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Introduction
Kennen is an AP semicarry with extreme utility. He excels in 1v1 and small fights while still providing great utility (the ability to stun a whole team over and over) in large teamfights. He has an extremely strong early and mid game, tapers off a bit late game due to poor scaling (and other reasons). Overall if you enjoy playing an annoying break-dancing cunning disruptive electric ferret, Kennen is the champion for you.
Strengths:
- Excels in small fights being able to stun multiple targets multiple times within a short period of time
- Skillset allows for a mixed AoE teamfight style as well as a kiting playstyle. This allows him to fit seamlessly into different team comps
- Great mobility making him difficult to gank (also allows him to perform ganks and counterganks much quicker)
Weaknesses:
- Scaling not as good as some of the other AP carries
- Damage is not front loaded (not a huge “burst” champ) however energy pool doesn't allow constant spamming for consistent DPS lategame (you can offset this by buying Energy Regen/18 seals and having blue, but Blue is better saved for mana intensive AP carries). Also because of the energy system, it's not great to spec for CDR since you won't have the energy to spam spells.
- Must get within melee range for his ult to be effective. Ult is also random and might not always hit the target you want it to hit in a large fight
I think Kennen is an underused champ who can perform very well in most team comps. Kennen really fell out of favor after the Zhonya breakup. While most AP carries got stronger because of the Deathcap, Kennen got weaker because his primary item was split into two. He essentially needed 2-3 of his “core” big items to become the force he used to be with just one item (this meant he hit his stride later in the game, but of course he doesn't scale as well as the game goes on). On top of that, solo lane matchups switched from ranged AD carries to sustain tank dps/AP carries who can clear waves really fast. Kennen used to be extremely dominant in lane but now there are many matchups where he breaks even (of course this is also because stronger AP carries were introduced and old AP carries were buffed). Due to his poor damage scaling, he also wasn't exactly fit to fight tanky teams as the sole AP carry (think old Annie). However that's all in the past, nowadays with the dual AP carry metagame I feel that Kennen can fit into team comps a lot better. Teams can afford to have a main magic damage dealer as well as a heavy utility nuker (eg: Gragas, Alistar, Zilean) who still does very respectable damage.
Skills
Mark of the Storm (Passive): Kennen's abilities add Marks of the Storm to opponents which last for 8 seconds. An opponent is stunned for 1 second upon receiving 3 Marks of the Storm. Also, Kennen receives 25 energy. The stun has a diminished effect if applied more than once within 7 seconds.
Note: I'm not sure how “diminished” the stun becomes. If someone knows they can tell me and I'll add it here.
Thundering Shuriken (Active): Kennen throws a fast moving shuriken towards a location, causing damage and adding a Mark of the Storm to any opponent that it hits.
Range: 900
Cost: 65 / 60 / 55 / 50 / 45 energy
Cooldown: 7 / 6 / 5 / 4 / 3 seconds
Magic Damage: 75 / 115 / 155 / 195 / 235 (+0.75 per ability power)
Notes: Its the range is actually slightly greater than its targeting circle. I would say its effective range is around 1000 (not that the number means anything). This comes in handy the most when it's too dangerous to get close to the creep wave to last hit.
Electrical Surge (Passive): Every 5 attacks, Kennen deals extra magic damage equal to a percentage of his attack damage and adds a Mark of the Storm to his target.
Magic Damage: 40 / 50 / 60 / 70 / 80% of his attack damage
(Active): Surges electricity through all nearby targets afflicted by Mark of the Storm, dealing magic damage and adding another mark.
Cost: 45 energy
Radius: 800
Cooldown: 14 / 12 / 10 / 8 / 6 seconds
Magic Damage: 65 / 95 / 125 / 155 / 185 (+0.55 per ability power)
Note: You CANNOT one shot (ranged) creep waves with EW combo until this is at least level 4 and you have a good amount of AP (like a NLR). If maxing Q first, this means you'll need to be at least level 12 before you can 1 shot waves. If you want to focus on farming, max this first.
Another note: the active of W will hit targets inside bushes (if they already have a mark obviously) and lightning effect will show you where the target is (so you can line up a Q for example). The active of W will also hit invisible opponents (so will Q of course). No one can escape, bahahahhaha!
Lightning Rush (Active): Kennen gains his base movement speed again as a flat movement speed bonus, as well as increased Armor and Magic Resistance, and the ability to pass through units for four seconds, but he is unable to attack. Lightning Rush deals magic damage and adds a Mark of the Storm to any hostile unit he passes through; deals half damage to minions.
Cost: 100/95/90/85/80 energy
(Kennen is refunded 40 energy if he passes through an enemy while using this spell, but can only gain this effect once)
Cooldown: 10 / 9 / 8 / 7 / 6 seconds
Magic Damage: 85 / 125 / 165 / 205 / 245 (+0.6 per ability power)
Armor & Magic Resist: 10 / 20 / 30 / 40 / 50
Notes: Pressing E again will take you out of the “DBZ” state. Keep in mind that you CANNOT attack while in Lightning Rush. If you have a W proc up you must press E again to get out of Lightning Rush in order to autoattack (or else you'll end up moving around like an idiot, I'm sure the first time anyone played Kennen this has happened them). This is helpful in laning when you have a W proc up you can E through creeps, cancel E, auto + W for some cheap and easy harassment against weaker laners.
Another note: When using this in a teamfight make damn sure you pass through something to get 40 energy back, 100 energy kills your energy pool and you won't be able to use your other spells as much. Keep this in mind before you try to initiate a fight by DBZing through some people (and end up getting kited like an idiot without passing through anyone).
Slicing Maelstrom(Active): Kennen summons a magical storm that deals magic damage to a random enemy champion near Kennen every few seconds. The storm hits several times, increasing with level, and cannot hit the same target more than 3 times. A Mark of the Storm is applied to enemies each time they are hit.
Cost: 50 / 45 / 40 energy
Cooldown: 120 seconds
Radius: 550 (estimate)
Magic Damage: 80 / 145 / 210 (+0.4 per ability power) (per bolt)
Number of Bolts: 6 / 10 / 15
Time Between Bolts: 0.5 / 0.4 / 0.33 seconds
Note: The time it takes for Kennen's ultimate to hit the same champion is actually DOUBLE the time stated in the tooltip. This means it will take 1.0/0.8/0.66 seconds for a lightning bolt to strike a target previous to its last bolt. What's important about this is that you cannot keep a target stun-locked with just your ultimate (eg: you have 2 marks on someone, you can't just flash+ult in to get the stun and then get the next 2 bolts off before the stun wears off, they WILL be able to flash out). If you want to keep someone stunlocked, you must have at least 2 other skills off cooldown to successfully re-stun someone before they can move.
Another note: this ultimate is HEAVILY dependent on level with respect to how many people it can stun. At level 1 or 2 it cannot stun a whole team, in fact if you get really unlucky it might not stun anyone at all (in a full 5v5 teamfight)! Take note of key targets and make sure you either premark them or have Q and W up to stun them during the ult.
Skill Progression
QWQEQR; R > Q > W > E
Alternate: R > W > Q > E
Notes: It's possible to start at level 1 with W against lanes you know you'll be able to autoattack harass (melee usually). Q is infinitely better for level 1 fights though. Against a weak laner, it's often better to take E at level 3 to really start zoning/harassing them.
Nowadays a lot of champions clear waves so fast it's difficult to harass them (eg: Malz/Brand/Orianna/so many AP heros I can't count); there are also ones who hit a critical stage where you start doing no damage to them and they just out-sustain you (eg: Udyr/Mord/WW). It's more effective to max W before Q in these situations (where you may not be able to harass effectively). What this will do is make it farm-off, you can spam E->W to clear the wave all day and put pressure on their tower. Maxing W first will also give you more heal off of your E->W combo when you buy revolver and will give you more opportunity to roam and gank as well (or steal your jungler's wraiths).
Summoners
Flash + Ghost/Ignite/Exhaust/Teleport
Flash is mandatory on a caster that depends on positioning, it will circumvent the possibility of being kited with E on. Ignite is the standard on all AP carries that go mid, it will help out in a 1v1 burst duel against other AP carries. Ghost is for overall mobility during teamfights and chasing people/keeping them in your ult (better to have ghost during your ult in teamfights than burn your E and 100 energy in the process). Exhaust is great for AP carries that get in the thick of things. Teleport is for dragon control, ganks, and counter ganks (usually if you're top lane).
Personally I've tested out all combinations, and I still feel like Flash/Ghost is the best multipurpose combo for Kennen. Ghost is really useful for teamfights and for a kiting champion. I never felt like I've gotten any extra kills with Ignite that I wouldn't have gotten already (usually it's because you stunned them into oblivion 1v1). If you're not sure you can win 1v1, it's better to just not fight at all (if you get jumped, Ignite is probably not going to help you win a 1v1 fight and your opponent will most likely have it as well).
Masteries
There are two sets of masteries that I think are viable on Kennen (I would say the same two sets are viable on all manaless AP casters like Vlad or Katarina):
9/0/21: Standard manaless AP caster (don't take any of the mana regen masteries obviously)
9/21/0: Gives Kennen a little extra tank in him (don't pick up strength of spirit obviously) and of course gives you Nimblesness. Downside is longer summoner cooldowns and slower movespeed.
I used to use 9/0/21 always, however I've recently been using 9/21/0 as well, it's a trade-off between summoner cooldown+movespeed vs tankiness+nimbleness, choose your own preference. I noticed that the extra defense is definitely noticeable (and the faster summoner cooldown is definitely noticeable as well).
Runes
I will list what I think is viable then I'll list what I personally use
Marks: Mpen – standard, I guess AP/level can work too but I feel like Kennen needs that early game strength from Mpen.
Seals: AP/level, HP/level, Energy regen/level, Dodge (if running 21 defense for nimbleness procs) – personally I use AP/level because I don't have the IP to shell out for Energy regen/level. Energy regen/level will give you +10 Energy/second at level 18 (basically like a blue buff, blue gives you +15 Energy/second) and it will allow you to spam a little more late game. I feel like a legit Kennen player should shell out the IP for Energy regen runes (but they are 820 a pop...)
Glyphs: AP/level, Flat MR, MR/level – personally I use the standard AP/level, Flat MR will help you against some of the AP carries early game.
Quints: Flat AP, Mspd, Flat HP, Mpen – I personally use Flat AP quints, feel free to use whatever you feel is necessary (if you like running 21 defense, maybe a movespeed quint or two would be useful).
Items
Starting: Boots+3pots (or 4 if you wait in fountain for a bit). It's possible to start with Doran's shield as well (make sure you have 21 utility if you want to start with Doran's).
I feel like against in a matchup where the other person has skillshots, it's definitely wise to start with boots+pots. If you're scared to be bursted down (against Annie lane or Malz lane), having that extra HP from Doran's will really help.
Core:
Hextech Revolver/ Sorc boots or Merc treads/ Zhonya or Deathcap or Rylai
Kennen doesn't have the option to buy Catalyst or Philostone so Hextech Revolver is the next best option (basically mandatory on all manaless AP champions for lane sustain).
Zhonya vs Deathcap vs Rylai first depends on your playstyle, your team, and your opponents. I like flat out rushing a Deathcap if your team has good AoE initiation spells already (eg: Amumu + Annie + Sona on your team? Why bother to Zhonya first just rush Deathcap). If your team has a good teamfight comp but is dependent on you going in early, it's better to go Zhonya first (eg: Ashe initiate with Fiddle + Orianna on your team? You probably need to go in to set them up). Rylai is a great item if you don't plan on playing AoE teamfight-centric (eg: Kite + Heal team comp). It allows you to play Kennen like a kiting beast and it'll help you clean up any stragglers after teamfights.
I used to always rush Rylai with Kennen (way back in the day when Zhonya was still a ring), but I feel like my playstyle is the glass cannon DBZ-jump-in-AoE-teamfight playstyle and I started to rush Zhonya first (and I got a lot more wins as a result). Nowadays I alternate between going Zhonya or Deathcap first after Hextech. I think it's completely up to personal preference what big item you get first so play a couple games and test out different builds to see what you're most comfortable with.
Luxury:
Will of the Ancients (Gunblade for the lols)/ Zhonya or Deathcap or Rylai (whichever two you didn't buy earlier)/ Void Staff (100% necessary once they start stacking MR)/ Quicksilver Sash (very useful item)/ Abyssal
These should be self-explanatory. If you really don't know what you want to get, just finish up WotA, finish the triple combination of Deathcap/Zhonya/Rylai and top it off with a Void Staff.
Notes: I was told the "best" Kennen actually rushes WotA first.
Laning
Goals:
- Farm up enough gold for Hextech Revolver and Sorc Boots (split into 2 trips usually)
That's really the only goal I have in lane. If you're facing a weak lane opponent, obviously you want to very aggressive early on, don't be afraid to spam Q since energy is free and you'll regen it in no time (blow EWQ if you must). If you're facing a strong lane opponent, focus on your own farm. Luckily Kennen is excellent at farming at tower since his abilities are based off of energy (and he has multiple abilities to deal damage).
Tips from starfries on laning:
How 2 harass with Kennen: Get your W passive up (the autoattack modifier). If the enemy doesn't have a snare, then just charge at them with E. The instant you touch them with E, cancel E, hit them with autoattack + W for the stun, and then Q them in the face while stunned. Back away to the side (NOT through minions) while throwing autoattacks. The reason you do this is because they have one mark of the storm on them from your Q. If they try to chase after you, then you can proc another W passive and Q them for another stun. If they don't, then just toss a Q at them as they run and go back to last hitting.
If they have a snare, it's a lot harder since you can't proc the E. You can still E through their minions, hit them with W passive + W active, Q them for stun and run away, but it's not as effective a trade.
Teamfights
Main roles: secondary initiation, counter initiator, clean-up
Kennen's main teamfight utility is his ult; he's also great when the fight starts dying down because he can chase off stragglers and kite around the remaining opponents. Everyone knows how to blow all their summoners and jump in with ult on/activate Zhonya. However, it's important to know your role on your team to best master the timing of your ult. If your team has better initiation (and your team ideally should because people can just flash out of your ult if you initiate with it) let that person go in first before you jump in (don't activate E and charge in thinking you're invincible).
When you jump in and Ult, try not to activate Zhonya right away unless you know you'll immediately get focused. Of course sometimes that's dumb to say because someone might have an instant cc for you, in that case it's probably better just to Zhonya right away to make sure you'll be safe. When you have QSS, you can try to bait CCs by using QSS->Zhonya. I try to Q and W before I activate Zhonya to maximize the number of marks I can get and for cooldown purposes. I also try to keep track of marks on a high priority target so I can focus the rest of my marks on them after Zhonya. Saving E for after your ultimate is useful because you'll still have a strong mobility spell to either get out or get an important stun in (another reason why Ghost is so important).
TLDR Guide:
Early game (4.0/5): Lane dominator, can win or equal out most lanes.
Mid game (4.5/5): Excellent damage/CC and great ganker/counter ganker
Late game (3.5/5): Damage tapers off, still provides strong utility in the form of CC
Preferred lane: Mid or Top solo
Skills: QWQEQR R>Q>W>E (easy lane) or R>W>Q>E (difficult lane)
Summoners: Flash + Ghost/Ignite/Teleport (top lane)
Masteries: 9/0/21 or 9/21/0
Runes: Red/Yellow/Blue/Quint – Mpen/AP per level/AP per level/Flat AP
Items: Boots+3 pots -> Hextech Revolver -> Deathcap/Zhonya/Rylai -> Void/WotA/Abyssal
+ Show Spoiler [Patch History] +
V1.0.0.123
Thundering Shuriken ability power ratio increased to .75 from .66
Lightning Rush
Energy cost adjusted to 100/95/90/85/80 from 100 at all levels
Ability power ratio increased to .6 from .55
V1.0.0.109:
Mark of the Storm Mark of the Storm duration reduced to 8 seconds from 12.
Electrical Surge Electrical Surge range decreased to 800 from 825.
V1.0.0.101:
Lightning Rush Lightning Rush is no longer castable while disabled.
V1.0.0.99:
Electrical Surge Electrical Surge ability power ratio increased to 0.55 from 0.45.
Lightning Rush Lightning Rush.
Energy cost reduced to 100 from 110.
It now provides 10/20/30/40/50 magic resistance and armor for 4 seconds.
Slicing Maelstrom Slicing Maelstrom:
Ability power ratio increased to 0.4 from 0.33.
Maximum number of bolts increased to 6/10/15 from 6/8/10, it still retains the cap of 3 hits per target.
Removed the cap of applying only 1 Mark of the Storm Mark of the Storm per target.
Mark of the Storm Mark of the Storm stun duration reduced to 1 second from 1.25. Mark of the Storm has a diminished stun effect if applied more than once within seven seconds.
V1.0.0.82: Added.
Thundering Shuriken Thundering Shuriken: Kennen throws a lightning infused shuriken towards a location, damaging the first enemy it hits and adding a Mark of the Storm to them
Electrical Surge Electrical Surge: Kennen passively deals extra damage and adds a Mark of the Storm to opponents every few attacks, and can activate this ability to deal damage to all nearby marked units and add another mark
Lightning Rush Lightning Rush: Kennen transforms into a writhing ball of electricity, receiving a massive energy boost and gaining the ability to move through units. Enemy units he passes through receive damage and gain a Mark of the Storm
Slicing Maelstrom Slicing Maelstrom (Ultimate): Kennen summons an electrical storm around him, casting down lightning bolts to a random enemy champions near him multiple times per second
Mark of the Storm Mark of the Storm (Innate): Kennen's abilities add Marks of the Storm to opponents they hit, which explode at 3 stacks, stunning the opponent and restoring some of Kennen's energy.