
Guardian's Orb
950 goldAdds ability power, health and mana regeneration for repeated spell use in Swiftplay; manaless champions receive health regeneration instead.
Top · SwiftplayMatchup guidePatch 16.20.1
Build, runes, abilities and practical pre-game checks in one queue-aware reference.
Role fit
Kennen has an established solo-lane plan with the income and space needed to trade, manage waves and influence a side lane.
These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.
Swiftplay · Top
Follow the completed-item order as a pre-game reference. Components and owned items do not create extra inventory slots.

Adds ability power, health and mana regeneration for repeated spell use in Swiftplay; manaless champions receive health regeneration instead.

Adds health, movement and an active gap closer for an engage.

Adds early magic penetration against low-resistance targets.

Improves the first damage rotation against fragile targets.

Adds stasis for a committed Slicing Maelstrom engage.

Adds late ability power after the engage core is complete.

Completes the six-item inventory with movement speed and ability haste for repeated late-game spell rotations.
Buy this only after selling the Guardian starter when all six permanent slots are needed.
Complete build choices
Recommendation review pending
Best when: Morellonomicon applies anti-heal. Buy it earlier only when healing is already deciding fights.
Buy this only after selling the Guardian starter when all six permanent slots are needed.
Best when: Banshee's spell shield can protect the first important cast against you.
Buy this only after selling the Guardian starter when all six permanent slots are needed.
Best when: Void Staff becomes valuable when the target has bought meaningful magic resistance.
Buy this only after selling the Guardian starter when all six permanent slots are needed.
Runes and summoner spells
Use range to manage the wave and take measured trades without surrendering the escape route. Teleport supports the long solo lane.
Teleport preserves recalls and side-lane access. Ignite is a deliberate pressure trade-off, not a universal upgrade.
Keep the defensive secondary runes when repeated poke or one committed trade can decide the lane.
Matchup notes
Range and team-fight control offer an alternative to matching an extended melee trade.
Mid gameWave control and the first spell-damage core usually create the clearest pressure window.
Treat Vex as one part of the map state. Their Jungler, nearby waves and which teammates can move determine whether the same trade or rotation is safe.
Static alternatives
These choices are not selected from live scores. Use one only after you identify the stated match problem yourself.

Oblivion Orb supplies healing reduction without committing to a completed Morellonomicon. Skip both when healing is not the problem or an ally already covers your target reliably. Healing reduction does not reduce shields.
Conditional component, not a core item. Complete Morellonomicon only when its stats and slot efficiency justify delaying another purchase.
Banshee's spell shield can protect the first important cast against you.

Void Staff becomes valuable when the target has bought meaningful magic resistance.
Ability reference
Ability reference Data Dragon 16.20.1
Cooldown (s) / Cost / Listed range (units) Data Dragon 16.20.1
Kennen stuns enemies he hits 3 times with his abilities.
Kennen throws a fast moving shuriken towards a location, causing damage and adding a Mark of the Storm to any opponent that it hits.
Cooldown (s) 7/6.25/5.5/4.75/4 · Cost 60/55/50/45/40 · Listed range (units) 950Kennen passively deals extra damage and adds a Mark of the Storm to his target every few attacks, and he can activate this ability to damage and add another Mark of the Storm to targets who are already marked.
Cooldown (s) 13/11.25/9.5/7.75/6 · Cost 40 · Listed range (units) 725Kennen morphs into a lightning form, enabling him to pass through units and apply a Mark of the Storm. Kennen gains Move Speed when entering this form, and attack speed when leaving it.
Cooldown (s) 10/9/8/7/6 · Cost 80 · Listed range (units) 170Kennen summons a storm that strikes at nearby enemy champions for magical damage.
Cooldown (s) 120 · Listed range (units) 550Every few consecutive basic attack, Master Yi strikes twice.
Master Yi teleports across the battlefield with blinding speed, dealing physical damage to multiple units in his path, while simultaneously becoming untargetable. Alpha Strike can critically strike and deals bonus physical damage to monsters. Basic attacks reduce Alpha Strike's cooldown.
Cooldown (s) 20/19.5/19/18.5/18 · Cost 50/55/60/65/70 · Listed range (units) 600Master Yi rejuvenates his body by focus of mind, restoring Health and taking reduced damage for a short time. In addition, Master Yi will gain stacks of Double Strike and pause the remaining duration on Wuju Style and Highlander for each second he channels.
Cooldown (s) 10 · Cost 40 · Listed range (units) 20Grants bonus true damage on basic attacks.
Cooldown (s) 14 · Listed range (units) 20Master Yi moves with unparalleled agility, temporarily increasing his Move Speed and Attack Speed as well as making him immune to all slowing effects. While active, Champion kills or assists extend Highlander's duration. Passively reduces cooldown for his other abilities on a kill or assist.
Cooldown (s) 85 · Cost 100Adapt the plan
Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.
Hold a favourable wave, pressure the enemy away from farm and keep enough vision to survive the second opponent.
Push before moving to an objective; arrive through a known route rather than giving up the wave and your shutdown.
Use the lead to occupy space for the team. Do not chase through the entire enemy formation for one target.
Keep health and minions balanced so one poor trade does not decide the lane.
Move after the wave is handled and communicate if the opposing Top laner leaves first.
Choose between front-line duty, side pressure and carry access according to the champion kit.
Farm near safety, avoid repeating the losing trade and ask for help only when the wave creates a realistic window.
Do not follow a stronger opponent through unseen river. Signal the move and recover guaranteed resources.
Contribute control or pressure to the nearest safe target instead of trying to repair the score alone.
Pings, movement and objectives
Manage the long lane before leaving it. A useful move begins with a handled wave, a visible route and a teammate who knows you are coming.
Pings create a shared plan; they do not replace checking waves, vision and who can move.
Push, catch or communicate the wave before leaving so the opponent does not gain a free move and free income.
Use On My Way for the route you are actually taking and Danger where an unseen opponent may arrive.
Move through controlled vision with the Jungler or another ally instead of face-checking the objective alone.
Decide whether you are engaging, front-lining, flanking or protecting a carry before the fight begins.
Later objectives: Repeat the same process around later major objectives: handle nearby income, communicate the route, enter through vision and agree on the fight before committing.
Keep preparing
The matchup page is a pre-game reference. It does not predict the result or alter its recommendation from changing live match data.