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Senna Build Guide by SlippStream

Support [10.23] SlippStreamm's PRESEASON Senna Support

By SlippStream | Updated on November 20, 2020
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Runes: Supportive / Easy skillshots

1 2 3 4 5
Glacial Augment
Magical Footwear
Biscuit Delivery
Approach Velocity

Zombie Ward
Ultimate Hunter

++8 ability haste
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor


1 2 3 4
Further back
LoL Summoner Spell: Flash


LoL Summoner Spell: Heal


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Support Role
Ranked # in
Support Role
Win 49%
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Champion Build Guide

[10.23] SlippStreamm's PRESEASON Senna Support

By SlippStream
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I am a support main and I've been playing since about halfway through season 9. I normally play more off-meta supports but Senna's playstyle really appealed to me. I hope you enjoy the guide.

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  • Unique support playstyle
  • Has solo carry potential
  • Has good damage and healing
  • Global ult to turn teamfights across the map
  • Infinite scaling
  • Strong early game and late game
  • Fun to play
  • Versatile runes and build path


  • Squishy, weak to dives
  • Low crit damage
  • Relies on allies' waveclear to get souls
  • Needs to play aggressive
  • Low mobility
  • Easy-to-Miss ultimate
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Senna has a three-part passive, all of which are integral to how she plays.
  • WEAKENED SOUL - Senna's basic attacks and on-hit abilities on enemy champions apply Mist for 4 seconds. Senna's next basic attack on-hit collects the Mist and deals 1% − 16% (based on level) of target's current health bonus physical damage. The same target cannot be collected more than once every few seconds.

    Enemy units that die near Senna have a chance to spawn a Mist Wraith for 8 seconds, increased to 2 Mist Wraiths for epic monsters. Senna can basic attack a Mist Wraith to destroy it, gaining 3 gold and collecting its Mist.
    • Enemy champions and large monsters are guaranteed.
    • Large minions that Senna does not kill are guaranteed.
    • Lesser minions and lesser monsters that Senna does not kill have a 22% chance, otherwise a 4.166%.
  • ABSOLUTION - Each stack of Mist grants Senna 0.75 bonus attack damage. For every 20 stacks, Senna also gains 25 bonus range and 10% critical strike chance. Upon exceeding 100% critical strike chance, Senna converts 35% of the excess into lifesteal.

  • RELIC CANNON - Senna's basic attacks deal 20% AD bonus physical damage on-hit and grant 10 / 15 / 20% of the target's movement speed as bonus movement speed for 0.5 seconds on-hit. Senna does 14% less (150% AD) critical damage.
This is Senna's engine for her gameplay. Part of her strength is her infinite scaling in her Mist (Souls). Senna will passively get souls in lane while her ADC farms, or off of a heavy leash. Where the bulk of your souls will come from, though, is from double-tapping enemy champions. We'll talk about the best ways to farm souls, but it's important to familiarize yourself with the timing on enemy champion between souls. Senna needs mist in lane or she will begin to fall off, since she is the only champion in the game that does not gain Attack Damage per level, similar to Thresh's inability to gain armor per level.

Note: winding up an auto attack on an enemy champion with mist will extend the timer if the mist is about to decay, so you'll never miss collecting it if you auto attack to pick it up.

Senna has the longest auto attack animation in the game at 0.5 seconds at level 1. This is partially why Senna doesn't really build attack speed, because her base AS is so abysmal. However, on top of her Attack Speed scaling per level, her auto attack windup is reduced by 0-30% based on level, non-linearly. This means Senna gets a subtly larger amount of Attack Speed per level compared to other champions. This is especially important when you consider that Senna's auto attacks deal 120% damage, even on non-crits, thanks to her Relic Cannon passive.

Also worth noting is the fact that Piercing Darkness applies on-hit effects, such as Glacial Augment, Grasp of the Undying, and Muramana. consider using the longer range (13 Teemos) to proc important effects from a safe distance.


After a brief delay, Senna fires a spectral laser in the direction of target unit, healing herself and allied champions for 40 / 60 / 80 / 100 / 120 (+40% bonus AD) (+25% AP) in a line, and dealing 40 / 70 / 100 / 130 / 160 (+40% bonus AD) physical damage to enemy minions and champions in a thinner line.

Upon being struck, enemy turrets, wards, Mist Wraiths, and any other attack-interactive units are considered basic attacked once, while champions and turrets take on-hit effects.

Basic attacks reduce Piercing Darkness' cooldown by 1 second on hit.
As a Senna, this ability is your bread and butter. Whether you're building normal AD, full support, hypercarry, or tank, you will max this ability first. It is a versatile heal and damage attack with insane range. Notably, both your heal and damage scale with AD, giving you strong healing even if you focus on AD only, and the AP ratio on the heal makes Moonstone Renewer a more palatable buy, even without the passive.

This is also a key part of farming souls, as it picks up all souls hit and works well as a combo after an AA or Last Embrace.


Senna throws a globule of Black Mist in the target direction, dealing
70 / 115 / 160 / 205 / 250 (+70% bonus AD) physical damage and sticking to the first enemy hit.

After a 1 second delay or if when the target dies, the Black Mist spreads out of the target, rooting them and nearby enemy champions for 1.25 / 1.5 / 1.75 / 2 / 2.25 seconds.
Last Embrace will usually be the second ability you max. It's an extremely powerful trading tool during the laning phase as the range is deceptively long, and it scales very well with AD. Most of the time, you'll follow up on the root with an AA or a Piercing Darkness to steal a soul.

Remember, you get the root after 1 second or if the target dies (this includes minions). Use this to 1-shot low-health lane minions for an instant AOE root and a great engage or easy getaway.


After a 1 second delay, Senna surrounds herself with an aura of mist and gains camouflage for a duration. Senna's basic attacks and abilities briefly remove the effects of camouflage.

Allied champions who enter the mist gain Wraith Form equal to the remaining duration.

WRAITH FORM: Gain camouflage. Enemies will gain obscured vision of the wraiths moving outside of the mist. Performing a basic attack or casting an ability removes Wraith Form, which cannot be regained for 2 seconds.

Senna and allies camouflaged by Curse of the Black Mist also gain 20% bonus movement speed.
Curse of the Black Mist is perhaps Senna's most complicated ability. Firstly, there are two different types of stealth in the ability, camouflage, and Wraith Form. Senna and allies in her radius are fully camouflaged and can't be seen. If Senna's allies leave the radius, they become visible as wraiths. Importantly, they are still unselectable/untargetable and their identities are masked. If you keep your allies in the mist's radius, your opponents won't know how many people you have. Use this the bring surprise multi-person ganks into other lanes. You and your allies can be seen with true sight. Beware of control wards
You'll primarily be using Curse of the Black Mist as a disengage tool because of the movement speed and untargetability. In lane, use it to protect your carry and make them untargetable, but keep in mind that they will become vulnerable if they attack or use abilities. However, that doesn't mean you should avoid using it mid-fight. Your allies still gain the movement speed, even if they break stealth, so long as they stay in the aura around you. This can mean a lot if you have an ADC like Draven, so stick near them to give them an easy out or an aggressive in.

Later in the game, use Curse of the Black Mist to obscure your team in fights. Once an ally enters the radius, they become a wraith for the full duration, even if they leave. Use it to keep the number identities of teammates with you obscured when scouting objectives or entering a fight.

Dawning Shadow also collects any Mist Wraiths in its path.


Senna fires two beams of spectral light in the target direction, the center beam deals 250 / 375 / 500 (+100% bonus AD) (+50% AP) physical damage to enemy champions hit and afflicts them with Mist.

The broad beam shields Senna and allied champions hit for 120 / 160 / 200 (+40% AP) (+1.5 per mist) for 3 seconds.[
Dawning Shadow is easily one of the strongest ultimates in the game. Being able to turn teamfights from across the map is incredibly powerful. Of course, this means you'll have to be keeping your eyes on the map and your allies' healthbars post-6, much like Soraka. Even if you don't land the damage beam, the shield could mean the difference for an ally in trouble.

Dawning Shadow's cooldown is excruciatingly long (160 seconds at rank 1), so try not to 'waste' it, but don't use that as an excuse to be too conservative. If you see an enemy recalling with near-0 health, ult them.

Of course, the best application of Dawning Shadow is in teamfights. If you're in the backline (where you should be), it's easy to hit every teammate and most enemies with your ult. Your ult also consumes or applies mist from enemy champions.
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Flash is the most self-explanatory summoner spell, you'll always take it. It supplements Senna's immobility by giving her better engage and escape tools. It's cooldown is 5 minutes without Ionian Boots of Lucidity, and 4 minutes 30 seconds with them.
I prefer Heal over Ignite if you can get your ADC to take Ignite or Exhaust. Heal doesn't require you to move closer than your auto range to be effective, and it's the most useful for yourself and your carry. Heal's cooldown is 4 minutes without Ionian Boots of Lucidity, and 3 minutes 36 seconds with them.
By far the most popular option, Ignite is the standard for supports. However, I'm not a huge fan of it on Senna because of its 600 range; Senna starts with 600 range, and it doesn't take long for her to get to 625 and above, in which case Ignite requires you to step closer than your auto attack range, something that you want to avoid when positioning. But, into heal-heavy botlanes, it's a good companion to Executioner's Calling. Ignite's cooldown is 3 minutes without Ionian Boots of Lucidity, and 2 minutes 42 seconds with them.
Barrier is the safest summoner spell to take on Senna. Being an immobile marksman makes her susceptible to dives and CC, and Barrier helps protect against that. However, you do lose the pressure that a combat summoner spell like Ignite, Exhaust, or Heal provides. I normally only take this into a poke heavy botlane like Caitlyn / Lux. [Barrier]]'s cooldown is 3 minutes without Ionian Boots of Lucidity, and 2 minutes 42 seconds with them.
If I want to take a combat summoner spell and my ADC refuses to take something besides heal, I opt for Exhaust instead of Ignite. Exhaust's 650 range negates the early-game problem with Ignite, giving you more room to position at the edge of your attack range, and giving you an upper hand in a skirmish if you Exhaust their ADC. Exhaust's cooldown is 3 minutes 30 seconds without Ionian Boots of Lucidity, and 3 minutes 9 seconds with them.
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Senna has an incredibly versatile set of runes she can take depending on her situation. In this guide, I have listed my favorite 5, one keystone from each tree. Grasp of the Undying provides lane sustain and scaling tankiness. Glacial Augment provides easy lane pressure and makes your skillshots easier to land. Dark Harvest allows you to dominate mid-late game at the cost of some early game performance. Summon Aery lets you play passively and help your team carry. Fleet Footwork gives you the tools to play through poke and keeps you healthy.

Jump to secondary runes.


Only recently have these runes been seeing much play on Senna, but they've skyrocketed in popularity. They can help sustain you vs a poke-heavy bot lane and can give you some much-needed presence in lanes where you aren't getting much. These can work in any game but I like to take them if I know my ADC will need some help, but where I also want more freedom late game.

Font of Life is an important part of your sustain kit with these runes. It allows you and your carry to heal when you land a Last Embrace, giving even more healing than you already have and working well with Revitalize. You can consider Demolish if you're confident in yourself in your laner, but it is less safe than Font of Life.
Second Wind keeps you healthy through occasional poke, allowing you to go for riskier trades and coming out healthier. However, if you're facing extreme poke, I recommend switching this to Bone Plating to keep you healthy in burst trades.
I love Revitalize as the final rune here. Not only does it synergize with your Piercing Darkness and Dawning Shadow, but also with the other runes you take. In rare occasions, I can see Overgrowth, but I think the bonus heals and shields are better then the extra health.


These are some of Senna's most versatile runes. Glacial Augment allows you and your ADC to heavily poke repeatedly in lane and make it easier for you to land your Piercing Darkness, Last Embrace, or even another AA. I recommend these runes if you want to both help your carry and be able to hold your own. You'll miss some damage late game, but your utility in the laning phase is unmatched.

Magical Footwear is the best option in it's row for Senna. The free Nikes are nice and easy to get early if you play aggressively. Perfect Timing is something you can consider if you need to rush boots very early, but it's much less valuable because you don't build it into anything other than Guardian Angel, an item you'll likely be building last.
Biscuit Delivery is my favorite rune for the row. The early heath and mana regen can help you sustain and poke until you can back for your first item. The extra permanent mana isn't much but can help if you build a Manamune. Future's Market also isn't terrible, but the extra gold doesn't normally make a difference because your items typically aren't too expensive.
Approach Velocity takes the last spot because of its synergy with Glacial Augment and Last Embrace. The ability to easily punish CC'd enemies, and get away with Senna's movement speed steal is an important part of laning with Glacial Augment. Cosmic Insight is also a decent option if you want to make a more support-focused build, but I prefer the raw gap closing potential of Approach Velocity.


These runes are specifically for a botlane matchup you think you can easy bully. Senna can easily get Dark Harvest stacks with help from her ADC, as her AA -> Piercing Darkness combo can quickly double-tap someone below 50%. The damage potential is insane and turns Senna into a scaling beast and a force to be reckoned with late game. If you don't get ahead early, though, things aren't going to get better for you and you'll miss the utility of something like Glacial Augment. I recommend these runes if you think you can aggressively poke your opponents without putting yourself in too much danger.

Taste of Blood can make lane trades almost one-sided when combined with the healing from Piercing Darkness. Cheap Shot is also a fine choice for this section, comboing with Last Embrace. I'd recommend it if you have an ADC like Ashe that can slow them for you.
Zombie Ward is incredibly powerful mid-late game with Senna's core item, Umbral Glaive. You can easily break 100 vision score with these two. Another option here is Eyeball Collection if you think you can snowball takedowns quickly.
The last spot can go one of two ways. My personal favorite is Ultimate Hunter, giving you utility for frequent cross-map Dawning Shadow's to help your team and decide duels more often. Alternatively, you can take Ravenous Hunter. Personally, I find it a little greedy, but it's a strong choice that scales well off of Dark Harvest.


These runes are what I'd normally suggest for someone just starting out on Senna, and I see them frequently on the rift. Aery is good at reliable damage and protection, but doesn't really excel at either. Your job here is to bea jack of all trades, healing your ADC and damaging enemies with your Piercing Darkness.
Manaflow Band is crucial to stack the mana you'll need to focus-heal your teammates. As long as you can land 10 Piercing Darkness or Last Embrace early, preferably before first back, you can heal your carry with impunity.
Transcendence is a slow burner. Although it doesn't give you anything in lane, your Piercing Darkness will be so spammable mid-late game that it won't matter. Plus, when you're full build, you can scrape some extra adaptive force. Absolute Focus is also a good option but requires great positioning, so I wouldn't recommend it for new Sennas.
Lastly, I like to take Gathering Storm. The scaling AF works great with your heal and ult, and it ensures that your infinitely scaling booty gets all the way to late game. You can take Scorch, if you're finding that you just don't do enough damage in lane, but with Summon Aery, you don't really play as a lane bully as much as, say, Dark Harvest. Your job is to keep your carry alive and peel for them, and Gathering Storm makes that easier.


These runes have a very situational purpose on Senna. I almost exclusively take these into poke-heavy matchups where I need the extra healing. The movement speed helps with quick in-and-out trades onto your laners, and can let you get mist without putting yourself in danger.
Presence of Mind is a fantastic rune on Senna. Not only does it allow you to cast Piercing Darkness and Last Embrace more often, but it also supercharges a Muramana if you decide to build one. You could take Triumph, but I think the permanent mana from Presence of Mind outshines it for Senna.
Legend: Tenacity is a great rune for staying alive and avoiding lockdown cc. I would recommend it most of time you'd be taking Fleet Footwork. A lot of people take Legend: Alacrity, but Senna's attack speed ratio and base AS are incredibly low, so the attack speed never really ends up being useful. I prefer the tenacity.
Coup de Grace gives you extra pressure the longer you keep your opponents in lane. It's also good when you want to execute someone with Dawning Shadow. However, if you anticipate that you will be shoved under your tower and you need extra damage when they engage on you, Last Stand is also an option, but is antithetical to where you should be aiming to position.

Much like her primary runes, Senna can mix and match her secondary runes depending on her matchup. As before, here are my favorite 4 loadouts. In the builds section at the top of this guide, I've placed my most frequently used and favorite combinations of these runes. Inspiration is absent, but I'll talk about that at the end of these runes. Precision offers an aggressive, rewarding playstyle. Resolve gives you a sturdy, sustainable foundation for laning. Sorcery lets you outscale even harder in lane and beyond. Domination gives you extra tools and utility, so you'll always be useful.

Presence of Mind Mana regen on takedown and permanent mana stacking make it an excellent addition to any primary page, especially if you build a Manamune.
I'm putting Legend: Tenacity here because it's a better bet for survivability than Coup de Grace most of the time. However, any build that's focusing on damage (i.e Dark Harvest, Grasp of the Undying) will generally prefer Coup de Grace.

I take these secondary a lot of the time, as they're consistent performers and almost always provide valuable assets, no matter the matchup. Specifically, I like these into any middle-of-the-road or my-favor matchup, where I won't be shoved under tower and camped.
Second Wind gives you lane sustain from occasional poke, keeping you healthy if you are running primary runes that don't help with that. You should consider Bone Plating instead if you're into a matchup with a lot of poke
Revitalize is a standout rune on Senna just like on any healer. It helps you keep you and your ADC in lane longer, and gives Dawning Shadow an extra kick, especially if you have Moonstone Renewer.

These runes are more situational than the Precision runes, as these are more defensive. I like to take these into matchups where I got counterpicked (maybe a Thresh or Nautilus). Do remember, if you're in a lane where you will take rapid instances of damage, such as Bard's passive meeps, swap Second Wind for Bone Plating
Similarly to Presence of Mind, Manaflow Band gives you extra permanent mana and helps if stacking Manamune. Where they differ, though, is how easy that mana is to obtain. It's very easy to land Piercing Darkness to stack Manaflow Band early on and the passive mana regen is nice.
Transcendence does nothing in the early lane, but gives you a full 10% CDR mid game, and free AD late game. Gathering Storm is a fine pick if your team falls off and you need a late game boost.

I like to treat these runes as a more passive version of the Precision runes, giving free mana but without needing takedowns. These runes also scale really well, thanks to Transcendence or Gathering Storm, whichever you pick. Take these if you're into a peel & disengage heavy botlane (i.e. Alistar or Leona).
I think Zombie Ward is just my favorite rune on Senna. It gives you map control, free AD, and combos so well with Senna's core item, Umbral Glaive, that I would take this tree second even if it only had one rune.
Ultimate Hunter gives you lots of late game pressure in every lane, and helps with your long ult CD. If you find you have trouble staying alive, though, try Taste of Blood or Ravenous Hunter instead.

These runes are definitely greedier than the other secondaries, but are fantastically powerful. If you plan to build hypercarry items and already have Presence of Mind, Manaflow Band, or Biscuit Delivery in your primary tree, definitely consider these.


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Just like Senna's rune pages, her build path is incredibly flexible depending on her situation and rune setup. Here I will explore most items you could build on Senna, including some I think are red herrings. There will be three main paths, AD, Support, and Tank. These are in no way mutually exclusive and can be mixed. As an example, my staple build for Senna is AD ( Eclipse, Umbral Glaive). But, the three main paths are AD, Support, and Tank. I'll address each build in more detail at the end of this chapter.

Jump to Starting Items, Core Items, Situational Items, Boots or How to Build.


Spectral Sickle
Type: AD Starting Item
Cost: 400 Gold

  • +5 Attack Damage
  • +2 gold per 10 seconds
  • +10 health
  • +25% base mana regeneration

UNIQUE Passive - TRIBUTE: Grants a charge every 10 seconds. If an allied champion is nearby, damaging abilities and attacks against champions and buildings consume a charge, up to one per attack or cast. Consuming a charge grants 15 gold.
Spectral Sickle Is what you'll take in most games. It offers a decent chunk of flat AD and lets you exploit your 600 base attack range for gold. I'd recommend this over Steel Shoulderguards in almost every situation. The 2 AD boost over Steel Shoulderguards may not look like much, but that gap widens later on. Plus, this gives much-needed early game mana regen, letting you heal more and stay in lane longer.

Steel Shoulderguards
Type: AD Starting Item
Cost: 400 Gold
Although Spectral Sickle is superior most of the time, there are some scenarios in which Steel Shoulderguards are the better option. For example, if you're against extreme poke (e.g. Caitlyn/ Xerath) and you need a way to get gold without putting yourself in danger. Or, if you are unfortunate enough to be lagging past a playable state, these can help you get through laning phase. However, you will lose out on the mana regen from Spectral Sickle, leaving you weaker early on.

  • +3 Attack Damage
  • +2 gold per 10 seconds
  • +30 health
  • +25% base health regeneration
UNIQUE Passive - SPOILS OF WAR: Grants a charge every 45 seconds, up to 3 charges. Basic attacks can consume a charge to execute minions. Ranged basic attacks execute minions below 30% of their maximum health. Killing a minion by any means with a charge grants you and the nearest allied champion kill gold.

Why not start Spellthief's Edge?


Ardent Censer
Type: Support Core Item
Cost: 2300 Gold

  • +60 Ability Power
  • +10% Cooldown Reduction
  • UNIQUE: +10% Heal and Shield Power
  • UNIQUE: +8% Movement Speed
  • +50% base mana regeneration

UNIQUE Passive: Outgoing healing and shielding (excluding yourself) enhances you and affected allies with FRENZY for 6 seconds.

FRENZY: Grants 10% − 30% (based on target's level) bonus attack speed and 5 − 20 (based on target's level) bonus magic damage on-hit.
Ardent Censer is a fantastic second item if you're building support, because of its extremely powerful passive. In fact, I sometimes sub this item in before Athene's Unholy Grail, because of how important attack speed is for some ADC's. If you have a Draven or a Kai'Sa, consider building this first so you can win more fights. Remember when building this to build the Forbidden Idol first as Aether Wisp's AP is negligible when compared to the 10% CDR and 50% mana regen from Forbidden Idol.

Athene's Unholy Grail
Type: Support Core Item
Cost: 2100 Gold
Athene's Unholy Grail is the strongest support item on Senna. She can so easily build up blood charges with even a single auto attack, that each of her Piercing Darknesss heal allies for nearly double the amount. It's also worth noting that the unique passive on this item does not have a cooldown, so you can weave autos and Piercing Darknesss for as long as you're in a fight to keep your allies healthy. Remember to build Fiendish Codex first when building this item for the extra CDR.

  • +30 Ability Power
  • +10% Cooldown Reduction
  • +30 Magic Resistance
  • +100% Base Mana Regeneration
UNIQUE Passive: Gain 35% of the pre-mitigation damage dealt to champions as Blood Charges, up to 100 − 250 (based on level). Healing or shielding another ally consumes charges equal to 100% of the heal or shield, to heal them, up to the original effect amount.

UNIQUE Passive – DISSONANCE: Gain +5 ability power for every additional 25% base mana regeneration. Disables HARMONY on your other items.

Black Cleaver
Type: Tank Core Item
Cost: 3000 Gold

  • +40 Attack Damage
  • +20% Cooldown Reduction
  • +400 Health

UNIQUE Passive: Dealing physical damage to an enemy champion Cleaves them, reducing their armor by 4% for 6 seconds, stacking up to 6 times for a maximum of 24%.

UNIQUE Passive – RAGE: Dealing physical damage grants 20 movement speed for 2 seconds. Assists on Cleaved enemy champions or kills on any unit grant 60 movement speed for 2 seconds instead. This movement speed bonus is halved for ranged champions.
Black Cleaver fills an important role for tank Senna's second item. It gives a modest amount of AD, a decent amount of health, and an astounding 20% CDR. This item allows Senna to take worse trades and still come out on top, still being able to heal with Piercing Darkness more often. Combined with the armor shred passive that allows your ADC to deal a significant amount more damage to tank supports and ADCs alike. This item's utility make it an unrivaled second item for tank Senna, and your top laner shares the stacks if they build one as well. Plus, if you get an Ornn on your team, he can turn it into an Obsidian Cleaver, giving you 20 extra Attack Damage and 150 bonus Health.

Edge Of Night
Type: AD Core Item
Cost: 2900 Gold
Similarly to Guardian Angel, this is an item that, while I consider a core item, you don't build until later in the game. The survivablity this item gives you is small, but the lethality, combined with the 55 raw AD help scale you pretty well. But the real reason to buy this item is the spell shield passive. Being able to negate any CC or burst ability is invaluable, which is why I build this even when the enemy team is not fully stacked with immobilizing effects. Although, I can see Duskblade of Draktharr in situations where you don't need paranoia-level CC protection. It's little bit extra AD and bonus lethality make it a better value for its raw stats.

  • +55 Attack Damage
  • +325 Health
UNIQUE Passive: +10 Lethality

UNIQUE Passive – SPELL SHIELD: Grants a spell shield that blocks the next enemy ability. This shield refreshes after no damage is taken from enemy champions for 40 seconds.

Guardian Angel
Type: Tank Core Item
Cost: 2800 Gold

  • +45 Attack Damage
  • +40 Armor

UNIQUE Passive: Upon taking lethal damage, resurrects and restores 50% of base health and 30% of maximum mana after 4 seconds of Stasis icon stasis (300 second cooldown).
This is an incredibly strong item on any ADC, but it thrives especially on tank Senna. Normally, Senna wants to play behind her team, but tank Senna can afford to step into the fray more often, and risks getting bursted in the process. That's where Guardian Angel steps in, letting Senna's team punish the enemy's cooldowns in fights while she revives. The main problem with Guardian Angel on most ADCs is that any well-positioned carry dies last, making the revive camped and pointless. But with tank Senna, I like this item enough to call it core.

Frozen Mallet
Type: Tank Core Item
Cost: 3100 Gold
This is a fantastic first item for tank Senna because of its raw value. The stats aren't that much better than the component items themselves, but it's the passive where Frozen Mallet truly shines. This item essentially gives you the utility of Glacial Augment while keeping the benefits of your rune page. The sheer gap-closing potential you have when using this in combination with you passive and the fact that Piercing Darkness can apply the slow is absurd. Some people insist on building this second, given the CDR from Black Cleaver. I generally find the bootleg Glacial Augment to be stronger at proc'ing Grasp of the Undying and harassing lane, but experiment and see what works for you. Note: any health you stack with Jaurim's Fist is lost when you build it into Frozen Mallet, so there's no need to delay its completion.

  • +30 Attack Damage
  • +700 Health
UNIQUE Passive – ICY: Basic attacks (on-hit) apply a 20% slow to your target for 1.5 seconds, refreshing with every hit.

Type: Hypercarry Core Item
Cost: 2400 Gold

  • +35 Attack Damage
  • +250 Mana

UNIQUE Passive – AWE: Grants bonus attack damage equal to 2% maximum mana. Refunds 15% of mana spent.

UNIQUE Passive – MANA CHARGE: Grants a charge every 4 seconds, up to 3 charges. Each basic attack on-hit or mana expenditure consumes a charge and grants +5 mana, up to a maximum of 750 mana.

Transforms into Muramana at +750 mana.
I hesitated on calling this item a "core" item, but I've come to the conclusion that I build this often enough, and almost always as a first item, to give it that title. Unlike the other core items, with the ones you buy being dictated by your runes, whether or not you buy Manamune is dictated by your performance. I will almost never build a Tear of the Goddess while behind. If my ADC or I get killed early, and we need to play passive for the rest of the lane, even if I have Dark Harvest, I will forgo a Manamune. You need to be able to play aggressively with this item (something you want to do anyway) to get stacks. But, if you get an early kill or can go even in lane, this item will give you ungodly stats and let you carry.

Type: Support Core Item
Cost: 3100 Gold
Rounding off the support Senna's core item toolkit is Redemption. There are very few supports that wouldn't consider this item, even ones that don't have healing. The AOE heal and true damage beam can mean a lot in a teamfight, even if you die early on. Plus, the bonus heal and shield power can supercharge your Piercing Darkness and Dawning Shadow to give you and your team a leg up. Sometimes I'll swap this out for a situational item, but really only if my team already has another healer (e.g. Soraka top). Additionally, if you have an Ornn, he can upgrade this item to a Salvation, giving you a bonus+100 health, +100% health regeneration, and +50% mana regeneration for free.

  • +10% Cooldown Reduction
  • UNIQUE: +10% Heal and Shield Power
  • +200 Health
  • +50% Base Health Regeneration
  • +150% Base Mana Regeneration
UNIQUE Active: You reveal the target area for 3 seconds. After a 2.5 second delay, a beam of light strikes the ground. Allies within the area are healed for 30 − 370 (based on target's level), which is increased by 3 × your Heal Power, while enemy champions take 10% of target's maximum health true damage and enemy minions take 250 true damage (120 second cooldown). Can be used while dead.

Umbral Glaive
Type: AD Core Item
Cost: 2400 Gold

  • +50 Attack Damage
  • +10% Cooldown Reduction

UNIQUE Passive: +12 Lethality

UNIQUE Passive – BLACKOUT: When spotted by enemy wards or traps, gain Blackout over a 400-unit radius for 8 seconds (45 second cooldown). You disable surrounding wards, as well as expose and reveal stealthed wards and traps. The effects linger for 2 seconds after you walk away.

UNIQUE Passive: Your basic attacks instantly kill revealed traps and deal triple damage to wards.
I think this is one of, if not the best item for Senna. The blackout passive letting you one-shot wards saves so much time off of her abysmal attack speed, and combos fantastically with Zombie Ward. The CDR makes this a great first item and works well with Transcendence. The raw AD could just not be on this item and I'd still build it, but it works great for Senna's scaling and auto attack passive. Simply put, unless you're building tank, build this first. Even with a support focus, it offers so much utility for 2400 gold.

Youmuu's Ghostblade
Type: AD Core Item
Cost: 2900 Gold
A perfect second item for Senna's AD build, Youmuu's Ghostblade offers the same stats as Umbral Glaive, but with a great set of passives to go with it. The out-of-combat movement speed lets you sweep objectives and get back to lane faster, allowing for easier roams and more flexible recall timings. It also give 18 Lethality, more than most lethality items, which help you damage output. Most importantly, though, the active of this item can mean that you're never pushed too far up and gives you a slipperiness that Senna just isn't meant to have. Plus, if you have an Ornn, he can turn this into a Youmuu's Wraithblade, giving you an additional 20 AD and 7 Lethality

  • +55 Attack Damage
  • +10% Cooldown Reduction
UNIQUE Passive: +18 Lethality

UNIQUE Passive: +40 movement speed out-of-combat.

UNIQUE Active: Gain +20% movement speed and ghosting for 6 seconds (45 second cooldown).


Adaptive Helm
Type: Tank Situational Item
Cost: 2800 Gold

  • +10% Cooldown Reduction
  • +350 Health
  • +55 Magic Resistance
  • +100% Base Health Regeneration

UNIQUE Passive: Taking magic damage from a spell or effect reduces all subsequent magic damage taken from that spell or effect by 20% for 4 seconds. Multiple sources of magic damage can have this effect active at any one time and the duration is tracked separately per source.
Adaptive Helm gives you protection from the same ability. If the enemy has a fed Fiddlesticks or Rumble and you don't want to instantly die to a Crowstorm or The Equalizer, I'd recommend it. Otherwise, really examine why you need to buy MR. If the entire/most of the enemy deal deals magic damage, consider a Maw of Malmortius or even Spirit Visage instead, as Adaptive Helm only protects you if the magic damage source is spamming the same ability.

Death's Dance
Type: AD/Tank Situational Item
Cost: 3600 Gold
I view Death's Dance as serving a similar purpose to Guardian Angel, giving you protection if you get focused, and in this case, giving you time to reposition. However, this is a replacement for Guardian Angel; the AD and utility of other items you miss out on is substantial. I build this instead of Guardian Angel if I'm ahead. The healing passive can keep you healthy very easily, and works great with Spirit Visage if you're building that. Be wary of the cost, though, as 3600 is extremely expensive for a support.

  • +50 Attack Damage
  • +10% Cooldown Reduction
  • +30 Magic Resistance
  • +30 Armor
UNIQUE Passive: Instantly heal for 15% of all damage dealt. Area damage and pet damage only heal 5% for every unit affected.

UNIQUE Passive: Stores 10% of all post-mitigation physical and magic damage received, which is successively taken as damage over time true damage instead, dealing one-third of the stored damage every second.

Duskblade of Draktharr
Type: AD Situational/Core Item
Cost: 2900 Gold

  • +60 Attack Damage
  • +10% Cooldown Reduction

UNIQUE Passive: +21 Lethality

UNIQUE Passive – NIGHTSTALKER: After being not visible to enemies for at least 1 second, your next basic attack against an enemy champion deals 30 − 150 (based on level) bonus physical damage on-hit. The enhanced attack lasts 5 seconds after being seen by an enemy champion.
A lot of Sennas build this as a core item, and I can see why: a good chunk of AD, CDR, and the highest base Lethality in the game, topped off with a bonus damage passive that you can proc with Piercing Darkness. I tend to prefer Edge of Night, as it plays better from behind, but experiment to see what works for you. You can really build any Lethality item other than Sanguine Blade and you'll be fine. If you're building this situationally, buy it when you're ahead. If you have vision control in the jungle, you can easily abuse this item's passive for tons of extra damage.

Executioner's Calling (Mortal Reminder)
Type: Situational Item
Cost: 800 Gold
A fantastic counterplay item that you'll often grab on your first back depending on your lane opponent. ADCs often don't want to spend their gold itemizing against the enemy botlane, lucky you. But you get the Grevious Wounds item that only costs 800. Buy this early if you're into a Yuumi, Soraka, or Nami to make the lane much easier. Hold onto Executioner's Calling and build it into Mortal Reminder as a final item.

  • +15 Attack Damage
UNIQUE Passive - EXECUTIONER: Physical damage inflicts Grievous Wounds on enemy champions for 3 seconds.

Frozen Heart
Type: Tank Situational Item
Cost: 2700 Gold

  • +110 Armor
  • +20% Cooldown Reduction
  • +400 Mana

UNIQUE Aura: Cripples nearby enemies' attack speed by 15% (700 range).
Most people, when matched into a full-AD team, immediately look to Thornmail. However, Frozen Heart gives more Armor for less gold, and a whopping 20% CDR. Unfortunately this doesn't give any health, which Grasp of the Undying's heal and damage care about, so I'd usually only build this if all 5 enemy champions did physical damage; especially if they have multiple ADCs, the attack speed slow can be crippling, and the range is massive.

Hexdrinker (Maw of Malmortius)
Type: AD/Tank Situational Item
Cost: 1300 Gold
Sometimes, you're playing against a double AP botlane; recently, Ziggs has been seeing a lot of play as an ADC, mixing up the traditional damage types seen in the botlane. If that's the case, or a majority of the enemy team deals magic damage, consider purchasing an early Hexdrinker. It's extremely gold-efficient, and the passive can save you in situations where you facing large amounts of magic damage. As with Executioner's Calling, there's no need to rush building this into a Maw of Malmortius -- focus on your core.

  • +20 Attack Damage
  • +35 Magic Resistance
UNIQUE Passive – LIFELINE: If you would take magic damage that would reduce maximum health below 30%, you first gain a shield that absorbs 110 − 280 (based on level) magic damage for 5 seconds (90 second cooldown).

Infinity Edge
Type: AD Situational Item
Cost: 3400 Gold

  • +80 Attack Damage
  • +25% Critical Strike Chance

UNIQUE Passive: Critical strike icon Critical strikes deal 146.25% damage instead of 130%.
Some people consider this a core item, but I disagree. Senna does not build crit because her critical strikes do reduced damage and she gets crit chance over time anyway. Because of this, I think Infinity Edge is a good item on Senna, but only when she's already amassed a large amount of crit chance. I normally build this if I'm ahead, or at the point in the game where I have at least 75% crit chance. Because excess crit chance is not wasted, this is still a fine item even if you're already at 100%, but don't prioritize it over your essential items like Umbral Glaive.

Knight's Vow
Type: Tank/Support Situational Item
Cost: 2200 Gold
Senna, being an ADC, can do her fair share of carrying, but this won't happen every game. Sometimes, it's better to funnel your resources into your carry instead. Enter Knight's Vow, a solid stats item for tank or support Senna that lets you peel for your carry without having to do anything. If they're doing their job, you should heal more than you take with this item. Just remember to stay with your partner to maximize both of your survivabilities.

  • +40 Armor
  • +10% Cooldown Reduction
  • +250 Health
UNIQUE Passive: If your Partner is nearby, gain 20 armor, and 15% bonus movement speed while moving toward them.

UNIQUE Passive: While within 1000 range of your Partner, heal for 6% of the damage your Partner deals to champions and redirect 6% of the damage your Partner takes from champions (after reductions) to you as true damage.

UNIQUE Active: Designate an allied champion within 1000 range as your Partner and form a link with them (90 second cooldown).

Last Whisper (Lord Dominik's Regards)
Type: AD Situational Item
Cost: 1450 Gold

  • +20 Attack Damage

UNIQUE Passive – LAST WHISPER: +20% total armor penetration.
Just like Executioner's Calling and Hexdrinker, Last Whisper is a great early situational item on Senna, specifically into tankier matchups. Although this would be a fine buy if you're just worried about a tanky support like Tahm Kench or Sett, I usually only buy this if I'm into a team with at least 3 tanks. If I load into a game and see a Maokai top, Trundle jungle, and Alistar support, I tend to buy this as soon as I can.

Locket of the Iron Solari
Type: Tank/Support Situational Item
Cost: 2200 Gold
Locket of the Iron Solari is an interesting item. It allows you to share some of your survivability with your team, giving all allies nearby a massive shield that scales with your bonus health. I tend to neglect this item a bit on Senna but it's really useful in certain situations. If the enemy team has lots of AOE damage, or if your team is routinely bad at positioning, this item really shines. For example, if the enemy team keeps trying to combo Unstoppable Force into Bullet Time to annihilate your team, consider picking up a Locket of the Iron Solari to give your team a fighting chance. Additionally, you can have Ornn upgrade this into a Circlet of the Iron Solari to get an extra 15 of each resistance.

  • +30 Armor
  • +60 Magic Resistance
UNIQUE Active: Grants a decaying shield to nearby allied champions and yourself for up to 2.5 seconds, absorbing up to 130 − 300 (based on highest level between target and caster) (+ 20% of caster's bonus health) damage (650 radius) (120 second cooldown). Shielded targets are ECLIPSED for 20 seconds.

ECLIPSED: Additional Locket of the Iron Solari shields 「 are only 25% as effective 」.

Mikael's Crucible
Type: Support Situational Item
Cost: 2100 Gold

  • +10% Cooldown Reduction
  • UNIQUE: +20% Heal and Shield Power
  • +40 Magic Resistance
  • +100% Base Mana Regeneration

UNIQUE Passive – HARMONY: Gain +25% base health regeneration for every additional 25% base mana regeneration.

UNIQUE Active: Instantly removes all stuns, suspensions, roots, taunts, fears, charms, silences, drowsiness, sleepiness, cripples, and slows on an allied champion, as well as granting 2 seconds of slow immunity. Successfully cleansing an effect will also grant the target 40% bonus movement speed for 2 seconds (120 second cooldown).
Sometimes I hesitate to build this item alongside Athene's Unholy Grail because of it essentially chopping one of the passives off of Mikael's Blessing. But, even though they contradict each other, Mikael's Blessing can still be an incredibly strong item in the right situation. Because ADCs will only buy a Quicksilver Sash when absolutely necessary, you can use this item as a roundabout way to clear CC off of your carry. If the enemy team keeps gunning for your ADC so they can Nether Grasp or Last Breath or whatever, you can peel for them and keep them safe. Plus, the 20% heal and shield power doesn't hurt.

Quicksilver Sash (Mercurial Scimitar)
Type: Situational Item
Cost: 1300 Gold
Similarly to Mikael's Blessing, sometimes the one getting focused with lockdown CC is you. This item is great if you're being constantly run down by a Mordekaiser trying to fight you in his Realm of Death. Just like the other early situational items, though, hold off on upgrading it until you've finished your core build.

  • +30 Magic Resistance
UNIQUE Active – QUICKSILVER: Removes all crowd control debuffs from your champion (90 second cooldown).

Randuin's Omen
Type: Tank Situational Item
Cost: 2900 Gold

  • +70 Armor
  • +400 Health

UNIQUE Passive: -20% critical strike damage taken from basic attacks.

UNIQUE Passive – COLD STEEL: When hit by basic attacks, cripples source's attack speed by 15% for 1 second.

UNIQUE Active: Slows all enemy units within 500 units range by 55% for 2 seconds (60 second cooldown).
This item has a lot in common with Frozen Heart. Typically, you'll only want to build either if the enemy team has a lot of ADCs. The difference comes from how much you're being focused. If you're carrying, and your opponents know it, you'll get focused in fights and die pretty easily, even with the raw armor from Frozen Heart. Randuin's Omen, on the other hand, will mitigate some of the critical damage you're taking along with slowing the attacker's attack speed. You can even use it to get out of poorly decided fights by using its active in combination with Curse of the Black Mist.

Rapid Firecannon
Type: AD/Tank Situational Item
Cost: 2600 Gold
A lot of tank Sennas build this item as core. I disagree, but it does have its uses. My main problem with Rapid Firecannon is that it falls off. The crit chance will eventually be overshadowed by Senna's built in scaling, and the attack speed doesn't scale that well. However, the +150 range is very useful if you need to play back or chase, and the crit chance helps a bit during the early game. Ultimately, I'd only build this if I was ahead, and I'd probably sell it later on for something like Infinity Edge, but it provides a nice boost early.

  • +30% Attack Speed
  • +25% Critical Strike Chance
  • +7% Movement Speed
UNIQUE Passive – ENERGIZED: Moving and basic attacking generates Energize stacks, up to 100.

UNIQUE Passive – SHARPSHOOTER: When fully Energized, your next basic attack deals 120 bonus magic damage on-hit. Energized attacks gain 35% bonus range (+150 range maximum).

Shurelya's Reverie
Type: Support Situational Item
Cost: 2050 Gold

  • +10% Cooldown Reduction
  • UNIQUE: +10% Heal and Shield Power
  • +300 Health
  • +100% Base Health Regeneration
  • +100% Base Mana Regeneration

UNIQUE Active: Grants you and nearby allies 40% bonus movement speed for 3 seconds (90 second cooldown).
For 2050 Gold, the stats this item gives are actually pretty alright. Unfortunately, though, it doesn't do much on its own. Shurelya's Battlesong shines in situations where the ability to reposition or cover large amounts of ground is important. You can use it to get back to lane to save your tower, or to get between dragon and baron, or to run away from an Absolute Zero. Other than that, the heal power on this one is fine, but I recommend it if your team is immobile.

Spirit Visage
Type: Tank Situational Item
Cost: 2800 Gold
Although it packs quite a bit of Magic Resistance, I don't really think of Spirit Visage as an MR item. I mean, I wouldn't build it into an AD-only team, but I don't hyperfocus on countering magic damage with it. Instead, I buy Spirit Visage for its passive. With just this item and Piercing Darkness, your self-heal is increased drastically; if you have another healer on your team, this item starts to quickly pay for itself. It hardly even matters that it has CDR and 450 bonus health. Pick this up if the enemy has some AP and you need more sustain.

  • +10% Cooldown Reduction
  • +450 Health
  • +100% Base Health Regeneration
  • +55 Magic Resistance
UNIQUE Passive: Increases all healing received by 30% (including health regeneration, life steal and spell vamp).

Type: Tank Situational Item
Cost: 2900 Gold

  • +80 Armor
  • +250 Health

UNIQUE Passive – THORNS: Upon being hit by a basic attack on-hit, reflects 25 (+ 10% bonus armor) magic damage, while also inflicting Grievous Wounds on the attacker for 3 seconds.

UNIQUE Passive – COLD STEEL: When hit by basic attacks, cripples source's attack speed by 15% for 1 second.
Thornmail is the poster child for anti AD items, giving a substantial amount of Armor and a passive that heavily disadvantages ADCs like Draven and bruisers like Fiora. You should know that Thornmail should only be built when you need to counter an ADC or a fed bruiser, and I'd generally recommend either Frozen Heart or Randuin's Omen to counter ADCs more. But, against self-healers, it's a great item that doesn't require you go out of your way to counterplay.


Ninja Tabi
Cost: 1100 -- (Armor, AA Damage Reduction)

These are great if you're facing a team or even a botlane that does a lot of auto attack damage. Don't buy these just for the armor, exploit the passive. If physical damage is your problem itemize some situational items in. Don't be afraid to build these out of fear of missing out on other boots, the proper resistance boots will help you more.

Mercury's Treads
Cost: 1100 -- (Magic Resist, Tenacity)

These are great boots into a support or ADC (or both) with a lot CC. Getting out of a Nautilus root even 200 milliseconds faster is a big deal. Like Ninja Tabi, don't just buy these for the MR, buy for the tenacity. Don't be afraid to build these out of fear of missing out on other boots, the proper resistance boots will help you more.

Ionian Boots of Lucidity
Cost: 900 -- (CDR, Summoner Spell CDR)

These are the strongest boots on Senna. Allowing you to get your Piercing Darkness more often significantly increases your damage output. Plus, the summoner spell CDR isn't much, but it chops 30 seconds off of Flash, so it's not nothing.

Boots of Swiftness
Cost: 900 -- (Enhanced movement, Slow resist)

These are probably Senna's most consistent boots and are never a bad purchase. The movement speed lets you kite easily and the slow resist is stronger than a lot of people realize. However, if you're into a team with no slows and you don't need Ninja Tabi or Mercury's Treads, opt for Ionian Boots of Lucidity instead.

Why not Berserker's Greaves

A lot of people just follow their core build path for every game, buying the same items every time. I can't even fit the number of Sennas I've seen build Boots of Swiftness into a 5-man AD team on two hands.

You build is based on your runes, your team comp, the enemy team, and your performance. As such, there're multiple times throughout the game that you can ask yourself why you're building/about to build what you are. Those times are:
  • In champ select
  • Before you leave fountain
  • After your first back
  • After laning phase
Champ Select
In champ select, you get your first impressions about the enemy team, and you get to pick you runes. You runes will dictate what will viable for you to build. Senna's main build paths are AD, Support, and Tank. For the sake of this chapter, I will use the term "Hypercarry" to refer to the modified AD build that includes Manamune as a core item, and "Hybrid" to refer to the build path that mixes AD and Support. Runes and build paths align like this: You may enter champ select with a specific rune page you want to play, or you may be willing to change them, but this is where you cement that. Take your best guess as to which champions you'll be laning against, and adjust accordingly. I talk more about what runes you should take in each situation in the runes chapter. At this point, you should know what build path you're wanting to go down. For example, they have a team of Xin Zhao, Vayne, Maokai, Ziggs, and Xerath. You see this and assume it's a Vayne / Xerath botlane, a lane with lots of poke and strong all-in potential, so you take Fleet Footwork and plan to build Support.

Leaving Fountain
So, after seeing what champions on the enemy team are playing what positions, you can reinforce or swap strategies. You thought you were playing into a Vayne / Xerath, and you took Fleet Footwork, but it turns out that you're actually against a Ziggs / Maokai, you may feel safer building AD than you would be if you were correct at first. Think about whether you are going with Spectral Sickle or Steel Shoulderguards, about whether your jungler is starting botside and expects a leash, and about whether the opposing jungler normally starts botside.

First Back
So you and your ADC, Kai'Sa take your first back together at around 8 minutes in. The lane is going about even, maybe even in your favor, but no kills have happened yet. However, Xerath has killed Akali, your midlaner, twice already. You have 1100 gold, enough for a Serrated Dirk or a Chalice of Harmony & Boots.

Do you stick with you last assessment and buy the Serrated Dirk, or do you switch to Support and buy the Chalice of Harmony?

In this situation, I would continue as planned and buy the Serrated Dirk. In most elos, a Xerath mid having 2 kills does not spell the end of the game, and no clear carry has presented themselves on your team, so there's no real reason to swap to the Support build yet. And remember, even if you have to swap, Umbral Glaive is a great item regardless.

Post-Laning Phase
So, after laning phase is over, at around 17 minutes, the enemy bot tower is gone, your mid tower is gone, both top towers are still standing, and your toplane Sett has gone 3-1 against their Vayne and has a Blade of the Ruined King. Neither jungler has done much, and you and Kai'Sa are both 1/0/1. Your Akali hasn't died to Xerath again, but she hasn't gotten any kills. You have an Umbral Glaive, Boots, and 1300 Gold. Knowing this, do you switch to Support, continue building AD, or Hybridize?

I would say this is a situation where there's no bad option, but remember, you brought Fleet Footwork, so you should play around your strengths; Fleet Footwork excels at long-range interaction and sustain. Since laning phase is over, your damage will begin to dip down compared to something like Grasp of the Undying. Personally, I would finish Boots of Swiftness to make kiting and dodging easier, then start an Athene's Unholy Grail to hybridize the build and help support Sett, if he turns out to be the carry. Once I finish it, I'll reconsider based on the state of the game.

Whenever you consider the items you're buying, think about why you're buying them. In the example above, I went through with the Umbral Glaive because it would give Kai'Sa some early-game pressure so she could farm, along with giving us vision control so Xin Zhao would have a hard time ganking and we could get priority for dragon. I talk more about itemization in the playstyle chapter.
Back to Top

One of the most crucial but least talked about parts of playing support is warding. Wards can keep your team safe, help your jungler counterjungle, and contribute to securing objectives. Knowing where to place your wards and what wards to place are both essential parts about playing in the bot lane.

Get to Know Your Options

There are a lot of options in the vision toolbox on summoner's rift, and it's important to know the value of types of vision from situation to situation.

Warding Totem

The standard ward. 3 health, 10 gold bounty, comes in for free, stealths after a second. These are best for short spurts of hard-to-detect vision, such as before objective or protecting river from ganks. Careful not to place more than 3, or you will waste vision.

Control Ward

Control wards are a situational form of vision. They have 4 hit points compared to Stealth Ward's 3, and deny vision in an area around them, but cost 75 gold and give a 30 gold bounty. They're important, and I buy a few every game, but they're not to be wasted and need to be played around.

Oracle Lens

Oracle Lens replaces your trinket and gives you a way to clear your opponent's vision without wasting Control Wards. However, I would almost never recommend starting an Oracle Lens on supports as the early vision of Stealth Ward is far stronger. However, I almost always switch over to it when I reach my first support item quest.

Farsight Alteration

Farsight Alteration is a corn case option. It allows you to place a ward from much, much further away, but it has 1 health and doesn't stealth. I recommend this if the enemy team is very good at controlling vision and the jungle is dark, or if you have low mobility and can't afford to go into the jungle to ward, or for easy deep vision.

Your First Ward

Your first ward serves only one real purpose: to catch the enemy jungler on a level 2 gank. You'll be placing it at between 1:30 and 1:45, so you can get early vision on the enemy jungler. If you're on blue side, I recommend warding in the middle of river above the bush, near the on-ramp to red side's blue jungle. If you're on red side, I recommend warding blue side's tri-brush to catch their jungler. These wards are especially important if you're against a strong early jungler like Twitch, Jarvan IV, or Shaco. Of course, don't be afraid to use your first ward to push or defend against an invade if it's advantageous to your team.
If you're not against a strong early jungler, or perhaps their jungler started on the opposite side of the map, you may consider saving your ward for an extra minute. This way, if you place it around 2:30, the ward will last until 4:00 which will be enough time to watch against all early ganks, and run up into the cooldown of your next ward.

Quick side note: you can't force your ADC to ward, a lot of them just haven't mastered warding yet in favor of wave control tactics. You just have to play around this, get a feel for how and when they ward, and use their wards to your advantage.

Laning Phase

In the laning phase, your wards should aim to prevent successful ganks by your opponents, enable successful ganks by your team, and control objectives. To this extent, I recommend jungle tracking wards if you're in a place to deep ward, as they can spot the enemy jungler and allow your jungler to counterjungle or gank the opposite side of the map.
I recommend Control Wards in your tri-brush or the river brush, depending on which ward you can more easily protect. You can also place control wards in the back of dragon pit, forcing enemies to walk into the pit to remove it, allowing your team to mount a surprise attack. Otherwise, always keep vision in river, as it's the most popular gank path. If dragon is within 60 seconds of spawning an your team values it, ward dragon pit. You may have to choose which ward you need if you don't have an upgraded support item, but prioritize objectives over river vision. You can place shallow Stealth Wards at the mouth of dragon pit to see river and dragon at once. Once you have an upgraded support item, you can start placing more specialty wards to give your team more information.

When aggressively warding on blue side, I love the spot behind the rock in red side's blue jungle that can see both gromp and the Blue Sentinel . On the red side, the brush right behind blue side's Red Brambleback can spot the jungler whether he's ganking mid or moving into river to take Rift Scuttler or counterjungle. Of course, defensively warding important parts of your jungle or the river entrances are great options if you're worried about your opponents taking your team's jungle camps or Rift Scuttler .

Mid/Late Game

Mid and late game play out very similarly to laning phase, albeit more objective-focused. Concentrate on placing vision on objectives your team values, whether that's Drake , Rift Herald , or Baron Nashor . You should have Oracle Lens by now and hopefully at least the first quest completed on your support item. You may want to start considering alternative vision options. You may need Farsight Alteration if the jungle is too dangerous to enter, and you may need more or fewer Control Wards, depending on how religiously the enemy team is clearing them.

Make sure to ward objectives 60 to 45 seconds before the monster spawns, and not too early. Stealth Wards last between 90 and 120 seconds, depending on average champion levels, so it's important that the vision remains when the objective spawns and during any resulting skirmish. Similarly, use Oracle Lens to remove any vision set up by your opponents for the objective. Remember: it is generally too dangerous to go into a visionless jungle by yourself during the late game -- take someone with you!

If you need more information or want extra tips, I recommend this video by Lol Analyst, it has a lot of good 'best practices' type information that I've incorporated into my gameplay.
Changelog Back to Top

6/23/2020 - Guide Created
9/1/2020 - Added this changelog (Hi!). Added Synergies and Fleet Footwork runes. Updated Runes chapter and fixed Typos.
9/2/2020 - Updated Abilities chapter to include ratios and prettified the runes chapter.
9/3/2020 - Added secondary and minor runes. Added Table of Contents and started items chapter
9/4/2020 - Finished Items chapter.
9/5/2020 - Added Summoner Spells Chapter. Added custom chapter banners.
9/6/2020 - Fixed some formatting
9/14/2020 - Changed ability description to match nerf :(. Added Warding Location Chapter.
11/15/2020 - Updated main items and runes to match preseason. Chapter updates soon.
League of Legends Build Guide Author SlippStream
SlippStream Senna Guide
[10.23] SlippStreamm's PRESEASON Senna Support
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