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KENNEN BUILD GUIDE: The Lil' AP Bruiser of Top Lane by Rainpwny

by Rainpwny (last updated over a year ago)

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9
Greater Mark of Magic Penetration( +7.83 magic penetration)
9
Greater Seal of Armor( +12.69 armor)
9
Greater Glyph of Magic Resist( +12.06 magic resist)
3
Greater Quintessence of 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 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 2/3
mastery 2 mastery 2 2/3
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 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 2/3
mastery 2 mastery 2 2/3
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

CHANGELOG

APRIL 30TH, 2013
  • Adjusted starting items with the Elixir of Fortitude price increase

APRIL 12TH, 2013
  • A little bit of revision
  • Added my opinions on Hybrid Kennen (or Kennen with Blade of the Ruined King/Hextech Gunblade)
  • Readded Twin Shadows to 'Alternate Tanky Stuff'

APRIL 6TH, 2013
  • Added Hextech Revolver to 'Rainpwny's Early Faves'

APRIL 2ND, 2013
  • BEATING THE DEAD HORSE WITH CALLING KENNEN MISTER KENNEN

APRIL 1ST, 2013
  • Further revision (NO THERE IS NO APRIL FOOLS JOKE GO AWAY)
  • Renamed '!@#$ AP Bruisers' Item Section to 'Typical AP Carry'

MARCH 31ST, 2013
  • Removed Haunting Guise from 'Rainpwny's Early Faves'
  • Removed Twin Shadows from 'Alternate Tanky Stuff'
  • Removed Warmog's Armor from 'Alternate Tanky Stuff'
  • Added Spirit Visage and Randuin's Omen to 'Alternate Tanky Stuff'
  • Added Elixir of Fortitude to 'Starting Items'
  • A quick look-over and further revision
  • Added Team fighting section
  • Some clarifications and additions to most sections

FEBRUARY 10TH, 2013
  • Finally added the appropriate images for Seeker's Armguard
  • A bit of revision

JANUARY 1ST, 2013
  • Patch 3.01, which introduces the new League System for Ranked also came with a pretty good Kennen buff! Kennen's ultimate no longer has an energy cost and the skill descriptions in the guide has been updated to match that.
  • Added Seeker's Armguard to the appropriate item sections

Introduction

Hello folks! I am a North American player going by the moniker Rainpwny, and I'm currently Diamond Division I and slowly climbing towards Challenger. I consider Mister Kennen to be one of my go-to champions for when I want to win my lane almost 100% of the time AND I trust my teammates to not completely fail.

[http://i.imgur.com/gnS7m6i.jpg]

You may notice the low amount of games I play, I hope you understand that I have 3 years (as of April 2013) of experience with League of Legends and it's not the amount of games I play (though I understand if you believe that is required), but the pure amount of knowledge and experience I've gained over this period of time. You can be sure that I am just as good as my brethren.

This furry midget is a pretty underrated champion whose popularity peaked somewhere during Season 2 when going AP mid, AP top and having both build Will of the Ancients () was all the jazz. With the advent of the League of Bruisers during Pre-Season 3, Mister Kennen has been put into an undesirable position but it does not stop this little man from being the high-CC and lane dominating squirrel that he is. The goal of this guide is to present a sort of Bruiser Mister Kennen who will serve as not only a good source of CC, but as well as a source of initiation and zoning power while being fairly tanky.

While this guide is assuming that Mister Kennen is to be played as a top laner, he can still do well in the mid lane, but for reasons explained later I will clarify why I believe he is better served top.

What is an 'AP Bruiser' and Why on Kennen?

Bruiser is a term that from what I understand is usually used to describe a champion that is tanky (meaning they can take a lot of damage), while still being able to deal a fair bit of damage themselves. A champion can be described as a bruiser based on a combination of their skill kit, base stats, and the items they build.

Here are some characteristics that bruisers may have some or all of:
  • Can deal a fair bit of damage from abilities (by way of good scaling or base damage)
  • (Naturally) Tanky
  • Have a way to constantly sustain their health
  • Is Manaless, or does not use much mana
  • Have some form of (hard) Crowd Control
  • High mobility with something like gap closers (which with Crowd Control makes them highly disruptive)

Examples of some champions that can be considered a bruiser are: Irelia, Darius, Jarvan, Lee Sin, Jax, and Olaf

An 'AP Bruiser' is an extension of that term, referring to the fact that the champion deals mostly magic damage as opposed to physical. Additionally, they usually have AP scalings as well, which means they can build items that give both AP and defensive stats.

Some 'AP Bruisers': Amumu, Cho'Gath, Galio, Vladimir, Diana, Malphite, Poppy, and Swain

While some tend to regard Mister Kennen to be an AP Carry, I believe he can also fit this description of AP Bruiser well as he covers 4 of the above points already, and with some runes and masteries he will also be able to cover the rest of them.

Runes and Masteries

Runes
Honestly I thought my rune page was pretty unique so I was surprised to see that a lot of top Mister Kennen guides were also utilizing Spell Vamp Quintessences. The importance of these runes will be detailed.

Flat Armor Seals and Flat Magic Resistance Glyphs are pretty basic runes and helps cover all grounds of defense. You could argue going something like Scaling Health Seals or Scaling Magic Resistance Glyphs depending on who you are against, but of course that can take a lot of rune pages just to cover every single match-up, which not many of us can afford to do so. These defensive runes are basic and generally useful for most champions. There is no reason to buy obscure ones (like energy runes) just for one champion when these work just fine.

Magic Penetration Marks are just straight up useful during all phases of the game so it's hard to argue to not use them. The only alternatives I can think of are flat Attack Damage runes since your auto-attack harass is not only potent, but should be common (and your Electrical Surge scales with AD too). The only issue I have with AD Marks is that it is only good for your laning phase (which Mister Kennen is already strong enough in) and will become weaker as the game goes on, inversely, Magic Penetration will only get better.

Masteries
You can imagine my further surprise when all the top Mister Kennen guides also follow a similar mastery setup that I've been using. The premise behind 9/9/12 or 9/10/11 (you can take away the point from Runic Affinity for further defenses) is to provide an overall balanced offense, defense, and sustainability to Mister Kennen, which aides in making him into an AP Bruiser. The most important points here are the 3 points into Vampirism in the Utility Tree, which provides both Life Steal and Spell Vamp, and in combination with the Spell Vamp Quintessences gives Mister Kennen a total of 9% Spell Vamp.

The Importance and History of early Spell Vamp
Back in the short-lived days of Double WotA, it was essential for both the AP Mid and AP Top to rush a Hextech Revolver () and build that immediately into a Will of the Ancients (), this was important in that those carrying Will of the Ancients will essentially get a double dose of the aura that the item provided. This gave both the AP Mid and AP Top a ton of Ability Power and Spell Vamp, which made team fights a pain in the butt for the enemy as they have to deal with not only high burst, but also a team that is a lot more tanky than one would think.

This is why Hextech Revolver was/is core for Mister Kennen in a lot of guides, because not only does he do a good bit of damage and harass but now he has essentially infinite sustain since he doesn't use mana. So to finally get to the point of the the 9% Spell Vamp from the Runes and Masteries, these alone will provide you 75% of the Spell Vamp that Hextech Revolver provides, but the difference here is that you can have it right at Level 1 and without having to pay 1200 gold and setting you back on your other items. Keep in mind that you can still buy an early Hextech Revolver, but the 9% is more than enough during the laning phase and it turns you into one of those annoying champions with free sustain and good damage that people hate (Irelia, Vladimir, and Nidalee anyone?)

Additionally, the 3% life steal will also aide in the sustain department, as you SHOULD be auto-attacking a lot, whether it be to harass or to farm minions.

Summoner Spells

+ OR

Explanation
Flash is a must have for Mister Kennen. The obvious explanation is that it not only provides a tool of escape, but also one to initiate. When used in conjunction with Lightning Rush () and Mister Kennen's ultimate, it makes him a very good initiator.

Ignite is generally the second most popular Summoner Spell after Flash for Top Laners, it provides that much more damage which can be used to finish off opponents or used early in a duel to reduce their healing. The 5 AD and 5 AP that the mastery for Ignite provides is nothing to scoff at as Mister Kennen can utilize both stats.

Teleport is the only alternative that I will consider on Mister Kennen and I would only ever use it against someone like Shen, who will with no doubt be using his ultimate to transport across the map and make big plays. BUT GUESS WHAT? Mister Kennen with Teleport is just as scary as he can come out of nowhere with his ultimate blazing and turning the tides of a fight. One issue I can see with Teleport is that you may be inclined to split push with it, which if you are the only one who can initiate fights on your team, the enemy may just force one while you are split pushing. The few seconds it takes to get in there is more than enough time for it to be disastrous to your team, especially if you don't react fast enough.

Skills and Leveling Order

Passive: Mark of the Storm
Mister Kennen's abilities add a Mark of the Storm to the opponents which last for 8 seconds. After being marked three times, the opponent is stunned for 1 second and Mister Kennen receives 25 energy.

Explanation:
Mister Kennen's most important ability, this is what allows him to be that potent initiator, CC-heavy, and lane-dominant champion I spoke of. Mark of the Storm allows every one of Mister Kennen's spells to add at least one mark to his opponent, and Electrical Surge makes it so that every 5 auto-attacks also add a mark. To tally it up, with one usage of each spell and parts of each spell, you can get off a total of 7 marks on an opponent (1 from Q, 2 from W, 1 from E, 3 from R), equating to two stuns and some left over. One of Kennen's strong point is the amount of disruption through stuns he can give against one or multiple opponents, and this passive of his is why.



Q: Thundering Shuriken
(Active) Mister Kennen throws a shuriken towards a location, stopping on impact with an enemy and dealing 75/115/155/195/235(+75% of Ability Power) to that target in addition to adding a Mark of the Storm.

Cost 65/60/55/50/45 Energy
Cooldown 8/7/6/5/4 Seconds
Range 1050


Explanation:
In my opinion this skill is Mister Kennen's main form of harass and while plenty of guides say to max his W, Electrical Surge () over this, in my opinion this skill is better if you can skillshot worth a damn. Thundering Shuriken has about 150 more range, a shorter cooldown, and a higher base damage and AP ratio over Electrical Surge. Thundering Shuriken also being a single-target spell means that it will receive full effects from Spell Vamp, which is great when you are using it to harass or last-hit minions with.

The shorter cooldown and reduced energy costs from leveling it up first is a lot more important than people realize, as it allows you to do that much more damage in a drawn out fight. If you manage to ever stun someone you are guaranteed to hit your shuriken (barring minion-block and your inability to hit stationary targets), and combined with your ultimate you are pretty much guaranteed to get almost two additional stuns off, which gives you time to also hit one or two more shurikens.



W: Electrical Surge
(Passive) Every 5 auto-attacks, Mister Kennen will deal additional 40/50/60/70/80% of his Attack Damage in magic damage and add a Mark of the Storm to his target.

(Active) All enemies within range that are marked with at least one Mark of the Storm are dealt 65/95/125/155/185 (+55% of Ability Power) magic damage and will be marked by an additional Mark of the Storm.

Cost 45 Energy
Cooldown 14/12/10/8/6 Seconds
Range 900


Explanation:
You trade range and damage for a more reliable form of harass by maxing this first. The issue that arises with Thundering Shuriken is that the enemy can easily avoid it by hiding behind a minion or just straight up dodging it, which is the main reason why this skill is preferred by many to max first, as it's kind of hard to avoid getting hit by a charged-up auto-attack without also being zoned out from the lane. I honestly cannot provide you many other reasons as to why I prefer maxing Q first other than the fact that I can hit skillshots consistently and that Q does more damage (and the energy costs go down with leveling Q, which is very important). Keep in mind that the active portion of this ability is considered a multi-target spell, which means that Spell Vamp is less effective (but if you are hitting multiple targets it balances out). This spell in conjunction with Lightning Rush will allows you to deal damage to multiple targets.

Max this first if you can't skillshot, are against a clever and ranged opponent, or against someone who can constantly push the lane. To reiterate, Electrical Surge is consistent and guaranteed in actually damaging things, and if your opponent is ranged like you they may elect to hide behind minions and harass from afar, which means Electrical Surge is better if you actually want to be able to harass your opponent. Additionally, you may need to constantly mass farm or push the lane if you are against someone who can push well or will roam a lot (such as Shen or anyone with Teleport), and the increased damage and lowered cooldown will definitely help you with pushing.



E: Lightning Rush
(Active) Mister Kennen temporarily turns into a cute little ball of lightning which grants additional movement speed in addition to 10/20/30/40/50 Armor and Magic Resistance. Any enemy he passes through while in this form is dealt 85/125/165/205/245 (+60% of Ability Power) magic damage and is marked with a Mark of the Storm. Mister Kennen is unable to auto-attack while in this form (but can still use spells), and he can be refunded 40 energy ONCE per Lightning Rush if he passes through an enemy.

Cost 100/95/90/85/80 Energy
Cooldown 10/9/8/7/6 Seconds
Duration 4 Seconds


Explanation:
This spell is only used to escape, chase, or initiate. Keep in mind that you can cancel the ability a short delay after using it, which can be useful if you want to throw in some auto-attacks after using it (to proc the W passive or just to finish off an opponent). The fact that this skill gives armor and magic resistance while using it is very important as Mister Kennen will no doubt be flying into the middle of the enemy team with the ultimate blazing, making him a focus for damage, and any additional defenses is helpful for survival.



R: Slicing Maelstrom
(Active) Mister Kennen is surrounding by a ring of electricity that deals 80/145/210 (+40% of Ability Power) magic damage to a RANDOM enemy champion inside the ring and applies a Mark of the Storm. This ability can hit an enemy champion up to 3 times for a maximum of 240/435/630 (+120% of Ability Power) magic damage.

Cost NO ENERGY COST (as of patch 3.01)
Cooldown 120 Seconds
Duration 3/4/5 Seconds
Range 550


Explanation:
I'll be honest here, it was only after reading up the wiki on the details of this spell that I learnt just exactly how it works. Not only does it have a certain number of 'lightning bolts' (which scales from 6 to 10 to 15 bolts total), but these bolts target a random enemy champion and not just hit everyone that is in the circle at the same time like I previously thought. This really hurts his team fighting power a bit in the early to mid game, but keep in mind that it is still a huge zoning power and will force your opponent to reposition themselves constantly to avoid it. I am also sure that not many people actually realizes his ultimate works this way, and as such will still try to avoid the big lightning ring not knowing that it essentially becomes useless after hitting a certain amount of times.

Initiation with Mister Kennen's ultimate involves using Lightning Rush and then flashing toward the enemy and pressing R, AND then after a bunch of the enemies are marked by the ultimate would you use Electrical Surge to stun them and deal as much damage as fast as possible. This also means that after Mister Kennen's ultimate is over, opponents will be left with at least one mark left on them as opposed to zero. This is important because 3 marks means the opponent is stunned and will then reset back to 0, since the ultimate can only hit 3 times and you can only use the active portion of Electrical Surge when they are marked at least once, you can see why it is important to have some marks left over on a BUNCH of enemies after the ultimate it over, as it means you can use Electrical Surge again when it's up.



Item Builds Part 1 "The Main Stuff"

Starting Items Explanation
The various starting items listed before are the optimal options for nearly any scenario, and since Mister Kennen is such a safe and dominating laner, the 9% Spell Vamp from runes and masteries is all that is needed for sustain and he does not need to hoard health potions that you see many people doing nowadays. Mister Kennen can farm and harass from long range with his Q (as it has 1050 range, which is almost double the range of most AD carries auto-attacks), he has high mobility with his E, and he is guaranteed a stun with a combination of all his abilities, which can be used to escape or harass. As a result, I believe his starting items should be used to prepare for his main items rather than supplementing his laning phase, the only exception is if you go against someone that can lane just as well or even better than Mister Kennen.

Cloth Armor
Will build into Ninja Tabi (), Aegis of the Legion (), or Seeker's Armguard (). Build this pretty much always if you are against a physical damage-dealing top laner and jungler.

Boots of Speed
Not the most optimal start anymore, as with the Pre-Season 3 patch they buffed every Champion's movement speed and nerfed the actual movement speed you get from the boots, which is why you see people doing ridiculous starting items like a Crystalline Flask () plus a ton of potions. Honestly, I still don't mind going Boots of Speed for Mister Kennen as even if it's not as much movement speed as before, it is still movement speed and it gives the squirrel even more mobility for escaping, chasing, and kiting (press E and run away, then Q and W your enemies!). This is also a safe start if you are unsure of what to start or upgrade your boots to.

elixir-of-fortitude Elixir of Fortitude
Kennen's auto-attack harass is strong and this supplements it even more, but the main reason you go for the Elixir is the 100+ instant health which can be the difference between life or death. Keep in mind that the Elixir gives more health than the amount of damage that Ignite can do for many levels, and can save you from being finished off by that. Buy this over Cloth Armor and Boots of Speed if you expect the enemy laner, enemy jungler, or even you to be very aggressive early. Keep in mind that now that it is worth 350 gold (as opposed to 250), which means it is more of a risk to take now and it might not even be worth it since it costs more gold than what you get from a kill (unless it was a spree or first blood).


Rainpwny's Early Faves Explanation
Kage's Lucky Pick
Gold generation items in general has always been favorite items of mine. I use to always build a Kage's Lucky Pick on every AP that I played back when it built into Deathfire Grasp (). At the time that I am writing this, a patch just came out which changed the item recipe of Will of the Ancients to actually build out of a Kage's Lucky Pick now instead of a Blasting Rod, which makes it a viable early item for Mister Kennen. You will most likely not build Will of the Ancients until very late into the game (your 4th, 5th, or 6th item), but the gold generated by Kage's Lucky Pick can be very useful if you are behind in farming, and if you are ahead the gold will just make you even more ahead, IT'S WIN-WIN I TELL YOU. If you don't plan on buying Will of the Ancients or if your team can't make use of it, it may be better to just skip Kage's Lucky Pick.

Seeker's Armguard
This item is a must have. It costs about 300-400ish less gold than Haunting Guise while giving overall more AP and similar defensive stats (armor instead of HP of course), unfortunately you lose the magic penetration side of things but this item will put you on course to building a Zhonya's Hourglass, which is core on Mister Kennen.

Hextech Revolver
Still a good item for Mister Kennen. I personally don't get it because I like to get my Hourglass ASAP. But the few times I decide to get it has proven to still be REALLY strong. The 21% Spell Vamp with runes and masteries is simply insane. If you are getting harassed hard, then get it, otherwise an unnecessary item.

Doran's Blade
Getting some Doran's Blades on your first return is actually NOT that bad, as you will be auto-attacking a TON (to harass or to farm) and getting one or two of these makes your auto-attacks and Electrical Surge stronger, you also get slightly tankier, and you will make use of the sustain very very well. Personally I don't get Doran's items in general (other than on AD carries) as even though they are very good and cost efficient, I just love getting started building on my core items as soon as possible instead of investing on items to assist the already strong laning.

d(ツ)b.


One Core Item to Rule Them All
Zhonya's Hourglass
This is the big costly item that gives you a ton of AP and Armor in addition to an active that can make or break team fights. You can use the active on this item right AFTER using your ultimate and your ultimate will still be storming away while you are invulnerable and untargetable! Furthermore, it provides many different avenues to save or prolong your life. If various champions like Caitlyn, Karthus, Zed, Vladimir, Morgana, Fizz, Fiora and so on decides to use their ultimate on you, you can just use Hourglass right before the damage hits and you take no damage as a result.

The active is just too good, and the Armor and AP is just icing on the cake for the AP Bruiser Mister Kennen.

And with it now building out of Seeker's Armguard, which is good cheap early-game tanky AP item, you can be sufficiently tanky in nearly all stages of the game now!


Semi-Core, because you'll probably still buy these items anyways
Rylai's Crystal Scepter
A very very very good item on the already CC-heavy Mister Kennen. Not only do the stats help greatly in the makings of an AP Bruiser, the passive is what will make you a straight up monster. The slow from this item that procs with your abilities allows you to stick your opponents even more, which means you can hit your shurikens easier. Combined with your stunning capabilities, Rylai's will make it really hard for anyone to escape your grasp. Additionally, you are even more disruptive in team fights and are more likely to land a full ultimate as a result. The item also synergizes with Liandry's Torment (), whose passive will deal double damage due to the slow. To be honest, this item IS core on Mister Kennen, but I am a rebel who will not label it as such.

Abyssal Scepter
A good item for AP Bruisers as it gives AP, MR, and will reduce enemy MR. The only thing that makes this Semi-Core is if the enemy does not deal much magic damage at all, which means you are better off building a Liandry's Torment, Sorceror's Shoes, and/or Void Staff for your Magic Penetration and AP needs. YOU will be in the middle of the enemy and with Abyssal Scepter's ~700 or so aura range (which is actually larger than your ultimate), you will likely reduce the magic resistance of most of the enemy team in a fight and thus every one on your team is happy as the enemy team is shredded to oblivion.

Item Builds Part 2 "Finishing Off"

Post-Semi-Core Items
Liandry's Torment
Liandry's Torment is an upgrade from Haunting Guise and by upgrading you get an additional 100 HP, 35 AP, and a very cool passive that will cause your spells to deal more damage (which also makes your poking ability stronger). Note that the additional damage is a percentage of the enemy's CURRENT health, which while it sucks that it's not a percentage of maximum health (which would be OP, I'm looking at you pre-nerf post-rework Eve), it doesn't matter as much since Mister Kennen is a initiator, meaning you will most likely go in and start a fight when the enemy has full health anyways, which is when Liandry's will be most effective. Combine that with your Rylai's slow (which again, makes Liandry's do double damage), and you have the enemy team suddenly losing a good chunk of their health and struggling to escape.

Will of the Ancients
Will of the Ancients is an item that now builds out of Kage's Lucky Pick and Hextech Revolver. I will only build this item if my team comp can make use of the Spell Vamp, otherwise I prefer building straight-up damage or some more tankiness. If you decide not to buy this in the end but you still went an early Kage's Lucky Pick, just sell it and bask in the glory of the extra 300 gold over the gold you already generated from the Pick.


Boots to Asses
Ninja Tabi
Build if they have a lot of physical damage dealers and not much CC

Mercury's Treads
Build if they have a ton of CC and at least a bit of magic damage

Sorceror's Shoes
Build if your team already has a good amount of tankiness and frontline power AND you want to deal some more damage. This item is also good in conjunction with an early Haunting Guise if your lane opponent is building a lot of early Magic Resistance.

Enchants
Get Distortion () for the reduced cooldown of Flash, as Flash is very important for initiating and escaping. If you decided to get Teleport instead of Ignite, then this is a must have.

Get Homeguard ( because your team is slightly behind and you need this to get back to fighting quicker. If you went Teleport, then laugh at your enemies as you Teleport in with uber-fast movement speed and ultimate everyone. Homeguard is useful even if your team isn't behind, as it allows you to get back to action faster.

Item Builds Part Finale "Alternatives"

Typical AP Carry:
Rabadon's Deathcap
Void Staff
If for whatever reason you decide that going straight-up AP is what you want, then obviously the only alternatives I can suggest are Rabadon's Deathcap and Void Staff. If you want to build these, then you should probably skip some of my Early Faves and build the two items right AFTER Hourglass. You will be gaining a dramatic increase in damage to be a lot less tanky, which may or may not be a problem depending your team composition. The huge burst in AP that Rabadon's gives is nothing to scoff at, and it might actually be better to build it over Liandry's Torment. Going this route is not bad at all, it's just that the purpose of this guide is for a tanky Kennen and not a bursty one.


Alternatives - "Alternate Tanky Stuff":
Spirit Visage
A strong and somewhat cheap item. Build this against magic-damage heavy teams as it provides almost the most Magic Resistance possible in one item (beaten by only Runic Bulwark, I believe). This item provides so many useful things to our Mister Kennen and he can utilize every stat. For just 2200 gold, this will increase your tankiness, damage potential, and even your sustain! Such an amazing package.

Randuin's Omen
Very good against physical-damage heavy teams. While you don't really need the armor as much because you will be building a Zhonya's Hourglass, it is still useful due to the passive, active, and the health increase. The active and passive is useful for slowing down your opponents, and since you will be a priority target you can bet that you can get the passive off, which will reduce the damage that enemy AD's will deal. Use the active during or after your ultimate for maximum disruption. If you ever go against a double AD Carry composition, then this item is almost a necessity.

Runic Bulwark
Great upgrade to Aegis of the Legion, which provides overall good defensive stats to your allies and you. Make sure to build the Aegis early if you do decide to build this item. You will be sacrificing damage to make yourself more of a tank. Keep in mind that Bulwark is generally reserved for the Bruiser Top Laner, Jungler, or the Support, so only build this if no one else is AND you need the Magic Resistance, otherwise Spirit Visage is the much better and cheaper choice.

Twin Shadows
An alternative upgrade for Kage's Lucky Pick. This item provides additional magic resistance, some AP, and an active that are essentially heat-seeking missiles that will slow and reveal enemies. The active is the most important part here, as you can use it when escaping, to chase, to find enemies in the jungle, and as a precursor to initiating. Pick this up if you need the stats and additional initiating power.

When to pick Mister Kennen and Team Synergism

Picking Mister Kennen
The main reason to pick and build AP Bruiser Mister Kennen is if you find your team lacking in the Crowd Control (CC), initiation, and tankiness department. I would notice all the time where the teams are sort of stacked, where one team (usually the enemy) will pick a bunch of strong champions that synergize with one another, while the other team (mine) picks what is undeniably ferret poop in comparison.

Of course...If your team happens to be the one to pick a ton of CC and AoE, the addition of Mister Kennen is simply overkill, which is never a bad thing in League of Legends.

Mister Kennen's laning and team fighting power just makes him a safe and strong pick (I can't stress it enough!) and is why I love him so. So if the position is open, it really doesn't hurt to just pick him whenever you can.

Another thing to note is the ambiguity in picking Mister Kennen early, your enemy may wonder "Is he mid? Is he top? Or maybe he's even AD carry Kennen!?" and this confusion can put you in a favorable position when they try to counter pick you (which means your allies can counter pick that!).


Champions that Synergizes well with Mister Kennen
Amumu
First one that comes to mind. Not only is he another fellow AP Bruiser, but he's a strong jungler (unless he gets counter-jungled) with amazing ganking potential and team fighting presence. He will put you in the back burner a bit as he will be the one to initiate over you, but that happens to also be a good setup for you to go afterward. Both of you will be front line, AoE, CC buddies.

Galio
Another AP Bruiser that follows the same thought process and reasoning as Amumu, he also shares the lane ambiguity with Mister Kennen, but doesn't have as strong an initiation as Mister Kennen or Amumu (relies on Flash heavily).

Vladimir
Vlad is once again another AP Bruiser who is an ambiguous pick that can be both mid or top. The slight difference here is that he doesn't have hard CC like the previous two, instead he has an ultimate that increases all damage done to an opponent for a duration, which means Mister Kennen's ultimate is even more scary. One favorite tactic of mine is for Vlad to get caught out of position on purpose, and then he throws out his ultimate and immediately blood pools (and Hourglass after) which will slow the enemy, allowing you to Flash in afterwards with your combo.

Maokai
AP Bruiser who has good initiation with his root and knockbacks. His ultimate is a damage-reducing AoE which is useful in making you that much more tanky, combine that with Vladimir for example, and now your team deals more damage, takes less, and has the enemy locked down with CC.

Hopefully you understand the gist of why certain champions synergizes well with Mister Kennen, so I'm going to go down the list of champions and pick out ones that I believe synergizes with Mister Kennen: Annie, Ashe, Blitzcrank, Brand, Cassiopeia, Cho'Gath, Darius, Evelynn, Ezreal, Fiddlesticks, Fizz, Graves, Hecarim, Jarvan, Karthus, Katarina, Kayle, Leona, Malphite, Master Yi, Morgana, Nautilus, Nunu, Orianna, Pantheon, Riven, Rumble, Sejuani, Sona, Swain, Twitch, Wukong, Xerath, Zac, Ziggs, Zyra.

Essentially anyone with good initiation, AoE damage and/or CC synergizez well with Mister Kennen.

Lane Match-Ups

I consider Mister Kennen to be one of (if not) the most safe laner out there. I'll use this section to explain my opinion on some of Mister Kennen's 'top' counters (based on LoLCounter.net).

'TOP' TOP-LANE COUNTERS TO MISTER KENNEN
Jericho Swain
Overall very annoying to deal with, though I don't actually see Swain enough to worry about the enemy picking him (and even if they do, it's usually a Mid Swain). Swain is a champion that fits the AP Bruiser motto, and quite frankly has better sustain and can be much more tanky than Mister Kennen as a result. The biggest thing here is to avoid his Nevermove (the root), and to make sure he doesn't get blue buff (which he can have easy access to if he's on blue team). Coordinate with your mid and jungler for ganks and a strict denial of blue. If you don't have a lead by level 6, you are better off playing this lane very passive and just focus on farming as he will outsustain and kill you unless you have a huge lead. Keep in mind that if you manage to get to level 6 before him, it doesn't hurt to try and all-in him. Another point to make here is that he uses mana and you don't, so if you constantly harass him and force him to use up his mana (to sustain or to counter-harass), then you can beat him by forcing him to constantly base or by zoning/killing him when he is out of mana. Another good tactic is to push really hard and force him to stay or else he misses out on CS and his tower will take a lot of damage.

Yorick Mori
A bruiser who is just as annoying to go against. Much like Swain you have to take advantage of the fact that he uses mana. The biggest annoyance here is that Yorick's ghouls blocks your Q, so it is definitely advisable to max W instead.

A lot of comments on LoLCounter suggest to go AD Kennen early game when you are against Swain and Yorick and crushing them with auto-attacks. I personally never actually do early Doran's with Mister Kennen, but I know it's a good way to supplement the fact that your Q harass will be nonexistent. In these cases, just build one or two Doran's Blade (or maybe even a Doran's Shield) and auto-attack a ton! Otherwise, just play passive and turn it into a farm lane because screw Yorick.

Kayle
Pretty hard matchup as Kayle's Q and auto-attack harass is a lot more painful and easier to hit than Mister Kennen's. The only opportunities you'll have to go in is when her E (Righteous Fury) goes away and you have a brief window to get some pain in. You will either have to farm passively or go all in, there is no time for a battle of attrition as Kayle WILL beat you in that. You will most likely need jungler help.

Irelia
Probably one of the only counters that I somewhat disagree on. I believe this to be a skill dependent match-up and while admittedly Irelia will outscale and beat you in duels eventually, if you can be very aggressive and pick up a kill or two, you can outlast and survive the laning phase. The biggest point here is to constantly auto-attack harass her, and have a fast reaction to Lightning Rush away for when she decides to go in on you. If you are quick enough, you will only take an auto attack or two and you can counter it with a Q and W to her face. One combo I like to do is to Lightning Rush as she dashes to me which will damage and add a mark, and then immediately Q and W to stun her and you just run away. You have to punish her as much as possible during the early levels to delay her from getting to that 'OP' stage. If you can survive the laning phase, then you will find that you are (subjectively) more useful in team fights due to your ultimate alone.

Fiora
Another champion you can punish fairly easy pre-6. Like Irelia, if she decides to dash to you, you just do your combo to stun and take out a chunk of her health and be able to get away with minimal damage. Since Zhonya's Hourglass is an early rush for Mister Kennen, you'll find that she isn't as scary as she seems (unless you play really bad). Her ultimate is annoying admittedly as she can use it to dodge your ultimate, but keep in mind that Mister Kennen's ultimate has a much longer duration than hers, so you will almost surely get off the 3 hits from it. Additionally, you can just Lightning Rush, Flash to your tower, and laugh as she finds herself taking tower hits when her ultimate is over. Even more, once you get a Zhonya's Hourglass all you have to do is use it whenever she uses her ultimate and you avoid all the damages just like that.


Who does Mister Kennen Counter?
Generally Mister Kennen has no problems beating many melee champions, especially ones with low mobility and/or no sustain. Champions like Darius (), Riven () and Olaf () are ones you can easily kite and harass without much worries, though this doesn't mean you should be too cocky as Darius especially can surprise you by gibbing you if you are not careful.

Mister Kennen just has too much ranged harass, CC, and mobility that melee champions are heavily outmatched most of the time. It is your duty that if you are to go against one, to try to zone and deny them as much farm and experience as possible, but again do not get too cocky and be aware that the enemy jungler may decide to camp your lane to assist their brethren.

Early, Mid, and Late Game

Early Game
Farm, farm, and farm. Find a good balance between harassing (with auto-attacks, Q, and W) without taking too much damage yourself and without missing too much farm. I find that generally if I am against a melee champion that you can deal A LOT of auto-attack harass, and it's nearly a guaranteed Q to the face if they try to attack you. Against ranged champions like Nidalee or Teemo however, you generally gotta play a bit more passive and just farm it up.

One of the main reasons I put a point in Lightning Rush at level 2 is the worry of an early gank by the enemy jungler, and Lightning Rush gives such an absurd amount of movement speed that it makes escaping very easy (and you can dodge skillshots easier as well).

I do not roam much, I tend to just farm and harass until laning phase is over, though once you reach level 6 you can try an all-in. You can also surprise your opponent pre-6 and pick up a kill with a constant flow of auto-attacks + using all your skills (including Lightning Rush) to get 2+ stuns off and then finishing them off with Ignite.

Also ward your lanes people!

Mid Game
I generally consider this time period is when laning is not necessary anymore and things begin to transition to strictly objectives and team fighting. So around 15ish minutes if you find that there is a Dragon dance going around, and you ARE the only one that can initiate then you should abandon your lane in favor of aiding your team, otherwise apply pressure and constantly push top to try and force the enemy top laner and possibly others to defend it.

IF you are against someone like a Shen or anyone with Teleport, it's even more important to keep pressure and if the enemy decides to ulti/teleport, immediately go in on him with your combo to stun and stop him/her! If you fail at this task, or the enemy laner has long left the lane to aid his team at Dragon and you are still there for whatever reason, then push as much as you can and destroy turrets! Keep an eye on the minimap and ward so as to decide when to back out or not.

Whenever your lane is pushed, group up with your allies and be ready to fight. Don't be afraid to use your ultimate if you manage to catch 2+ enemies out of position.

Late Game
The main reason I like to go Kage's Lucky Pick is that I generally stop farming somewhere during mid Game in favor for my Mid or AD Carry to do so. At this point you should have at least a Zhonya's Hourglass (bought sometime during Mid Game). Stick with your teammates, push any lane IF AND ONLY IF you know it's safe to do so. Pick up objectives like getting buffs, dragon, whittling down towers, and ALWAYS keep an eye on the enemy to make sure they don't do anything sneaky like taking Baron.

If your team is ahead at this point, it is a good idea to force fights (if your team composition can support it) whenever your ultimate is up, just make sure your team can follow up. If you have a good amount of tanks or bruisers, tower diving is very much possible, BUT if you are literally the only bruiser then tower diving is one good way to throw the game.

If your team is behind, then you must wait until the enemy is trying to get an objective like Baron or try to bait them out to tower dive, as that will give you small advantages and hopefully the chance to turn the tide.

Mister Kennen actually has a fair amount of poke, his Q's range almost matches Ezreal's Q, and combining that with your W and lolHeUsesEnergy, you have infinite poke and might actually surprise an enemy with a stun which would open up an avenue of initiation.

I think the only other tip I have for you is to NOT BE AFRAID TO USE YOUR ULTIMATE.

Team Fights: What to do Before and During

Before the Fight
Depending entirely on both team's composition, you will either be hanging in front or stealthily around the potential conflict area. Follow one or more of the following points:

  • If your team consists of mostly squishy people and you are literally the only bruiser or tank (cause this guide is for bruiser Kennen, remember?) then you should stay around the front line so the enemy will not be as willing to initiate onto your squishy teammates.
  • If your team has another bruiser or tank that can initiate, then you should try to hang 'behind the scenes', for example if a fight might break out in the middle lane, then you should hide around the river and jungle waiting for the right moment to go in. Essentially, stay out of enemy sight (so be wary of wards), and sneak up on them when the situation arises (as in, the enemy or your allied bruiser initiates, or if you have the opportunity to catch priority targets out of position).

  • If your team has a lot of poking potential (long-ranged harass like AP Nidalee), you should stay around the front line and let them poke, if the enemy gets sufficiently low OR they initiate on you, then you initiate (UNLESS they are much stronger than you) with Lightning Rush, Flash, and Slicing Maelstrom.
  • If the enemy team has a lot of poking potential, then you should try to guide your team to more open areas as the narrow corridors of the jungle make it much easier to get poked. Keep in mind that narrow corridors happens to also be good for you as it makes it easier to hit the (clumped up) enemy with your ultimate.

  • If your team is on the offensive, that means you most likely have some form of advantage (more gold, more Towers, Baron Buff, or confidence from winning previous skirmishes), your goal here is to try and force a fight while you are still ahead without taking too big of a risk. 'Too big of a risk' means for example, tower diving, which generally when a team gets too cocky would go in much too deep and forces your allies and you to take a lot of tower damage (which is nothing to scoff at no matter what point of the game). I recommend that if you can not find an opportunity to initiate, then to start sieging on the enemy towers, which means you slowly whittle them down while pushing the enemy back to their base. To do this as safe as possible, you wait for your minions to come and start taking tower hits before you can hit the tower, simultaneously you have the non-ranged champions on your team trying to scare the enemy away from protecting the tower. If the enemy is successfully preventing you from sieging properly, then the person with the highest mobility and/or pushing potential should start split pushing to try and also split the enemy.
  • If your team is on the defensive, that means they most likely have some form of advantage against you, this makes your decision of whether to initiate or not that much more critical. If the enemy is sieging you, then your team will have to try and kill their minions as fast as possible so that they can not take your towers without taking some form of damage. Poke with your combo as much as necessary, and you will have to decide if it's worth risking an initiation to stop them from taking too many of your buildings. If you believe your team can kill some of them and possibly force them away (even if you technically lose the fight), then it is a battle won as you successfully prevented them from destroying too many of your buildings. Usually you SHOULD initiate if they are pushing in on the second or third inhibitor, as losing two or more inhibitors makes it really hard for your team to come back and be aggressive until the inhibitors respawn.

During the Fight
When your ultimate is up and blazing, you may think your goal is to simply try and hit as many people as possible, but there is more to it than just that. Your goal is to make it easier for your allies to fight, so you stun the enemy bruisers and assassins going for your AD carry or you stun the enemy backline to make it easier for your bruisers and assassins to get to them.

Whichever you do depends entirely on the positioning and overall health of both teams, so for example if your allies are straggling a bit behind that means you SHOULD NOT go for the enemy backline as that will leave you stranded between them and the enemy frontline, which may be less than desire-able, it would be better for you to defend your backline in this situation by staying in front of them. You should also do this if you are the only bruiser/tanky or CC-heavy guy on your team, because if you go in too deep you'll leave your squishy teammates as open targets.

If you have someone else to initiate like Amumu or Galio, then you should be following up with your combo as well. You may be relegated to peeling for your AD Carry if no one else is doing so (a job usually reserved for the Support, but you may have a Support who can initiate like Leona), which simply means help keeping the enemy off of him/her. Otherwise, your goal is to soak up damage and try to do as much damage as possible to the enemy and especially to priority targets (enemy AD or AP Carries, Assassins, and really fed people).

Don't forget to use Zhonya's Hourglass! You should not always use it right after your ultimate, but to wait for the enemy to try and kill you and then using it to prevent yourself from taking the brunt of the damage (such as from various other ultimates which I noted before in the items section). It just so happens that most of the time you initiate you will be taking a ton of damage as well, which is why you'll use it right after initiating most of the time.

Be wary of...
Knockbacks. Champions like Alistar, Lee Sin, and Janna can screw you over as they can knock you away when you try to initiate on their team. You have to watch carefully or else you may waste your Flash and ultimate. You can also try using Hourglass before the knockback hits to prevent it from happening.

Gameplay Footage

Here is some shameless self-promotion of my YouTube channel, in which I upload like 60-70% of my Ranked Games during Season 3.

So here are some obviously non-biased Mister Kennen games picked from my channel:







(Has calling Kennen a Mister annoyed you yet?)

Opinions on different Types and Roles for Mister Kennen

Mid Kennen
Mister Kennen is perfectly fine as a mid, but I feel he is better as a top due to a number of factors:
  • A lot of mid champions have the potential to burst someone down in a relatively short period of time (<5 seconds I would say), Mister Kennen does not have as much of an immediate burst unless he is ahead.
  • The mid lane is the shortest lane in the game, which makes escape easier for both you and your opponent. A lot of mids tend to have a quick way to lock down the opponent while Mister Kennen needs to stack marks to get a stun off. The top lane being the longest lane there is makes an overextended enemy an easier target to chase, stun, and kill.
  • A lot more mids are ranged in comparison to the top lane, which generally have more melee-based champions and if you haven't gotten the idea yet, Mister Kennen dominates most melee champions.

AP Kennen
AP Kennen can deal a lot of damage, a lot more than AP Bruiser Kennen. The reasoning behind AP Bruiser Kennen in the first place is simply to add another tank, another annoying SoB in the front, which is important for teamfights if your team does not have one. If your team is already filled to the brim with bruisers and the likes, then it honestly does not hurt to just build Mister Kennen like a typical AP carry.

AD Kennen
Somewhat fun and perfectly capable AD carry, he used to be a lot stronger back when his auto-attack range was 575 (nerfed to 550). The biggest upside to AD Kennen is that he's one of the few AD carries with hard-CC pre-6, and he has the most CC out of any standard AD carry there is. His ultimate can also double as a way to help you peel and kite enemy bruisers, which is not too bad especially if your teammates are unable to peel for you. The issue that can also be a blessing with AD Kennen is that he will do split damage, with all his spells doing magic damage and his auto-attacks doing physical damage, which means your spells will heavily drop-off in damage as the game progresses and you will essentially be an auto-attack champion with a ton of CC. AD Kennen's "steroid" is that every fifth auto-attack will do bonus (magic) damage, which frankly sucks in comparison to AD carries like Graves, Tristana, and Vayne who have attack speed, movement, or AD buffs instead. Essentially, Mister Kennen doing magic damage will hurt him more as the game goes on than help him (unless the enemy stacks only armor), but the mixed damage is very good in the earlier stages when the enemy can not itemize against both efficiently.

Hybrid Kennen
Ah, Hybrid Kennen, a very unique Kennen build indeed. You may have just seen pr0lly try out Hybrid Kennen on their LCS game against Good Game University and are wondering what others think of that build. Honestly it's decent I guess, you can see it as a combination of AD Kennen and AP Kennen. The thought process here is to make Mister Kennen an even more of a stunning machine, going items such as Twin Shadows (), Blade of the Ruined King (), or Hextech Gunblade (). All these items provide an active that will slow enemies, and both Blade of the Ruined King and Hextech Gunblade will amplify auto-attacks, with Gunblade providing more sustain and AP and Blade of the Ruined King giving you attack speed, which will let you proc your W faster. Essentially this boosts your disruption potential by a lot and keeps your auto-attacks potent, but you suffer by building fairly squishy at first for these items and not getting as much AP (which will lower the damage on your spells). Twin Shadows is fine if building out of an early Kage's Lucky Pick, but I find the other two items redundant, this kind of Kennen ONLY works if your team already has a fair amount of initiation and CC. If you try to go Hybrid as the only initiator, you will die fairly quick because of the lack of tankiness or Hourglass. If you do go Hourglass with Blade of the Ruined King or Hextech Gunblade, you'll be wasting the auto-attack portions of the stats because you can not auto-attack at all while using Lightning Rush and Hourglass, and afterwards you'll probably be in the middle of the enemy team as a squishy somewhat AD carry. Might as well play AD Carry Kennen.

In conclusion, Hybrid Kennen fits into niche team compositions, but AP Kennen AND AP Bruiser Kennen fits well into nearly all compositions. Remember folks, AP Bruiser Kennen's purpose is to be another tanky and disruptive guy, not big ol' damage that this build goes for.

Comments

May 5, 2013 - 12:21 PM #1

JUST CREATED DIS ACCOUNT TOO GIVE YOU SOME THUMBS UP, MISTER!

April 13, 2013 - 01:45 AM #2

Nah I don't do replays anymore, they didn't update their program fast enough one time and I never bothered to update it anymore afterwards.



You shouldn't worry about my obviously non-biased games, I just tend to avoid uploading complete steamrolls. Das all.

April 11, 2013 - 01:16 PM #3

Hello Rainpwny,



Do you use LoLrecorder? If so, could you upload all of your plat+ Mister Kennen games? Would like to see more of your games, not just the obviously non-biased once from your yt channel. :)

April 7, 2013 - 08:17 PM #4

Downvotes from people that can't think for themself, and don't like others doing it either, likely.



I used this build in a game recently, and it seemed to fit our comp perfectly. We had a Kat mid, jungle Vi, with Ashe and J4 bot lane, vs Ren top, WW jungle, Kass mid, and Draven/Thresh bot lane.



We had a lot of cc, but it was my stuns that were able to keep Kass locked down mid/late game. Mr. Kennen initiating let J4 follow up with the arena (when he was patient enough) and more importantly, let Kat come in super late after most of the aggro was already on Vi, J4, and I. I also was the champion on the team that wasn't afraid of WW; Vi melted to him.



Laning vs Ren was similarly painless. I started red elixir (and it did save my life when I had to use it), and he was never able to kill me in lane. I rushed Revolver before Armguard; I knew I couldn't kill Ren, and was able to escape several ganks from their jungler. This allowed our Vi to ignore me early game and take the first dragon. I also ran 9/10/11, skipping Runic Affinity for Safeguard. I would not have been successful in the lane at all running 9/0/21.



Item build was somewhat hybrid, finishing Hourglass first, then Rylai and Merc. Wota was next (as Kat had built one too :D), followed by Visage (Kat had the Abyssal, so I skipped it) and Wardens. By the end of the game I was nearly unkillable, and the few times I died (finished 7/4/23) were to allow my team to get the ace.



All in all a really solid way of building and playing Kennen that many players might overlook initially, as long as you choose the right time to use him in this manner.

April 3, 2013 - 04:17 AM #5

So many dislikes, and no one saying why -_-

April 2, 2013 - 09:26 AM #6

I meant to hit upvote, but I accidentally hit downvote and it wont let me change it.

April 2, 2013 - 05:50 AM #7

Very interesting take on Kennen. Thumbs up from me.

We both got Featured at the same time too :D

March 19, 2013 - 03:04 AM #8

Hey if you see this comment i just wanted to let you know i love your kennen gameplay and hope you put up more sometime and also to ask what do you record with because the quality is ver good and I would like to record as well. Thx and POST MORE KENNEN GAMEPLAY XD

January 21, 2013 - 02:18 AM #9

I personally do not build Doran's Blade on Kennen, but it is an excellent early item on him due to the fact that you will be auto-attack so freaking much.



Rabadon's over Liandry's is perfectly fine as you will indeed do more (noticeable) damage. I did some mathcrafting and compared my "Final Items" with both Rabadon's and Liandry's. Going Rabadon's will give you about 208 more damage on your Ultimate, 105 more on your E, 95 more on W, and 130 more damage on your Q. All Liandry's has over Rab is the 5% to 10% Current HP burn and the 300 health.



My mindset with Liandry's is that not only is it an upgrade to the strong early-midgame item that is Haunting Guide, but it provides decent Health and AP in addition to making your pokes really strong and your initial damage strong (since you will be initiating fights a lot). Additionally, since this game has people building a good amount of HP (especially since Warmog's is very strong), people will usually have 2-3k HP, which means your Q will initially do 200-300 extra damage with Rylai's + Liandry's (before resistances of course). So my other thought process was to help take down the tanky guys.



But again, Rabadon's alone will make your spells do 100-200 more damage, which I concur with your point in that it will burst down the squishy carries faster.



Honestly, I'm just trying to build a Kennen who is more tanky than what most Kennen guides do (which is to build him as an AP carry). I want this Kennen to serve more as a Tank and Initiator so I'm trying to get as many good AP items with defensive stats in there as I can, which led to me skipping Rabadon's.



Thanks for the comment! I have to revise that part of the guide now because you made good points.

January 21, 2013 - 12:35 AM #10

Hello. I was wondering what you think of Doran's Blade on Kennen. I have been buying it lvl 1 for most of my ranked games and had a ton of success with it. It works well with maxing W first but is also very powerful with Q as well. I am also not quite sure why you go Liandry's on Kennen because late game getting a deathcap will allow you to burst down enemy APs or ADs much faster, which is what you really want out of Kennen late game(besides the giant stun that destroys everyone anyways). Just my opinion, but tell me what you think of Doran's Blade. Good guide! - Toragar

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