Wild Rift Guides
Kennen Baron Lane Wild Rift Guide
Kennen Baron lane counters include Irelia, Garen, and Sion. See the best build, runes, matchups, and game plan for Wild Rift Patch 7.3.
How to play
- Take short trades with your stun Your abilities and occasional empowered attack apply marks; three marks stun the enemy. Add a mark with your 1st ability, then use your 2nd ability on the marked target.
- Save your speed when enemies can reach you Your 3rd ability gives you a burst of movement speed. Save it to escape if the enemy can jump on you or their jungler is nearby.
- Look for a flank in teamfights Use your ultimate from the side to catch several enemies when your team can follow.
Strengths
- Bullies melee laners relentlessly, punishing farm with ranged poke and a recurring stun.
- Slicing Maelstrom (Ult) can stun several enemies when Kennen reaches a grouped formation.
- Energy regenerates quickly and completing three marks restores some of it, giving him strong sustained pressure when he manages the bar well.
Weaknesses
- Tiny and squishy: one gap closer reaching him often means death.
- Becomes peel-dependent if divers keep finding him.
- His stun needs mark stacking, so disciplined enemies trade between the windows.
Build Snapshot
Rune Setup
Summoner Spells
Kennen Baron Lane Counters
Who counters Kennen Baron Lane in Wild Rift (WR)? These champions beat Kennen in the Baron lane matchup, with how each one wins. Learn to play around them or ban them in ranked.
- Irelia: Bladesurge (1st) resets through low-health minions let Irelia skip Kennen's poke range and arrive with Ionian Fervor (Passive) already stacked, where her sustained attacks beat his fragile form. Avoid leaving a chain of low minions toward you, keep Lightning Rush (3rd) for her first commit, and only counter-engage with the stun after her reset path is gone.
- Garen: Decisive Strike (1st) can silence Kennen before he casts Lightning Rush (3rd) or Slicing Maelstrom (Ult), but it does not cancel a storm that is already active. Garen's slow cleanse, movement speed, and regeneration still punish careless spacing.
- Sion: Decimating Smash (1st) does not out-range Thundering Shuriken (1st), so Kennen should poke outside its charged area. Sion's health, shield, and long-range ultimate engage are the real problems, and one knockup can hold the squishy Kennen in place.
- Wukong: Wukong is built to delete squishy poke champions: the clone baits your stun, the real one dashes past your spacing, and his burst kills you before your storm pays off.
Champions Kennen Is Strong Against
Kennen's best matchups in Wild Rift. Kennen holds an edge against these picks in the Baron lane role, so look to press the advantage and contest objectives.
- Aatrox: Aatrox needs you standing still for his sweet spots, and you never are. Your poke hits every Q (1st) wind-up and your stun breaks his combo; only his level five all-in is a real threat.
- Darius: Darius simply cannot reach you: your poke punishes every last hit, the stun stops his pull attempts, and any walk forward costs him a big chunk of health.
- Yone: Both of Yone's forms have to walk through your poke, and your stun interrupts his spirit plays, so he struggles to scale safely into you.
- Jax: Counter Strike (3rd) dodges Kennen's basic and empowered attacks and reduces other champion damage by 25%, though it does not dodge Thundering Shuriken (1st) or Slicing Maelstrom (Ult). Poke with abilities while respecting Leap Strike (1st) and the returning stun.
- Fiora: Riposte (2nd) prevents all non-turret damage and crowd control for 0.75 seconds, so it can block several Maelstrom (Ult) strikes or the third Mark stun, not only one shuriken. Bait it before completing three marks, because blocking the stun can empower Fiora's return strike to stun Kennen.
Early Game
Hold the wave where you can pressure last-hits without exposing yourself to a long chase. Use Thundering Shuriken (1st) when the opponent steps away from the minion line, then threaten the third mark with Electrical Surge (2nd) or the empowered attack. Keep enough energy and Lightning Rush (3rd) available when the enemy gap closer or jungler can reach you. If repeated poke is pushing the wave, ward before following it toward the enemy turret and let the wave return rather than trading inside a gank angle.
Mid Game
Crash the Baron wave before moving to Herald or dragon, then approach through a route the enemy has not already warded. Look for a Lightning Rush (3rd) or Flash angle that places Slicing Maelstrom (Ult) on two or more important targets, but wait for the crowd control that can stop your entry to be used first. If no flank exists, poke beside your frontline and hold the ultimate to counter the enemy engage. Avoid extending a side lane when the next objective is close, because your grouped impact is worth more than one extra wave.
Late Game
Push a side wave only when you can rejoin before Baron or Elder becomes contestable. In the setup, use vision denial to hold a side angle and keep Lightning Rush (3rd) available until the enemy formation is visible. Enter when Slicing Maelstrom (Ult) can reach the backline without crossing every enemy control spell. If that route never opens, stay with your carry and use the marks to stun divers instead of forcing an entry.
Teamfights
Poke from range while tracking the spells that can interrupt or burst you on entry. When the enemy backline groups and those cooldowns are unavailable, use Lightning Rush (3rd) or Flash to place Slicing Maelstrom (Ult) across the cluster. Electrical Surge (2nd), Thundering Shuriken (1st), and the empowered attack can complete another mark cycle after the ultimate's stun. If divers reach your carry first, stay back and complete the stun on them rather than abandoning your team for a flank.