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KENNEN BUILD GUIDE: [AP Mid]More Broken Than Shattered Glass:An AP Kennen Mid Guide by Toragar

by Toragar (last updated over a year ago)

224,910 Views 8 Comments
9
Greater Mark of Magic Penetration( +7.83 magic penetration)
3
Greater Seal of Scaling Health( +3.24 health per level (58.32 at champion level 18))
6
Greater Seal of Scaling Energy Regeneration(+0.384 Energy regen / 5 sec. per level (+6.9 at champion level 18))
3
Greater Glyph of Scaling Magic Resist( +0.45 magic resist per level (8.1 at champion level 18))
6
Greater Glyph of Magic Resist( +8.04 magic resist)
3
Greater Quintessence of Spell Vamp(+6% Spell vamp)
View Rune Details
Summoner Spells
View Summoner Details
9
9
12
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 3/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/1
mastery 3 mastery 3 1/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 0/1
9 Offense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/3
mastery 2 mastery 2 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 1/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 0/1
9 Defense
mastery 1 mastery 1 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 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
12 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Mark of the Storm
QThundering Shuriken
WElectrical Surge
ELightning Rush
RSlicing Maelstrom
View Skill Order Details

Runes

Masteries

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

Skill Order

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

Champion Matchups

Introduction

Hi! This is still a work in progress so please excuse all of the unfinished chapters, I am adding more as I continue testing. Make sure to tell me what you want added! Leave comments please! I would love to know what you guys are thinking of my guide!


Welcome! This is my guide on Kennen. I love Kennen because he has a fluid playstyle and has a high skill cap. Kennen has the ability to turn the tide of any game and solo almost any champion in the game.




Who am I?
Hi my name is Toragar. I'm a lol player who loves Kennen. I've been playing him for a while now and I think he is a very dynamic champion that can adapt to almost any situation and come out on top. I didn't take a screen shot of my season 2 rankings with Kennen and my S3 aren't worth putting up(I have less than 50 games, so the win rate isn't very accurate). I have tested Kennen extensively in normals this season though.

Who is Kennen?
Kennen is an ap mage that has high mobility and sustained damage. In this guide he is also considerably tanky(For an AP) and has spell vamp. His flat damage values are very good so he doesn't require many damage items early in the game and can go for resistances or spell vamp.

Pros
  • High Mobility

  • Very good base damage values on his Q and W abilities (I'll talk more about that in the Skills Chapter)

  • Game Changing Crowd Control

  • Good by himself against a wide range of champions

Cons
  • Hard to pull your weight as an AP burst if you are behind

  • Countered by Knock-ups and other CCs

  • Difficult Auto-Attack Animation, difficult to farm well (Takes practice)

  • Takes Practice to link abilities together

  • Can be dependent on landing Q (A skill shot)

  • Item dependent(Zhonya's Hourglass)

Why AP mid?

Solo top Kennen was always viable, and is now becoming increasingly popular. I've always played Kennen mid because his kit is based on capitalizing on mistakes, and I don't believe this has synergy with top lane. Top lane is much more about cooldowns, and shifting from aggressive to passive. While Kennen can do this well, I think he does much better mid against an AP that he can burst down without the help of a jungler. Most bruisers top can be zoned by Kennen, but the major problem with top Kennen is he lacks kill potential against tanky bruisers. He can of course go offensive masteries and offensive runes, but this hurts him late game more than it helps him early.


I also think that maxing W is not a good strategy against most champions. You will do more damage maxing Q first, and it is a risk free harass and a long range nuke for when you are chasing somebody with very little health. You risk too much by going to harass with W because you have to complete your whole auto-attack animation and then W, when you could go to the sides of your minion wave and hit the enemy champ with Q when they go to CS.

Masteries

Let's take a look at what we want the masteries to do to Kennen:

  • We want enough defense to be able to complete combo and be able to farm without being zoned

  • Enough damage to be able to push enemy AP out of lane/ zone them

  • Enough burst to be able to get a kill with minimal harass

  • Enough movement speed to be able to overextend while being able to escape a gank on mid

As you play Kennen more, you will begin to realize when you want 9/0/21, 0/9/21 and 21/9/0. I will post these configurations below. I do not recommend going 21/0/9 or 0/21/9 because you will not get far enough into the utility tree for you to benefit from it with the extra experience, gold, or movement speed. Try all of these builds and see which one works for your playstlye. If you play more aggressive you might was defensive masteries, but if you carefully farm from a distance and wait for the perfect moment to burst down enemy APs, you might want offensive or utility. A mix of these would benefit from utility. All of these playstyles are viable, but require different masteries.



[http://i.imgur.com/kRZ32.jpg]

I believe that a 9/0/21 build provides the perfect balance. Starting with a Doran's Shield gives a ton
of health and health regen, and Kennen already has one of the highest base movement speeds. His E allows him to escape, so I believe that because Kennen's kit already gives him all of our guidelines, we want to go into utility because the extra movespeed, gold and experience gives you an edge over other AP's. This however, is just a configuration that covers all your bases and isn't situational.


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

This is a very defensive build. Using this means that you want to farm safely and go for lategame.

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

This is an aggressive build. If you counter the enemy AP, you can consider using these masteries if you want to get fed fast. Make sure you buy wards if you are going to be overextending.

[http://imgur.com/o1msa.jpg]

This is an all around great build that rivals the one I have on the top. It allows you to get Spell Vamp, Magic Pen, and Battle Scars. This is a great build and I use it half the time I play Kennen.

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

This build is also great for sustain in lane. You should be tanky enough with this build to not build a Zhonya's until your 4rth or 5th item, but as always use your judgement. This is also good for solo top. Switch out the armor with the MR in mid, keep it in top.

Why Utility Masteries?

Not many people go Utility masteries on Kennen, but I don't know why. After experimenting for a while going all mastery combinations, utility convers all your bases much better than 21/9/0.

Lets look at what you get from Utility:

3% movespeed: this is surprisingly good on Kennen because combined with his E, allows him to escape ganks by junglers with tier 1 boots. Getting a Doran's Shield at lvl 1 makes you a very durable mid.


Awareness- I like this mastery because it gives me exactly what I want as Kennen, a faster way to get to my skills upgraded so I can fight much better. Your R is upgraded significantly when you add a point to it, and getting there faster means more people stunned in a team fight. This also helps you get to lvl 6 and lvl 9 faster, and if you are level 6 and the enemy is lvl 5, you have a significant advantage and go for a kill. This mastery is good with Doran's Shield because you benefit from staying in lane longer and can stay in lane with the bonus sustain.


That being said, I do not completely hate offensive masteries. I just don't like going into the utility tree with 9 points because you don't really have any benefit. If you want to be aggressive(You are laning against a Karthus), definetly go 21/9/0. Other masteries are very good on Kennen as well, 9/21/0 is good, 9/9/12 is also very strong.

Runes

There is no one rune page for Kennen, as with all champions, so I will give you scenarios on when to use what runes so you can make your judgements on a game by game basis. Obviously for normals, you won't know who you are laning against, so I will provide a rune page that does a good job of covering all your bases.

Reds:
You will almost always want to use Magic Penetration Reds. These, combined with your masteries, will allow you to deal more damage, as the AP you are laning against will usually use MR blues.

Yellows:
Here you have choices. Based on the enemy team composition, you can run flat Armor, Health per Level, Flat Health, energy regen or just more flat MR to add onto your blues.
Scenarios:
Balanced AP and AD damage on the team: Mix of Health and energy regen

AD Mid, AD Top, and AD Jungle: Flat Health or Armor

Weak AP and Strong AD: Health Per Level

Heavy AP and Weak AD: Flat MR


Your E also gives you a considerable amount of resistances. Many players forget about this, but if you can save your E in team fights for an escape or initiate with focus on you, you will benefit greatly. ( I will talk more about this in Team Fights Section)

I like some energy regen per level because it helps you spam your spells. Combined with blue buff you can E almost continuously, which is great for moving round the map, escaping, or chasing.

Blues: I like a mix of MR and MR per level. This is because you aren't getting MR from your items, but you need MR in addition to the health and armor you are getting from items. I like starting with three flat MR runes because it gives me enough MR to be able to sustain myself in lane for the first few levels, and when the MR per level runes start to have an effect, combined with an and your E, you will have enough MR to be able to sustain most AP's burst(Provided that you are stunning them for a good deal of the time).

Quintessences:
You have two options here. I prefer either spell vamp quints or flat AP quints. This is because you need the extra AP most at the beginning of the game, because you will have enough flat damage mid game and AP items late game. Spell Vamp quints are for when you need a lot of sustain against an aggressive AP, such as Ryze, who can constantly harass you with his Q or Q-W-E-Q Combo. When you don't need the extra sustain, go flat AP.


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

This is a sample rune page that will cover all of your bases. Mix and match and find the best runes for you and your playstyle.

Summoner Spells

Let's look at what we want summoner spells to do on Kennen:

  • Ability to Kill enemy AP

  • Escape from Ganks, bad situations

  • Diving into a teamfight


The combination that works best for me for covering these goals is Flash and Ignite. Flash is a great summoner spell because it can be used in many different ways. It can be used to escape a gank, position yourself for a combo, dive into a team fight to get a perfect ultimate off, Flash is a versatile spell and it becomes a very needed part of Kennen's kit.

Ignite is used to finish off enemy APs early and become much more of a threat early game. Before you have damage items and your Q isn't maxed, you have little burst damage. Over time, this harass can push someone out of lane, but in an early 2v2 or 3v3, you will not have much damage without Ignite.

Ignite will deal 70 true damage at level 1, gaining 20 true damage every level to a cap at 410.

These goals can also be reached with other spells though, here are some other spells that could be used in the place of Flash and Ignite:

Exhaust can be taken if you know you are going to be able to hold your own against an AP early, and want to shut down their or the AD carry's damage late game. Using Exaust could mean an escape, and easy chase, or a crippled AD or AP carry in team fights. This is a very viable spell, but it is situational. Say you are facing Karthus in lane, with Vayne being their AD carry. This would be a situation where Exhaust could be useful. You won't have any trouble zoning Karthis with your long range Q, and the larger focus in team fights is going to be Vayne. Shutting off her damage late game would be more important than killing Karthus a ton of times early.


Ghost would take the place of Flash if you decide to take it, but it works very differently on Kennen and you would use it in different situations than Flash. Instead of Flashing onto a teamfight and using R, when taking Ghost I like to ghost into an ADC caught off guard and capitalize on their mistake. This is more situational than Flash, but it does have its advantages. I think that Ghost is a bit overkill on Kennen because you already have the bonus movement speed from your E. Your E will give you enough of a gap closer to catch most enemies, and the only time you would need Ghost is on a long chase, which is generally a bad idea if you are following the enemy into their jungle or behind their towers. If you like the ability to position and capitalize, take Ghost, but consider how you play and how you would benefit from it first.

Let's look at the math:

Using 21 points in the Utility Tree, Kennen has about 395 base movement speed with level two boots. When he uses his E he gains 230 movement speed, giving him 625 movement speed for 3 seconds on a 10/0/8/7/6 second cooldown. When he uses ghost, he gainst 27% movespeed for 10 seconds. This come out to be around 500. At level 3 you get 625 movespeed at a maximum of ever 7 seconds, at 18, it is every 3 seconds. I think that since your E gives you more than ghost, and within a period of 9 seconds you can have 6 seconds of 625 movespeed, ghost is usually not worth taking, as flash provides better benefits.



I have rarely seen a Teleport Kennen, but it is worth mentioning because with certain team comps it can be very good. If you counter the AP in your lane, and think that either top or bot is an easy kill lane, tell your allies to put wards down and gank their lanes. The only problem with this is that if you are evenly matched with another AP, you will be at a great disadvantage when dueling them because you do not have that extra true damage. If you have the match up and the team coordination, go for Teleport.

The last viable spell for Kennen is heal. I use this extremely rarely, but it does have its advantages. If you want to be aggressive in lane and want to outlast your enemy in lane, go for heal. With a Doran's Shield it will make you very tanky and able to stay in lane while being aggressive against most champions. Make sure that your support doesn't take heal if you take it, because this will put your team at a disadvantage in team fights in late game.

Skills

Explanation:


Mark of the Storm

All of Kennen's abilities(His Q, W, W passive, E, and R) apply a Mark of the Storm to the Champion hit. Once three are on the champion, the are consumed instantly to stun the champion for 1 second. Each non-consumed mark lasts 8 seconds, and it is refreshed every time you add a new mark. If an enemy is stunned twice within 7 seconds, the second stun only lasts for .5 seconds.

This is what Kennen's Kit is based around. What makes a Kennen player great is that they think of creative ways of linking these abilities together to get a stun exactly when and where they want it. These are the skills that apply Mark of the Storm:
Q- the shuriken will apply one mark on-hit.

W-When you activate W you will add one mark.

W-Passive, every five auto-attacks your auto-attack will apply one

E- Passing through enemies will apply one to each enemy passed through.

R- Your R applies Marks of the Storm randomly to enemy champions within it every .5/.4/.33 seconds. An enemy champion cannot be hit by more than three bolts, and the ultimate will damage enemies up to 6/10/15 times.



Explanation:


Q: Thundering Shuriken


Magic Damage: 75/115/155/195/235 (+ 75% of AP)
Cooldown: 8/7/6/5/4
Cost: 65/60/55/50/45
Range: 1050

This is a skill-shot nuke which adds a Mark of the Storm if it hits a champion. This ability is used as an early game harass, and mid game skill shot nuke, and a late game heavy nuke. The shuriken will actually fly farther than what it shows on the range indicator, so I recommend smart-casting this ability because it will make your Q faster and you will start learning its actual range by feel. This is a great ability because it has so much flat damage. By level 9 this will be a high damage nuke that you will greatly need for killing enemies.

When your Q hits something it will make a different noise than when it doesn't , this makes it a great way to check small bushes for enemy champions.

Tips for landing Q:
  • Position yourself with your E to hit Q

  • Diving onto an enemy AP with E is also viable(if they don't have roots like Ryze, Mogana, or Lux).
Dive them with E and then hit them with Q at point blank range so you don't have to worry about aiming and you get an extra Mark.

  • If it is a moving enemy, predict where they will be when the shuriken reaches them.

  • A non-moving target is always easier to hit! Stun with combinations of Q-W-E beforehand in laning phase and save your q for when they're stunned.

Explanation:


W: Electrical Surge


Passive:
Magic Damage: 40%/50%/60%/70%/80% of Total Attack Damage

Every fifth auto-attack will do bonus damage based on Kennen's AD and will apply a Mark of the Storm.
The AD bonus on this is negligible, but if you want to take your Kennen play to the next level, try timing this passive for when the enemy siege minion is about to die. This is a sure way that you will kill it, and it gives an impressive amount of gold compared to the other minions.

I use this passive in early game for harassing if the enemy is behind the minion wave. Just auto attack them and activate your W for a good amount of risk-free damage. Remember in team fights to keep auto attacking, because this extra mark has made the difference between an AD killing my whole team and my team getting an ace.


Active:
Magic Damage: 65/95/125/155/185 (+ 55% of your AP)
Cooldown: 14/12/10/8/6
Energy Cost: 45 Energy
Range 800

This is an activated ability that damages all enemies within the radius that have a Mark of the Storm on them. It adds another Mark if it hits them.

This is a good damage spell, but in my opinion falls behind Q. If you are going top lane or facing a Lee Sin or Kha' Zix in mid, max this from 4 to nine. This will allow you to harass them even when they are in the middle of your minions. This is a great ability for checking bushes rather than face checking. If an enemy already has a Mark of the Storm on them and you're in range, even though you don't have vision of them, the ability will light up and you will be able to hit them. I will talk about the math of maxing W vs Q in the Skill Order Champter



Explanation:


E: Lightning Rush

Magic Damage:85/125/165/205/245 (+60% AP)
Bonus Armor and Magic Resist: 10/20/30/40/50
Cooldown: 10/9/8/7/6
Energy Cost: 100/95/90/85/80 Energy
Movement Speed Gain: 230

Kennen turns into a ball of lightning for 3 seconds, ignoring unit collision and dealing damage and applying a Mark of the Storm to each enemy he passes through. The first enemy he hits will give him 40 Energy. He is prevented from using auto attacks for the duration. If E is activated again after 1 second, he comes out of the ball and looses the movement speed and the ability to apply Marks and the ability to ignore unit collision.

Also. for 4.5 seconds he gains bonus Armor and Magic Resist. This effect is not canceled if you decide to come out of the ball early, and will always last for 4.5 seconds.

This skill is very fun and interesting to use. You can use it to charge into someone to fire your Q at a point blank range, or if you are facing someone like Lux or Morgana, you can arc around with your E(shown below).




Explanation:



R: Slicing Maelstrom

Magic Damage Per Bold: 80/145/210 (+40% of AP)
Maximum Single Target Damage: 240/435/630 (+120% of AP)
Duration: 3/4/5 seconds
Number of Bolts: 6/10/15
Time Between Bolts: .5/.4/.33 Seconds
Cooldown: 120 Seconds
Cost: 50/45/40 Energy
Range: 550

This is what makes Kennen a terror in teamfights. A well placed Maelstrom turns the tide on many fights, and many games. In a slightly smaller radius that your W, you will deal random damage 6/10/15 times to enemy champions. At level 18 this will stun up to 5 champions completely and with the help of the rest of your spells, you can stun the entire team. Remember that your passive gives you 25 Energy every time you get 3 Marks of the Storm on a Champion, so don't be afraid to spam your abilities when you have your ulti up. It is good practice to use your Q,W, and E before you use Zhonya's, and by the time you get out of stasis you will have another W and Q to use. W does a TON of damage during team fights because its affecting five people, so make sure to use it whenever it's off CD. Usually you will want to flash into a teamfight and immediately ulti. You can W right then and add another Mark, then go into Stasis, or immediatly go into stasis after using R.



Using R in lane
As soon as you get to level 6 you have kill potential on most champions you will be laning against. First harass them down to where you can kill them(This will take some time to learn how much damage your abilities do. Then stun them in a good place using your Q and W. Then E to them and use your R. As long as you aren't taking tower hits be between them and their tower. You should be able to get another stun onto them after your ultimate, making a 2 second stun and doing a ton of damage. Usually you will need to ignite them to finish them off, but only do this when it is clear you can secure the kill. Igniting too early can mean that the enemy will flash straight out of range and you will have wasted ignite and your R. This will give the advantage in lane to your enemy, which is not something you want to do.


Skill Order

>>>>>>>>>>>>>>>>>




Then Then Then
In mid, I generally like to max Q first, because it gives you great harass and a powerful nuke by level 9. It has a shorter cooldown than W, and although you will miss may Qs, you do not have to risk yourself by getting in range for your W.

Let's look at the math:

I'm going to give two scenarios, you are in mid against a standard AP, and you max either W or Q.

Let's say you're dueling the enemy AP at level 9, this would be the damage from just your Q or W:

Q:(starting with AP runes and a )

Your Q does 276 Damage every 4 seconds: Approx. 70Dmg/second (Not counting Magic resist, the magic resist wouldn't change for the enemy AP and neither would your Magic Pen, so it is irrelevant what their MR is)


W:(also starting with AP runes and a )

W does 215 magic damage approx. every 6 seconds, 36 magic damage per second.

Your base AD is 81 at level 9: W passive does an extra 65 damage every auto-attack

Kennen's base attack speed is .90114 attacks every second, so the AD bonus would occur every 4.5 seconds.

36 magic damage per second+ 14.4 attack damage every second = 50.4 damage every second

  • W: 50.4 dps

  • Q: 70 dps


As you can see, Q will do more damage. Of course I haven't calculated in the difference between an average AP's MR and armor, but they are generally pretty similar. This calculation is also assuming that you hit every Q, which in a team fight or a dual in mid, you should be able to do. It is worth noting that W is guaranteed damage, while Q is a skill shot. If you are unsure of your ability to land Qs or you are against a champ that it is hard to land Qs ( A good Kat will anticipate your Q, shunpo over it onto you and kill you once your Q is down), then W is always a viable choice.


When to max W First

Although Q will give you more raw DPS, there are times where maxing W is better for you. Vs any melee champ it is a good idea to max W because you wont be able to get a skill shot off when they're in the middle of the minion wave. Although W is more consistent, I do not like maxing it first in mid because it is too short range. Against somebody like Cassiopeia, I won't be able to auto-attack her or use my W without being harassed for more damage than what I'm doing to her. I can hit her with my Q though at a range she can't hit me. By going on the sides of the minion wave I can poke her without much risk of being poked down. Maxing Q against an AP is also better because when you duel an AP you want burst damage, not sustained damage. Against any melee or top lane champion you want to max W though. W is very good for these situations and you will be crippled if you max Q first.


Why I don't max E first

E is just not good enough to be prioritized, because we already have defensive runes and masteries, the bonus armor and MR is not going to be as beneficial as maxing a ranged damage spell. It is also very hard to harass with E, as you have to get into melee range to use it. The AP ratios are too low and I wouldn't recommend maxing it first or second. All the things you want from it(movespeed, passing through units, extra Mark of the Storm) are all available at the first rank.

Item Builds

Start of the game:

is a very strong item on Kennen, the added sustain allows gives you incentive to keep harassing with your AAs, this is very effective against many champs, especially melee. You can skill max Q, but the doran's blade gives you offensive bonuses and defensive bonuses and a nice sustain.

I usually go against most AP Champs. This gives the health and the sustain to poke and farm without zoning. Because of the health regeneration gives and the flat damage of your Q, I rarely have to go back to fountain before 8 or 9. I do this because every time you back to fountain, you are loosing farm and experience, and all of your spells ramp up greatly when points are added.

If a heavy skill shot champion is against me in mid, or if the AP mid and jungler both have heavy CC, I consider and a great option.
Boots allow you to harass with your q and position yourself faster, giving the enemy AP a smaller amount of time to react to your skillshot. Your auto-attack makes it difficult to farm, but it also allows you to harass with your auto attacks very well. The shuriken from your auto attack travels so slow that you can throw it and turn away before it hits, not triggering minion aggro, which does a surprising amount of damage early game.

Early Game Goals
Because you have a good amount of flat damage on your abilities, you want to go for movement and sustain for mid game. Once you reach Lvl 9, your Q will be a nuke by itself if the AP doesn't go straight for MR. and are the goals for mid. Which one to get first is very situational. Facing a champion like Morgana, you would want more movement speed to dodge her Q, so you would get


Due to the recent patch, now buils off of , if you think you can sacrifice the sustain from revolver, getting a GP10 item will accelerate you into late game, and can greatly benefit you later on if you think that based on team comp the match will be late game oriented.

Mid Game Goals:
Deciding what item to get next can be hard. This is a list of questions I ask myself whenever I back to fountain to figure out what items to build:

  • How am I doing against the other AP?

  • How is my team doing?

  • What do I need most right now? (Damage, sustain, health)

  • What does my team need most from me right now?

  • Are we going to be contesting Baron soon? (if so, Zhonya's would be a good idea)

  • How is my tank doing? Can they protect me from enemy bruisers or ad carry?

  • What CC does the enemy team have? Are they going to be focusing me with it in team fights?

Ask yourself these questions, and it will be easy to figure out what item to build. Here is a quick guide:

= Defense and Stasis for teamfights(Core Item for team fights)

= Raw Damage( Will make you terrifying, but very squishy if rushed)

= Defense with Slow, is very good for chasing enemies and kiting

= Sustain and Damage. If the enemy AP does not have a large burst( NOT Kassadin, Veigar, LeBlanc, but champs like Ryze, Cassiopeia, or bruiser mids like Lee Sin), this item would be good if they are harrassing you out of lane. It is very cheap to buy once you have

If you are new to League of Legends, you may find you don't know how to answer these questions. Just keep playing and learning about all the champions and their strengths and weaknesses. Once you have the knoledge to properly asses the game, you will become much better at reacting to each game specifically. This will lead to a higher quality of play and a more thought out playstyle.

Last Item:
For your last item you need to ask yourself all of those questions again, and when you have your answers here is a basic overview of the items I believe are good for your last item:

  • Void Staff: Get this when enemies are stacking magic resist

  • Abyssal Scepter: Get this when most champions do not have very many magic resist items OR you need more magic resist because the other team has a lot of AP on their team.

Late game Void Staff will usually be better if you have a strong tank because most champions have more than 100 magic resist by the time you will be getting this item. If you need more defensive items go Abyssal Scepter, but you will be dealing more damage with Void Staff.


I am currently experimenting with , this is a good item to get if you are getting bursted down early game and need MR fast. The slow on the active is decent, and can help you initiate onto champions like Katarina or Kassadin.

Bonus:
If you are STEAMROLLING the other team, get a . It is very solid item on Kennen, because he has a very long auto-attack range. Don't get this item if you aren't accustomed to putting in auto attacks in between your abilities, requires micro capabilities.

Other Items that might be viable:

Get this item if you want even more burst. The extra 15% magic damage is good if you are planning to get REALLY fed off of your mid lane. This is a bad item if you are far behind because it doesn't offer much besides being an expensive AP item that doesn't give that much AP. This is a risky item and I usually do not buy it, because I like to do sustained damage. It gets in the way of your big items so only buy it if you are outrageously fed.

Paired with this is a very powerful item. The only problem is that it is expensive and in my opinion pales in comparison to the items you could get with the gold. Try it out and see if your playstyle works with this item. The only concern I have with this item is that late game you are doing burst damage to AP and AD carries, and this is where you are really needed. Sure your poke is going to be OP, but in teamfights another item would be better.

If you want 40 Spell Vamp, be my guest. The CDR isn't bad, but the ability power is a little small to be worth buying. If it had a 100 AP I would probably buy it every game, but it doesn't so it is very situational. Also, what good is this much sustain if you can't do enough damage to kill the other AP or the AD? Remember that your job late game is to shut down those AD and AP champions, and by the time you get around to buying this item you will want more burst damage and not sustain, because that Vayne is going to kill you in 3 auto-attacks no matter how much sustain you have.


If you need more burst damage for a carry that has gotten out of hand(I.E. Vayne) then this item might help you. If you are looking to charge into a teamfight to kill the vayne and nobody else than this is a viable item and you could get it. Your Ulti and E will get you in range to use it, just make sure to use it before your combo as it does make the enemy more vulnerable to damage.

Boot Upgrades

Personally, I like to run or . I really like reduced CDs on items and abilities, but Furor is great for chasing someone with Q and E. Combined with Rylai's THEY WILL NOT ESCAPE. Decide which one you need more based on team comp and where you are in the game.


Something I should mention


If you are playing normals and want to be really trolly, run with Teleport for an outrageous initiate with your R. You will be moving at a ridiculous speed combined with E and they will not escape you. Great for Lols, not so good for ranked.

Lane Match-Ups



Lane Matchup= Easy
You can easily zone Nasus with your Q, if he is tanky enough that you cant push him out of lane max W first to be able to attack him without direct line of sight. Buy wards and ward river because if a jungler ganks Nasus' slow is deadly even with flash and your E. Be cautious but you should be able to dominate him.



Lane Matchup= Easy

As long as you keep dodging axes he can't get near you. Max W first because you wont be able to hit him with your Q when hes behind minion wave. If you dive him make sure you angle your E in an arc so he can't hit you with his axes.



Lane Matchup= Medium

Anivia is very squishy, but can deal a ton of damage. Watch out for her stun. The best time to go in on her is just after she uses her ice ball stun. Once you have a stun on her, use your ulti and ignite to kill her. You may need a jungler's help if she has her egg up. Anivia is also very good with ganks. Her wall and stun make it extremely hard to escape without using flash. Make sure to ward bushes for junglers, and make sure your jungler is keeping pressure up.



Lane Matchup: Skill based, but you have advantage

Buy a . Her strength comes from her being able to jump on you, so harass her and be ready to stun her when she uses her Q. Keep her low enough to not try to dive, and if she does kill her. She shouldn't be hard, but watch out for jungle because she does have CC. Don't duel her both at full health because she can be tough to micro if she has a phage. Keep your distance, max W, harass with W you will be fine. Win in CS, win game



Lane matchup: Medium

Make sure you dodge her Roots and you should be okay, it is easy to stun lock her, but make sure that when you go in for the third mark Morgana doesn't use her shield because she won't be stunned. She won't bve able to do any damage to you if you focus on dodging Qs. If the jungler has a stun or any CC be cautious because you won't be able to dodge her Q if you are stunned or greatly slowed. You can try dodging Q by using E, but you should be able to dodge it if you are far enough away without E.




Lane Matchup: Medium
This is a skill match up. You and Zyra both have CC, and whoever is more confident with their champion play will win. It is hard to dodge Zyra's roots, but if you stun her, then E in and R/Ignite you should be able to pick up a kill. She has a lot of CC so watch out of junglers, and ward the surrounding area well. If you play to your strengths and Zyra's weaknesses you should come out okay.



Lane Matchup: Difficult but not impossible

Its hard to hit katarina with your spells while its easy for her to burst you down. After you get your ulti you have a defense, but if she sees you coming she can just shunpo out or bait your ulti. I would recomment getting a or an early to make you more resistant to Kat's burst. May also be a good item against Kat, but I have not experimented enough with it to say for sure.






Lane Matchup: Easy

The key to this lane is dodging her root. Try using E to swing through the minion wave and not coming straight at her. She will usually miss her Q and you can then dive on her with your stuns. Be careful of her combo also as she can burst you down late game with Q, W, R. You can also harass with your W-passive, and then once she is stunned use your Q and combo. Watch out for junglers because the root sets up an easy gank.




AP Nidalee

Lane Matchup: Medium

Her poke and burst will be able to beat you most of the game. They key to beating her is catching her out of position with your stuns. Kennen is a great champion to capitalize on even small mistakes made by the enemy AP. Use your E to avoid her spear if you have to, because after she gets AP items they will do almost half your HP. If she tries to charge you in cougar form just kite her around, and be watching for any stuns, because there is no global cooldown in LoL and she can instantly fire a spear from cougar form if she is good.

AD Nidalee:

Lane Matchup: Easy

Start either + +

OR


Watch out for her poke early, because even though you should have a , her spears at early levels still hurt. Play passively and let her poke you though. When she attacks you, your minions will aggro her, and damage on her minion wave will stop, this will passively push your lane. The reason you do this is because Nidalee is very vulnerable pre-6, and with your stuns and a jungler gank, you should be able to get a kill easily. Nidalee will not usually buy wards top because she has her traps, so every once in a while go through river and clear out the traps she has set so your jungler can gank unseen.





Lane Matchup: Skill based

This can be an easy lane or a very frustrating lane. The difference is the skill of the Fizz and how good his positioning is. Both of you can capitalize on positioning mistakes, (Fizz slightly more than you can), so make sure you are always paying attention to where you are and where Fizz is. It will be obvious if Fizz is looking to be aggressive, he will use his E to get in range for his Q, then back off once he has speared you. After he does this is when he will be the most vulnerable. His abilities will be on CD, and his positioning will be off. This is the perfect time to hit him with your combo or go in on him.

In my opinion Kennen counters Fizz after 6 because when Fizz uses R you can just E away. What you have to watch out for is your CDs and his CDs. If he has his hop ability up, do not go in on him with your Ulti. If Fizz has his ulti, don't use your E recklessly, because Fizz will be watching and go in on you when it is on CD.




Lane match up: RAGE MODE ACTIVATED

Although I do like playing Vlad, I hate him when I'm playing Kennen. He can out sustain you and out damage you, and unless he is really bad, he will usually win in trades. Max Q and take advantage of the low range of all his spells. Ask for jungler help and use your stuns to lock him down. A jungler with a stun or silence is very good against him. You will probably get frustrated because all he is doing is pressing Q and winning, but play smart and you can come out on top.



Lane Match up: Difficult but not impossible

You want to make sure to keep stunning her, and be ready to instantly combo her if she Ws in. She is hard to lane against because she can W out of your ulti if she isn't stunned, so watch that cooldown religiously. It might be a good idea to talk to your jungler and take control of their blue so Lb can't have it. Without mana regen, she can't do much, so you can try and bait out her spells if you want to dive her or your jungler to gank her. Play aggressive at the start and make sure to keep her low so she will be cautious about going in. If you have full health and she Ws in, E in and try to get a stun on her, remember she is really squishy and she can't do much without her spells. Get an early




Matchup: Difficult early but easy once you get items

Remember that his W has a very large cooldown early, and it only lasts for a short time. When I play against Ryze I find that I can ignore the root and be aggressive against him. He will often prematurely use W, so go in on him when it wears off and get stuns on him. Your AAs will hurt early and you can make him cautious about going in on you. Once you have items there isn't really much he can do to you unless he is fed. He will try to focus you, but you will be tanky enough to shrug off the damage and go in for your combos. Remember you have much more sustain than him so harassing is usually beneficial to you because you can easily heal it with the spell vamp.



Lane Matchup: Skill based but you have advantage

This is a lane of positioning. Swain has a lot of CC, but if you can dodge his root and watch the CD on his slow, you can beat him out of lane and zone him before he gets RoA. If you deny him enough Exp and Minions you should be able to kill him. Make sure if you are using ulti on him while he is in his bird form to use ignite to cut down on the amount he is healing from his R.




Lane Matchup: Hard

Diana is a big bully. She can harass you down and she usually builds really tanky. She can dive in on you easily. Make sure to ward because you do not want to get Diana fed. Play cautiously and play to your strengths, you out sustain her. She is more tanky and will win in a duel, but you can win lane if you keep sustaining and keep being a strong(but not overly aggressive) presence in lane. Stand your ground. If you go passive, you have just lost lane and let Diana farm continuously. Maxing W may be a good idea because she is melee.




Lane Match up: Medium

Remember to E when he appears behind you. If you keep him stunned you can wreck him. Start Doran's Blade and max W first. Keep harassing him with AA to push him out of lane. If he gets behind you and uses ignite, just ulti and stun him down to the ground. You should be able to come out on top. Get a Rylais as fast as you can because if he is slowed you can easily kite him around with your stuns and E. He is high burst so watch out for junglers with CC, as they work really well with Talon.




Lane Match Up: Difficult

Her on command stun is very good, and she can usually burst you down. Go in on her only when she doesn't have her stun up AND she is low. Ask for help from your jungler. Watch her passive and always be aware of how many stacks she has. Watch for the ring that appears around her when her stun is up, because she will usually be looking to harass or kill you. Put a stun on her before going in with your ulti. Watching her ulti cooldown is also a good idea, because it is hard for her to stun you and do very much damage without her ulti.




Lane Match up: Easy

Just keep harassing him. He is extremely squishy and you can burst him down easily if you get your stun off fast enough. You can also stun him out of his ulti if you see him use it. If he is stunned in the middle of casting the teleport it will either be canceled or he will be stunned when he gets to the other end, both are very good for you because TF will usually ult expecting to be in a certain place at a precise time, and the one second can save your teammates lives or kill TF. You can solo him easily because if his initial burst damage doesn't kill you, you have just killed him.




Lane Match Up: Medium

Ziggs has range over you because he can land his skill shots over the minion wave, but after the first few levels there isn't much Ziggs can do if you stun him, E in, Ulti and ignite. Keep him stunned and you can win lane. He does have some CC so watch out for ganks because he can lock you down with his small bombs and his exploding charge.



Lane Match Up: Easy Early Game but frustrating late

Just keep harassing Gragas whenever he goes to farm. It is pretty easy to avoid being jumped on because hes E is very short range. If he dives on you just micro him away with stuns. Late Game get an Hourglass early and make sure to use it right as you ulti in teamfights so Gragas cant Ult you away.

Counters to Kennen

I am now going to talk about LoL in general compared to Dota II, just wait...

If you have ever played Dota 2, you know that more than half the champs have CC, usually a stun. This makes Dota considerably different from Lol, where CC is really OP. Because LB is basically just as good as a ward with health when she is stunned is one reason why the champs with CC are very good. This is also the reason why I believe there are NO counters to Ken, because he has an infinite stun. The only counter to Kennen is you, the Kennen player. Because in League of Legends, stuns counter everyone, and you are the champion BASED on getting a ton of stuns off, at crazy times and crazy places and at crazy angles. The only thing limiting you from countering every champ(Besides Olaf ulti and cleanse, because they're too op) is your skill at Kennen. Knowing exactly how much damage you can take, landing every single long range Q, being able to combo your spells in creative ways. These are the things that are countering you as a champ, not Kassadin or LB ( okay maybe the taric).

That being said, CC counters everyone, including you. That is why you get a Zhonya's and you get artificer masteries.

Positioning

I made a second guide just for this because the guide was getting a little long. So if you want to go even more in-depth follow the link to the generic guide:

http://www.solomid.net/guides.php?g=45439&c=907291358257266

Early Game

In my opinion, mid lane is a lane based on positioning. Mid is a lane where either champion can burst down the other, so positioning becomes key to winning lane. This is the reason why Bruisers like are so good in Mid right now, because they have the CC to capitalize and burst down AP champs. Another champion that can easily do this is , he has a lot of initiate power, and can easily avoid your damage and back out. This is what makes him so volatile in lane. But Kennen can do this too. And he can do it better. You have a ranged nuke, a gap closer, a stun, an aoe, and a non-line of sight damage ability. Kennen is the hybrid of champions like Fizz and Kha' Zix and a standard AP burst mage.

Well, so what?

Because he is this interesting mix, you play him differently than a standard AP. You should always be looking for when the enemy laner is out of position or overextending, and make them pay for it. Of course all AP champions do this, but Kennen has a profound ability to capitalize on small mistakes because of his hard CC and sustained damage.



Let's look at Kennen's Goals for early game:

  • Farming(CS)

  • Preventing enemy AP from farming

  • Controlling Dragon and Blue and Red Buffs

  • Getting Kills on enemy AP (with or without ganks)

  • Taking enemy mid tower by Mid/Late Game

  • Protecting your tower through Mid to Late Game

These goals may not be possible to do in every game, but fulfilling these goals is the ideal situation for any AP. I am going to now talk about how these goals are achieved.

Preventing Enemy AP from farming (Zoning)

This is not the same as being aggressive. Zoning should only be done by winning lane dominance through harassment and you should always be aware of if the enemy jungler is near, with team coordination and wards. Because you max your Q first, it becomes a powerful nuke that you can use to harass your opponent out of lane with. Be cautious at first, and try to learn how good the enemy is at their champion. This is a good way to learn how much you can overextend safely. A very good player will be able to capitalize over the smallest mistakes, so always be on your toes and never be greedy or reckless. Start by harassing the enemy champion at level 1 by auto attacking him or using your Q when he comes to kill a minion. This is a small window of time when the enemy champion will be unable to dodge your move or react to you without losing the minion kill(effectively zoning them. This is a good tactic to use when you can't charge in onto a champion, but you have slight lane dominance. Once you are able to overpower them, position yourself with your E and land a W-passive-Q-W combo on them. This stun will allow you to land a couple auto attacks or another Q. Push them closer and closer to their tower and keep farming well, damaging enemy minions only with the auto attack that will kill them.


Getting Kills on Enemy AP

Start by harassing with Q and more combos. Kennen has many ways he can deal damage and put three marks on an enemy. Here are a few off the top of my head:

  • Harassing with Q-W

  • W-Passive-W

  • Charge in with E - Q while you are at extremely close range - W to stun

  • W- Passive-Q-W

These are all ways to get a stun on an enemy. I prefer the methods that do not use E, because after you stun once, you can E onto them, R and Ignite, and usually secure a kill. After playing Kennen for a couple games, you will see how much damage you do against certain champions. Keep this in mind when you are considering going in with your ultimate.

Make sure to first stun an enemy, then E to them and R and Ignite. Remember that you cannot auto-attack while as a lightning ball, so activate E again once you have reached the enemy champ and passed through them, maximizing your damage.

Mid Game

Mid Game is all about objective control. ( Towers, Red/Blue buff, Dragon) This is when starts becoming very useful. Zhonya's allows you to dive onto an enemy team doing dragon, or dive onto an enemy team while your team is finishing up dragon. Use Zhonya's once you are in a desired location, and your ulti will stun all the enemy champions around while leaving you invulnerable. I will talk about this more in the team fights section.

This is also the period where you begin to see where enemy champion's builds are going. Is Lee Sin going tanky or damage? Is Corki building into a Black Cleaver or not? You can now predict what the enemy is going to build, and you can factor that in to make more informed decisions about your own build.

Make sure during mid game you have dragon respawn timers and vision over all objectives. League of Legends is a game structured around objective control, so team coordination and wards become priceless.

BUY MORE WARDS! You should always have a ward in your inventory. The major mistake most players make is not buying enough wards, and vision of the enemy team is just as powerful as any item you will get. Vision of objectives is imperative in mid game because objective control usually decides the game, unless the other team pulls a CLG. EU and waits until extremely late game to destroy you in a team fight and push through three towers to kill your nexus.

Beware of Split-Pushing

The higher level or Elo you get the more people you will see split pushing lanes. Split pushing is when one champion pushes a lane while the rest of the team pushes another. This is usually the bruiser on the team. You can counter many top lane champions, but be aware that because you aren't there in the 4v4, your ulti is not with the team, where it can be used best. Keep this in mind if you decide to counter a split push and are considering who to send to stop the enemy from pushing another lane.

Late Game

Late Game is all about Team fights and Baron Control. Zhonya's Hourglass is a very important item now because AD Carries can now burst you down very fast if they have enough CS. Make sure you always have vision of Baron, and it isn't a bad idea to ward the enemy jungle either. One team fight in Late Game can make the difference between a win and a loss. So make sure the whole team is together(unless you're split pushing) and make sure nobody goes wandering off alone into the enemy jungle. When you are split pushing it is generally a good idea to have vision of the surrounding jungle so you can run away in time if 2 or 3 people come to kill you.

Knowing when to Baron

It is generally not a good idea for your team to attempt Baron without first getting a kill or taking an inhibitor. Killing the AD Carry gives you a free baron, but killing the jungler, not necessarily. Taking an inbibitor is also risky, because in the amount of time it takes to have a team fight, the super minions will not have done much damage. It is generally a good idea to win a team fight first, and with the core of their team dead, you can safely attempt baron without any hindrance.

Team Fights

This is where Kennen really shines. His R makes him the perfect champion to teamfight because, unlike most AP Carries, Kennen can do AOE Damage and has an AOE CC. In teamfights it is a good idea to either focus the AP Carry or the AD carry, because these are the damage sources of the enemy team and the champions that you can burst down.

When to use your R

Hopefully you have a Zhonya's Hourglass, because if you do not, you will be at a disadvantage. Zhonya's is a required item for Kennen. It allows him to get the full duration of his ulti off without dying.

You always want your ulti to encompass both the AD or AP carry. If they are spread out, pick which one is more likely to carry the fight(use your judgement). You are either going to want to Flash-Ulti onto the teamfight, then instantly activate Zhonya's, or E- Ultimate and use Zhonya's. I would use E if the enemy team is out of position and I can get an extra mark on many people without dying. If they enemy team is together, flashing and using your R is the best thing to do. That way the enemy team won't have time to react to you, because you have already used Zhonya's and you're invulnerable and soon many enemies will be stunned.


When you get out of Zhonya's, focus either the AD or AP carries. Try to lock them down with stuns, and remember that your abilities slow them down. If you are low on health at this point in the team fight, use your E to run behind your allies and attack with your Q and W, if the team fight is won and they start to retreat, follow them with E, if you lost, run away with E.

Dealing with Solo-Que

I have experienced over and over again the raging frustrations of solo que. Two people want adc, so instead of growing up in maturity to the age of ten, they decide they have to go duo adc, then they both feed and cost the game. This is very frustrating to deal with, so here are some tips to getting out of the troll zone and onto and elo that actually takes this game with a grain of seriousness.

  • Try being painfully polite. I gained about 100 elo from just playing Kennen and carrying games, but sooner or later that doesn't work. Let people that call lanes take them, and even if you are constantly playing support, you will usually win games. Be nice to everyone, keep the team from fighting and direct them to dragon and baron. They will listen to you and respect you if you let them take your lane and you help the team.

  • Pick a few champions that you are good at, and play those, not a single champion. Many people think that getting good with one champion will carry you. This may be true with people like Ego Ignaxio or Chauster(Who was the first person to go jungle Maokai, and he stomped solo que), but is not true for the average human. I like to pick a couple champs that I can play in a couple roles. These are my favorite picks for solo-que:

  • Nidalee

  • Kennen(obviously)

  • Jarvan IV

  • Nunu

I can play these champions in every role besides ADC( I suck at ADC, I will never play it, ever), this allows you to become familiar with the inner workings of a champion, while being able to be flexible and fill the space your team needs. These are also great champions for winning games. Kennen has great CC with his ulti and can direct the team with it by initiating. Jarvan IV can do the same. I play AD Nid top and late game she is tanky enough that she can dive onto the AD and AP carries and focus them down. Being able to solo the ADC is one of the things I look for in an AP, Top Or Jungle. Support Nunu is always good, and jungle Nunu is not very hard. Try to pick Champions that you are comfortable with and have good synergy with commonly picked champs. This will get you farther than maining one champ.

  • Wards.....CS

These are some of the most important things you can do in a game. A high CS will make you so much more powerful, and because you can get a deathcap before the other AP, you can snowball and carry your advantage.

Wards...

BUY MORE OF THEM!

Wards are the best thing you can do for your team. Every role should be buying them and putting them EVERYWHERE! Enemy buffs, your buffs, bushes, dragon and baron, and EVERYWHERE ELSE! Wards are SO worth it, and if I could I would make a graph of wards per game and ELO, and it would follow a pretty similar trend.

Overtime you will become immune to the trolls of solo-que, and be happy. You will become extremely patient IRL because nothing compares to the 1200 solo que. The only thing I rage at anymore is League of Legends, and I'm kind of OK with that :)

  • At the beginning of every ranked game I play I glhf in lobby chat before, encourage the team, say good team comp, and talk about strategy. This helps my team and I can already start establishing myself as a leader and director of the team, which helps tremendously in winning games.

Using Kennen to the Max

Kennen is all about capitalizing on mistakes. Late Game, even small positioning errors can make the game a win for Kennen. Once you are tanky enough to dive in and you have enough AP to do burst damage, GO BALLS DEEP. This is where many of the triple, quadra, and penta kills come from. You do SO much damage with your ulti and your W alone that you can dive on three or four people that are low and just burst them all down. Having Ignite is good if one enemy has more HP, but your low cooldows allow for great chase and better follow up damage. There are times I will start yelling because I just 1v4 and got a Quadra Kill, Kennen is that good at destroying people that are overextending, either in positioning or in hp. Kennen is a great champion to play this way, but it will take time to learn how to judge which situations are a penta kill and which are an instant death, all in the few seconds you have to capitalize on mistakes. Using Flash + E is a very effective way to appear, DESTROY EVERYONE, and calmly walk away.

Bonus Rant About Kennen

Kennen should not have the KDA of a Kassadin. As a Kennen player you must realize that Kennen is still extremely OP, even if he is 5/5/10. The utility he brings to the table is just as good as if he was very fed, and although many games I will go 10/0/2, all I am adding is extra damage. Getting fed is a good thing, but Kennen is a champion that can do well and win games without snowballing and without getting too fed. But the champions like Kassadin, they are scary; very scary. If a Kassadin gets fed he will destroy you, and unless he has terrible reaction times, he will kill you in a single burst before his silence expires on you. This is why you have to be a presence in lane, but you should not feel like you have to get fed like a Katarina or Kassadin.


This is why you CS.

Many people do not expect the impact of CS in a team fight. Let me explain. If the Kassadin on the other team is 17/0 right now, you would be scared and be cautious of him. But what if he has 50 CS, and you have 300?. Even if you weren't fed you would still be equal or have more gold than him. But who are people more afraid of? You or the Kassadin? This is what makes CS very good. You have an element of surprise which is another advantage you bring to team fights. Getting Kills is going to get you the attention of everyone else in the team and you will be focused and CC'd.

Final Comments

I hoped you liked my guide on Kennen. Any constructive feedback would be great!

As always, this is not the only way to play Kennen, this is just the way I play him. If you have any ideas on how to improve my Ken guide, I would love to hear them.

Any lane match ups or items you would like to see discussed please leave a comment about it and I can get on it!

Thanks!
-Toragar

Change Log

These are just big changes like adding items or changing skills or something. I am always making small additions and fine tuning my guide, but I do not add this in the change log.


1/14/13-Made guide public, continuing on adding to items section and lane matchups

1/15/13-Changed Masteries, realized that Greed wasn't as good as I thought, decided to go into experience masteries and CDR as they help you do more damage.

1/16/13-Dinohawk proves to me that Irelia doesn't destroy Kennen. I changed the matchup accordingly.

1/17/13- Updated Masteries, found that 9/9/12 gives you a great balance and decided to make it my main build

1/17/13-Added Doran's Blade to Item Builds Section. I used it enough in my recent games and loved it so I added it to the guide.

1/24/13- Approved!

Comments

March 2, 2013 - 09:06 PM #1

@buckeyballs thanks for the review. I liked your guide very much.

February 5, 2013 - 12:00 AM #2

good read, don't know why you got those downvotes :(



- a fellow kennen player

February 2, 2013 - 06:51 PM #3

Swain

Lane Matchup: Skill based but you have advantage



High quality guide right here, knowns all the matchups.

February 2, 2013 - 06:23 PM #4

You should work on the title, its supposed to be a title.

January 21, 2013 - 12:26 AM #5

@RainDevour I'm glad you liked it :). I try to use at least basic sophistication in my writing although I have read many guides that are very put together essays. Thanks for the Upvote and for reading through my block text! - Toragar

January 20, 2013 - 07:47 AM #6

Upvoted because of the metaphor.

January 15, 2013 - 03:21 AM #7

@Slater Von Jager Thanks for the feedback, I fixed all the holes in my guide and am now adding more. Thanks for the help!

January 12, 2013 - 05:58 AM #8

You need to work more on your summoner spell explanations, as well as your skill explanations.



You're also missing a skill order chapter.

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