Kennen
KENNENSkills
| LV 1 | LV 2 | LV 3 | LV 4 | |
|---|---|---|---|---|
| Cooldown | 7 | 6 | 5 | 4 |
| Cost | 60 | 55 | 50 | 45 |
| Base Damage | 75 | 140 | 205 | 270 |
| LV 1 | LV 2 | LV 3 | LV 4 | |
|---|---|---|---|---|
| Cooldown | 12 | 10 | 8 | 6 |
| Cost | 40 | |||
| On-Hit Damage | 55 | 65 | 75 | 85 |
| Bonus AD Ratio | 70% | 80% | 90% | 100% |
| Base Damage | 70 | 100 | 130 | 160 |
| LV 1 | LV 2 | LV 3 | LV 4 | |
|---|---|---|---|---|
| Cooldown | 7.5 | 7 | 6.5 | 6 |
| Cost | 100 | 95 | 90 | 85 |
| Base Damage | 70 | 120 | 170 | 220 |
| Attack Speed | 50% | 60% | 70% | 80% |
| LV 1 | LV 2 | LV 3 | |
|---|---|---|---|
| Cooldown | 80 | 75 | 70 |
| Resistances | 20 | 40 | 60 |
| Base Damage | 20 | 55 | 90 |
Tier by Rank
OfficialTier and numbers
- TierWinPickBan
- Diamond+D← D50.9%2.5%0.7%
- Master+D← D50.9%2.6%0.7%
- ChallengerD← D51.1%3.2%0.8%
- LegendaryD← D50.9%2.4%0.6%
Tencent official (CN server) / Top / 2026-11-07
Tier stays D at every rank, with only a 0.3 point win-rate spread — consistent across ranks.
Reading the table
The “← A” after a tier is the tier in the previous ranking.
Legendary is the top tiers of the Legendary Queue, a separate ranked queue for top players.
Among Top
One dot per championTier and numbers
- TierWinPickBan
- Diamond+D← D50.7%1.6%0.7%
- Master+D← D50.8%1.6%0.7%
- ChallengerD← D52.0%1.9%0.8%
- LegendaryD← D52.4%2.4%0.6%
Tencent official (CN server) / Mid / 2026-11-07
Tier stays D at every rank, with only a 1.7 point win-rate spread — consistent across ranks.
Reading the table
The “← A” after a tier is the tier in the previous ranking.
Legendary is the top tiers of the Legendary Queue, a separate ranked queue for top players.
Among Mid
One dot per championBuild Trends
Official Tencent data (China server)Diamond+ / TopAs of 2026-11-0611/06
Build patterns
Splits into 2 core · 3 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core items2 patterns
Runes3 patterns
Core items (3)12 combos, by pick rateby win rate
- CombinationPickWin
- 52.9%
- 55.5%
- 56.9%
- 54.0%
- 57.1%
- 53.3%
- 48.2%
- 55.4%
- 58.3%
- 55.7%
- 56.1%
- 46.1%
Runes12 combos, by pick rateby win rate
- CombinationPickWin
- 51.1%
- 51.7%
- 50.0%
- 50.2%
- 51.7%
- 51.5%
- 46.9%
- 51.1%
- 49.0%
- 52.8%
- 44.8%
- 45.9%
Summoner spells5 combos, by pick rateby win rate
- CombinationPickWin
- 50.7%
- 53.0%
- 48.4%
- 51.9%
- 51.7%
Official Tencent data (China server)Diamond+ / MidAs of 2026-11-0611/06
Build patterns
Splits into 1 core · 3 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core itemsNearly all one shape
Runes3 patterns
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)13 combos, by pick rateby win rate
- CombinationPickWin
- 59.0%
- 54.5%
- 52.6%
- 53.4%
- 58.0%
- 50.2%
- 51.1%
- 53.0%
- 59.6%
- 59.4%
- 51.2%
- 47.8%
- 60.2%
Runes12 combos, by pick rateby win rate
- CombinationPickWin
- 50.0%
- 50.9%
- 49.0%
- 52.4%
- 50.9%
- 50.7%
- 49.7%
- 49.6%
- 56.3%
- 60.7%
- 52.3%
- 45.9%
Summoner spells4 combos, by pick rateby win rate
- CombinationPickWin
- 51.0%
- 48.3%
- 48.7%
- 47.1%
Official Tencent data (China server)Master+ / TopAs of 2026-11-0611/06
Build patterns
Splits into 2 core · 3 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core items2 patterns
Runes3 patterns
Core items (3)10 combos, by pick rateby win rate
- CombinationPickWin
- 52.8%
- 55.5%
- 56.9%
- 52.3%
- 57.0%
- 55.1%
- 53.7%
- 47.7%
- 56.0%
- 61.9%
Runes13 combos, by pick rateby win rate
- CombinationPickWin
- 51.2%
- 52.4%
- 50.2%
- 48.8%
- 51.1%
- 51.1%
- 47.7%
- 49.1%
- 47.6%
- 48.3%
- 43.0%
- 53.0%
- 58.0%
Summoner spells5 combos, by pick rateby win rate
- CombinationPickWin
- 50.6%
- 52.8%
- 47.9%
- 52.5%
- 51.7%
Official Tencent data (China server)Master+ / MidAs of 2026-11-0611/06
Build patterns
Splits into 1 core · 3 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core itemsNearly all one shape
Runes3 patterns
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)14 combos, by pick rateby win rate
- CombinationPickWin
- 59.2%
- 52.8%
- 52.7%
- 53.1%
- 48.6%
- 59.7%
- 52.1%
- 51.6%
- 60.7%
- 59.5%
- 53.1%
- 48.8%
- 59.5%
- 61.5%
Runes12 combos, by pick rateby win rate
- CombinationPickWin
- 49.2%
- 50.4%
- 49.5%
- 51.5%
- 50.6%
- 51.5%
- 50.2%
- 56.0%
- 49.1%
- 62.3%
- 50.7%
- 45.3%
Summoner spells4 combos, by pick rateby win rate
- CombinationPickWin
- 51.0%
- 44.6%
- 47.9%
- 48.4%
Official Tencent data (China server)Challenger / TopAs of 2026-11-0611/06
Build patterns
Splits into 2 core · 2 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core items2 patterns
Runes2 patterns
Core items (3)9 combos, by pick rateby win rate
- CombinationPickWin
- 51.7%
- 58.8%
- 57.3%
- 57.7%
- 46.4%
- 56.4%
- 52.6%
- 55.4%
- 62.0%
Runes13 combos, by pick rateby win rate
- CombinationPickWin
- 50.8%
- 51.1%
- 54.1%
- 48.0%
- 48.9%
- 53.9%
- 46.8%
- 50.0%
- 43.0%
- 50.0%
- 56.0%
- 44.9%
- 60.6%
Summoner spells5 combos, by pick rateby win rate
- CombinationPickWin
- 50.8%
- 50.5%
- 56.2%
- 48.7%
- 55.2%
Official Tencent data (China server)Challenger / MidAs of 2026-11-0611/06
Build patterns
Splits into 2 core · 4 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core items2 patterns
Runes4 patterns
Core items (3)14 combos, by pick rateby win rate
- CombinationPickWin
- 61.9%
- 53.4%
- 56.0%
- 47.0%
- 51.8%
- 55.3%
- 69.1%
- 56.4%
- 49.1%
- 49.0%
- 55.8%
- 55.3%
- 68.8%
- 64.5%
Runes13 combos, by pick rateby win rate
- CombinationPickWin
- 48.7%
- 50.2%
- 50.5%
- 51.5%
- 50.9%
- 56.5%
- 58.9%
- 60.3%
- 64.9%
- 45.2%
- 55.2%
- 50.9%
- 50.0%
Summoner spells4 combos, by pick rateby win rate
- CombinationPickWin
- 51.6%
- 49.1%
- 46.7%
- 49.3%
Official Tencent data (China server)Legendary / TopAs of 2026-11-0611/06
Build patterns
Splits into 2 core · 2 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core items2 patterns
Runes2 patterns
Core items (3)10 combos, by pick rateby win rate
- CombinationPickWin
- 56.8%
- 57.2%
- 65.7%
- 54.0%
- 59.0%
- 42.9%
- 48.1%
- 47.4%
- 41.2%
- 25.0%
Runes14 combos, by pick rateby win rate
- CombinationPickWin
- 52.5%
- 51.4%
- 47.5%
- 56.4%
- 48.8%
- 54.4%
- 60.9%
- 44.4%
- 56.2%
- 46.9%
- 58.1%
- 67.9%
- 40.7%
- 47.6%
Summoner spells6 combos, by pick rateby win rate
- CombinationPickWin
- 51.0%
- 49.4%
- 59.7%
- 55.1%
- 51.3%
- 68.6%
Official Tencent data (China server)Legendary / MidAs of 2026-11-0611/06
Build patterns
Splits into 1 core · 3 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core itemsNearly all one shape
Runes3 patterns
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)13 combos, by pick rateby win rate
- CombinationPickWin
- 58.0%
- 52.9%
- 49.0%
- 55.6%
- 54.3%
- 51.9%
- 50.0%
- 62.5%
- 65.2%
- 57.9%
- 55.6%
- 53.3%
- 38.5%
Runes16 combos, by pick rateby win rate
- CombinationPickWin
- 53.3%
- 49.2%
- 50.3%
- 48.1%
- 56.5%
- 43.1%
- 46.9%
- 60.9%
- 67.4%
- 56.1%
- 60.0%
- 59.5%
- 56.8%
- 50.0%
- 51.9%
- 36.0%
Summoner spells4 combos, by pick rateby win rate
- CombinationPickWin
- 52.2%
- 63.9%
- 50.0%
- 52.4%
Pick and win rates are Tencent's own figures, shown as published (sample sizes are not published).
Items
Magic
Boots
Runes
Resolve
China vs Overseas Builds
Items, runes and spells whose share on this champion differs by 50 points or more between the China server (each lane's most-picked combinations in Tencent's official Diamond+ stats, plus streamer / pro builds) and overseas guides. Not in-game pick rate or win rate as such.
Patch Changes
Ver. 77.3Changed
Base Stats
- Base Health: 660 → 600
- Health per Level: 120 → 130
- Attack Speed Ratio: 0.69
- Base Attack Speed: 0.69
- Base Bonus Attack Speed: 0.09
- Attack Speed per Level: 0.028
7.0Changed
Base Stats
- Energy Regen: 10 per second → 12 per second
Analysis
Nothing equippedCombat Power at Lv15 is 11,443 (#72 of 142, #8 of 35 Mage). Down from #58 at Lv1: it ranks higher early.
Growth by level
Shape of ability effects
Lv15Growth by level
| Lv | CP | Median | Mage median | Rank |
|---|---|---|---|---|
| 1 | 5,994 | 5,897 | 5,714 | 58 |
| 2 | 6,740 | 6,459 | 6,259 | 46 |
| 3 | 7,258 | 6,934 | 6,752 | 47 |
| 4 | 7,853 | 7,485 | 7,216 | 45 |
| 5 | 8,040 | 7,899 | 7,670 | 58 |
| 6 | 8,378 | 8,244 | 7,957 | 63 |
| 7 | 8,736 | 8,552 | 8,318 | 61 |
| 8 | 9,107 | 8,948 | 8,677 | 64 |
| 9 | 9,487 | 9,378 | 9,078 | 69 |
| 10 | 9,825 | 9,716 | 9,354 | 65 |
| 11 | 10,152 | 10,018 | 9,679 | 67 |
| 12 | 10,622 | 10,461 | 10,133 | 64 |
| 13 | 10,848 | 10,786 | 10,339 | 67 |
| 14 | 11,149 | 11,138 | 10,720 | 71 |
| 15 | 11,443 | 11,462 | 11,070 | 72 |
Shape of ability effects
Lv15Level 15 values with nothing equipped.
- Crowd control (stun at 3 stacks)1,008G
At most once per 8sOne fight per 90sFight length: 10 sChampion median- Magic damage1,332G
Combat only: 50%At most once per 8sSkill ranks from level- Magic damage789G
- Magic damage (every 5th attack)419G
Combat only: 50%At most once per 8sDamage valued like healingSkill ranks from level- Magic damage1,086G
- +50-80% attack speed on exit500G
Combat only: 50%At most once per 8sSkill ranks from level- Magic damage305G
Combat only: 50%Skill ranks from level
Gold values with nothing equipped. Ratios such as AP grow with your build in the Build Lab. Tap a row to see the formula.
Assumptions
At most once per 8s
Effects that re-trigger on attacks are counted at most once every 8 seconds, since a single fight only allows so many procs.
One fight per 90s
A 15-minute match is assumed to have 10 fights. Shields and damage blocks that work once per fight are counted as extra health in every fight.
Fight length: 10 s
Crowd control that stops the enemy (stun, charm, etc.) is treated as time you aren't being hit. A fight is assumed to last 10 s, so it counts as holding seconds ÷ 10 × median max health in extra health each fight. Uses are capped like shields: the fewer of cooldown uses and fights.
Champion median
Values that depend on the champion, such as health, use the median of all champions at level 1 and level 15.
Combat only: 50%
Effects that only work in combat or under a condition are counted as active half the time. The same rule applies to every rune and spell.
Skill ranks from level
A champion's ability values depend on rank, so rank is derived from level. The ultimate ranks up at levels 5 / 9 / 13. Remaining points go to abilities 1 → 2 → 3 in turn (1 / 0 / 0 at level 1, 4 / 4 / 4 at level 15). Which ability to max first is a judgement call, so every champion uses the same order. Abilities with a different number of ranks (such as Jayce's 5) follow the same rule, raising the lowest-ranked ability one point at a time; an ability learned from level 1 starts at rank 1.
Damage valued like healing
Damage to an enemy is valued like healing yourself the same amount, priced with the health regen rate.
| Lv 15 | Kennen | Min | Median | Max |
|---|---|---|---|---|
| HP | 2,420 | 1,832 | 2,422 | 2,732 |
| Armor | 116 | 34 | 104 | 127 |
| Magic Resist | 53 | 45 | 60 | 80 |
| Attack | 112 | 50 | 109.5 | 147 |
| Attack Speed | 1.023 | 0.735 | 0.951 | 1.252 |
| Move Speed | 355 | 335 | 350 | 360 |
| HP regen | 17 | 14 | 19 | 29 |
| MP | — | 802 | 1,080 | 1,390 |
| MP regen | — | 16 | 25 | 36 |
Rank and min to max are among all 142 champions. Mana stats are among the 119 champions that use mana.




