(Innate): Kennen's abilities add Marks of the Storm to opponents which last for 8 seconds. An opponent is stunned for 1 second upon receiving 3 Marks of the Storm, and Kennen receives 25 energy. If the stun is applied more than once within 7 seconds, it has a diminished effect so it will only stun for approximately 0.5 seconds.
(Active): Kennen throws a charged Shuriken in a line in front of him, dealing magic damage and adding a Mark of the Storm to the first opponent that it hits.
Tips :
It is your main harass spell. The Shuriken has quite a big range and applies a mark of your passive. Try to use it as much as possible against your opponent to keep him retreating.
Kennen has energy so don't skimp on using this spell so that you can best use your passive.
Cost: 65 / 60 / 55 / 50 / 45 energy
Cooldown: 8 / 7 / 6 / 5 / 4 seconds
Magic Damage: 75 / 115 / 155 / 195 / 235 (+0.75 per ability power)
(Passive): Every 5 attacks, Kennen will deal extra magic damage equal to a percentage of his attack damage and add a Mark of the Storm to his target.
(Active): Surges electricity through all nearby targets afflicted by Mark of the Storm, dealing magic damage and adding another mark.
Tips :
The passive lets you use your auto attacks in the lane phase. It is very interesting for applying a mark on your opponent and dealing him additional damage. If you manage the timing well you can anticipate your combos quickly to stun and burst your target.
It is also an excellent target to push the lane with a flash after having placed a mark on all the sbires. You will have quite a big range so you can play at distance to stay out of your enemy's range.
Passive Magic Damage: 40 / 50 / 60 / 70 / 80% of his attack damage
Cooldown: 14 / 12 / 10 / 8 / 6 seconds
Active Magic Damage: 65 / 95 / 125 / 155 / 185 (+0.55 per ability power)
(Active): For 3 seconds Kennen's base movement speed is increased by 310. He also gains the ability to pass through units, dealing magic damage to all enemy units in the process, restoring 40 energy from the first enemy he hits. This ability only deals 50% damage to minions. Additionally, for 4 seconds Kennen's armor and magic resistance are increased.
While Lightning Rush is active, he can activate it again, to cancel the first part of the ability.
Tips :A spell that makes you very safe in your lane. You can easily escape a gank from the jungler or an enemy chase. During this time you can also cross units so don't make a detour.
It's an excellent way to engage in fights thanks to its decent mobility. It isn't rare to see an ultilate used after Lightening Rush. Use it to position yourself intelligently in the teamfight and hit as many people as possible.
Thanks to this spell you have the ability to push lanes quickly and clean the waves of creeps. Nevertheless, you will need to reach a certain amount of AP to do that in one go.
Cost: 100 / 95 / 90 / 85 / 80 energy
Cooldown: 10 / 9 / 8 / 7 / 6 seconds
Magic Damage: 85 / 125 / 165 / 205 / 245 (+0.6 per ability power)
Armor and Magic Resistance Bonus: 10 / 20 / 30 / 40 / 50
(Active): Kennen summons a magical storm that deals magic damage to a random enemy champion near Kennen. The storm hits several times, increasing with level, and cannot hit the same target more than 3 times. A Mark of the Storm is applied to enemies each time they are hit.
Tips :
An ultimate with huge abilities in a teamfight, especially if you have champions with CC in your team. Coupld with a Zhonya, you will quickly do carnage, all while being safe during the effect of the Maelstrom.
You can use it from a bush to surprise your opponent and he won't have the vision to evade the trap.
Cost: 50 / 45 / 40 energy
Magic Damage Per Bolt: 80 / 145 / 210 (+0.4 per ability power)
Duration: 3 / 4 / 5 seconds
Number of Bolts: 6 / 10 / 15
Max Magic Damage to the Same Target: 240 / 435 / 630 (+1.2 per ability power)
Time Between Bolts: 0.5 / 0.4 / 0.33 seconds
Pros
Once he gets a hextech he can sustain in lane as he is manaless
High burst damage to a single target
Great AoE damage ultimate which also procs his passive
Can stun people in lane to miss CS with clever timing around the passive
Great mobility to escape ganks or initiate a fight
Cons
His nerfed attack range makes it riskier to auto attack harrass as much
He often needs to jump into enemies so will get a zhonyas but this can allow people to escape him
When playing top versus a bruiser later in the game he remains squishy whilst the enemies have a tankier line up