Kennen Wild Rift champion guide - Baron Lane

Baron Lane · Wild Rift Guide

Kennen Baron Lane

Kennen Baron Lane Guide

Updated for Patch 7.3E
B Tier

Kennen Baron Lane Wild Rift overview and best build snapshot

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.

Guide author

Royal

Royal has reached Rank 1 in EU and NA, and Legend and Sovereign on the Chinese server. Created by Royal with input from high elo and professional players and the WildRiftGuides Discord community.

Rank 1 on this champion? Help improve this guide and receive credit. Contact us on Discord.

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.
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Kennen Baron Lane Wild Rift best build, items, runes, summoner spells, and skill order

ITEM BUILD

Best Wild Rift build for Kennen Baron Lane, including items, runes, summoner spells, and skill order.

STARTING ITEM

Amplifying Tome

Early ability power for stronger shuriken poke. Kennen still has an energy limit: consuming a third Mark of the Storm (Passive) restores 25 energy, while Lightning Rush (3rd) restores 40 only after damaging at least one enemy.

BOOTS

Spellslinger's Shoes

Magic penetration increases the damage of the abilities and empowered attack that apply Mark of the Storm (Passive). The marks themselves deal no damage; the third consumes all three to stun and restore energy.

CORE BUILD

Infinity Orb

Crits against low health targets, which finishes the health bars his ultimate chips down.

Stormsurge

His ultimate does enough damage across a team to trigger the mark, and the move speed carries him back out.

Rabadon's Deathcap

Multiplies his ability power, and every tick of his ultimate scales with it.

Void Staff

Cuts the magic resist that lets enemies endure Slicing Maelstrom (Ult) long enough to escape or retaliate. Choose it over Cryptbloom when heavy magic resistance makes maximum ultimate damage the priority.

Zhonya's Hourglass

His ultimate keeps striking while he is untargetable, so stasis buys its full duration after he dives. Buy Seeker's Armguard early for the armor and ability power.

SITUATIONAL ITEMS

Hextech Rocketbelt

A second gap closer next to his E (3rd), so he can reach the middle of their team and still keep the dash to leave.

Cryptbloom

Choose this when enemies have only moderate magic resist. Compared with Void Staff, Kennen trades some ultimate damage for haste that builds marks more often and an area heal after his engage earns a takedown.

Oceanid's Trident

Build this when the enemy has shields that keep absorbing the ultimate he dove in to land.

Morellonomicon

Build this when the enemy heals through his ultimate. Buy Oblivion Orb early, since the anti-heal works from the component and the full item can wait.

Banshee's Veil

Build this when crowd control would stop Kennen before he casts Slicing Maelstrom (Ult) or hold him away from priority targets. Once the storm is active it is not a channel and crowd control does not cancel it, though Kennen can still be displaced or killed.

RUNES

KEYSTONE

Fleet Footwork

Fleet Footwork heals Kennen during ranged basic-attack poke and speeds the retreat, helping an energy-based lane bully preserve health for the eventual lightning-rush engage.

PRIMARY

Brutal

Early damage helps him win the short trades his energy allows.

Cut Down

His storm hits everyone, and this is what makes it hurt the frontline standing in it.

Legend: Bloodline

Sustain for a squishy laner who has to stay in range to land the marks his stun needs.

SECONDARY

Bone Plating

He walks into the whole team for his ultimate, and this blunts the first answer while the storm is still ticking.

SITUATIONAL RUNES

Coup de Grace

Take this over Cut Down against squishy teams, since his ultimate already drags them low.

First Strike

Take this over Fleet Footwork into short-ranged lanes where Kennen can reliably land the first hit. It trades sustain for gold and extra opening damage.

Sudden Impact

Take this over Bone Plating when his E (3rd) is being used to engage rather than escape.

Legend: Haste

Take this over Legend: Bloodline in safer lanes when grouped fights are the priority. Shorter Electrical Surge (2nd), Lightning Rush (3rd), and Slicing Maelstrom (Ult) cooldowns help Kennen prepare another stun sequence and keep an escape available between engages.

SUMMONER SPELLS

MAIN SPELLS

Flash

Flash

Must take. Flash into his ultimate is how he lands the full stun on more than one target at a time.

Ignite

Ignite

Take this for early kill pressure in the solo lane, since one kill is usually enough to start snowballing it. The Grievous Wounds also makes it strong into champions with a lot of healing.

SITUATIONAL SPELLS

Teleport

Teleport

Take this over Ignite when the lane is unfavourable. He shoves waves fast from range, so the free reset lets him keep doing it.

SKILL ORDER

Skill Priority Order

  1. 1
    Q Ability
    1st Ability
  2. 2
    W Ability
    2nd Ability
  3. 3
    E Ability
    3rd Ability
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Kennen Baron Lane Wild Rift matchups and counters

Wild Rift matchup guide for Kennen Baron Lane, covering favorable lanes and difficult counters to prepare for in ranked.

Kennen Baron Lane Wild Rift game strategy and teamfighting guide

Wild Rift game strategy for Kennen Baron Lane, from early lane control through mid and late game map play to final teamfights.

Early Game

Levels 1-8
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 / Late Game

Levels 9+
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. 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

5v5 Combat
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.
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