Wild Rift Guides

Kennen Baron Lane Wild Rift Guide

Who counters Kennen in Wild Rift? The toughest Kennen Baron lane counters are Irelia, Garen, and Sion. Full Kennen Baron Lane counters and matchups, plus the best build, runes, and game plan for Patch 7.2c.

Overview

Kennen is a counterpick most melee Baron laners hate. A ranged yordle in a lane full of melee fighters, he punishes every last hit with shurikens and electrified attacks, and every third mark of the storm stuns the target. Lane bullies arrive expecting to bully and instead pay health for every minion they take. What sets him apart from other ranged tops is the teamfight: Slicing Maelstrom is a moving storm that marks and stuns everyone caught inside it, so a Kennen with a flank angle can lock down an entire enemy team. He runs on energy instead of mana, so his harassment never runs out. His weaknesses are obvious. He is tiny, squishy, and one clean gap close away from dying. Kennen games come down to spacing: he wins it at range all laning phase, then bets the late game on landing one perfect storm.

Strengths

  • Bullies melee laners relentlessly, punishing farm with ranged poke and a recurring stun.
  • Slicing Maelstrom is one of the best teamfight ultimates in the game, stunning whole teams.
  • Energy-based kit means his harassment never runs out of resources.

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: Irelia dashes through the wave, through your poke, and through your spacing, and one clean engage deletes a squishy yordle.
  • Garen: Garen's silence locks your storm and your dash the moment he reaches you, his Q speed closes the distance you depend on, and his regen heals back whatever poke you land.
  • Sion: Sion's health pool absorbs your poke, his charged Q reaches across your spacing, and once he is on you, the shield and zombie passive outlast your storm.
  • 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 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: Jax's Counterstrike does nothing against ability damage, so your poke hits him on every step toward you, and a stunned leap achieves nothing. He scales, but the lane is yours.
  • Fiora: Fiora has to walk through your poke to start a duel, and denied her vitals and her farm, she never comes online. Her parry can only eat one shuriken.

Early Game

Punish every last hit. Throw a shuriken whenever the enemy steps up to farm, weave electrified attacks toward the third mark, and take a free trade whenever the stun is ready. Watch your energy closely: with an empty bar you cannot poke, stun, or escape. Lightning Rush is your repositioning tool and mark applicator, not just your escape, so use it with the enemy's gap-close cooldowns in mind. Most melee matchups simply cannot farm into this, so deny them hard.

Mid Game

Your first item plus the ultimate turns you from a lane bully into a teamfight threat. Group for skirmishes and look for the angle where Lightning Rush or Flash puts your storm onto two or more enemies; a multi-stun Maelstrom decides Herald fights outright. Keep poking between objectives, and resist split pushing into divers who beat you alone. Your value is grouped, charged, and waiting for their team to clump.

Late Game

Your ultimate still wins fights outright, but delivering it is the hard part, because every assassin and diver on their team wants to kill you first. Positioning is the entire job. Poke from maximum range, hold your dash for the moment they commit to you, and pick the fight where a flank angle exists. One landed Maelstrom on their backline ends the game; one mistimed entrance ends yours.

Teamfights

Wait, then commit. Poke from range while your team holds, and watch for the clump: when their carries bunch up or their cooldowns are spent, dash or Flash into the middle and release the storm. The marks stack, the stuns chain, and your team kills enemies who cannot move. If their divers hunt you first, play the decoy instead: peel with your stun and let them waste a fight's worth of cooldowns on a yordle who planned for it.

Browse all championsKennen role hub