Skip to content
Riftback
  • Mark of the StormMark of the Storm
  • Electrical SurgeElectrical Surge
  • Slicing MaelstromSlicing Maelstrom
  • Zhonya's HourglassZhonya's Hourglass

Champion mechanic

Kennen's Mark of the Storm in League Classic

How Kennen's marks, stuns and energy refunds fit together on Patch 26.19: which abilities mark, why W needs a marked target, the 200-energy budget, Lightning Rush as entry and exit, Slicing Maelstrom's three-hit cap and the E → R → W teamfight order.

Updated
2026-09-23
KennenMark of the StormenergySlicing MaelstromLightning RushZhonya's Hourglass
In this guide12 chapters
  1. 01Mark of the Storm is a counter you control
  2. 02Five sources of marks, and one of them needs a marked target first
  3. 03Q is maxed first because it is the only mark that costs no position
  4. 04Level two is the lane's choice: W for the mid combo, E for the top escape
  5. 05Budget the 200 Energy before pressing anything
  6. 06Lightning Rush is an approach, an exit and a mark; decide which before casting
  7. 07Count the fifth attack
  8. 08Slicing Maelstrom stuns by arithmetic: three bolts, three marks, one stun per champion
  9. 09Enter with E, cast R, then W the moment the bolts land
  10. 10Zhonya's is bought for the 2.5 seconds, and those seconds are a claim to test
  11. 11Rylai's and Liandry's reward marks that already landed
  12. 12Kennen arrived in 26.16 with Classic numbers, not Season 3 numbers

Chapter 01

Mark of the Storm is a counter you control

Every Kennen ability adds a Mark of the Storm that lasts 6.25 seconds. The third mark on one target stuns it for 1.25 seconds and returns 25 Energy to Kennen. A target stunned this way again within 6 seconds is stunned for only 0.5 seconds. The decision in every exchange is therefore not which spell to use but which spell will be the third mark, and whether the target is still inside its 6-second window from the last stun.

  1. Mark 1

    Thundering Shuriken

  2. Mark 2

    Electrical Surge

  3. Mark 3

    Stun 1.25 s

  4. +25 Energy

    On every stun

Chapter 02

Five sources of marks, and one of them needs a marked target first

Thundering Shuriken marks the first enemy it hits. Electrical Surge's passive marks the target of every fifth basic attack. Lightning Rush marks every enemy Kennen passes through. Each Slicing Maelstrom bolt marks the champion it strikes. Electrical Surge's active is different: it only affects enemies that already carry a mark, and then it damages and marks all of them in a 900-unit radius at once, wider than its 725 cast range. W is therefore never the first mark and is most valuable when several enemies already hold one or two.

  • Q, the fifth attack, E contact and every R bolt mark anyone.
  • W active needs a mark and then hits every marked enemy nearby.
  • Q

    Marks anyone · 1,000 range

  • W passive

    Marks on the 5th attack

  • W active

    Needs a mark · hits all marked nearby

  • E

    Marks everyone touched

  • R

    Marks with every bolt

Chapter 03

Q is maxed first because it is the only mark that costs no position

Thundering Shuriken travels 1,000 range and deals 75, 115, 155, 195 or 235 magic damage plus 75% of Ability Power to the first enemy hit. Its cooldown falls from 8 to 4 seconds and its cost from 65 to 45 Energy as it ranks up, so ranking it buys both more marks and cheaper ones. Both builds recorded on the champion page start Q at level one and max it first, then W, then E. The W active costs a flat 40 Energy with a cooldown from 14 to 6 seconds; Lightning Rush costs 100 down to 80 with a cooldown from 10 to 6.

  • Q

    65→45 Energy · 8→4 s · 1,000 range

  • W

    40 Energy · 14→6 s · 725 range

  • E

    100→80 Energy · 10→6 s

Chapter 04

Level two is the lane's choice: W for the mid combo, E for the top escape

The recorded mid page takes W at level two and E at three: in a ranged-versus-ranged lane the fifth-attack mark and the cheap active reach a stun without committing Lightning Rush. The recorded top page takes E at two and W at three: against a melee opponent the 100% bonus Movement Speed and the resistances are the way out of a trade that goes wrong. Both pages take R at 6, 11 and 16. Choose by what the level-two trade looks like, not by a fixed order.

  • Mid

    Q → W → E

  • Top

    Q → E → W

Chapter 05

Budget the 200 Energy before pressing anything

Kennen has 200 Energy and regenerates 10 per second. At rank one Q costs 65, W 40 and E 100, which is 205 together: a full Q, W, E combo from a full bar does not fit until a refund arrives. Lightning Rush returns 40 Energy the first time it passes through an enemy and every stun returns 25. Starting with E therefore works: 200 minus 100, plus 40 on contact, leaves 140 for Q at 65 and W at 40, and the stun brings the bar back to 60. Starting with Q leaves 135, W leaves 95, and E at 100 is short by five until half a second of regeneration passes. Slicing Maelstrom costs no Energy. Neither recorded page takes Energy runes; a single Quintessence of Energy raises the pool to 206 and the rank-one combo fits from a full bar.

  • Rank one: Q 65 + W 40 + E 100 = 205 of 200.
  • E first: contact refunds 40, the stun 25.
  • R costs nothing at any rank.
  1. 01

    E

    −100, +40 on contact

  2. 02

    Q

    −65

  3. 03

    W

    −40

  4. 04

    Stun

    +25

Chapter 06

Lightning Rush is an approach, an exit and a mark; decide which before casting

Lightning Rush gives 100% bonus Movement Speed and makes Kennen ghosted for 2.2 seconds. Each enemy he passes through takes 85, 125, 165, 205 or 245 magic damage plus 60% of Ability Power, halved against minions, and receives a mark. Kennen gains 10 to 50 Armor and Magic Resist for 4 seconds and 40 Energy the first time he touches an enemy, once per cast. A second press ends the rush early. Used to enter, it delivers a mark and the refund; used to leave, it spends the 100 Energy on distance and resistances. The same cast cannot do both, so name the purpose before the button.

  1. Cast

    100% speed · ghosted 2.2 s

  2. Contact

    Mark · +40 Energy

  3. Recast

    Ends the rush

  4. Attack

    Back to the 5th-hit count

Chapter 07

Count the fifth attack

Every fifth basic attack deals bonus magic damage equal to 40, 50, 60, 70 or 80% of Kennen's total Attack Damage and applies a mark. That is why the recorded mid page starts Doran's Blade and a potion for the trading lane, with Amplifying Tome and a potion as its alternative for the poke lane: its 10 Attack Damage feeds the bonus, and its 80 Health and 5 Health per attack hold the lane while the counter builds. A lane trade that opens on the fifth attack starts at one mark for no Energy, so the Q that follows is the second mark and the W active the stun. The counter is visible as a buff; read it before the trade rather than guessing.

  1. 01

    Attacks 1–4

    Build the count

  2. 02

    5th attack

    Mark 1 · free

  3. 03

    Q

    Mark 2

  4. 04

    W active

    Mark 3 · stun

Chapter 08

Slicing Maelstrom stuns by arithmetic: three bolts, three marks, one stun per champion

Slicing Maelstrom lasts 3 seconds and strikes a random enemy champion near Kennen every 0.5, 0.4 or 0.3 seconds for 80, 145 or 210 magic damage plus 40% of Ability Power, hitting no single target more than three times per cast. Three bolts on one champion are three marks, so the ultimate alone stuns each champion it reaches at most once and deals at most 240, 435 or 630 plus 120% of Ability Power to any one of them. The cooldown is 120 seconds at every rank. A champion who already carries one or two marks when the storm starts is stunned after the first or second bolt instead of the third.

  • Rank 1

    Bolt every 0.5 s · 80 +40% AP

  • Rank 2

    Every 0.4 s · 145 +40% AP

  • Rank 3

    Every 0.3 s · 210 +40% AP

Chapter 09

Enter with E, cast R, then W the moment the bolts land

Lightning Rush marks every champion Kennen crosses on the way in. Slicing Maelstrom then scatters second marks at random among the champions nearby. Electrical Surge's active reaches all of them at once, so one press after the first bolts converts several two-mark targets into simultaneous stuns instead of waiting for the random third bolt to find each of them. The order is E, R, W and then Q on whoever is still standing, and it works because the W active hits every marked enemy rather than one.

  1. 1 · E in

    Mark everyone crossed

  2. 2 · R

    Random second marks

  3. 3 · W active

    Third mark on all

  4. 4 · Q

    Finish a target

Chapter 10

Zhonya's is bought for the 2.5 seconds, and those seconds are a claim to test

Zhonya's Hourglass gives 120 Ability Power and 50 Armor, and its 90-second active makes Kennen invulnerable and untargetable for 2.5 seconds while he cannot move, attack, cast or use items. Both recorded pages build it. Whether an already-cast Slicing Maelstrom keeps striking during the stasis is not settled, so buy it for the 2.5 seconds in which Kennen cannot be the first target of the fight he started. Seeker's Armguard at 1,160 gold is the component that already brings the Armor.

  • Seeker's Armguard

    1,160g · 30 Armor, 20 AP

  • Zhonya's Hourglass

    3,260g · 2.5 s stasis

  • R in stasis

    Not settled

Chapter 11

Rylai's and Liandry's reward marks that already landed

Rylai's Crystal Scepter gives 500 Health and 80 Ability Power and slows targets of spell damage by 35% for 1.5 seconds, or 15% for multi-target and damage-over-time spells. Only Q is single-target by the item's own wording; W, E and the R bolts are not assigned to either tier. Liandry's Torment burns 2% of current Health per second for 3 seconds after spell damage and doubles it against movement-impaired targets, which includes a stunned one. The recorded top page goes Haunting Guise into Liandry's; the mid page goes Zhonya's into Rylai's. Will of the Ancients, situational on both pages, gives 50 Ability Power and an aura of 30 Ability Power and 20% Spell Vamp; whether area damage vamps in full is not settled in Classic.

  • Rylai's

    35% · 15% on multi-target

  • Liandry's

    Doubled on impaired targets

  • Haunting Guise

    Top page's first buy

  • Will of the Ancients

    Aura · 20% Spell Vamp

Chapter 12

Kennen arrived in 26.16 with Classic numbers, not Season 3 numbers

Kennen was added to live Classic in Patch 26.16 with no champion-specific tuning, and the 26.15 notes do not mention him. The live mark lasts 6.25 seconds where Season 3 pages print 6, and his base Attack Damage is 50.3 where the Season 3 record says 47.2. Patches 26.17, 26.18 and 26.19 carry no Kennen entry, and his 16.19 client record matches the 16.17 one.

  • Mark

    6.25 s live

  • Debut

    Patch 26.16

  • Slicing Maelstrom

    3 hits per target

Continue in the reference

Open the underlying pages