Wild Rift Guides
Kennen Mid Lane Wild Rift Guide
Kennen mid lane counters include Zed, Fizz, and Ryze. See the best build, runes, matchups, and game plan for Wild Rift Patch 7.3.
How to play
- Poke and stun before backing away Land your 1st ability, then use your 2nd ability to add another mark. Three marks from abilities or empowered attacks stun the enemy, giving you time to back away.
- Push your wave before joining fights Move toward your jungler or a side lane when your ultimate is ready.
- Reach the enemy team from the side Look for an ultimate that catches their damage dealers, with your teammates ready to follow.
Strengths
- Fast energy regeneration and the refund from completing three marks support sustained pressure when he manages the bar well.
- Slicing Maelstrom (Ult) is a premier teamfight ultimate, applying up to three marks and stunning each clustered enemy once by itself.
- Shuriken (1st) poke and electrified attacks give him strong reach and waveclear, letting him shove and leave for plays.
Weaknesses
- Very squishy with no second escape, so once he commits he is stuck and easy to punish if the flank is read.
- Low burst before items means his solo kill pressure in lane is weak until he buys some power.
- Relies on landing the third mark for the stun; if enemies spread out, his lockdown threat drops hard.
Build Snapshot
Rune Setup
Summoner Spells
Kennen Mid Lane Counters
Who counters Kennen Mid Lane in Wild Rift (WR)? These champions beat Kennen in the mid lane matchup, with how each one wins. Learn to play around them or ban them in ranked.
- Zed: Zed is the classic squishy-mage killer, and you are the target he wants: no burst defense and one dash. His shadow baits out Lightning Rush (3rd), and his ultimate marks a kill you cannot survive.
- Fizz: His pole vault and trickster dodge sidestep your shuriken and your ultimate, so landing marks on him is frustrating. He all-ins through your poke and you have nothing to disengage with once he commits.
- Ryze: His targeted root catches you out of Lightning Rush (3rd) into a combo your thin frame cannot survive. His health, itemization and movement-speed proc also help him manage your shuriken poke, and he out-scales the lane.
- Ahri: Her charm and three dashes let her dodge your marks, pick every trade, and delete your squishy frame. You cannot reliably stack the storm on a target that slips each commit.
- Galio: His periodic magic-damage shield absorbs your shuriken and storm, and he is too tanky to kill easily. His taunt and knockup punish your committed dive, while his long-range but limited Hero's Entrance (Ult) can counter a roam by targeting an allied champion within range.
Champions Kennen Is Strong Against
Kennen's best matchups in Wild Rift. Kennen holds an edge against these picks in the mid lane role, so look to press the advantage and contest objectives.
- Ziggs: Ziggs has longer spell range and can force Kennen to spend energy clearing from a distance. Shove only when it is safe, dodge his poke, then exploit his lack of sustained mobility by flanking or committing after Satchel Charge (2nd) is used.
- Annie: Annie is most dangerous with Pyromania (Passive) loaded, but Molten Shield (3rd) still grants a shield and decaying movement speed, and Tibbers (Ult) can Pounce (Ult) for a knockup after being summoned. Poke outside her short range, then commit after both the loaded stun and pet recast are unavailable.
- Akali: Kennen's ranged attacks can punish Akali before she has reliable access to him, but both champions must manage energy rather than one automatically outlasting the other. Her shroud breaks targeting, while Thundering Shuriken (1st) and Slicing Maelstrom (Ult) can still hit its area.
- Syndra: Syndra can control the lane with Dark Spheres (1st) and Scatter the Weak (3rd), but she has no dash. Avoid the sphere-to-stun line, manage your energy instead of assuming it wins the resource war, and flank once her peel is unavailable.
- Mel: Mel out-ranges you and her reflect punishes anyone who commits a big combo into it, but she has no dash and her snare is her only peel, so she cannot escape once you close.
Early Game
Play the lane around the shuriken. Spam it for poke and to keep the wave pushing toward the enemy tower, which starves them of farm and frees you to roam. Be careful with Lightning Rush (3rd): it is your only mobility and your only real way to dodge a gank, so burning it for an aggressive mark leaves you stranded if their jungler shows. Respect dive comps and roaming junglers, because a squishy Kennen with his dash down is free for anyone who collapses on him.
Mid Game
This is where your lane tempo pays off. Once you have a couple of items and your ultimate, group and roam with the wave shoved. You are best at catching grouped enemies around objectives, so hover the edges of fights and wait for the enemy to clump for a dragon or a tower push. Side-laning is fine for the waveclear, but your real value is being ready to flank, so do not wander so far that you cannot reach the fight when it starts.
Late Game
Late game Kennen is a flanker and a teamfight finisher, not a duelist. With full items your Maelstrom (Ult) flank can chain-stun and burst a clustered backline, but if you get caught alone you die without giving your team anything. Vision and patience matter: scout the angle, find the flank, and commit only when the storm will land on several high-value targets. One well-timed engage from the fog can decide the fight; a mistimed one throws the game.
Teamfights
Kennen is a flank champion, so your job is finding an angle the enemy is not watching. The best case is a Flash into the middle of their grouped team, dropping Slicing Maelstrom (Ult) so its three marks stun each enemy it keeps hitting. The ultimate alone can stun a target once; combine Electrical Surge (2nd), Lightning Rush (3rd), a shuriken, or the empowered attack to start or finish another mark cycle. The catch is total commitment: you have no second escape, so only go in when the payoff is multiple stunned enemies, otherwise you are just feeding a pick.