Kennen Wild Rift champion guide - Mid Lane

Mid Lane · Wild Rift Guide

Kennen Mid Lane

Kennen Mid Lane Guide

Updated for Patch 7.3E
A Tier

Kennen Mid Lane Wild Rift overview and best build snapshot

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.

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

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

ITEM BUILD

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

STARTING ITEM

Amplifying Tome

Early ability power. He uses energy rather than mana, but repeated casts can still empty the bar, so land the third mark to recover energy and keep pressuring.

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

Stormsurge

One ultimate into a grouped fight easily does enough damage to trigger the mark, and the speed carries him back out.

Infinity Orb

Crits against low health targets, which turns the team his ultimate left low into kills.

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. 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 reaches the backline and still has a dash to leave with.

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 dashed 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

Electrocute

His shuriken, W (2nd) and an empowered attack are three separate hits, which is also three marks and a stun.

PRIMARY

Empowered Attack

His passive already builds toward an empowered attack that applies a mark, so another one fits directly.

Chain Assault

His stun mark needs three hits on the same target, so the combo this rewards is one he is already doing.

Eyeball Collector

His ultimate usually catches more than one target, so teamfights stack it several at a time.

SECONDARY

Bone Plating

His trades happen at melee-ish range, so blunting the return burst is what keeps him on the wave.

SITUATIONAL RUNES

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.

Legend: Haste

Take this over Bone Plating 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. He has to walk into the enemy team to use his ultimate, so Flash is both the way in and the way out.

Ignite

Ignite

Take this for early kill pressure in lane and on roams, since kills are what turn a mid lead into pressure on the rest of the map. The Grievous Wounds also makes it strong into champions with a lot of healing.

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 Mid Lane Wild Rift matchups and counters

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

Kennen Mid Lane Wild Rift game strategy and teamfighting guide

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

Early Game

Levels 1-8
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 / Late Game

Levels 9+
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 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

5v5 Combat
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.
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