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Senna Build Guide by DatKawaiiBunny

Support [10.16] ♥ Hearts Beat Together! | DatKawaiiBunny's Senna S

By DatKawaiiBunny | Updated on August 10, 2020
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Runes: Grasp of the Undying

1 2 3 4 5
Resolve
Grasp of the Undying
Font of Life
Bone Plating
Revitalize

Precision
Coup de Grace
Presence of Mind
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

1 2 3
LoL Summoner Spell: Barrier

Barrier

LoL Summoner Spell: Flash

Flash

LeagueSpy Logo
Support Role
Ranked # in
Support Role
Win 52%
Get More Stats

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
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None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies

Champion Build Guide

[10.16] ♥ Hearts Beat Together! | DatKawaiiBunny's Senna S

By DatKawaiiBunny



Welcome to my Senna support guide! I hope this guide helps you as you go along your journey of learning The Redeemer. In this guide, I will be going over 3 types of runes for Senna, pros & cons, abilities, items, spells, as well as gameplay tips and a warding guide.


Even though Senna has been buffed and nerfed constantly, she is still a viable choice for the support role! Her global ultimate Dawning Shadow is a great way to shield allies and damage enemies. It's also good for picking off an enemy with low health. Her heal is quite valuable, even though it has a high cooldown if you don't auto-attack.

Hello, I'm DatKawaiiBunny! I'm a Silver IV ADC/Support main. I've been playing League of Legends since April of season 7 as an ADC main My highest mastery champions are Lux, Sona, and Xayah, but I plan to make Soraka my 3rd highest.

I started playing Senna when she was first released on the live servers. I got her up to mastery 5, before she got nerfed for the first time. I still play her quite often. I update my guide each time I play her with items, runes, etc. I really appreciate you guys taking the time to read my Senna guide. Thanks a lot, and happy supporting!♥

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Pros

♥ Global AOE Ultimate


♥ A Good Root


♥ Camouflage


♥ Reduced Cooldown on Piercing Darkness


Senna so far is a pretty good support champion. Her ultimate Dawning Shadow is a global AOE that shields allies, while damaging enemies that are in the center. Her heals with Piercing Darkness are good, but that's towards mid-game. Also with Piercing Darkness, her cooldowns are reduced by 1 second when she uses auto attacks and it's not like Prismatic Barrier where it's a skill shot. It, I guess auto-locks onto a target like Lightslinger. She can also camouflage allies with Curse of the Black Mist.
Cons

♥ Long Cooldown on Dawning Shadow


♥ Weak Heal Early


♥ High Cooldowns Early


♥ Slow Auto-Attacks


♥ Squishy


Senna has some high cooldowns, especially on her ultimate Dawning Shadow. Her heal is quite powerful mid-late game, but it heals for about 40 at level 1. Champions like Nami have a better heal early, but it cost more. Because of her passive Absolution her auto-attacks are slow, so you can deal extra damage. Senna is also pretty squishy hence why I think taking Bone Plating is good.

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Grasp of the Undying
This is the main rune you want to take. Senna is a squishy champion and her Q Piercing Darkness has a high cooldown, along with high mana costs. These Resolve runes help give her some sustain and healing. [[Every 4 seconds, you deal bonus damage, based on 4% of your maximum health, you heal for 2% of your maximum health, and your health is increased by 5.

Ranged Champions: Damage and healing are reduced by 40% and gain 3 permanent health instead.

Font of Life
When you impair an enemy's movement speed, a mark is put on them for 4 seconds. Any ally that attacks an enemy with a mark heal for 5 (+ 1% of your max health) over 2 seconds. You can also take Second Wind for the health regeneration after you take damage. For 10 seconds, 6 (+4% of the missing health of your health is restored. If you're attacked during those 10 seconds, it refreshes the rune.

Revitalize
Revitalize increases outgoing and incoming shields by 5%. If a target is below 40% health, the heals and shields will be increased by an additional 10%. This will increase the healing from Piercing Darkness. This also comes in handy if you decide to go a hybrid build.

Bone Plating
After taking damage from an enemy, their next three auto-attacks or abilities will deal 30-60 less damage. I've noticed that Senna is a little squishy, so having this rune when you might get out poked is good. You can also take Second Wind. For 10 seconds, you heal for 4% of your health.


Coup De Grace
When an enemy is below 40% health, you deal 8% more damage to them. This can combo nicely with her Dawning Shadow. You can also build Overheal for the 20 - 100% (at levels 1 - 18) shield when you get healed. It lasts for 6 seconds, and it slowly decays 2.5% of the max shield value each second.

Presence of Mind
Senna can use up a lot of her mana because of her Piercing Darkness and Last Embrace. When you kill an enemy or get an assist, you gain 20% of your maximum mana and it increases your mana by 100 (up to 500).

Glacial Augment
Glacial Augment is one of the main options for Senna. When you auto-attack an enemy, they're slowed by 30% - 40% (at level 1 - 18) for 2 seconds. I also suggest trying Prototype: Omnistone. It's a fun rune and it works well with Senna, but Glacial Augment is better.

Magical Footwear
At 12 minutes, you gain a pair of Slightly Magical Boots. When you build the final pair of boots, you gain +10 Movement Speed. This rune helps you spend a lot of money on boots. You could also get Perfect Timing for the stopwatch.

Biscuit Delivery
Biscuit Delivery is handy to take on Senna. It restores 10% of your missing mana and health for 15 seconds. It also increases your mana cap by 50. You get 3 biscuits in total. 1 every 2 minutes.

Cosmic Insight
Cosmic Insight gives you a lot of Cooldown reduction. +5% CDR, +5% max CDR, +5% summoner spell CDR, and +5% item CDR. This rune is great for mid to late game. Senna has a lot of early game cooldowns, so this is the best rune to take on her.


legend: Bloodline
When you get a stack, you gain 0.6% life steal. You get a max of 20 stacks. You obtain stacks from points. You need 20 points for 1 stack. 20 points for champion takedowns, 20 points for epic monster takedowns, 5 points for monster takedowns, and 1 for minion kills. This is the best rune to take on Senna. You can also take Legend: Alacrity for the extra attack speed once you get a takedown or Coup de Grace for the extra damage to enemies that are below 40% health.

Presence of Mind
Senna can use up mana because of her Q and W. When you kill an enemy or get an assist, you gain 20% of your maximum mana and it increases your mana by 100 (up to 500).

Summon Aery
Summon Aery both shields and damages. When you use a heal or shield on an ally, it grants a 35 - 80 (based on level) (+ 25% AP) or (+ 40% bonus AD) shield. Your attacks also send Summon Aery to the targeted ally or enemy. This is a good rune for Senna because it gives her extra poke damage. You could also take Arcane Comet. When you hit an enemy with an ability, it hurls a comet towards them dealing 30 - 100 (based on level) (+ 20% AP) (+ 35% bonus AD).

Manaflow Band
Manaflow Band gives you 25 mana every time you hit an enemy champion with an ability. It also gives you up to 250 mana. Senna uses up a lot of mana because of her Q and W, so this is the best rune to take.

Transcendence
Transcendence grants you 10% CDR, which means more heals, and a shorter cooldown for your ult. Another great thing about this rune is once you get full CDR through items it will take the extra CDR and turn it into AP or AD. Senna has a long cooldown with her ultimate and her W. If you want more CDR, take Cosmic Insight if you go inspiration second, or Ultimate Hunter if you go domination.

Gathering Storm
Every 10 minutes, you gain 8 AP or 5 AD. It is adaptable for every champion. You can also take Scorch for extra poke. When you hit an enemy with an ability, it burns them with extra damage. It deals 10-30 bonus magic damage, based on level. You can also take Scorch for the extra poke damage. It deals 15 - 35 bonus magic damage based on level, but I highly recommend taking this rune.


Coup De Grace
When an enemy is below 40% health, you deal 8% more damage to them. This can combo nicely with her Dawning Shadow. You can also build Overheal for the 20 - 100% (at levels 1 - 18) shield when you get healed. It lasts for 6 seconds, and it slowly decays 2.5% of the max shield value each second.

Presence of Mind
Senna can use up mana because of her Q and W. When you kill an enemy or get an assist, you gain 20% of your maximum mana and it increases your mana by 100 (up to 500).

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Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18



♥ Passive: Absolution


When an enemy dies near Senna, a soul is left over. She can attack the soul, which will then increase the power of her relic cannon with increased attack damage, attack range, and critical strike chance. Auto attacks and abilities apply mist on an enemy unit for 4 seconds. The next auto attack or ability deals 1 − 16% of the target's current health in bonus physical damage (at level 1 - 11). For every 20 stacks, Senna also gains 25 bonus range and 15% critical strike chance. Once you get 100% critical strike chance, Senna converts 35% of the excess into life steal.



♥ Piercing Darkness

Cost: 70 / 80 / 90 / 100 / 110

Senna fires a beam of light through a target. It heals allies within the beam for 40 / 60 / 80 / 100 / 120 (+AP) (+4 AD) and damages enemies that are hit for 40 / 70 / 100 / 130 / 160 (+25%)(+4 AD). Auto attacks reduces the cooldown of Piercing Darkness.



♥ Last Embrace

Cost: 50 / 55 / 60 / 65 / 70

Senna throws out a projectile, hitting the first target hit for 70 / 115 / 160 / 205 / 250 (+0.7% AD). After a second, it roots the target and other nearby enemies for 1.25 seconds. The duration increases by.25 seconds when leveled.



♥ Curse of the Black Mist

Cost: 70

Senna turns into a cloud of mist for 6 seconds and becomes a wraith. Allies that enter the mist are camouflaged. When they leave the mist, they become wraiths, which gain 20% movement speeds. Wraiths are unselectable and their identities are hidden unless an enemy champion is nearby. The duration is increased by .5 seconds when leveled.



♥ Dawning Shadow

Cost: 100

Senna fires a global beam. Enemies hit in the center are hit with 250 / 375 / 500 (+1.0 per bonus attack damage) (+50% of ability power). Ally champions on either side of the beam gain a shield, which allows them to absorb 120 / 160 / 200 (+40% of ability power). The shield's power scales based on the amount of mist Senna has collected.

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  • Spectral Sickle is said to be "The physical-flavored aggressive line." It's like the AD equivalent of Spellthief's Edge. You start with 5 AD, 10 health, 25% mana regeneration, and 2 gold per 10. After earning 500 gold, you get Harrowing Crescent. This item provides 10 AD, 70 health, 50% mana regeneration, and 3 gold per 10. You need to earn 1,000 gold so you can upgrade into Black Mist Scythe. Black Mist Scythe gives you 25 AD, 3 gold generation, 100 health, and 100% mana regeneration. You also get 4 wards that will be refilled when you go to the base.
  • Redemption grants a 10% bonus on healing and shielding. Redemption gives 10% cooldown reduction, 200 health, 50% base health regeneration, and 150% base mana regeneration. It has a unique activation. "Target an area within 5500 range. After 2.5 seconds, call down a beam of light to heal allies for 30 - 370 (based on target's level) and deal 10% of maximum health true damage to enemy champions and 250 true damage to minions (120-second cooldown). Can be used while dead." This is a good late-game item for Senna. I sometimes build this as a situational third item.
  • Locket of the Iron Solari is an optional/situational magic resistance item that also gives you extra armor. You get 30 armor and 60 magic resistance. When you activate the item, you and your nearby allies get a 130 - 300 (+20% of the caster's bonus health) shield. Also, if Locket of the Iron Solari is cast on the same target within 20 seconds, the cooldown will be reduced by 75%. Another item for fed AP champions, or if there's a lot of crowd control.
  • Athene's Unholy Grail gives 30 ap, 10% cooldown reduction, 30 magic resistance, and 100% base mana regeneration. When you damage an enemy champion, you gain Blood Charges, and you can get 100-250 max. When you heal an ally, it consumes the charges. There's another passive for Athene's Unholy Grail "Dissonance: Grants 5 ability power for every +25% base mana regen. Disables Harmony on your other items." I run Athene's Unholy Grail against fed AP champions. It's not a bad item to build second instead of Ardent Censer. It adds a lot to her heal on Piercing Darkness and a lot on her shield Dawning Shadow.
  • Umbral Glaive gives 50 AD, 10% CRD, and +12 lethality. When you're spotted by an enemy ward, it reveals the ward and traps. You can instantly kill all wards and traps when the passive is up. I've been building this item first instead of Youmuu's Ghostblade. I think this is the new core item for Senna. Her auto attacks with her relic cannon will do more damage, along with her Piercing Darkness. It's far by one of the best first items, and it goes great against champions with armor. You can still build [[YOUMUU'S GHOSTBLADE] for the speed passive, and it gives you 18+ lethality, 10% CDR, and 55 AD.
  • Guardian Angel gives you 40 AD and 40 armor. When you take lethal damage, you restore 50% of your base health and 30% mana for 4 seconds. When you die, you resurrect. If you're very aggressive, then Guardian Angel is the item you want to go. It's a good situational third or fourth item.
  • Frozen Mallet is the main item you want to take if you go Grasp of the Undying. It gives you a bunch of sustain because it gives you 700 health, along with 30 AD. Auto attacks also slow down the enemy's movement speed by 20% (for ranged attacks)for 1.5 seconds.


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Flash teleports your champion wherever your cursor is. Plus, it's a key summoner spell for every champion, except Yuumi. Senna has an escape with her Curse of the Black Mist, but it has a long cooldown. Flash provides her with another escape.


Ignite deals damage 70 - 410 true damage on a targeted enemy champion for 5 seconds, and applies grievous wounds, which reduces all healing received and regeneration rates by 40%. Ignite helps in teamfights, and with champions that heal like Dr. Mundo and Vladimir. This is the best spell to take on Senna. It gives her a lot of kill potential in the early laning phase. You can also use it in teamfights.


Exhaust slows down a targeted enemy champion for 30% of their movement speed, and reduces their damage by 40% for 2.5 seconds. This spell makes it easier for you to root enemies with Last Embrace.


More supports have been taking Barrier. Barrier shields your character for 95 + (20 per level) for 2 seconds. It helps since Senna is a little squishy, and it goes well with Resolve runes!


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Support is one of the most important roles. There's more to it than just playing the champion. You have to understand your job in the laning phase, teamfights, as well as warding (which I have little map examples of the places I usually ward), and wave control.

Senna's early game is about poking and harassing the enemy, while your ADC gets minions. Your main source of poke is Piercing Darkness and auto-attacks. Use your passive as much as you can to deal the most damage possible. You also want to pick up as many souls as possible to increase your stats. Cannon minions, epic monsters, and buffs. Lethality is what you should build on Senna, along with some utility. She doesn't scale from attack speed items, but Runaan's Hurricane works. That's because of the passive.

Early Game


♥ Level 1:

You just want to get level two. Preferably before the enemies level up.

♥ Level 2:

If you hit level 2 before the enemy, you should communicate with your ADC and try to get an early kill, or Flash by engaging with Last Embrace. This is the main ability that will help you set up a kill. You combo this with an auto-attack and Piercing Darkness. You should also watch out for a gank by their jungler. On occasion, you might get level 2 ganked, especially by a Twitch.

♥ Level 3 - 5:

Level 6 is when you gain your ultimate. Before then, you are going to poke, ward, and heal your ADC. You also need to prioritize getting souls, so you need to find the balance between poking and healing. Ward dragon, possibly with a Control Ward, and help your ADC get minions and gold. If you go Relic Shield, then grab cannon for your ADC, along with other minions.

♥ Level 6:

Senna has one of the best global ultimate that can damage enemies and shield allies. Dawning Shadow can be used in many situations. If there is a teamfight top or mid, you can use your ultimate to pick up a kill, shield allies, or damage enemies. However, Dawning Shadow has a high cooldown, so it's best to use it wisely. You will most likely use it in a fight bot lane.

Mid/Late Game


♥ Roaming:

Personally, I like to roam after I get to level 6, but you can roam sooner. This is where you really have to communicate with your teammates. Roaming is also a great opportunity to deep ward, ward the river, or ward objectives, like a dragon. Some good times to roam are when:
  • You and your ADC recalled and the wave is pushed bot lane
  • Mid has priority, so you can help get the tower
  • Your jungler is ganking mid. You can most likely 3 v 1 or 3 v 2.

♥ Teamfight Tips:

Teamfights are very important, and they can turn the game around. Senna has a good root, heal, and has two ways to provide her team with good protection. You want to use your ultimate Dawning Shadow on both the enemies and your allies, so you get the most use out of it. Make sure to peel for your ADC and try to land a root that can crowd control multiple people.

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Warding is very important throughout the game. Providing your team with vision can really turn a game around, especially if you ward objectives, such as dragon , rift herald , and baron .

Early Game

In the early game, you should prioritize warding as much as possible. You probably won't have your upgraded support item by then, but that's okay. If you're ahead, you should try to ward either the enemy's blue buff or red buff to get some vision on the jungler, just in case they gank. If you can't do that, ward the tribush with a Warding Totem or a Control Ward. If you're behind, then ward the river, one of the bushes in the bot lane, and dragon . If you're behind because of the enemy jungler, then make sure to ward the tribush, if they're coming from that direction. If not, focus on the river.

Mid/Late Game

By this time, you should be out of the bot lane. Your upgraded support item gives you an opportunity to deep ward. You want to focus on warding the enemy's jungle. Specifically, near objectives and blast cones. You should always keep dragon warded, preferably with a Control Ward. Buy an Oracle's Lens as soon as your item is upgraded and try to deny them vision by looking for wards they've placed in your jungle, as well as theirs.

  • Blue Dots are of course the Blue Team.
  • Red Dots are of course the Red Team.
  • Pink Dots are Control Wards.
  • Small Green Dots are Blast Cones





♥ I would like to thank everyone for reading and voting for my Senna guide! I hope my guide helped you along your journey. I try to make them simple so it can help a wide range of people. Guides are always updated at the start of the new patch and throughout the month. I love answering questions and helping people, so feel free to ask as many questions as you want! Also, feel free to point out typos. I find some from time to time. I repeat runes at times, so.


♥ I would like to thank my mom and my boyfriend Yatsume for supporting me as well. He finally finished his Yasuo guide, so check it out! It's his first-ever guide!

♥ As always, stay tuned for updates and happy supporting! ♥

Twitch | Twitter |Instagram| Yatsume's Yasuo Guide


League of Legends Build Guide Author DatKawaiiBunny
DatKawaiiBunny Senna Guide
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[10.16] ♥ Hearts Beat Together! | DatKawaiiBunny's Senna S
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