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KENNEN BUILD GUIDE: S3 CDR Kennen by Zeatpeat

by Zeatpeat (last updated over a year ago)

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9
Greater Mark of Magic Penetration( +7.83 magic penetration)
9
Greater Seal of Scaling Energy Regeneration(+0.576 Energy regen / 5 sec. per level (+10.35 at champion level 18))
4
Greater Glyph of Scaling Magic Resist( +0.6 magic resist per level (10.8 at champion level 18))
5
Greater Glyph of Energy(+11 Energy)
1
Greater Quintessence of Health(+26 health)
2
Greater Quintessence of Magic Penetration( +4.02 magic penetration)
View Rune Details
Summoner Spells
View Summoner Details
9
0
21
mastery 1 mastery 1 0/1
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 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
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mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/1
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
0 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 1/1
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 1/1
mastery 2 mastery 2 3/3
mastery 2 mastery 2 1/1
21 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 0/1
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 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 0/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/1
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
0 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 1/1
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 1/1
mastery 2 mastery 2 3/3
mastery 2 mastery 2 1/1
21 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

NOTE: CDR Kennen does not mean more burst, it means maximum sustain/CC. And yes, I do know his stuns have diminishing returns, but a stun is still a stun.

Greetings fellow summoners and welcome to my CDR (Cool Down Reduction) Kennen guide.

Keep in mind that this guide is what it is: a guide. Take it as such. This is only one way to play Kennen and I do not play him this way every game, I change my build based on team composition.

Please read all the way through before you vote, this guide has a lot of information for you to consider before you see the item list and think it is a terrible build.

I’m making the guide because I noticed a lack of love for Kennen lately in champ select due to his reputation as a lower damage mage unless he has impossible amounts of ability power. Well what’s the best substitute for hitting very hard? Hitting extremely often. It is using this philosophy that I play Kennen and it has served me quite well in solo que. And as such, here is the guide I use to play him that way.

He has also fallen out of favor recently due to his "high risk" style of play where he has to dive into the enemy team in order to deal damage. By not building glass cannon for huge burst, my Kennen is quite survivable in team fights even before building , while still doing strong damage due to his low cooldowns.

Masteries

Offensive Tree

Season three changes have really changed the way I allocate my mastery points. I used to go the standard 21-0-9 on Kennen, but in season 3 using a CDR build, I have more of a custom build to match my playstyle. Given further testing these may change, but this is currently what I beleive favors my build emphasis.


Utility Tree


Maxing out the Utility tree is useful for anybody now that it has been updated.

It is very possible to not get the CDR in the Utility tree and go farther into the offensive tree, but for the sake of this builds early game, get the extra CDR. By getting this extra CDR and then getting , and having the runes I mention, you will essentially be a mage with a permanent blue buff. This allows you to compete in lane favorably and free it up for your jungler to take it if they need it.

I also get the increased experience mastery to help you gain another edge over your lane opponent. Mages typically scale better with levels than items, therefore if you can level faster it is more useful than having a small amount of extra gold early game given from the gold masteries.

A final possibility you may consider is to move a point out of the recall mastery and into the artificer mastery in order to lower the cooldown on any active items you will build. I do not personally see it was worth it since I do not rush any active items and late game they will almost always be up before the next team fight anyway. And I get pickpocket just because I think it's a great laning mastery. You could just as easily put points into greed.

Runes

As far as runes go, the quintessences are more personal preference. I take magic penetration because I do not build magic pen boots, and I take flat health just to give me a bit more durability in case the enemy has a good early game champ.

The marks are standard for any caster, and the magic resist per level glyphs are just to make you a bit more solid late game.

The energy regeneration seals and flat energy glyphs are what make this a great build mid/late game. You could just as well put in all flat energy glyphs, but since this is not a burst Kennen, the extra magic resist late can help you stay alive longer to deal your damage, whereas the extra energy won’t help that at all because you will have high enough regeneration to compensate.

Late game the seals really shine, allowing you to spam like Ryze and deal just as much damage, but with better cc and at a farther range(when it comes to his poke anyway).

Summoner Spells




I realize a lot of people would rather take over teleport, but I strongly disagree. Ignite is a great spell on Kennen, don’t get me wrong, but teleport is a great spell for a mid or solo. And if you are not playing mid or solo as Kennen, I have no idea what went wrong with your team composition based on the current style of ranked play.

Kennen can out-sustain almost any mid because he is an energy champ, and with this build you are fairly durable compared to most glass cannon mages(,,, etc) or squishy auto attack champs(, , , etc) you will be facing. As such, you can out-level your opponent not by zoning them, but by never leaving lane and having bonus experience gain from masteries. You really only need to go back if you are low health or need to buy, and teleport is on about the right cooldown for that. So you can save about 2 minion waves worth of experience per time you leave lane by teleporting back in, and if you even can get that experience twice during the laning phase, you will have a level up on your opponent and that much more farm.

The other reason for taking teleport is for ganking. A teleport gank to a ward or minion can quickly turn a lane in your teams favor, and with Kennens high mobility getting back to your lane shouldn't take long enough to lose your turret. And with your low cooldowns, your ultimate will almost always be up for a gank, securing an easy kill.

Regardless, feel free to take ignite if you are not in a solo lane or you just don’t like teleport. But ignite can be substituted for much easier with new item choices like .

And flash, well that’s just self-explanatory since you should be aggressive with your low cooldowns and will sometimes end up pushing. A flash and lightning rush will get you out of almost any gank even when you’re fully pushed. Flash is also great late game as you can pull a and flash/ult an entire team and stun most of them with a quick E/W afterwards, cleaning up kills with your Q.

Also viable on Kennen is or instead of flash, since lighting rush is for the most part a built-in escape. and Barrier can also be fun to bait, but are not really spells that works well with Kennen most of the time.

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.


Explanation:


A great passive to have and what makes Kennen a fun champ to play, and a frustrating one to play against. Works great in any team composition.


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:


If you are not good with this, you will not be good with Kennen. He needs this skillshot for early harass and farm. It is a farily thin skillshot, so if you get really good you can weave it between minions to hit your opponent when they thought they were safe.


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:


The passive on this will help you harass and secure a lot of kills. Being good with managing this passive can turn a good Kennen into a great one.


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. Additionally, Kennen will gain 10/20/30/40/50 armor and magic resistance for 4 seconds.

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:


For the most part you put a one hit wonder skill point in this at level 3 and leave it until the end. Good for escaping and initiating. Also good for limited farm and pushing if there is nobody else around so that you can really make use of your spell vamp.


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:

Think of this plus your W as an ult in a teamfight. Except yours does more damage. Are you excited yet?



Skill Order

Skill order: Slicing Maelstrom (R) > Thundering Shuriken (Q) > Electrical Surge (W) > Lightning Rush (E)

Maxing his Q should be your first priority, as it will be your main source of damage for most of the game with its low cooldown, decent range, and low energy cost.

I usually max his W next as it enhances his poke during those awkward long range standoffs under turret in a random lane that we all have seen happen almost every game, if not multiple times per game at lower elo’s. I do sometimes max this first if I am midding against an opponent that hides behind minions well or just outranges me. See the Early Game Section below for more details on who you might do this against.

I max his E last, as it is really only useful as an escape or initiation. His E requires you to get right up in the opposing teams face, a place you rarely want to be as a mage early game, so you will not use it often enough to benefit from leveling it before the last few levels.

As is standard, max his ultimate when available.

Item Builds

Starting Items

Typically you see people start Boot/Pots for early game mobility to avoid gank, but with the new jungle having much less early game pressure and Kennen having a built in escape, you can take a stronger item to trade blows in lane with and not worry about having lower mobility.

My starting item changes as needed, but most of the time I will take a dorans-shield first, even if my opponent is another caster. It gives a large health bonus, and regeneration to keep you from getting poked down. The armor reduces the damage from minions you might get from poking the enemy mid so often. It can also mean taking a few less damage when getting ganked by the enemy jungle if you can’t run immediately. As the alternate starting item I will get an amplifying-tome+health-potion, going back to fountain as soon as possible to finish a hextech-revolver to make up for the missing sustain of the health regeneration from the dorans-shield. This gets you a head-start on the rest of your build, but cuts down early lane survivability.

Mid Game
Typically after the first buy I rush ionian-boots-of-lucidity for the CDR as well as the extra speed. I chose this over buying more ability power or sustain because it will make catching the enemy with Lighting Rush much easier, allowing you to land an easy full combo and probably a kill.

After the revolver and tier 2 boots, I will usually get rylais-crystal-scepter. I buy whatever I can with the money I have when I am at fountain, but if possible I will always get the health first. I am a survivability first, damage second person throughout the game when playing CDR Kennen. It may cut out a kill or two, but it will definitely cut out a death or two also, unless you have the entire enemy team afraid of you by now and wish to snowball.

After Rylai’s, turn your revolver into will-of-the-ancients(WotA).

Mid/Late Game
There are two main items I will get at this point depending on the situation: spirit-visage or rabadons-deathcap. Rabadon’s obviously is first choice if you are doing well and are fairly fed, but I prefer to delay damage and get Spirit Visage. Like I stated at the start of this guide, I will not be building a nuke, but more of a sustained damage mage. Spirit Visage gives you more CDR (by this time it will really help since you will see a big difference in energy regeneration because of the runes), health, magic resist to help counter the enemy mage, and a nice healing bonus to add to the effectiveness of your WotA.

The majority of the time you will get the above two items, it’s just up to you to evaluate how the game is going to decide in what order. If you feel a certain player or two on the enemy team is a threat to you, it might be a good idea to build a defensive item to counter them now.

Very Late Game
After completeing ionian-boots-of-lucidity will-of-the-ancients rylais-crystal-scepterspirit-visage and rabadons-deathcap, it’s time for that final item. Most of the time you probably will not reach this stage in your build, but you might and here is the best item for you: Defensive AP. Like I said, survivability over burst since your low CD’s will allow you to deal plenty of damage only if you live long enough. A lot of the time if the enemy is fed I will have a zhonyas-hourglass or a abyssal-scepter as a counter pick and also to give you that extra damage kick. Zhonya’s is great for its survivability, and Abyssal does well too depending on the damage you are seeing. So like I said, it’s all about evaluating the situation and you’re the judge.

If you are not a fan of being defensive and are carrying your team, its probable that you will build a void-staff as your final item, and that's just fine as it works wonders on Kennen's late game dps.


Trial Items


deathfire-grasp: For the game you want to be your teams burst caster and still have max CDR, get this instead of Spirit Visage

mejais-soulstealer: If you get firstblood and see that easy kill trend continuing (or you’re a gambling addict) go ahead and try it.

haunting-guise: Amazing early game, but I go for sustain (spell vamp and such) over burst with this build so it doesn't fit my early game style. On the upside it now upgrades into:

: Not sure how I feel about this item yet. It's definately strong when top laning, but as a mid I don't think I would buy it very often. The best part of it is the spell penetration though, which this current build lacks a bit.

: Interesting choice against anybody with massive heals (, , etc). The CDR with from this item stacking into this build is overkill, but if you buy it you can probably switch out for anyway. It still has the wasted mana regeneration stat though so its not completely gold efficient.

: Fun stuff late game to tank harder in team fights, then come back and do it again.


Do Not Get


dorans-ring: Yes the AP is nice and so is the health, but the mana regen is wasted. If its starting AP you want, start with the Amplifying tome over the Doran’s Shield. The shield is better for starting health if that’s what you want, and you can actually make use of the armor and health regen unlike mana regen.

: Not the worst, but it's still a support item, and if you buy a there are better upgrades for it.

: Jungle Kennen OP

: Backdoor much?

: It has decent potential, but there are much better items for Kennen in almost any situation.



Early Game

There are really three rules to Kennen in lane:

1. You must spam your Q to get last hits. It doesn’t matter if you’re a good mid and can time your auto attacks well for last hits. Using your Q essentially only costs you the cooldown because you don’t use mana. His Q can be used from a greater range than a basic attack, lessening your chance to get poked by the enemy. You can also cast it while moving to keep skill shot champs guessing, instead of giving them a stationary target every time you want to last hit.

2. Be aggressive with your Q/W combo to harass, but don’t use your E unless you feel a kill is secured or they are far away and you can farm with it without being harassed.

3. This rule is what separates the Ninja’s from the rest. Work the passive on your W. It can be difficult, but if you work it properly, you can get off easier stuns on your opponent or just more stuns in a shorter time frame, usually securing kills. This also goes well with rule 1, meaning you should be spamming your Q on creep, and keeping your passive up by not auto attacking to farm. Unless you can hit a champ when your passive mark is up or your Q is on CD and you want a last hit, don’t waste that passive mark on creep. As soon as that passive mark is not up, auto attack to get it back up ASAP and save it again for an opportune time. Also, you will be poking frequently and the enemy champ may start to turret hug, so you shouldn’t be pushing your lane by auto attacking anyway.

Don’t be afraid to go for early kills either, with your frequent poking you can easily keep your opponent at or below half health, and when they are at that level you can burst them to death almost every time without taking much retaliation damage because if you work your passive you can get two stuns off in about 3 seconds as soon as you have an ult.

If its first blood you want, unless you are facing a very dumb opponent, don’t plan on it before level 3 as Kennen because you will need to land all three of your abilities. The easiest way to land a kill at this point is to work your passive storm mark, this is the only way before level 6 that you can land multiple stuns in a short duration to keep them from running. It works even better if you have a mark or two already on them when you initiate. Also, don’t be afraid to flash for first blood, just remember not to push your lane once you get back until you have flash again.

Who is hard to fight?
It depends, who's their mid?

Champs not here will be added upon request, but are currently unlisted due to lack of popularity or the fact that Kennen should easily out-lane them. Listed below are just the more challenging lanes to watch for.


While Akali is not a typical mid, she can and will sometimes. The only thing you can do against her is deny her farm. If you let her farm, she will probably win mid, but if you are aggressive from the start and get your first, you can win this fairly easy. If she stealths, you can still hit her with all of your abilities so stand far enough away that she cant jump to you and invis immediately after and just poke her with your Q and once you land that hit the W. If shes low and trying to use it as an evade, use your E and run in circles to mark her so that when she gets out you can stun.

Avoid the stun with your high mobility and you should win this every time. Once she gets her ult she will push hard, making it easy for you to get a gank off on her. Your cooldowns are low enough and basic attacks strong enough her egg should not be an issue.

Annie is a tough one for Kennen to fight. Tibbers can block your skillshot when he's out, and her stun is faster than yours. She can maybe even out sustain you in lane because unlike you, her Q doesn't miss and allows her to farm and use it as a strong poke. Just wait until you hit level two and let her have it. You can easily out damage her at this point so its important to push her out early to let you get some farm and put her behind in levels so you can control the lane. She may be able to stun you at level two, but she doesn't have the cooldowns at this point to follow it up.

Just stay away from her if she lands her poison so she can't land her fangs also. Your health regen should get you back the health you lost quick enough to never be forced out. She's about as mobile as you are, so getting in Q's will be hard. If you get your ultimate first, make sure you use immediately it because in a 1v1 with you both at level 6 she will probably win.

He is a very strong mid due to his long spell range and superior sustain. Farm it up and try to deny him if possible because he can heal off minions. Avoid his silence at all costs. If he lands it, back up and re-initiate as soon as it wears off.

She does pretty good against Kennen due to her mobility and initiation. The problem for her though is if she initiates, you get an easy full combo and land your cc in response to hers and lightning rush out before shes able to move again. Remember, always dodge to the right so she is less like to land her skillshot.

Not a bad mid lane champ early game, but your ranged poke is superior and if she ever goes into spider form she has no cc and you can kite her easy enough.

You probably want to start here to trade better. She shouldn't kill you without help even if she is quite bursty at level 6, you can still stun her and run. Play safe and pink ward the lane to help you call more accurate MIA's.

A pretty good counter to Kennen. He can dodge your stuff and has enough slow your may not be enough to escape him when he ults. Play passive against him but roam frequently as he can't push very fast early/mid game.

A very underplayed champ if you ask me so you will almost never see him, but he does make a good mid. He has great sustain and he will usually stay behind his creep and just farm with barrels. This is a probable stalemate unless you can get some ganks. He is fairly easy to deny creep, so try it early and keep the pressure on if it works. Otherwise leave him be so you won't die and he will have a poor endgame if all he gets is farm.

His turrets soak up your damage and deal almost as much. Avoid his stun and you will be fine. Focus his turrets with your basic attacks because if he has them up, you will probably not kill him 1v1. He also pushes very hard, so call your jungle frequently. You can even do a little bush work yourself and stay by the bushes in river so you can mostly bypass his turrets and land more harass. This may kill your farm though so make sure you can follow up with a kill or he will end up ahead.

He has longer range, but if you stick to your minions it takes away most of the damage. You land a stun and it is almost an autokill for you as long as you keep moving. Karthus should never be an issue for Kennen as you have more burst and he has less health. If he ults and you are low, try to get into your lighting rush so you have the increased resistances.

One of the best mids in the game if played right. He has a superior poke, but almost no sustain so deny him farm early since he is a melee champ and you can do fine. If you are struggling, max your W first so if you land a Q you can follow it up with more damage. The only nice thing about him is that if he initiates, he will be very close to you, allowing you to almost never miss a Q in a fight.

Shes good, but not that good against Kennen. Her ult is most of her damage and its a channel, so either get out of the way with Lighting Rush or stun her out of it. Harrass a lot with your Q and you should win easily. You hard counter her in team fights if you don't die first and poke better to set up engagements for your team.

Basically the best anti-mage ever. Good luck and happy farming. If possible stun her after she flashes in to you if she tries to land another spell. He snare is annoying, but you can still deal damage while snared so don't be too concerned. You probably want to buy an abyssal early if possible to deny her being good late game.

She's a great counter pick to Kennen because of her snare and long range poke. Make sure you get ganks and if you want to initiate, go in through minions so by the time she can effectively snare you, you are close enough to land your abilities while standing still.

A tough mid for anyone but if you initiate without creep around he won't get much shield and you can probably get a kill. Otherwise stay far from your minions so his ranged abilities don't hit you can make it a farm fest. He is more important than most to land your stun because he has no CC of his own and you will mitigate a lot of his damage if he can't use basic attacks to follow up his abilities.

One champion people don't like to mid against that a good Kennen can always beat is Morgana. You have low enough cooldowns that you should be able to get her to burn her shield, wait a couple seconds, and initiate before its off cooldown. If she snares you, back off, but most of the time she won't because you should be weaving through minions in lightning ball form to throw off her aim before you actually get to her.
She does have great sustain and a powerful ultimate, so if you can't seem to get a good initiation, don't even bother. Just settle for a stalemate mid and make her push with her pool and count on ganks from your team to try and kill her.

She can be tough to beat because of her range and her shield, but you can out sustain her easily so use that to your advantage to either get levels while shes gone to get mana or harass more than she does to push her out and make her use more mana in an attempt to fight back.

Not a whole lot to do here other than stay as high as health as possible. His spear hurts and he can burst about as well as you. Best thing you have is a stun you can land multiple times when he can only land his once. If he stuns you, punish him for it as he retreats.

Another good counter pick to Kennen because of his snare and cooldowns even lower than yours. One thing sets you above him: No mana. Early game Ryze has a weak mana pool so exploit that by getting into a poking contest. You will win. Late game you will also heal more because you heal all the time, he only heals when his ult is on unless he builds spell vamp, which a decent Ryze would never do.

Your main focus should be to deny him farm by taking down his shield before it explodes. Blow your cooldowns on it, yours are lower than his. If he stuns you, oh well. If he uses his ult, run and stun. Nothing you can do will kill Sion when he ults, so try to keep him under control with CC or by just staying away until its over. If its AD Sion, he is even easier to deny farm.

Not much you can do here. He has great sustain and good damage even if he doesn't land his snare. Farm it out and call for ganks. He has limited mana obviously, but he does good damage early so even trying to deny him will only get you low health.

Usually the anti-Kennen if you use any other build, but with mine you should be fine. If you get caught in his ring of stun but have not been stunned yet, don't move and wait to see where he drops his darkmatter before picking a side to run to. You hurt a lot more early game to use that to your advantage and kill him before level 6.

Such a good mid. Better healing than you, strong poke, highly mobile, almost unkillable, and no mana as his weakness like most other mages. Farm fest, good luck as ganks usually won't even help you here unless you use the passive on your W to stun him quickly before the jungler comes in so he doesn't immediately pool away.

Save your for when he uses his snare. His poke hurts a lot, but you shouldn't that much damage if you keep moving and using Q to farm.

Long range, decent poke, a dependable stun. Everything that can give Kennen fits. The only thing you have on him is again sustain. Use it well and try to dodge his skillshots because they have a channel time. If he roots himself, charge on in for an easy poke since staying away won't help mitigate his damage anyway while his rooted. If you full initiate while he's rooted even better since you can stun him and make him waste the movement speed buff if he leaves it trying to escape.

Super strong as a counter to almost any mid. Play safe and call for ganks while getting in any harrass you can so he stays low enough that he's not confident to initiate on you. He tends to push, so let him and farm under turret.

Very strong, very safe mid. This is a difficult matchup and she pretty much counters you at every stage of the game due to her sustained damage, hard poke, and an ultimate that counters yours.

Mid Game

You are free to be fairly aggressive at this point because of your high health and decent sustain. By now you also have some CDR so feel free to use your ult/E combo to kill that out of position person without any harm to you since you can stun them for your team, and then slow anyone chasing you if you can land your Q. Try to never get yourself below about half energy when spamming your Q. It isn’t really possible if you are only using your Q, but a Q/W combo will drain you fairly fast if you repeat it a lot. You mainly want the extra energy in case a fight suddenly erupts nearby, or you get ganked while pushing so you can Lightning Rush out.

Also at this point you can basically think of yourself as an substitute. You have a fairly easy to land single target stun in the open, you can ult and stun multiple opponents in teamfights, and you can take a lot more damage than most champs at this point. In mid game it is easy to initiate as Kennen and survive because you have so far built for survivability. Obviously don’t be stupid and run in alone just because you have your ult up and think you can stun, slow them, and run. Make sure you have your teams support, especially if you are in solo que, make sure they know you will initiate.

A final note on initiating team fights: initiate on their tank and run past his CC. I know this sounds strange, but if you try to initiate on a squishy they will probably just flash away, meaning you are now the one out of position. If you are close to their tank and initiate there, your Lightning rush should last long enough to get through their tank and hit the rest of their team behind him with your ult/W for easy damage and if you are lucky multiple stuns. Tanks will rarely get their CC off on you if you do this because they don't expect it and you move very fast in lightning form. It is after blasting through that you land a Q on a high priority target to force them out of the fight, and retreat to your own team. Feel free to chase though if your E is off cooldown and you can land another Q for the kill. And one more thing: never initiate if the team has an or as their AOE CC will probably still catch you even if you lightning rush through.

Late Game

Here is where the doubters in this build become believers. You will have 30%+ CDR right now, have the extra energy, and have greatly boosted energy regen. Spam away. Your Q may not hurt as much as the enemy mages, but when yours slows, heals, and you can cast it twice as often, I’m certain your team will forgive you for not being a nuke. Especially when you use your ult ALL THE TIME, stunning a single target multiple times or many targets at once. Late game I have gotten a team with little to no CC a number of aces in a row simply because I can run into the enemy, stun most of their team, not die, then stun them again 6 seconds later and still continue to do decent damage after that. Did I mention I didn’t die? Late game you can fill the role of an offtank as well as a carry simply because you have a tough build and strong CC. Even in a more tanky build since you have low CDs you still do plenty of damage.

Team Fights

Kennen can really do anything in a full out teamfight, but he is limited in the jungle fights. His E and W are very limited in the jungle by the odd distances to cover and his Q is limited by his sight. He is great in fights in lanes, river, or bases because he has room to kite with and can see all the targets and keep them in range.

If you are carrying your team hard and the enemy team wants to focus you, make sure you are one of the last in the fight. Wait out initial disables, dive right in and unleash yours, and waltz right on out while they are stunned, wait 3 seconds, and repeat.

If you are not carrying but are one of the tankiest people on your team, don’t initiate even if all your abilities are off CD. You can run in and stun their team but you will not live for a second round of stuns. If you have your full teams backing or it’s a smaller scale skirmish its possible to initiate, but do not do it in a full out teamfight as you will take much more damage this late in the game than you did when you initiated in mid game.

In an average game you want to be the person right behind your tank to Lightning Rush into their carry ASAP. You will be much tankier than your AD carry and can take more punishment and still make it out alive. The other team will start to focus you a bit, but that takes aggro off of your other carry to let them work and you should be able to survive just fine and still put out great CC and damage.

Final Comments

So there you have it, my first ever guide. I realize the last bit is a wall of text since I have not added images yet, but I hope you read this far and will post comments and improvements for me as well as feedback on how it works for you. I have found very consistent success with this build and I hope you do to.

I plan to update the guide eventually with a video or two of some lane work and teamfights, but until then, Happy Summonings!

Change Log:
1/13/2012 Guide Release
1/22/2012 Added the "Who is hard to fight?" section under Early Game
2/15/2012 Updated Guide based on latest patch that lengthened the cooldown on Kennen's Thundering Shuriken
12/5/2012 Updated Items section to reflect Season 3 patch
12/5/2012 Updated Champion select portion to reflect new and remade champions
12/5/2012 Updated Masteries for season 3

Comments

January 25, 2013 - 11:14 PM #1

@Toragar This build fits more into a poke composition because of the lower kill potential you mentioned. They need to be harrassed down a bit using the lower cooldowns and higher regeneration before an initiation. This also applies somewhat to the laning phase. And yes jungle help is often needed for pre-6 kills, but with the strong CC kennen brings to the table it should be easy for them to get in and do damage. Finally the teleport sets up ganks in other lanes so you dont neccessarily have to get fed off only your lane, spread the love!

January 15, 2013 - 03:27 AM #2

Hi. This is an interesting guide. I was wondering how you can justify going teleport because then you usually lack the damage required to get a kill pre or after 6 without jungle help. I will have to try it out when I have time, but looks like an interesting way to play Ken against the right comp. The only worry I have is trying to burst down the ADC or AP without Ignite or much AP items. Gave you an upvote for creativity, good luck!

January 6, 2013 - 07:50 PM #3

@CBSnorlax I have never run out of energy with this build even with max CDR and spamming in lane or in teamfights. This is because of my rune selection. I have bonus starting energy and very high regeneration at level 18. This works great as a substitute for blue buff allowing someone else on your team to carry it, or if you're lucky enough you can have that too.

January 6, 2013 - 01:34 PM #4

You know that CDR makes you lose energy like a madman late game thus you being unable to execute this build effectively. Building CDR on Kennen is not that useful as you won't be able to cast more spells using this build since your energy drops so fast. To compensate this you will always have to have blue buff to be able to keep your energy up

February 16, 2012 - 08:28 PM #5

What apsects of this guide make it unique when put up against other guides already on the approved list?