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KENNEN BUILD GUIDE: Support Kennen -- Why Ash(e) always chooses PIKACHU! (Season 4) by positivitize

by positivitize (last updated 7 months ago)

108,873 Views 3 Comments
9
Greater Glyph of Ability Power(+10.71 ability power)
3
Greater Quintessence of Gold(+3 gold / 30 sec.)
9
Greater Seal of Gold(2.25 Gold / 90 Sec)
9
Greater Mark of Hybrid Penetration(8.1 Armor Penetration and 5.58 Magic Penetration)
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Summoner Spells
View Summoner Details

Starting

Full Item Build

View Item Details
0
14
16
mastery 1 0/1
mastery 2 0/4
mastery 3 0/4
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 3 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/1
mastery 3 0/3
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 0/1
mastery 2 0/1
0 Offense
mastery 1 1/2
mastery 2 2/2
mastery 3 2/2
mastery 4 0/2
mastery 1 0/1
mastery 2 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 1/1
mastery 3 3/3
mastery 4 0/3
mastery 1 2/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
14 Defense
mastery 1 0/1
mastery 2 3/3
mastery 3 0/3
mastery 4 1/1
mastery 2 3/3
mastery 3 0/1
mastery 4 1/1
mastery 1 3/3
mastery 2 0/1
mastery 3 0/3
mastery 4 1/1
mastery 1 1/1
mastery 2 1/1
mastery 3 0/3
mastery 4 2/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
16 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

Introduction

EDIT: Holy Crap. 80,000 Views!
Started Season 2. Been playing it ever since. It has changed a lot, but with EDward's recent success in the LCS, I figured I would try to get this featured again.

If you are already sold on the idea of a support Kennen and have no desire to understand the theory-craft of the idea, feel free to skip this section.

The nerfing of many of the support characters' healing abilities (Sona,Soraka,Nidalee, et al), and the addition of GP10 Quints+Seals and GP10 masteries, and the increased innate passive gold gain of season 4 have all coincided with a possibility for a new role for the support player to take. Rather than being the portable health potion and attack dummy, or buff on legs, the game climate is such that a support can take on a much more active role in damaging, killing, pushing, and team-fighting, all while taking little to no farm in order to sustain their build. When you, as the weakest person on your team become a priority threat in team fights as a primary damage dealer and disruptive foe, you fundamentally contribute towards winning the game.

Kennen occupies a unique space in the league of legends world. What stands out first and foremost is his wanton ability to stun and potential to deal massive damage (single target or aoe). While there are other stunning champions (Leona, Amumu, Sion, Taric) none of them provide the same psychological terror that Kennen provides. Simply put, a single mark of the storm on an enemy champion does more to dissuade aggressive counter behavior in lane than the possibility of a stun ability--the knowledge that you are ABOUT TO BE stunned BUT YOU DONT KNOW WHEN is more of an issue than an instant stun.

Kennen is an energy champion, and because of this, he is able to keep up a barrage of constant spammable abilities to damage and harass enemy farm, which is more than any of the harassy-support (Lux, Zilean, Morgana) can boast--where they run out of mana, you will not. On top of that, each time you land a Thunder Shuriken, the mark of the storm sticks for 6 seconds. Every time you get one mark on the enemy AD Carry, that is 6 full seconds that they are not worried about last hitting CS, they are worried about not getting stunned out of position and losing half their health to your AD Carry. A Mark of the storm is an instant zone, and the zoning can last even longer considering the ease of applying the second mark with Kennen's W. Each mark resets the 6 second timer, and before you know it, you have hindered their CSing for 12 whole seconds, while your AD Carry has 12 seconds of almost free farm.

Kennen is not a support champion strictly speaking. The current meta has defined a support champion as someone who doesn't take farm, AND directly benefits their team through heals, buffs, or utility. I posit that the recent nerfing of healing abilities, along with the additional GP10 options have allowed a Null-Farm Champion to do as much (if not more) harm compared to the absolute value of the good that true support champions can do. Rather than greasing the wheels and allowing a team to perform better, Null-Farm Champions clog the enemies cogs, gum up the other team's works, and generally make it harder for the other team to succeed.

Null-Farm Kennen is not AD Kennen and not AP Kennen, and DOES NOT do comparable damage, plays entirely differently, and fulfills an entirely different role on the team. AP Kennen is Very Strong. AD Kennen is slightly less strong due to his range nerf. This guide is not intended to take anything away from either of them. It is simply meant to offer a new style of play to a fantastically diverse champion, and challenge the current meta a bit.

EDward believes in it! Gambit Gaming 4lyfe!
That Said-----

The Good
Ranged
Stuns Stuns Stuns
Infinite Harass in lane phase
Magic damage dealer in a lane that people gear for Attack Damage
Mobility (Hard to gank/kill)
Almost impossible to counter (GP10 works through death, or while running back to lane)
A solid contributor in a team fight from level six on due to his ultimate
A solid counter initiator/source of magic damage late game
After level 6, your lane can play very aggressively, and can be an absolute nightmare for people without escapes.
Scales well with early health items.
Gank Equity.
Kennen, thy name is PEEL.

The Bad
Squishy. Especially early - mid game.
Relies heavily on an AD Carry to know how to CS, and know how to take advantage of a stunned enemy (much like a Leona lane).
Relies heavily on an AD Carry to understand that you are not Sona, and to know what health potions are.
Not a good 1v1 champion until late game
Not a damage powerhouse until late game
Runs out of energy in longer fights
Requires Patience. Sometimes games will end before you get out of control
People accuse you of trolling
People will not apologize to you for accusing you of trolling, even after you dominate

Runes

These runes provide the gold support Kennen needs to thrive, and help his early game trading potential. The Hybrid Pen is great early game and also scales well into the mid game. This guide recommends maxing Kennen's (W)Electrical Surge, and you should be using Kennen's auto-attack and his range to great effect early game, so Hybrid Pen helps a lot

Why I run Ability Power and Hybrid Pen over Armour and Magic Resistance
One of the things that makes Kennen great is the combination of his range, his mobility, and his defense on demand through use of his (E) Lightning Rush. While Armor and Magic Resistance are great at saving your life, you can look at it like Defensive stats and Mobility are counterproductive to each other. Your Armour and Magic Resistance are useless if you can avoid the attack entirely. Kennen has naturally high mobility through his kit, and this mobility is multiplied by the Utility Masteries. Especially early game, even if you are caught taking some auto attacks to the face, your enemies will not be able to burst you before you can escape. This doesn't mean you should invest every point in offence. Health (which all your early items focus on) is great for you because it scales with your (E) Lightning Rush. Doran's Shield and Sightstone should be enough to keep you alive until the Mid Game when your Rylai's Crystal Scepter will give you a huge boost to your health and your ability to kite. Late game, defenses are key, because your enemies need way less time to blow you up, and your health wont be enough to keep you alive. Items like Randuin's Omen and Locket of the Iron Solari will jack your defenses up, allowing you to be alive and shockin. You can also substitute Magic Penetration if you do not own Hybrid Penetration--it will weaken your early game, but strengthen your mid game.

Alternate Runes
If you do not own Hybrid Pen Marks, GP10 Quints, and GP10 Glyphs, you can still play support Kennen!
Gear your makeshift Rune page to privilege Magic Pen > Ability Power > Attack Damage > Attack Speed, as they are all effective when poking and punishing an enemy AD Carry. If you have defensive Runes, you should privilege Health > Armour > Health Regen > Magic Resist. If you do run defensive runes, I'd choose more damage oriented items (Doran's Ring/Spellthief's Edge/Amplifying Tome) to start the game, otherwise you will not be able to have the presence you need in lane. If you do not have GP10 Seals or GP10 Quints, you should start the game with a gold generation item. In this case, Relic Shield or Ancient Coin should be your choice. If you lack offensive and GP10, start with a Spellthief's edge

Some GP10 Math.
You receive 5.25g every 10 seconds. Add that to the 19g per 10 base, and you are looking at 24.25g per 10 seconds, or 145.5g a minute. While this might not seem like a lot of gold, the creation of Sightstone and Ruby Sightstone allow you to keep most of your gold, whereas in other seasons you would be spending on wards.Lets assume you want to make sure you always have at least 3 Stealth Wards. That is -225 gold per 3 minutes or -12.5g every 10 seconds, and this effectively cuts the gold generation that goes to your items in half. Another way to see it is that after the initial payment of 950g (~6 min 30 seconds at 24.25 GP10) , you generate gold for your items at almost 200% what you were generating for your items before.

Following the formula (Cost of item/Gold Per Second)/60 seconds in a minute:
You will generate one Giants Belt every 6.87 minutes (1000/2.425)/60
one Blasting Wand every 5.91 minutes (860/2.425)/60
one Ruby Crystal every 3.26 minutes (475/2.425)/60
one Amplifying Tome every 2.98 minutes (435/2.425)/60
one Vision Ward every 41.2 seconds (100/2.425)
one Stealth Ward every 30.9 seconds (75/2.425)
one Health Potion every 14.4 seconds (35/2.425)

Masteries

mastery 1 0/1
mastery 2 0/4
mastery 3 0/4
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 3 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/1
mastery 3 0/3
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 0/1
mastery 2 0/1
0 Offense
mastery 1 1/2
mastery 2 2/2
mastery 3 2/2
mastery 4 0/2
mastery 1 0/1
mastery 2 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 1/1
mastery 3 3/3
mastery 4 0/3
mastery 1 2/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
14 Defense
mastery 1 0/1
mastery 2 3/3
mastery 3 0/3
mastery 4 1/1
mastery 2 3/3
mastery 3 0/1
mastery 4 1/1
mastery 1 3/3
mastery 2 0/1
mastery 3 0/3
mastery 4 1/1
mastery 1 1/1
mastery 2 1/1
mastery 3 0/3
mastery 4 2/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
16 Utility
A nice mix of defense to keep you in lane, and utility to maximize your gold, potions, trinkets, and move speed. More often than not, this should be your choice.

Tier 1 Utility:
Fleet of Foot gives you additional percentage movement speed. Great for outplaying, chasing down, escaping, positioning, and establishing map control. Meditation (the other option) is useless for a manaless champion.
Scout is good because it increases the power of your Trinket, and as a Support, you should be using your Trinkets often. both the options are fairly situational, but increasing the utility of a purely utility item seems like the better option over Phasewalker. Simply put, I do not value the second spent backing that highly.

Tier 2 Utility.
Summoner's Insight is an excellent choice for a support. Having your Flash, Ignite, or Exhaust off cooldown a few seconds earlier can make the difference between life and death in a fast paced bottom lane. It is clearly better than any of the remaining Teir 1 Utility talents.
Alchemist is also a good investment for a support. Make sure you bring a few health potions to lane. Drinking one before a fight or before a tower dive can prove to be a remarkable act of foresight. Potions are cheap, and 10% more effect makes them an even better buy.

Tier 3 Utility
Culinary Master Augments your potions even further to add more utility to your already buffed nom-noms. About to die from that last tick of Ignite? Not any more! 20 instant health. Losing a one on one brawl with a Leona? 20 Health to the rescue! If you take Alchemist in Tier 2, the biscuits are the way to go. Runic Affinity wont help you much as you wont be receiving jungle buffs with any frequency.
Greed is good. Another 1.5 Gold per 10 seconds brings your GP 10 to 25.75, or more than 2.5 gold a second. Because I do not advocate starting with a Gold Generation Item(tm), maximizing your GP 10 is crucial to transitioning from laning phase to mid and late game. Vampirism does not really help much when it comes to sustaining yourself in lane. You do not do a ton of sustained damage and don't usually build glass cannon, causing the Spellvamp and Lifesteal fall flat.

Tier 4 Utility
Scavenger is an amazing gold generation mastery. Waves of minions come in 6,6,7 every 30 seconds, so after 1 minute and 30 seconds, this mastery has the potential to generate 19 gold. This translates to a possible 2.11 Gold Per 10, or almost doubling your GP 10 Seals. This makes your max possible GP 10 a whopping 27.86. 2.786 Gold every second for standing in lane. Such gold. Many worth. Wow.
Wealth is also a game changing mastery for supports. Rather than starting with the normal 475 gold like everyone everyone else, you get an additional 40 starting gold, giving you 515 to work with. This opens up the option to start the game with the recommended starting item, which normally use almost all of that gold. This is probably the best mastery in the entire Utility tree. Doran's Shield and a Stealth Ward at level 1 is a great way to start the game.
Inspiration is an excellent choice for a support. As a support, your job oftentimes requires that you leave lane, and lose out on experience. Levels are extremely important to Kennen. It is key to hit your level 6 power spike in a prompt manner, and this mastery insures that if you fall behind in lane, you are able to catch back up quickly. As a manaless champion, Kennen has absolutely no use for Expanded Mind.

Tier 5 Utility and Tier 6 Utility
While Intelligence, Wanderer, and Bandit are all attractive options for support Kennen, they do not allow Kennen to diversify as well as he needs to in order to be effective in lane, or scale well into the later part of games. Bandit is situational and can get you in trouble. Intelligence's cooldown reduction on activated items is nice for a support, but Cooldown Reduction on your skills is another thing that can get you in trouble by causing you to run out of energy quickly. Wanderer is a huge boost to mobility, but between Fleet of Foot and Kennen's (E) Lightning Rush, you can do without the extra speed. If you really need the out of combat movement speed, build some Boots of Mobility.
The extra 5 points you get in Offense or Defense are crucial to support Kennen, and occasionally I would even recommend taking the 2 points out of Inspiration, adding them to Block and going either 14/2/14 or 0/16/14. With a Doran's Shield start and 2 points in block, all auto attacks you take will have their damage reduced by 10, basically negating an opposing AD Carry's Doran's Blade.

Tier 1 Defense
Enchanted Armour is great to help you get tanky fast after picking up your Rylai's Crystal Scepter, and Tough Skin does not help you much unless you are a jungler.
Recovery is an excellent skill that helps you stay in lane, and keeps you at high health.
Block is super helpful when trading, and you need another Tier 1 Defense in order to reach Tier 3 Defense, because Tier 2 only has 3 non requirement blocked points. I have messed around with taking the two points from Inspiration in the Utility tree, and putting one of them here (0/16/14 instead of 0/14/16), but I think the experience boost is the safer option.

Tier 2 Defense
Veteran Scars is the only option, but extra health early game is a nice 'choice' to be forced into make. 36+ health is really good for a support who does not have much in the way of Armour and Magic Resistance

Tier 3 Defense
Juggernaut helps you scale even better with Health items, and also provides you with +13 health at level one. This mastery also gives you another 2.3 health every time you level up. Much like Enchanted Armour in Tier 1 Defense, Juggernaut helps you get more out of your itemization.
Hardiness trumps Resistance for the sole reason that the main threat you will be squaring off against early will be a primarily physical damage dealer. 5 Armour vs 5 Magic Resistance , the Armour wins out. Oppression is a great mastery, but it's damage reduction is conditional on you having snared or slowed the enemy. While Oppression is obviously more powerful after Rylai's Crystal Scepter is completed, this mastery will not help you much during the early game.

Tier 4 Defense
Perseverance is the way to go here, as it goes a long way toward keeping you in lane and harassing. While Swiftness and Reinforced Armour are intriguing masteries, they are both conditional. Swiftness is a wasted mastery point if your enemy doesn't use slows, and Reinforced Armour is only good if the opposing AD Carry builds Critical Chance early in lane--and Critically hits you. As with the Tier 1 Defense mastery Block, I have experimented with removing a point from Tier 4 Utility Inspiration and placing it to fill the third point of Perseverance (0/16/14) but I was underwhelmed with the increase in passive Health Regeneration.

Tier 5 Defense and Tier 6 Defense
Tier 4 is as far up the Defense tree as you can go without sacrificing some of the Utility tree's gold generation masteries. Runic Shield is a wasted Mastery unless you plan on going back to base often (counter productive unless you are Homegaurd Teleport Revive Ramus). Second Wind is great, but support Kennen relies on a large health pool rather than life gaining abilities. Legendary Guardian is a great mastery, but your mobility should allow you to get along without it, and it isn't worth sacrificing the starting gold or the gold generation to get. The real temptation is the Tier 5 skill Tenacious that gives 4+ Armour and 2+ Magic Resist for every near by champion. Support Kennen likes to get up close and personal sometimes in mid and late game, and a potential 20 Armour and 10 Magic Resist would be a wonderful addition to these masteries. Especially when facing a duo lane, 8 additional Armour would be nice to mitigate the damage you take. Unfortunately, you drastically need the 40+ starting gold from Wealth, and there are only 30 points available for masteries.

Summoner Spells

Exhaust & Flash
Flash is op
Instantly reposition yourself in teamfights.
Hop walls to escape or engage
Get-out of Jail Free Card when you are being ganked
Initiate from great distance with your (E) Lightning Rush and (R) Slicing Maelstrom
Dodge skillshots instantly.

Generally, Flash opens up opportunities to make plays and stay alive. Flash + (E) Lightning Rush will get you into or out of most anywhere. Only use Flash when you know it will be worth it for you. The cooldown is 300 seconds long and you will be vulnerable when it is on cooldown .

Exhaust is op
Add even more peel to your kit.
Decrease the damage output of hyper-carries and assassins
Cripple an opponent's ability to fight you.
Prevent an enemy from escaping by slowing them.
Use it on an enemy taking tower aggro to keep them in the tower's range
Keep people in your ultimate

Generally, Exhaust opens up opportunities to save yourself or your allies from certain death. Exhaust is particularly excellent on Kennen because (like Karthus's (E) Defile), Kennen's (R) Slicing Maelstrom does more damage the longer enemies remain in its damage. The cooldown on Exhaust is 210 seconds long, and even though it has a shorter cooldown than Flash, after using it there is still a long period of time where your AD Carry is more vulnerable.
Ignite & Flash
Ignite is really good too.
Finish off a low health enemy
Surprise an enemy with additional damage at the start of a fight
Cut all healing on a target in HALF (looking at you, Mundo)
Grab tower aggro early during a tower dive
Peel with it by setting on fire champions who are chasing your Carry
Great for snowballing your lane.

Generally, Ignite opens up opportunities to kill the enemy champions. The heal cut is extremely useful, and the added true damage brings a good amount of additional kill potential. You can also use it to burn down opponents intent on diving your AD Carry. In lane, it is almost purely used offensively. Ignite is a possible replacement for Exhaust, and its cooldown is the same (210), but the synergy between Kennen's kit and Exhaust makes Exhaust the better option. Ignite is great against certain champions, like Tryndamere, Warwick, and Mundo, so Ignite is an option.

Item Builds

Starting Build(s)
Standard Support Kennen Start
Heavy Harass + Low Jungle Pressure
2
High Sustain + High Jungle Pressure
5
4
Offensive
2
90% of the time, you will want to start with a Doran's Shield, as it is simply the best early game fighting option. The -8 damage from champion auto attacks is great for trading, and the 100+ health is good to help erase any early game mistakes that might happen. Like Leona with her skill Eclipse, the bonus from Kennen's Lightning Rush makes it so that support Kennen scales really well with health. If you are playing against a Jungler that has low map pressure early, or typically farms til 6, it might be a good idea to pick up two Health Potions instead of a Sight Ward, although that is not typically a good idea. Wards are important!

Another 9% of the time, you will have a really terrible match up, or be terrified of early ganks. The 5 Stealth Ward, 4 Health Potion start can really go a long way toward making the laning phase much more forgivable, and fend off those pesky Manbears/Blind monks.

1% of the time, you just want gold. The reason I run so much GP10 in my Runes and Masteries is so I do not have to take an early game gold generation item (with the exception of Relic Shield, they all have wasted stats in Mana Regen). If you do not have GP10 Masteries, or find yourself in a super easy lane, and want to do as much damage as you can as soon as possible, this start is for you.
Final Build(s)
Standard Final Items
This is a sample support Kennen build where the enemy team's major threat was physical damage. It is a nice mixture of Health, Armour, Peel (Rylai's is ESSENTIAL, and Randuin's active is nice), Utility, Ability Power, and Magic Penetration. Beyond the Rylai's Crystal Scepter, Ruby Sightstone, and Oracle's Lense, the flow of the individual game will determine which items you choose. This build is meant as an example, and 4 of these items are situational.
Build Order
After completing your Sightstone the item you should focus on first is Rylai's Crystal Scepter. After completing your Rylai's and Ruby Sightstone, the build really opens up. Beyond trading in your Warding Trinket for a Sweeping Lens when you upgrade your Sightstone into a Ruby Sightstone, every other item is situational.

Situational Items

Randuin's Omen
**Highly Recommended** This is the item of choice if the other team likes to right click you first. You are already a sticky lightning ball of aoe slows and stuns, Randuin's just makes you that much stickier and gives you yet another tool to you peel for your AD with its active--Oh what an active it is. On a character who needs to be a bit up close and personal, the added armour and slow proc is exceptional; and as a character who already has an aoe disable, a massive aoe slow at the epicenter of your ultimate keeps them in your ultimate longer. It should also be said that while building Randuins Omen is expensive, you start to see returns from the investment sooner than other big items due to the inexpensive Wardens Mail and its passive.
Locket of the Iron Solari
**Highly Recommended if Being Ignored**If the enemy team is attempting to ignore you in team fights while focusing down your team, a Locket of the Iron Solari will help everyone on your team, and have the added bonus of making you even tankier. The aura from this should not be underestimated. The longer you are alive and around your team, the more your auras help them. This item is also the cheapest of the big ticket items. Before buying this item, check to make sure your jungle or top doesn't already have one. Even though double Aegis isn't the worst thing in the world, other items will probably help your team more.
Talisman of Ascension
**You Have to Have One Somewhere** As far as Talisman of Ascension is concerned, this is one of the biggest points of contention with Support Kennen. Kennen doesn't directly benefit from the mana regeneration passive, but the Talisman is a fantastic utility item that every team should have, and typically the responsibility to pick it up falls to the support. If no one else on your team buys this, then it falls to you to find space in your build.
Liandry's Torment
**Tanks! Tanks! Tanks!** If the enemy team doesn't want to pay attention to you, or they are all fairly beefy, the Ability Power, Magic Penetration, and Health-based Damage-over-time effect of Liandry's Torment are tough to beat. You should already have the Rylai's Crystal Scepter, so that burn effect will hit twice as hard! This item really amplify's Kennen's poking ability, punishes anyone with a good amount of health, and even helps Kennen stay alive with a moderate amount of Health. It should also be said that while building Liandry's Torment is expensive, you start to see returns from the investment sooner than other big items due to the inexpensive Haunting Guise and its passive.
Zhonya's Hourglass
**Highly Recommended if Being Focused** If the enemy is attempting to blow you up first in order to fight without your cc, build a Zhonyas Hourglass. While this is not a support item in the traditional sense, when the enemy team falls for the global Kennen taunt every teamfight, a Zhonyas Hourglass can help your team more than anything else. The utility it provides is excellent, especially if you like to be in the front lines. It is also great to use when at low health when kiting an enemy. One of Support Kennen's strengths is his ability to kite, and a Zhonyas Hourglass can turn a kamikaze opponent into a suicidal one. Flashing into Slicing Maelstrom into Randuins Active into Lightning Rush (into exhaust if you have it up) into Zhonyas Hourglass is a potent team fight combination featuring more lock-down and prolonged disable than some tanks. The 120 more Ability Power and 50 more armour from Zhonyas are also good. With Zhonyas, and Rylais, you have 200 Ability Power, and your aoe burst isn't fun to ignore.
Abyssal Scepter
**Has Occasional Use** If you find that the primary source of damage coming at you is magic damage, Abyssal Scepter provides much needed Magic Resistance complete with a heck of an aura. With the right team composition, building an Abyssal Scepter after Locket of the Iron Solari is a great way to punish the enemy team for not focusing you. It should be considered that it isn't a good idea to build Aura items if you are being focused, as when you die, your aura goes with you.
Boots of Speed
Kennen's boot choice depends on what you need in the game. If you are forced to buy boots during the laning phase, grab yourself a pair of . If you are being Crowd Controled to death, can free you up to fulfill your teamfight function. If you need to get around the map faster to establish Map Control, can have you zipping around at lightning speed. If you are being ignored in teamfights, can help you dish out the DPS. Usually you won't need to finish your boots until after completing your Rylai's Crystal Scepter and your Ruby Sightstone, so the choices for Support Kennen's footwear are super situational. Get the boots that fit you!
Mikael's Crucible
**You Might Have to Have One Somewhere** As far as Mikael's is concerned, this is a similar situation to Talisman of Ascension. Kennen doesn't directly benefit from the mana regeneration passive, but if your Carry is completely unable to operate due to the Crowd Control of the opposing team, the utility from Mikael's Crucible can win you the game. Your team might have a need for this item, and as a support, it is your responsibility to build it. Remember to use it's active when you have it.
Deathfire Grasp
**Has Situational Use With the Correct Team Composition** Even though the Cooldown Reduction isn't great on support Kennen, this little item is a great way to peel a tanky enemy off your AD Carry. Only consider building this if your team is Magic Damage heavy and you are not being focused. The idea behind peeling with this item is to use its Active to increase the enemy's vulnerability to magic damage. If your entire team is Ability Power based, and you can't kill the person going right for your AD Carry without this, pick a Deathfire Grasp up. It also works well with a Karthus or Fiddlesticks. Remember to use it's active when you have it.
Twin Shadows
**Has Situational Use With the Correct Team Composition** If you find that you are the main tank of your team, and that it falls to you to initiate fights, AND that you are dying to enemy Magic Damage dealers before you can do your job, Twin Shadows is not a terrible pick up. The Movement Speed boost helps you initiate and position in teamfights, the Magic Resistance makes you a bit tankier, and the active is great at keeping people in your (R) Slicing Maelstrom. This is a worse version of a Magic Resistant Randuin's Omen. Only build this if you need to stack Magic Resistance, and have already completed your Abyssal Scepter.
Void Staff
**Your Mid Lane Rage Quit/DCed AND You Have a Tanky AD Top and Jungle** Sometimes you will find yourself in the position where you need to hike up your Ability Power pants and transition from a support into an Ability Power Carry. Void Staff helps Kennen Burst with massive Magic Penetration and adds a whole lot of damage to Kennen's Kit. Build this only after you have completed your Rylai's Crystal Scepter. Your utility is first and foremost. Damage must be second.
Thornmail
**Already built a Randuin's Omen, and Facing an All Attack Damage Team, and Cant Afford a Zhonya's** Zhonya's Hourglass is expensive, and sometimes you cant afford to wait for 1600g in order to buy a Needlessly Large Rod because a Tryndamere is whacking you repeatedly. Thornmail is good because its pieces are fairly inexpensive, so if you need Armour fast, and you already have a Randuin's Omen, consider picking it up.
Banshee's Veil
**Locket of the Iron Solari and Abyssal Scepter Are Not Enough Magic Resistance** Every now and then you face a team that has insane amounts of Magic Damage coming your way. After building Locket of the Iron Solari and Abyssal Scepter, if you still need help staying alive, a Banshee's Veil can be the correct choice. The other two Magic Resistance items are much more team oriented, so they get priority.
Rabadon's Deathcap
**You Got Really Fed and are Messing Around in Normals** You stole all your Carry's kills and are 20/0/10 after the first 20 minutes. Build Rabadon's and go kill some fools. The raw ability power is great, and the 30% boost is nothing to sneeze at. Usually this is not a good item to build on support Kennen. If the game lasts 60+ minutes, you can think about picking this up as a 6th item.

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
Level 1 - Take a point in (Q) Thundering Shuriken to check bushes and harass your lane opponents.
Level 2 and 3 - If your lane is going well, and you are feeling safe, take a point in (W) Electrical Surge to amplify your auto-attack, apply additional marks to marked targets, and harass your lane opponents.
Level 2 and 3- If your lane is going poorly, and you are not feeling safe, take a point in (E) Lightning Rush to add some situational tankiness and speed.

Continue to max (W) Electrical Surge, then (E) Lightning Rush, then (Q) Thundering Shuriken, in that order, while making sure to take a point in (R)Slicing Maelstrom at 6,11, and 16.

Skills

Mark of the Storm
The thing that makes Support Kennen viable. These little marks terrorize an opposing AD Carry, making his job much harder. On top of that, this passive turns Kennen into a sparky little aoe stunmachine later in game. It makes Kennen a great chaser, and provides decent protective ability when their lane makes a move. When the other AD Carry makes a move at your AD, and you stun them/together shred their Carry for 1/3rd his health, it encourages more passive play on their part.
Thundering Shuriken
This is the front end of Kennen's harassing combo. Good Range, good damage, and a supurb way to punish a carry who doesn't hide behind his creeps. Also deals decent damage until about level 8 or so. When combined with Rylai's Crystal Scepter, this becomes a long range slow, and can be thrown through walls to stun/slow an escaping Udyr. Also good for checking bushes: If you throw one into a bush, and hear the bzzap sound, you know someone is in there. This is a skill shot, so it takes some skill to use. One point is enough to be a pest, and other skills take priority. Take a point in this at level 1, and only add to it when you have to.

Take a point in Thundering Shuriken first to check bushes/harass/apply marks, but max it last as it provides the least utility (but the highest ratio) of your skills in lane. 1,14,15,17,18
Electrical Surge
Support Kennen's bread and butter, and the second half of the harassing combo. Electrical Surge combined with Thundering Shuriken makes for some mean harass in lane. While Thundering Shuriken does more damage, it can be countered by the opposing ADC standing behind his minions, whereas they cannot avoid an Electrical Surge charged auto attack. I Max Electrical Surge as fast as possible so you can reach the point where, starting with one mark on your enemy, you can Electrical Surge for 2, wait for it to come off cooldown, then Electrical Surge them again for 3. Electrical Surge hits multiple targets and has some crazy range if you understand how to use it. It also works with his ultimate to provide almost instant aoe stuns and damage. Max this first. It lets you put a mark on the opponent with every 5th attack. Don't forget that. Find a cannon minion that isn't being targeted and charge this up without taking any CS.

Grab Electrical Surge at levels (~2),(~3),5,7 and 9 (Max first). This is where the bulk of your damage comes from. It is easy to land without putting yourself in danger, and is the most useful spell to get stuns going. At level 9, with zero bonus AP, this spell does 250 damage (185+ (.8*81). Combined with the 75 from the shuriken, you are looking at 325 base burst damage every time you land a mark.
Lightning Rush
This spell is a fantastic initiator and getaway and an easy way to apply a mark of the storm to your opponent. It also raises your Armour and Magic Resist, which make it useful use in sticky situations. When you use your Ultimate, you instantly become a high priority target for the enemy team to focus down, and the added defenses and speed make things awfully difficult for the enemy team to target and kill you. Lightning Rush is the second priority for skills (excluding his ultimate). The added survivability in lane is invaluable when being ganked or facing aggressive laners. It also allows you to poke with Electrical Surge, then get away before the AD can counter attack you. Don't forget that you are an energy based champion, and if you feel prone and exposed in lane, Lightning Rush will get you out of there without hindering your ability to stay in lane. It is worth it to be without energy for 5 seconds and be safe than to stay out of position or die to a gank.

At levels (2/3/4),8,10,12, and 13 take Lightning Rush (Max second). This ability is an easy mark to apply, and does surprising damage and is great at getting you out of harms way when being ganked and mitigating damage done to you when being poked. Think of it like Leona's (W) Eclipse with V-Tec. This is the reason Support Kennen Scales so well with health. It can also be a good gap closing initiate in a 2v2 Bottom Lane fight.You can also grab your this at level 2 or 3 instead of level 4 if you are feeling exposed or you are unable to get your Q to land.
Slicing Maelstrom
Where should I begin? This ultimate wins games. In the laning phase it gives your team's ganks ridiculous kill potential. It provides you with a way to instantly stun someone (not suggested, but good to know). With a 2 minute Cooldown, it can be used multiple times in the laning phase, and turns a Support Kennen lane from a poke lane pre-six to a Kill lane after 6. It is an incredibly strong deterrent for the other team when being chased, and can save your AD Carry when your heal is down. It can turn a tower dive where you would die and they would live into a Double kill for you. It provides protection when getting dragon. It is more psychologically scarring to the other team than the possibility of a Sona ult, and has the tendency to make the enemy team run around like chickens-sans-heads. It instantly transforms you, the weakest, lowest farm champion on your team into a top kill priority allowing your team to perform with impunity. It gums up the works for the other team, and if executed properly, makes it very difficult for them to win a 5 V 5 fight. It also does a lot of damage and looks really, really cool. Get this at 6,11, and 16 and make sure that you have this off cooldown when your team needs it.

Of course, at 6,11, and 16, always get your ultimate. Aoe, Damage, Stuns, and psychological terrorizing to the enemy AD Carry. They will not want to fight you. They will not want to tower dive you. They will want you to go away.

Early Game - The Laning Phase.

Laning Pre-6 with Kennen as Support


The weakest part of Support Kennen's game is levels 1 through 5, and both you and your carry need to know this. You start off with only 1 ward (when used well, is enough), and you are insanely squishy until you get a few levels. You can out trade a few lanes, but your goal here is not to get slaughtered, and to do everything in your power to keep your AD Carry alive, healthy, and last hitting. Most match ups will be manageable or even easy, but the occasional few, like Sona, Lux, Zilean, and Nidalee can all make Kennen's life a living hell for these levels. Fortunately, of all of these, Sona is the only one who is played with frequency, and after you hit level 6, you can kill her somewhat easily because she lacks an escape beyond Flash.

Zoning and Harassing the Enemy (Pre-6)
  • As long as you can reasonably outpoke the enemy support, you can spend this time charging your auto attack on minions, spamming your Thundering Shuriken, and following through with your Electrical Surge when you manage to mark an enemy. At level 5, Kennen's charged auto attack does 108 damage, and his rank 3 Electrical Surge does 125 damage. That is 233 Damage from one mark.
  • Early game, Marks of the Storm do a great job of zoning the enemy AD Carry. If you land your Thundering Shuriken, they have a Mark on them for 6 seconds. That is something they have to worry about. Especially given that you should be able to get another mark on them easier than the first one. Stagger your poke in the early levels to keep the Marks of the Storm on for longer. If you wait 5 seconds after applying your first Mark before applying your second mark, they will have been marked for 11 seconds rather than 6 seconds. Each mark resets the timer, and every second they are waiting for a mark to fall off is a second that they are not as concerned with their last hitting.
  • Mostly you should concentrate your damage on the enemy carry, unless you are against a super squishy support. You probably wont be able to kill them if they play carefully, but you can make them burn their potions and maybe even force them out of lane. If you are against someone like Soraka who can just heal up all the damage that you are doing to their carry, just keep the damage going. Her mana pool, while extensive, is not infinite like your energy pool is. The goal here is to get their mana down so that when you hit 6, she's got less tools available to her.
  • If the opposing lane has a melee support, feel free to bully them around. Most melee supports like chilling in bushes, waiting for you to come close enough for them to use their kit on you. Don't give them that chance. Pepper the bush with Thundering Shurikens and they will either back off, or take a lot of damage from your consistent poke. Don't bother staggering your marks here. The idea is to do the most damage in the shortest amount of time, and then to get back to safety.
  • Do not use Lightning Rush to poke. This is your main method of escape and defense, and on top of that, this is the skill that can keep your AD Carry safe with a stun on demand.


Keeping your AD Carry and Yourself Alive: (Pre-6)

Keeping your AD Carry alive before level 6 can be a challenge, especially with an AD Carry without a blink skill, and with the 1 ward start. A lot of keeping your AD Carry safe has to do with how smart your AD Carry is with avoiding damage and positioning properly. Kennen is not the greatest champion at saving the stupid ones, but he can give most smart ones a fighting chance.
  • Keep your Electrical Surge charged whenever possible. The ability to instantly apply a mark on an approaching Jungler goes a long way to keeping your Carry pal safe.
  • Try to keep your Lightning Rush ready, and don't be afraid to get up close and personal with a ganker if you have to. It is another surefire way to apply a mark in a relatively little amount of time. Your AD's life is more important than yours, and if worse comes to worse, you need to take that bullet if it will save their life.
  • Hit your skill shot first. Always attempt a stun with your Thundering Shuriken first. It is much better to apply the third mark with a Electrical Surge, a Charged auto attack, or a Lightning Rush than it is to hit that last Shuriken. Usually a ganker makes a beeline to their target, so it shouldn't be that hard to land your Shuriken.
  • Don't forget or be stingy with your summoner spells. Better to flash first and get out at full health than than to flash last and die to ignite. Exhaust (and Heal) can both save lives, and they should be used.
  • Looking up at the minimap often and being aware of their Jungler's patterns can save a lot of carnage. Carefully using that 1 ward you start with can save a lot of trouble and stop a lot of ganks before they start. More on how to use the 1 ward to greatest effect in the Warding chapter.

Level 6 And on

After reaching level 6, things really start to heat up in lane. And this is fantastic. Pre-6 Support Kennen is a mediocre poke lane that can 2v2 if the enemy is dumb enough to engage. Post-6 Kennen is a completely different thing. The general consensus is that, when it comes to bot lane, Sustain Lanes beat Poke Lanes,Poke Lanes beat Kill Lanes, and Kill Lanes beat Sustain Lanes--Kind of like Rock--Paper--Scissors. After level 6, Kennen becomes a Kill-Poke lane. Or a Scissors-rock if you will. This shift in play style is powerful. If you were losing the poke game Pre-6, so long as you are not too far behind, you should be able to play the Kill game. If you cant play the Kill game because the other lane has a stronger kill game, keep going with the poke game and crush them. This allows for a lot of versatility in playing Support Kennen, and makes him tough to counter.


Zoning and Harassing the Enemy (Post-6)

  • After 6, Kennen's poke doesn't change much. It is still the same basic concept of Charged auto attack or Thundering Shuriken landing to start a Mark of the Storm, then an Electrical Surge to add damage and another mark. Now you should also be looking to add the third mark and stun them so your Carry can hit them for free. If they choose to fight you, you win that exchange if you have your ultimate.
  • Look for chances to catch them out of position. If your AD Carry is with it, and in a decent position with good mana, and you have good ward coverage, make something happen. You will be surprised how effective one good skirmish where you come out on top is when it comes to making the enemy not want to come near you.
  • After you have put the fear of god in them with a fight going your way, feel free to randomly (E) Lightning Rush hyper-aggressively. There is a good plausibility of them backing off, using an escape skill, or maybe even blowing Flash. Only do this if you have ward coverage and know that you aren't running into a gank. Cause that would look really dumb.

Keeping your AD Carry and Yourself Alive: (Post-6)

  • Don't get over-confidant when it comes to starting something. Sometimes its just better to take the free farm.
  • Always consult your AD before initiating a fight. He might be low on mana, have summoners on CD, or just generally have some information that you don't.
  • Keep up good ward coverage. It is dangerous to run a kill lane with bad ward coverage because what seems like a good idea without wards is actually a terrible idea with wards. Your lane will attract a lot of Jungle attention when your opponents start crying for Skarner to come babysit them.
  • If you are against a poke lane, and you have been whittled down, don't go in for the kill. Health potions help prevent this.
  • If you lose the first exchange post-6, due to you missing a skill shot or your AD Carry being bad, or a surprise gank, don't keep throwing yourself into the meat grinder. Save your ultimate for when your jungle decides to come to visit and use it to secure kills rather than to initiate.
  • If you or your AD are being chased at low health, you can pop your ultimate. If they continue to chase you, they will be stunned. Try to avoid doing this.
  • Don't forget about your summoner spells. Exhaust saves lives. Lots of lives.

Don't forget to help your AD Carry push your minions to their tower if the enemy leaves lane. (E) Lightning Rush and (W) Electrical Surge on a line of minions gets them all to about 1/4th health, give or take. When combined with a Buckshot from Graves or a Boomerang Blade from Sivir, this lets you wipe out a wave of minions almost immediately. You can deny the enemy AD Carry a lot of farm this way.


Why Support Kennen is Such a Strong Kill Lane


Kennen is a strong kill lane due to his ultimate and its potential to stun and deal high damage over a short period of time. At level 1, (R) Slicing Maelstrom deals 80 damage a strike, potentially 3 times to one target. While 240 damage isn't much to get excited about, it is also an aoe disable over time that cannot be predicted when combined with Kennen's (W) Electrical Surge. (E) Lightning Rush makes it hard for enemies to get out of your area of effect. But (R) Slicing Maelstrom is also passive, meaning, that while it is triggered, you can use your other abilities and auto attacks in conjunction with it. At level 1, it is basically a Nunu Ultimate that doesn't slow, deals periodic damage over a period of time rather than all at once at the end, and allows you to move around and attack instead of channel. The problem with this, is that during the low levels, Kennen uses his ultimate, casts some spells, and is completely tapped out, unable to make the most out of the disable. Enter the AD Carry...

Most AD Carries love it when they can attack their opponent for a few seconds without worrying about being attacked back, and when Support Kennen goes all in, that is exactly what the AD Carry gets. If the opponent turns to fight the Carry, Kennen's damage and the intermittent stuns make the fight unwinnable for that opponent. If the opponent turns to focus down the Kennen, your AD Carry has its way with them. A Sona ult is over and done. A Kennen Ult lasts and lasts. While some people can fight through the ultimate at higher levels, at lower levels, in a 2v2 match, Kennen's ultimate isn't something an enemy carry can just sit through.

Mid Game - Getting Map Control Through Extensive Warding

Usually the mid game is spent securing dragons, stealing/securing jungle buffs, and little teamfight spats. At Rank 1 or 2, your ultimate is better in a 3v3 than it is in a 5v5 so make sure that when a fight goes down, you have your ultimate up. With Rylais Crystal Scepter, Doran's Shield, and Ruby Sightstone, you should be tanky enough to get in the thick of it if that is what is required of you, and with Rylais Crystal Scepter and Ability Power and Magic Penetration from your Runes, you do enough damage to stay on the outside of the fight, poke, and peel for your AD Carry if that is what is required of you. Stay flexible---Your role in fights changes depending on the specifics of the fight, and on the specifics of your team composition. You should not fight every fight the same way.

You also must maintain ward vision on key parts of the map. Ward Control is a HUGE aspect to the mid game. 75 gold might not seem worth it, but the information one ward provides can be invaluable when it comes to making the right decision. After buying Ruby SIghtstone, you should always have a Vision Ward (Pink) in your inventory. If you can, aim to keep a ward at your blue, their blue, dragon, baron, by your wraith camp and by their wraith camp as much as possible. Of course, with the new ward limits in Season 4, you will only be able to keep 3 Stealth Wards and a Vision Ward on the map at any one time. Work with your team to establish a network of Vision!

Team Fights

Team fighting is where Support Kennen really shines. Moreso than any other support, Kennen has the tools to team fight in a number of different ways. They way you team fight depends a large part on your teams composition, where you are in your item build, where the team fight is taking place, and how many enemies you are fighting. It is a tricky business and tough to master. Playing a fight right can get you an ace. Playing it wrong can lose you the game. Here are some of the things that Support Kennen does particularly well in team fights, as well as some advice on when to do those things.

Peeling

The idea behind peeling is simple: Use your skillset to directly stop any and all attacks directed at your carry. Peeling with Support Kennen is also simple. Stun them as fast as you can as often as you can. When your AD Carry or AP Carry is dieing before they can do any damage, it is hard for you to win a team fight, so designing your team fight around protecting your Carries can really help your team win. You might not be doing the most damage, you might not be stunning the most people, but the longer your carry lives, the better.

  • Stay near the carry you are protecting. This can be difficult in the craziness that ensues in a team fight, but sticking by your buddy can save their life. A ton of people like to attack the Kennen, and when you are standing right next to your carry, you can take a lot of heat off them. It also makes it easier for you to stun and protect.
  • Kite people that are attacking you in a way that keeps them in range of your carries. It is a lot harder to chase and kill the Kennen if a carry is chunking the people coming after you.
  • Stand right by your carry and pop your (R)Slicing Maelstrom when enemy champions try to jump them. This is especially useful when playing against champions like Nocturne, Udyr, Akali, and Katarina. Anyone who has to run up to your carries and stand near them for a second will be stunned by your ultimate. Think of your ultimate as a portable force-field, and keep your carry safe with it!

Disabling
If your carries are sufficiently well guarded by other peelers, or they are too weak to be effective, it is time to attempt to be a disabler. This entails getting up close and personal with the enemy team, and holding them in place while your team smacks them around. BE CAREFUL. Even after your Rylais Crystal Scepter, you are still squishy and your Ultimate makes you a top priority target. Most of your deaths will occur during team fights in mid game. If you have a dedicated top or jungle tank, you usually do not want to initiate, even though your skill-set has fantastic initiation. Rather, you want to walk that tightrope of being just close enough to the action to completely lock down the other team, while not being stuck smack dab in the middle of it getting roasted.

People like to focus the Support Kennen. Picking up a Wardens Mail is a great way to punish the enemy AD for hitting you first and can be built into a Randuins Omen. It will keep you alive and the slow will hurt their ability to perform. This punishes them hard for right clicking you. It is important to note that even at this point, you are a team fight facilitator, not a balls-to-the-walls AP Carry. Your priority is to be as annoying as possible to the other team and as enabling as possible to your own team. Do the little things like peel for your carry or lock down a high priority target. You are the gum on your enemies' shoes, while being the wind beneath your friends' wings.

If the enemy team has realized that you are a support champion and not the person they are supposed to focus in team fights, build items to keep your friends alive and deal as much burst damage as possible.Locket of the Iron Solari punishes the other team for not focusing you, and Abyssal Scepter and Liandry's Torment are really good options to help your team out/inflict damage. Do not underestimate the utility of Talisman of Ascension or Zhyona's Hourglass--Itemising correctly wins games!

End Game - Acing the other team

Hopefully, by the time you are fighting over baron, 5 v 5, in an all out team fight, you will have finished your true tank item. Ideally you will have most or all of your next damage item. This is just icing on the cake. This is where Support Kennen really shines. Your contribution to your team will far outweigh any classical support champion's contribution at this point, and because of your damage output, durability, and high priority on the kill order, this basically turns a 5 v 5 into a 5 v 4. When everyone is full build and level 18, your team should never lose to a team with a Classical Support. Your aoe slows will allow your team to pick off their targets at will, and your aoe stuns will keep the enemy team from functioning. Always make sure to be attacking when your skills are on cooldown. Your auto attack should do roughly 200 damage per hit and apply marks every fourth hit. Target whoever you can with the auto attacks, while not moving out of position. Always either be focused on keeping your carrys alive or disabling the enemy team.

At this point in the game, you are a perfectly good initiator, especially if you have Zhyona's Hourglass, but it is usually better to wait until your tank jumps into the frey before you pop Slicing Maelstrom. Allowing your tank to be the first wave insures that when you do flick your switch, the entire enemy team is caught up in it, rather than just one or two stragglers. Lock them down and spam your abilities and your auto attack, and with a decent team, you will have killed 2-4 of the enemy before your ultimate is over. Don't forget about Exhaust and Ignite. Especially in these fights, when you see people dropping, pop your summoners. Igniting a Dr Mundo can save your entire teams life, and exhausting the enemy carry can as well.

The best part about this phase is that the other team has no choice but to kill you off and you have made that difficult with your items. On top of that, when you need to die before the other team can fight, you absorb a lot of damage that would normally end up on your carries affording them more time to do what they do best. You have the least amount of gold of anyone on your team, but the enemy team will not able to ignore you due to your nasty cc and moderate-high damage. When the game gets to this point, you shouldn't never lose the game. Should is different from will. You will have newbies who refuse to group up, risk-takers who get caught split pushing, and Carries that don't understand that they shouldn't be in the front lines. This can be frustrating, because as Support Kennen, you are not given the opportunity to hard carry. You can lead a team to water, but you cant make them stop attacking the tank while the enemy carry picks them off one by one. The most that you can ask is that you do your job, and your team does theirs--and that doesn't always happen. Such is the nature of 5 v 5 PVP.

When to play support Kennen and a few notes on Team Composition

Early picking Kennen to play support in draft or ranked is a high risk, high reward scenario. The enemy team will almost immediately assume that you are going to be the Solo-top, or the Solo-mid, and they will pick to counter that. This gives your team a leg up during Champion Select, effectively allowing them to counter the other teams counters in both top, and mid lane. This can sway the tide of the game in your favour before the game has even started. As beneficial as that may be, there are some lanes that support Kennen loses or chops with, and you should shy away from playing Kennen and play a different support if you see those champions picked.

Like any lane, supporting with Kennen works best when you and your AD Carry have good communication--ideally someone you are sitting right next to or talking with on skype. Run this with someone you know, someone who understands how support Kennen works and how to CS. A good team bot can out perform most any other team so long as there is communication.

A note or two on team composition

Tanks: As support Kennen, you are an AOE STUN SLOWER DAMAGE DEALER, and not, I repeat NOT A TANK. You have great initiation, but you shouldn't use it except to counter initiate, and only then in specific circumstances and with team backup. This means your team needs to run a true tank either solo-top, or in the jungle. and are all great choices for top lane, and and work great in the jungle. Your tank needs to initiate the fight--you are the second wave of lock down.

Sieges: When running support Kennen, much like any other support that doesn't have raw sustain your team is at a disadvantage in a stalemate at the tower. You cannot heal your teammates up through excessive poke, and this can be an issue later in the game when facing pokey teams. Fortunately though, you should be able to win a 5 V 5 pretty handily when your ultimate is up. Make sure your team knows that when the whole team is together, a team fight is imminent. The only way to keep yourself from getting poked to death is to force a team fight as soon as you have 5. This takes coordination and communication, and the tank calls the shots.

Champion Matchup Rundown

Attack Damage Carrys
Rather than go through every single champion used as AD Carry, and provide detailed match-up information for playing with them and against them, here is a chart that grades each AD Carry on 4 qualities. Burst, Mobility, Poke, and Teamfighting (PRE and POST 6). Generally, Support Kennen has issues playing against anyone with huge early game Poke levels 1-5, and struggles mighty level 6+ against champions with high Mobility and Burst. If you want more specific information on a match-up, feel free to send me a message, and I will add it to the Specific Champion Matchup section below.

The champions with their names in BOLD are champions Kennen has great lane synergy with. The champions with their name in ITALICS are champions that Support Kennen lanes well against post level 6.


Supports
Rather than go through every single champion used to support in Season 4, and provide detailed match-up information for playing against them, here is a chart that grades each Support on 7 qualities. Range, Health (tankieness), Mobility, Poke, Teamfighting, Disengage, and Sustain (PRE and POST 6). Generally, Support Kennen has issues playing against anyone with huge early game Poke levels 1-5, and struggles mighty level 6+ against champions with high Mobility, Burst, or Disengage. If you want more specific information on a match-up, feel free to send me a message, and I will add it to the Specific Champion Matchup section below.

The champions with their names in BOLD and ITALICS are match ups that favor Support Kennen before level 6. The champions with their names in BOLD are match ups that favor Support Kennen after 6. The champion with her name in BOLD and UNDERLINED is a champion Support Kennen does well against all the way through. Most match ups that are not great pre 6 turn to at least chopped lanes or dependent on skill (3) at 6--There are a few match ups that get worse for Kennen after 6. BEWARE Zilean--at no point is Support Kennen favorable against him. He heavily out pokes you early and ruins your all-in late. I also included an assessment of Support Kennen to show how he stacks up in each individual category. This chart does not take into account Bush Control because I could not make the font size any smaller and still keep it readable.

Specific Champion Matchups

Thresh
Difficulty
Favors You
Facing a good Thresh can be difficult, but if you can dodge his hooks (and your AD can as well) this matchup actually favors Support Kennen. Thresh can run out of mana fairly easily, his autos don't do as much as your (Q) Thundering Shuriken + (W) Electrical Surge, and at level six, Kennen has better all in. Thresh is also super squishy early game and can not fight Kennen--Most lanes you will want to focus your harass on the enemy carry, but if you can harass Thresh down a bit, it will make him think twice before throwing the hook. While Thresh's Lantern is dangerous because of the ganking paths it opens up, It's cooldown is fairly substantial. He also doesn't have an escape built into his kit, which makes him vulnerable to early all ins. Thresh's Flay does not do enough to knock Kennen back, so if it hits, Thresh will still be in range of Kennen's Slicing Maelstrom. Over all, if you and your AD are decent at dodging hooks, you should be able to win this lane handily.
Nidalee
Difficulty
Favors You
Nidalee counters support Kennen in lane. Her spear has longer range than all of your skills and one will chunk you, three will kill you. Her heal will be enough to sustain her carry and herself through whatever damage you manage to get on them while you're dodging her spears. Standing behind minions eliminates Kennen's (Q) Thundering Shuriken and that is the front end of his primary harassment combination. Her traps also give her lane bush control and will chunk you early game. Her cat form can chase Kennen down and chew through him. It is important to note that after level 6, Nidalee will not hard counter Kennen, but with a nerfed laning phase, it is unlikely that your AD Carry will be strong enough, and that means you will have failed.
Leona
Difficulty
Favors You
Leona can be tough if she hooks you or your carry, but like most melee champions, she suffers hard from Kennen's poke. Don't try to fight her at 6. Just keep the poke going until she has been softened up a bit. If she does land a hook on your carry and you are level 6, go all-in on her Carry with Lightning Rush and Maelstrom. She needs her Carry to proc her passive damage, and if you can stop that from happening by locking down her partner, you will win the fight. If she wiffs her ultimate, feel free to pick a fight with her.
Janna
Difficulty
Favors You
Pretty safe lane for Support Kennen. Janna cant really stop your poke farm game, but she does neutralize your level 6 all in, and can screw up your team-fighting.Try to bait out her ultimate before using yours, but otherwise concentrate on poking and farming. Also. It is super important to keep your lane warded--she doesn't bring much threat by herself, but she is deadly in a gank.

Comments

February 11, 2014 - 12:37 AM #1

http://sh.st/cM6P

October 19, 2012 - 02:14 AM #2

Support Kennen is also a good counter to Blitzcrank. One of few supports that can kite him safely and force him to play passively.

March 6, 2012 - 04:31 AM #3

First Look: Very detailed; needs item, masteries and runes sections.

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