amount of late-game damage (since you will have less mpen) for a big chunk of early game-harass. Since Kennen's early game harass is outstanding and extremely strong, Hybrid pen is a great choice for marks because Hybrid Penetration is great early and still useful late game. Since your main harass is relying on Auto-Attacks(especially when maxing ), Hybrid Penetration will add way more damage than Mpen will do. With the decline of heavy-resistance building in Season 3, flat Penetration Marks in general got even more valuable, since the lower the MR/AR amount is the more damage Mpen/Arpen adds.

Flat Armor Seals
Flat Armor should be used because chances are you're going to be laning against somebody who uses physical damage and if not the person ganking you is pretty likely to deal physical damage. Armor is always a good choice against both AD heavy teams and AD casters, such as .

Health/lvl Seals
HP/lvl Seals provide mid-game power and have a decent value late-game. They are aimed at increasing your mid to late game durability, an extra 180 health at level 18 is nothing to laugh at. The real strength of HP/lvl Seals is versatility, they will provide defense against any type of damage, they will serve you well in most cases. However, for using HP/lvl Seals you are missing out on a lot of early-game strength in lane and make you vulnerable towards heavy harass.

AP/level Glyphs
At level 18, a set of these give 27 AP (35 if you have Rabadons). It is a moderate damage boost and a good choice. They level out with the flat AP glyphs at level 7, making these the much superior choice out the two.

Spellvamp Quints
Spellvamp Quints are just amazing on Kennen, they will give you a lot of sustain in lane. And sustain will basically allow you to win your lane. With masteries and they also provide you with a lot of team fight potential and will allow you to sustain out the burst the enemy will throw on you.



Other decent options:


Magic Penetration Marks
These would the obvious choice for marks since flat magic pen is good early and still useful late game. Magic Penetration reds will help harassing your enemy , but is not as much as Hybrid-penetration will help, and open up a chance to kill him once you are Lvl. 6. With the decline of heavy-resistance building in Season 3, flat Mpen Marks got even more valuable, since the lower the MR amount is the more damage Mpen adds.

Armor Marks
Armor reds are another option i am currently experimenting with, they are really good against ad casters(after S3 Armor-pen item-overhaul) like . They give you survivability against heavy ad harass like . However with the introduction of the new Zhonyas recipe, it got a lot easier to get resistances at earlier stages of the game without losing mid-game power.

Ability Power Seals:
Ability Power/lvl Seals allow to deal more damage later in the game, but they lack early game power, which is especially important in top lane, and don't add enough damage later to prioritize them over Armor Seals. You can however run AP/lvl Seals in certain cases, when you are sure that you can't get harassed down by any means(Since this is a highly unlikely scenario, I would rather use Armor Seals).

Magic Resistance flat Glyphs:
MR flat Glyphs ensure early game defense against magic harass, which is definitely important in a number of match-ups where both magic and physical damage is dealt by your opponent(e.G ). In addition to that MR Glyphs provide defensive stats against junglers that deal magic damage and open up the possibility of a lane swap in case your mid gets crushed. Overall a really good second option to AP/lvl.

Magic Resistance/lvl Glyphs:
Similar to flat MR, those runes will provide defense stats against any kind of magic damage(Junglers, Top laners, Mid laners, Supports), but they will do it at a later stage in the game. MR/lvl Glyphs provide a chunk of resistance against AP damage once you reach mid-game and will especially help you against enemy assassins, who can otherwise burst you down easily. In terms of viability MR/flat are on one level with AP/lvl and MR flat, they just serve other cases than those.

Ability Power Quints:
If you can't afford the IP for Spellvamp Quints, just use AP Quints(if you use AP Quints go 9/21/0), they will give you a good amount of damage early but i think his AP ratios are not good enough to prioritize AP Quints over Spellvamp Quints.

Movement Speed Quints:
Helps with initiating, especially if you are forced to fill in the iniator role(see "Teamfight" chapter for role explanation) for your team. Mvspd. Quints provide a lot of Utility, they help with roaming, but they can also help you with dodging skillshots, that can lead to a fatal death(). Besides that however, they won't help you much in lane, while AP and Spellvamp Quints serve that purpose. So if you are maxing out for lane pressure, those are better options.

Summoner Spells


Flash is the core summoner spell on most champions. It's an all around summoner which allows you to iniate, make plays, escape situations and manage situations. Flash will also allow you to follow up other AoE ults better then ghost does.


As a burst caster you don't really have a "finisher" if they have low health and this gives you the extra killing power you often will need. Ignite is an all around solid choice because it will also help in teamfights if there is e.g. an in the enemy team. Also it will give you an almost secured kill at level 6.


Ghost is the other choice to flash. Ghost simply makes you run faster for a little bit which,while being quite nice, I don't think it is required on Kennen, because you already got . It's a good pick but I like the utility and versatility of flash more.


Teleport is a strong summoner on all solo top champions and is the best choice if you just want to farm. Helps you get back in lane faster if you die to ganks. It is very good for dragon/baron fights.Teleport will allow you to farm like hell. But i usually don't take Teleport because i got enough sustain from runes and masteries (and ) to stay in lane forever. So I personally don't like Teleport on Kennen. But it is still good in arranged play. Take it if you want it.


Exhaust is a strong summoner spell and has it uses on Kennen, but i think ignite will just help you more, because you often need that extra burst to finish an enemy off. But if you lane against or another very strong AD champ feel free to use it. If you exhaust a enemy while he is in your ult and he flashes away it will allow you to still catch him with your ult without flashing too!


Cleanse is actually a very strong skill now. Cleanse removes all CC(+) on you as well as making you take 65% reduced CC for 4 seconds afterward(Be sure to get the mastery in the defense tree if you use cleanse).
Cleanse is an good alternative, but throwing CC on Kennen won't stop his ult, therefore it isn't the best choice, but it will remove , which is your biggest enemy in teamfights. I would recommend using cleanse vs. a team with a lot of CC. If you got cleanse get instead of .


Barrier is a really good summoner spell, which can be used to bait enemies or withstand heavy burst. I would only pick Barrier against heavy burst assassins(e.g.), who rely on their ability to kill one combo. But it will take the slot from , which is, in most cases, the better choice for Kennen. You have to make sure to use barrier at the moment where you get the most damage since it's shield duration is fairly short (2 seconds).


Heal is a weaker version of Barrier for a solo laner, therefore you should rather pick Barrier.

DO NOT USE:


Skills

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.


[http://images.wikia.com/leagueoflegends/images/9/98/Mark_of_the_Storm.gif]

Explanation:It's basically what Kennen makes Kennen. It isn't a good passive, because a) it's not a "real" passive and b) the energy you get back is pretty low, it won't help with your energy problems, which is the reason i use energy runes and masteries.

  • If the target would gain the third Mark of the Storm from a killing blow, Kennen won't gain 25 energy.




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 1050


[http://images.wikia.com/leagueoflegends/images/8/8a/Thundering_Shuriken.gif]


Explanation:
This skill is a very good, long range poking ability with a low CD. It will allow you to use once you hit an target with it. On the downside it is an skillshot(but it's pretty fast and not hard to hit). It also has the best scaling in Kennen's skillset, so maxing it second will allow you to use your AP, which you will get in midgame, as good as possible.

  • Thundering Shuriken will proc 35% slow for 1.5 seconds.
  • Thundering Shuriken will no longer proc on-hit effects.




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 (+55% of ability power) magic damage and adding another mark.

Cost 45 energy
Range 800


[http://images.wikia.com/leagueoflegends/images/8/8a/Thundering_Shuriken.gif]


Explanation:
This ability is VERY strong in lane because it gives you insane harassing potential. On the downside the cooldown early is high, but once it is 10 seconds(Lvl. 5) you can use it to your favor. It doesn't cost much energy so try to use it on the enemy every time it is up. The passive is actually very strong(every fifth autoattack up to 180% damage) so watch the stacks in the statusbar and try to autoattack the enemy with every fifth autoattack. This needs a bit practice, but once you are used to it you can pressure your enemy with it and might even force him to go back. If you hit an invincible Target with your shuriken you can assume the position of a stealthed unit by the position of the lightning. And it does hit through fog of war and can show the enemy position.

  • Kennen's fifth attack will activate the slow from
  • Attacking structures will not advance the mark counter, apply marks, or deal extra magic damage.
  • If Kennen's fifth attack is dodged, the target will not receive a mark or any bonus damage, but Kennen's next auto attack will still add a mark and the bonus damage when it hits.




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


[http://images.wikia.com/leagueoflegends/images/3/32/Lightning_Rush.gif]


Explanation:
This ability will allow you to be very mobile and escape ganks easily. It is good against melee champions like in lane. You can use it to harass in combination with your . The energy cost is still(even after the recent buff) very high if you don't hit someone, so make sure, when you use it to harass, to at least hit minions if you can't reach the enemy champion. The armor and magic resistance you gain is a lot, especially later in the game when you are lvl. 18. Try to use it not to often, because if is on CD you are susceptible to ganks, because your base movement speed isn't very high.

  • During Lightning Rush, Kennen cannot attack but may perform other actions.
  • It will proc 15% slow for 1.5 seconds.
  • will hit any stealth champion.




R: Slicing Maelstrom
Summons a magical storm that deals 80 / 145 / 210 (+40% 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.Time Between Bolts: 0.5 / 0.4 / 0.33 seconds

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

Cost 40 energy
AoE Range: ~550


[http://images.wikia.com/leagueoflegends/images/3/3d/Slicing_Maelstrom.gif]


Explanation:
Kennen's ultimate is insanely strong. This is the reason why Kennen is so strong at the moment, it is very strong in team fights, you can stun the whole enemy team and deal tons of damage while chillin' in your gold cage(). At the same time Kennen's ultimate makes him a very strong 1vs1 champion, because it will add 240 base damage at lvl. 6. If you kept harassing your enemy you can easily kill him once you reach lvl. 6. Run up to him with then use or 's passive, after that use and . This will stun him for 2 seconds and he will be basically dead. (Note: You need to cast ult immediately after the first stun).

  • will hit stealthed champions
  • is not channeled, so you can use without breaking it. Guardian Angel and Zilean ult got the same effect, the ult will go on even if you are in the Stasis!
  • The time it takes for Kennen's ultimate to strike the same enemy champion is double the time that is stated in the tooltip. (E.G. You have 1 enemy in your ultimate. A lightning bolt will strike every 1.0/0.8/0.66 sec. You have 2 enemies in your ultimate. A bolt will strike every 0.5/0.4/0.33 sec., but it takes 1.0/0.8/0.66 sec. to strike the same enemy. You have 3 enemies in your ultimate. A bolt will strike every 0.5/0.4/0.33 sec., but it will take at least 1.0/0.8/0.66 sec. to strike the same target.)



All .gif animations and stats are from http://leagueoflegends.wikia.com/wiki/

Skill Order



So, why maxing over ?
Because is blocked by creeps you can't hit it often if the enemy plays it right. If he stands behind his creeps or between his creeps you can't hit him. Against ranged enemies like it is even harder to hit it.

And if you do the mathcraft just with the base ratios you will see that does equal damage compared to . Your passive auto attack does 140 damage[(51,3+3,3*8)*1,8] + the active magic damage portion does 185 damage. Added together your combo does 325 damage with a 6 second cooldown on the active and a "4 auto attack cooldown" on the passive. The base damage from is 235 with a 4 second cooldown. As you can see the damage from is equal to the damage from . And you can't hit every Q as mentioned earlier, so in many matchups the damage from will be higher than the damage from .

In addition to that you can use twice with only one passive proc due to it's 6 second cooldown.

Items

I will go over all items who are to consider:



You want to go for one of these three boots. Against high enemy CC you buy , against a team with a lot of auto attackers (or against a team that is really AD-heavy) like you may consider , if you got an low CC enemy team buy . Generally you will be buying Mercury's Treads in most of your games.



A great item on Kennen, because it provides everything you need. It gives you armor, health and health regeneration and an extremely strong passive. You already got a very good amount of sustain through runes and masteries, so you don't have to rely on to stay in lane. Again, the enemy top and jungle will most likely be some sort of physical damage, which makes the stats from incredibly good for just 475 gold. Trading will work like a charm due to it's passive. If you harass an enemy with or you will get creep aggro very often, since creeps obviously deal physical damage too, it will also help you with.



Seekers is really good against heavy physical teams and physical top enemies, and in addition to that it is ridiculously cost effective. It's passive is easily stacked due to only needing 15 stacks(stacks are NOT lost when you die). Since you will have to build as your first/second major item, will be part of your core item build (usually after hextech) almost every game.



This item is overlooked by many people, but it's a very good option for many characters. Again, it is extremely cost-efficient. If you are against a heavy AP team or losing against an AP top like , it is actually pretty good. It provides CDR, which is obviously good for more 's and 's. It also provides Health and MR, which buffs your survivability against AP opponents and it's passive will add even more sustain and is very good if combined with the spell vamp that you will get from runes, masteries and . It stays a strong item until really late into the game.



This item is definitely a strong item and gives Kennen together with runes and masteries 29% spellvamp. That is a very good amount of sustain. Half life? through creeps, you are full life again! If you use the double lineup, you got 49% spellvamp in teamfights, which is very strong.



Armor + Ability Power + 2 seconds stasis? This is your item. Because isn't channeled you can use it while your ult does the work for you. I recommend you to get this item almost every game unless the enemy is very AP heavy. Especially for initiating you want this item because the enemy will focus you and this item will prevent you from dying instantly.



A pretty standard AP Item. It's the core on all AP Carries and most of the time you should be buying this to deal tons of damage. A very strong item, which you will get in 80% of your games.



Health, AP, and an good amount of slow. 35% slow on , 15% on and 500 health plus 80 AP. Rylais will also allow you to kite extremely well, due to the fact that has only 3 seconds cooldown and it procs the 35% slow.'s passive will proc Rylai's, which will allow you to hit way easier.All around a strong item, which works well with Kennen's skillset.



I can see why you want to get this item on Kennen. It provides Magic Resistance, Ability Power and Magic Penetration. It is a fantastic item on Kennen under certain circumstances, where you want to prioritize Abyssal scepter over QSS/Void. If you are going for an Abyssal, make sure it really fits in your team comp. I would suggest you to get Abyssal if your team is using double AP and the other caster is not going to go for Abyssal. The Magic penetration really helps against low MR targets, where flat Mpen is better then percentage Mpen, you can deal true damage to low MR targets when you have in addition to your Abyssal. I wouldn't suggest you to go for an Abyssal, when the enemy team got lots of Magic Resistance, when you are the only major AP damage on your team(you need zhonyas in that case to keep yourself alive), when you get exhausted every teamfight(go QSS), or when you get stunlocked by enemy CC(go QSS).


This item really helps a lot against enemy casters and Kennen's biggest team fight issue,. Although it's really expensive for what it does, it provides a fair amount of Magic Resist and an great passive. It's very useful against CC-oriented teams, especially those with a lot of AP damage.



This item is really good on almost every AP carry, because it is the item that gives the most Magic Penetration in the game. You will get this item basically every time you are reaching late game. It's not nearly as effective early/mid game than it is late game, due to the decline of resistance-building in S3. If the enemy team got at least 2 people with a lot (~150) of Magic Resistance, get this item, it will give you a lot more damage than every other AP item(except ). It also provides a good amount of AP and is very cost efficient.



Guardian Angel is a strong item on Kennen, but it is not as great as it is on other champions. If the enemy got a lot of AD you might even consider over . This item will provide a lot of Resistance in general and the Passive is a good addition to that. Note that the passive from will not break your ! But on the downside you must be low to get the effect you want. You will not buy this item often, but it's still a good choice and an great item to consider.



Banshee's is a good item in general, because of the spell shield and the sustain you get from catalyst while laning. That is one reason why i don't build banshee's on Kennen. You already got enough sustain from runes, masteries and . You don't need catalyst at all. Banshee's also provides a lot of mana, which is obviously useless on Kennen. So you will waste over 500 gold on mana! In addition, the spell shield can be popped by "cheap" spells like 's Spell Flux. You may want to consider if the enemy team got a initiate tool like ult. But even then is a lot better because it doesn't provide mana, it's more cost efficient and you can use it in other situations way better(did i already mention ?)

Laning Match-ups

General Skillorder:
>>>

Starting Items:
Preferred Item > 2nd best option > 3rd best option



Difficulty: Easy-Medium

Start


Akali is a champ that you should beat in lane; she is squishy early on and harassing her with is very painful for her. She will use her Q to farm, so rush her with when her Q is on CD, she will take a lot of damage, while you should not take a lot of damage at all. You will out sustain her at every point of the laning phase. Try to not go in melee range when her Q is up, because she will punish you for that very hard. Be aggressive early, but be aware of ganks and don't forget last hitting while harassing her. Because all your spells hit invincible targets, her shroud is not very good against you.



Difficulty: Easy


Start


A lot of Cho's will rush Magic Resistance against AP tops, punish him early if you can, keep harassing him with and ask for a gank. Most of the time you are going to have a farm fest, which is very good for you. Kennen needs a lot of farm to be useful in team fights, so just keep lasthitting while harassing him. If he tries to rupture you just use . His silence is pretty annoying though.



Difficulty: Medium-Hard


Start or


This match-up is skill-based with small advantages towards Darius. Let's face it: He can be a pain in the ass if you don't know how to deal with him. Harass him fairly heavily during the first few levels, try to stay away from his and make sure you won't get ganked. At lvl. 6 however, it gets a lot harder since Darius will constantly try to you and if he succeeds in doing so, he will most likely kill you. Note here, that if you stay at maximum AA-Range you just need to make a really small step backwards in order to avoid his . If he misses his , harass him as hard as possible, since he will not be able to return any harass if he is not in range for . Start to avoid his harass. If you feel not confident in dodging his and feel free to start .



Difficulty: Medium


Start or


Galio is actually pretty good against any Magic Damage, so harassing him won't do that much. You can beat him early, but once he gets or he will just push you to your tower. Against Galio it's most of the time just a farm fest. You can out sustain his poke, so you should be OK. Ask for a gank if you want to kill him.




Difficulty: Medium


Start


Gangplank is very annoying in lane, he will just you as often as he can (Since he will most likely build against you, he won't run out of mana once he backed for the first time). He needs to run up to in order to parley you, so max first and him every time he does that. You got more sustain and you can out sustain him by a lot. After reaching lvl. 6 try to force him to use W, once he did that run up to him, do your combo and kill him.
Start and you should be able to win this lane. I would suggest you to get after your .



Difficulty: Medium


Start or

This can be a tough matchup, but you should win this. Max either or first. If Garen often runs up to you to silence you him and he will melt like butter max first. If Garen stays defensive max as usual. Do not try to harass him with because he will punish you for that. If you run up to him he will silence you and use Judgement(spin-to-win) and you will get far more damage than you did to him. If you are not confident with this matchup start , even though is the better option, because you will be able to keep up with garen's Q-Speed and boots will allow you to play more aggressive while still allowing you to escape ganks.



Difficulty: Hard


Start or


To be honest if Irelia is at least decent she is probably gonna destroy you. She can out sustain you at every point of the game, unless you are fed, and she will use her advantage do dominate you and force you out of lane often. I wouldn't suggest you to pick Kennen when Irelia is in the enemy team, although it depends how good the player is. It's a skill matchup, but Irelia got a natural advantage, due to the stupid amount of sustain she has with and her retarded , which will allow her to just walk away from ganks/your ult. Make sure you are not in range for her when you are healthier than her or she will punish you with her CC+True-, Attack- and Q damage.
If Irelia has she will most likely go for the kill when she does see a chance for it. Make sure you got enough health to survive ignite at any time while laning or the game will snowball in her favor. Use your only real advantage to your favor, you are ranged she isn't.
Try to not run in melee/stun range, unless you are sure you can kill her/harass her without getting punished for it, and try to (auto-)attack her as much as possible to deal with her amazing sustain. Definitely max first.
You still can start against her, but you will have to play very cautious to not get caught. is still preferred over , because mobility will allow you to win trades and escape from a gank better. In addition to that a lot of 's damage is true damage, and does unfortunately not work against true damage. I would suggest you to get a early to deal with her true damage. You can buy an early aswell to deal with her normal attacks.



Difficulty: Medium-Hard


Start
Max ( if he plays really aggressive)


This matchup is all about positioning and playing smart. A good Jax will try to avoid getting hit by early and will focus on farming until he is lvl 6. You have two options (actually more like 3), you can focus on harassing him out of lane early with playing really aggessive, you can stay passive and farm or you can both harass him a little and focus on farming. I personally prefer option 3, due to the fact that focusing only on harassing will a) lose youa lot of CS b) is really risky, cause you can get ganked really easily and c)If you can't push him out of lane, you will most likely lose the lane, and due to the fact that only focusing on farming will allow Jax to push you out of lane at lvl 6. Like I said Jax will try to harass you pretty hard once he reaches lvl 6, and remember, Jax will be a bit stronger than you at this point, therefore once Jax jumps on you use , back off and while backing off hit a on him, then, when you are at a safe distance, use , autoattack him twice, maybe get a proc off, and try to him once more. You will win every single trade with him that way, and once he is low , ult and ignite him to get a kill on him (IMPORTANT NOTICE: Try to only attempt a kill when his is down, cause it reduces the damage on , and ).




Difficulty: Medium


Start or .

Max ( when behind)


It's an even match-up, due to Lee's high sustain with his , but you can beat him early if you stand behind your creeps so he can't Q you. Once he has a few points in , he will eventually out-sustain you, therefore you should avoid small skirmishes and rather just farm up. Make sure you won't go all-in on him unless you are a 100% sure you can kill him, his snowball is brutal once started. You scale way better into late game, therefore just play a farm game and you will eventually beat him, just make sure you don't get immediately kicked out of teamfights by lee.



Difficulty: Easy


Start


You can beat Nasus early, his sustain isn't that good and he has to blow through his mana if he has to keep withering you when you run with up to him. You should destroy Nasus, just keep auto attacking him and use every time it's up. Ask for an early gank to screw him up even more. DO NOT ALLOW NASUS TO FARM. You should snowball in this match-up. Use your mobility to deny him from farming and to punish him when he tries to farm.



Difficulty: Medium


AD Nidalee is the lamest thing ever. I tend to just try to farm early if possible and then when I get she is unable to do much if she's not way ahead of you, which she shouldn't be. Just try to harass her a bit with . If you want to kill her ask for a gank pre-6, after 6 she will just jump away. I would suggest you to start and rush .



Difficulty: Medium


Start or


Renekton is fairly weak against range harass early game, you should capitalize on that by heavily harassing him early(AA him as much as you can). If you come to close Renekton will punish you since Kennen can't handle straight up trades if Renekton is in melee range. A good Renekton will passively farm until he gets a few levels at which point he will try to in and dish out some damage with , when he hits this combo twice you will have to stay back and farm/heal up with . Just keep harassing him with and auto attacks. You may want to max if he jumps on you with often. If you are not confident with this matchup start .



Difficulty: Hard


Start


This match-up is similar to the GP vs. Kennen match-up. If he runs up to you you can Q him and punish him for that. I would max first against Pantheon. Just watch out for the enemy jungler, cause a gank can really screw you up because you will have to flash or you might even be dead. Pantheons Stun+CC from the enemy jungler can be devastating. An early does shut down pantheon's damage and should be picked up when you find yourself a hard time laning against him.



Difficulty: Medium


Start


Riven is annoying and has massive burst and is even more mobile than you are. Riven will punish you if you run up to her and she can block a lot of harass with her E. However, if you play smart while being extremely aggressive you can gain a large advantage. If you don't feel confident enough to play that aggressive(or you get camped by their jungler) try to stay defensive and farm up. When going for a kill make sure you can definitely kill her since Riven is extremely strong at capitalizing on your mistakes. Don't let Riven snowball too hard, since you will eventually outscale her if you stay equal in farm/levels. Start to keep up with her insane mobility.



Difficulty: Easy-Medium


Start


You can easily beat rumble by maxing and by capitalizing on the fact that you outrange Rumble quite heavily. Not a huge deal, you out sustain and out harass him by far, so keep harassing him while farming up. Once you get a lead by pushing him out of lane you can try to go for a kill, however make sure you really can kill him, since rumble is fairly strong at punishing you for mistakes(If you rush in without being able to kill him he will drop his ult and most likely kill you instead).



Difficulty: Easy


Start


Kennen is most likely Shen's biggest counter top lane. You can easily stop Shen's ultimate and you can out harass him by far when playing correctly. Max and harass him as much as possible while watching for ganks. Just make sure you dodge every in order to avoid his damage. Once you get a , it will be very difficult if not impossible for Shen to kill Kennen in lane. I would suggest to start with , because utilizing mobility is extremely important in this matchup.



Difficulty: Easy-Medium


Start

Max (if he plays aggressive )


Singed is weak against range harass early game, you should capitalize on that by heavily harassing him early(AA+ him as much as you can). If he runs up to you to fling you him and punish him for getting close. You want to try to beat him down before he gets his / since he will gain a lot of strength with either of those items. You can easily keep Singed down once you get a 1-2 level advantage since he scales extremely well with levels and gets less susceptible for your harass every time he levels up.



Difficulty: Medium


Start or or


He is pretty strong, he will out sustain you early so don't try to him. DO NOT GET TO CLOSE TO HIM, or he will punish you with his crits. Try to farm up and ask for a gank. However, you can out-harass him by far and ou-sustain him once you get . Make sure you don't use aggressively unlike you are sure that you can kill him. I would highly recommend you to start . If you feel confident feel free to start.



Difficulty: Medium


Start or


Warwick has high sustain and fairly good harassment, but does nothing special at all. You might want to max first if he often runs up to you to Q you. Watch out for ganks once Warwick is 6 since they can easily kill you when locking you up.




Difficulty: Hard


Start or


I think the only early counter to Kennen, although he is quite squishy early. He will block every Q with his ghouls and has enough sustain to just stay full life. Try to farm, you should be ok with 9% Spellvamp, even though he might force you to go back early. Once you got hextech you can beat him.
I would suggest you to start , because you will need a lot sustain. Yorick is pretty strong and should not be underestimated .

Laning Phase(Early-Mid Game)

During the laning phase you need and want to be aggressive, but you also have to be smart. Don't take too much damage from creeps or turrets, make sure you win your exchanges. If you got an farm lane you can use to lasthit, which especially is good to lasthit under the turret

Try to have an eye on the minimap. If you can see their Jungler bottom you can go aggressive without gettin' punished by their jungler.

Still, farm is very important on Kennen, even though he got a good amount of base damage he truly shines when he got items, especially if you are the one who must initiate later.


Kennen got a lot of ways to harass the enemy, nothing is set in stone!


Some examples:

Basic Combo(0 or 1 stun):'s auto attack ->(->->)

Skillshot based combo(1 or 2 stuns):->->->(After lvl 7: ->)

Iniating a gank/Attempting a kill(2 stuns+1 mark): ->->->->'s auto attack->(+)

Try to hit as much as possible to get even more 's off.

When you are lvl. 9 you can use twice due to is 6 second CD. Once you are lvl 9. use passive>>> to dominate your lane and to force the enemy out of the lane.

Teamfights

The Teamfights are the location where Kennen is truly shining, his teamfight AoE is just insane.
With and you can wipe out the whole enemy team.

You have look at your team comp and understand your role in it.

Kennen got 2 main roles in a teamfight:

Role 1: The iniator
Kennen is a very strong iniator, because he can just + to catch the whole team. Even though he will be focused quickly he is able to survive in teamfights with and . If you are the iniator try to get as early as possible to survive the initial burst they will try to throw on you. When people flash out of your ult you can after them to still catch them with your ult. But you have to make sure your team can follow up. It won´t help your team if you go in alone.

Role 2:The damage-AoE-stun-bot-who-just-wiped-out-your-whole-team
Although Kennen is a strong initiator it's better for you if you are not the iniator. If you got an iniator with an AoE ult like use it to your favor. Kennen is insanely strong in AoE comps and you should rush in straightaway once your tank initiated(Note:Or someone/something else like 's ult). If the enemy blows their CC on your tank you got a huge chance to win the teamfight. With your Runes and Masteries you got enough energy to spam your abilities throughout the teamfight. I often get instead of / if i get CC'ed a lot.

Recent Patches(starting at the Nautilus Patch) that affect Kennen

Nautilus Patch(14.02.2012)


Thundering Shuriken cooldown increased to 8/7/6/5/4 from 7/6/5/4/3

This change does not affect Kennen that much, even though you basically have 1 shuriken less every 12 seconds, which is a normal time for a teamfight, so the influence on late game teamfights should not be underestimated. While laning this change does not affect him that much, especially if you are maxing first.

Hextech Revolver spell vamp reduced to 12% from 15%

Upgrading to WotA from Revolver now gives you 3% more Spell Vamp (8% instead of 5%), which is 100g worth of stats. Before, the upgrade cost you 900g and you only got 933g worth of stats (*). Now you're getting 1066g worth of stats for upgrading (*).

*just for Kennen alone, not considering the aura of

New Values:
  • Hextech Revolver: 800g worth of AP + 400g worth of Spell Vamp = 1200g worth of stats (cost = value because it's a benchmark item)
  • Will of the Ancients: 1600g worth of AP + 666g worth of Spell Vamp = 2266g to you and 1266g to each affected ally (only valuable if they actually benefit from the aura)

source:http://www.reddit.com/r/LeagueofLegendsMeta/comments/ppa6n/nerf_to_hextech_revolver_a_buff_to_will_of_the/

So how does this affect the way you should build Kennen? It does not affect Kennen's build at all, because you still get the early to get the sustain in lane. It will affect your laning though, you have to make sure now that you can win trades(also considering lifesteal didn't get touched at all) to force your enemy out of lane.



Lulu Patch(20.03.2012)


Irelia Nerfs

NOT GONNA MAKE THAT JOKE AGAIN. But serious now, it will help you a lot in lane against her. Risking harassing is now way more rewarding than before, due to the sustain nerfs, that Irelia got in this patch. But to be honest it does not affect the matchup as much as you want, but the matchup is now not that much in favor of Irelia, you can beat her way easier now. Do not underestimate her though, the changes did not affect her 1vs1 potential!

Lifesteal changes
  • Vampiric Scepter Life Steal reduced to 10% from 12%
  • Wriggle's Lantern Life Steal reduced to 12% from 15%
  • Bloodthirster Life Steal reduced to 12% from 15%

Lifesteal changes were needed and it will affect your laning, it will allow you to win trades easier and will cut the sustain of your opponent to a level, which is very good for you. You should be able to force your enemy way more often out of lane and out sustain him a lot easier.

Hexdrinker and Maw of Malmortius

Look out for these items, as they will make it a lot harder to burst your opponent down. Also Maw's second passover can be very dangerous, as he will get around 35 AD while still having between 800 and 1000 effective health with the shield. Many people will now rush Hexdrinker against Kennen, so ask for a gank if you want to kill an opponent with hexdrinker. Always look for a chance to kill him even without jungle help.

Spectator Mode Patch(1.05.2012)


Deathfire Grasp
  • Now builds out of Blasting Wand and Kage's Lucky Pick (total cost reduced to 2600 from 2610)
  • Now grants 80 Ability Power and 15% Cooldown Reduction, from 60 Ability Power, 12 MP5, and 15% Cooldown Reduction
  • Increased cast range to 750 from 650
  • Active base damage changed to 25% +4% per 100 AP of the target's current Health from 30% + 3.5%

Might be viable on Kennen now, have to test more.

Will of the Ancients
  • Now builds out of Blasting Wand and Hextech Revolver
  • Total cost increased to 2500 from 2100, combine cost reduced to 440 from 465

More Will nerfs! It's still as good as before, just a lot more expensive than before. Building only Hextech Revolver gives you enough sustain even without Will, but Will remains as a very strong core item with AP comps or later in the game in general.

Wit's End
  • Wit's End combine cost increased to 700 from 550 (total cost increased to 2150 from 2000)
Small, but needed Nerf, I think it's still way to cost-effective for the stats it gives. MR, attackspeed and a lot of on-hit damage for 2150? Still too strong.

Jayce Patch(7.07.2012)


Kennen
  • Attack range reduced to 550 from 575.

This actually hurts Kennen quite a bit due to the fact that most of his early game harass comes from AAs(+, which is reliant on AAs aswell).

  • Attack animations are now more responsive.

Small QoL-improvement, nothing big.

Patch 3.01 Notes


Kennen
  • Slicing Maelstrom no longer has an energy cost

This change immensely helps Kennen with a former nightmare: His energy costs. You won't need any kind of Energy regen runes to compensate, making you a lot more versatile on your rune choices.

Changelog

  • 4.1.2012 Guide released

  • 11.1.2012 Added to the item chapter.

  • 12.1.2012 Added new options to the Runes chapter.

  • 16.1.2012 Added Doran's Shield

  • 18.1.2012 Updated tooltips, due to the fact that no longer procs red buff.

  • 21.01.2012 Added "decent options" and pictures to the rune chapter

  • 26.1.2012 Added my opinion about the new Jax; added pictures for every skill.

  • 3.2.2012 Updated , now only gives 20% spellvamp :(

  • 5.2.2012 Updated my item build and added starting items to the "Laning match-ups" chapter.

  • 6.2.2012 Added some combo examples

  • 9.2.2012 Added Irelia to the "laning-matchups" chapter; removed the pictures and added .gif animations from http://leagueoflegends.wikia.com/wiki/

  • 10.2.2012 Improved 's explanation; added the Kennen song to the "Final Comments and Thoughts" chapter.

  • 13.02.2012 Improved the "final comments and thoughts" chapter

  • 14.02.2012 Added "Recent Patches" chapter.

  • 23.02.2012 Changed runes and updated the "Runes" chapter

  • 1.03.2012 Added chapter: "build comparison"

  • 8.03.2012 Small improvements

  • 23.03.2012 Added Lulu patch, removed Mundo from the matchup-chapter; Grammar improvements

  • 13.04.2012 Updated Irelia chapter, changed Abyssal scepter's description, changed Item chapter

  • 8.05.2012 Added Spectator Mode Patch

  • 31.05.2012 Fixed "Recent Patches" chapter

  • 1.07.2012 Changed summoner heal description, removed chapter: "build comparison"

  • 1.10.2012 Small improvements; updated Jax chapter

  • 22.10.2012 Added Jayce patch

  • 9.12.2012 Updated Masteries for Season 3; Updated Summoner spells; Updated Runes

  • 29.01.2013 Small improvements on various chapters; Added new starting options; Added Difficulty levels; Added Darius

  • 03.02.2013 Added S3 patch to Chapter 13; Added explanations to the "Runes" chapter; Updated Lee match-up

  • 05.03.2013 Updated Runes; Updated Masteries; Updated item chapter; added to the item chapter; Updated various match-ups; Layout updates; Removed Udyr match-up

  • 13.04.2013 Updated Item Build Order

Final Comments and Thoughts

Kennen is a high reward champion, but to use his full potential you have to play a lot with Kennen and master his combo's, harassment etc. The biggest issue with Kennen is to know when you can/have to iniate and when not. It often takes a long time to really master a champion, but if you done it it's actually very rewarding and fun.

In Addition i want to say that this is my first guide and i would like you guys to give me feedback what i can do better, what was good and so on. If you found any mistakes in the text please say that to me, so i can correct it(Note that english is not my native language). Feel free to ask me anything, i will try to answer every question. Feel free to add me in LoL(ØnlyKarma on EUW) if you want.

I might update this guide with videos later.

I hope you enjoyed this guide and it will help you to understand Kennen even better!

Oh, this song is awesome:



All credit goes to Plentakill.

Comments

April 1, 2013 - 02:10 PM #1

what do you build for mid lane kennen?

March 16, 2013 - 01:13 AM #2

could use some more lane matchups, but other than that its pretty solid

February 18, 2013 - 06:41 AM #3
OFT

What do you think about using Hybrid pen marks? You sacrifice a small amount of mpen for a good amount of armor pen which is very helpful for AA harassing melee tops (and also helps with last hitting). I've seen it being used on him and it seems good.

February 15, 2013 - 04:30 PM #4

@nthelaw The energy problem is a lot lower than it was in S2, your e will most likely proc every time it's used in a teamfight(some bruiser is gonna jump on you), and his ult no longer has any energy costs.

February 11, 2013 - 03:07 AM #5

bad guide, sorry but one burst then puff no crowd control since u rely on energy and i cant see anywhere those energy regen seals, are you planning on gowing kamicaze? then you dont need energy regen.. sorry for harrasing you like this but the best guide ever for kennen is ego's, aldough its for season 2, if you know a thing or two you can adjust it yourself to season 3 and it almost works as in season 2. and thats it.I have nothing against you.

February 2, 2013 - 05:03 PM #6

@Phoenix195 It does, but i recommend switching ap/lvl glyphs for MRflat glyphs(unless against an ad caster)

February 2, 2013 - 05:26 AM #7

Does this guide work when you are in mid as the APC?

February 2, 2013 - 04:48 AM #8

Kennen is my main and find that sustain is the least of my issues within the laning environment and instead dealing sufficient damage to maintain relevance as a carry. Initially, (This is still S2) I would go boots 3--->Hextech-->Rylai's and as my core. While that was incredibly solid as a survivability/sustain build it hits barriers when finishing enemies due to poor scaling I was getting. I then switched to a tree of either sorcerer's or needlessly large to deal massive damage at expense of survivability. From there I go into rab's- something I have gotten raged at for doing, by rushing rab's you take Kennen's kit and morph it from an excellent set of harrass and utility skills into a kill kit and I find that I can function much more as an AP Carry- and therefore less dependent on my team. The only flaw(That I can't figure away around) is the same as any fed carry-if I'm not in a fight positioned right-They will lose the fight. That is the focal point of my kennen kit and Its flaw-It will win otherwise insurmountable fights and cause for your team to lose ones with your ult down/you not present.

Sorry for wall of txt: Tl;Dr-Rushing Rab's>Survive to maintain relevance for mid game

January 30, 2013 - 12:01 AM #9

Guide is not in depth, at all. for too much information missing, and too many corners have been cut for this to even be considered in depth.

October 11, 2012 - 02:27 PM #10

Nice thorough guide, very vivid and detailed, I too am a fellow Kennen guide maker, and Kennen is my "main." I approve, this guide is very good for new and old players. GJ!

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