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Senna Build Guide by Hanjaro

Support master

[10.7] Hanjaro's Senna: Support your way to Challenger!

By Hanjaro | Updated on April 4, 2020
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Hanjaro's Featured Video

Runes: Permaslow

Glacial Augment
Magical Footwear
Biscuit Delivery
Approach Velocity

Presence of Mind
Cut Down

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


1 2
LoL Summoner Spell: Barrier


LoL Summoner Spell: Flash


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I started playing League in Season 1, towards the end of the season. Since the beginning I was a support main, I enjoyed the 2v2 dynamics much more than 1v1s so I've stuck with it throughout my league career. I have achieved the rank of challenger at multiple points during seasons 4, 5, 6, 7, 8 and 9, and continue to push for the highest elo I can get. I love competitive games and have yet to find anything for me that compares to League.
Aside from League, I am a happily married man, father of 2 kids and I am a beloved pet owner. If you guys have any questions about my guides, champions or really anything in general, feel free to stop by my stream!

Why Senna?

Senna is a special, marksman support who excels in dealing damage like an ADC, while supporting her allies with heals, camouflage, and global shields. She is adaptable in her builds, allowing her to go for more damage output, or concentrate on utilizing her supportive side. Senna's passive has infinite scaling, so the longer the game, the more deadly she becomes!

If you enjoy playing, or want to learn more about Senna, you can read and discuss more over at

Flash is taken as your primary escape summoner, and is especially valuable on immobile champions. Flash allows you to make clutch escapes, or to get in range for that last auto of a dying enemy.

The reasoning behind Ignite is that it gives you a lot of extra kill pressure, and furthermore adds a 40% healing reduction, so it's great against champions like Nami and Yuumi. It falls off hard late game, and you don't want to be that close to enemies, so it is a niche pick.

Exhaust is used when there are high damage threats on the enemy team, such as Zed, Kayn, Draven etc
It gives you an extra chance at escaping with the damage reduction, as well as the slow it provides. The damage reduction can be used to negate all in damage, from something like a Zed's Death Mark.

Barrier is a great choice for Senna, it gives her survivability and have the ability for her to turn around fights, paired with her Piercing Darkness. Senna has slow auto attacks, which can be easily exploited - Barrier helps to negate this.

Summon Aery is a fantastic rune on most shielding supports, but it can also benefit Senna extremely well. She gains an extra shield on her heals with Piercing Darkness, increasing shielding on her global ultimate, and it provides her with a bit of extra poke during laning phase - sometimes, being able to land a killing blow!

Manaflow Band is generally a must have on all mana using supports. Senna is no exception to having high mana, short cooldown abilities, enabling you to spam your spells in lane.

At level 10, a free 10% boost of CDR helps us reach our 40% CDR cap. But, not only do you get free CDR, you can also overcap it and gain bonus AD & AP for every 1 or 2 CDR you overcap!

Scorch is used for early game, laning harass. It adds extra damage on your first ability used, and then again after the 10s cooldown. Gathering Storm is a viable alternative if you have a scaling comp that wants to take the game to late.

Bone Plating is a very good rune to negate damage during laning phase, especially against poke lanes such as Xerath, Vel'Koz, Ezreal. Senna has a small health pool, like most ADCs and Bone Plating can prove invaluable early game.

Revitalize is the best rune to take, providing you with extra shielding, healing - especially when allies are below 40% hp - and Revitalize also synergizes very well with Summon Aery.

Double adaptive force is always your best choice, increasing your damage and healing exponentially. is interchangeable, synergizing well with Transcendence. Your defensive stat shard is dependable on what kind of team comp you end up facing.

Fleet Footwork can be considered for Senna if you're wanting to go the more offensive route. You gain healing and extra damage at 100 stacks - which are built by moving and attacking. This can be very useful to be a "secondary adc", and be a huge boon with your Absolution.

Presence of Mind is still a decent pickup, even after the CDR was removed. You restore, and increase your maximum mana every time you cast your ultimate, and as Senna has high mana costs, it's very useful to take.

Legend: Bloodline synergizes extremely well with Absolution when you exceed 100% crit, increasing your lifesteal and put together, basically acting as a Bloodthirster! Legend: Tenacity can be taken if the opposing team has a lot of CC, you're very squishy so you want to be able to escape asap. Senna's attack wind up only reduces by 0.6% per 1% attack speed, so Legend: Alacrity is not as worth.

Coup de Grace is generally the best rune to take, allowing you to execute enemies quicker when they're below 40% hp.

Double adaptive force is always your best choice, increasing your damage and healing exponentially - is not generally worth it due to the reduced bonuses from attack speed. hourglass is interchangeable, synergizing well with Transcendence. Your defensive stat shard is dependable on what kind of team comp you end up facing.




Boots of swiftness > MOVEMENT SPEED
Senna has no mobility in her kit that helps her catch up to her allies, or escape death, and outside of Boots of Mobility, Boots of Swiftness offer the next best percentage of movement speed. They also reduce the effects of slows, making it easier to escape.

Mercury's Treads > TENACITY
If the enemy team has a lot of CC, or a lot of AP damage, you can trade Boots of Swiftness out for these. They offer +25 magic resist, along with reducing the effect of stuns, slows, taunts, fears, silences, blinds and immobilizes by 30%.

Ninja Tabi's > ARMOR
If the enemy team has a lot of physical damage threats, and you need some extra survivability as Senna is squishy, Ninja Tabi's are the way to go, offering 20 armor, and reducing incoming basic attacks by 12%. You're no use dead, these help you stay alive!

Ionian Boots of Lucidity > CDR
If you're wanting to have a little bit more CDR, you can take these boots, helps with getting your abilities out quicker, and reducing the CD on your summoner spells by 10%. Good synergy with Transcendence.

Senna's Q & R will proc Athene's Unholy Grail and grant your allies a strong, extra burst of healing. You gain CDR ( Transcendence!, extra AP giving you a little more damage, and some magic resistance. You generally will pick this item if you're going the supportive route. Summon Aery also procs on movement speed increases, which [curse of the black mist]] provides, and Summon Aery also procs Athene's Unholy Grail!

Redemption offers an aoe heal in an area, adding an health sustain for her allies outside of Piercing Darkness, or on top of. It also offers HP and Mana regen, meaning you can stay in the fights longer, recall less, and you can help out even while dead. It also offers an extra 10% shielding power, which synergizes with your Summon Aery.

If you have a team comp that relies heavily on fast auto attacks such as Vayne, Kindred, Quinn etc. Ardent Censer is a great pickup to maximize your carries damage output while shielding them, it also offers you a bit more burst, a small bonus to your movement speed, mana sustain and 10% CDR - remember how much we love CDR!

Umbral Glaive > DAMAGE/UTILITY
Umbral Glaive is a new item coming with Season 10 that has taken over Duskblade of Draktharr's Blackout passive. You will gain the ability to detect wards and one shot them while Blackout is active, and you also gain more damage, lethality and our favourite stat.. CDR.

A good pick when facing an enemy team with hard CC that you need to Cleanse on allies, such as Impale, Dark Binding, Cocoon etc and grants bonus movement speed for 2s after successfully cleansing an ability.
Increases your Mana and HP regeneration, while granting you 40 magic resist, and 20% shielding power - good synergy with Summon Aery.

Duskblade of Draktharr > UTILITY/DAMAGE
Now Umbral Blade is being added, Duskblade of Draktharr is losing it's Blackout passive, but in favour of Grievous Wounds, meaning we don't have to spend extra gold on another item just for the healing reduction. We also gain more damage, lethality, and CDR!

Youmuu's Ghostblade > UTILITY/DAMAGE
Youmuu's Ghostblade offers us lethality, CDR and has an increased movement speed passive, along with a movement speed active that ignores unit collision for 6 seconds.

Guardian Angel > SURVIVABILITY
Increased damage, along with an extra 40 armour is just a bonus compared to Guardian Angel's passive, which revives you when taking lethal damage. A good item to take when there is an assassin on the enemy comp that is going to be diving the backline, or lethal AoE damage.

Essence Reaver > CDR/AD/CRIT
Essence Reaver could possibly be one of the best items for Senna, especially in syngery with Transcendence. It offers high CDR and mana refund on basic attacks, which has amazing synergy with Absolution and the infinite scaling it provides with your attack range. You also gain 25% critical strike chance, which takes us closer to exceeding the 100% crit cap on Absolution.

Blade of the Ruined King > DAMAGE/SUSTAIN
The passive from Blade of the Ruined King does 8% of the target's current health bonus physical damage on hit, which stacks with our Absolution passive, allowing us to chunk out enemies at low health - and is especially strong if you take Coup de Grace. You also again life steal (great with Legend: Bloodline & Fleet Footwork, and extra damage. The active of Blade of the Ruined King allows us to slow enemies, while increasing our own movement speed, helping us to catch them slippery foes.


Absolution (Passive)

INNATE -WEAKENED SOUL: Senna's attacks on enemy champions apply Mist for 4 seconds. Senna's next attack 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 champions, large minions and large monsters that die near Senna spawn a Mist Wraith for 8 seconds. Epic monsters spawn 2 Mist Wraiths instead. Small minions and lesser monsters have a 20% chance to spawn Mist Wraiths, reduced to 5.5% chance on those that Senna kills. Senna can basic attack a Mist Wraith to destroy it, gaining 3 Gold and collecting its Mist.

ABSOLUTION: Each stack of Mist grants Senna 1 bonus attack damage. For every 20 stacks, Senna also gains 25 bonus range and 15% critical strike chance. Upon exceeding 100% critical strike chance, Senna converts 35% of the excess into life steal. Additionally, Spellthief's Edge grants Adaptive Force instead of ability power.

RELIC CANNON: Senna does not gain attack damage through growth, her basic attack wind-up is only reduced by 0.6% per 1% bonus attack speed, and her critical strikes deal only 30% AD bonus physical damage, but her basic attacks deal 20% AD bonus physical damage and grant her 10 / 15 / 20% of the target's movement speed as bonus movement speed for 0.5 seconds.

Piercing Darkness

Piercing Darkness (Q)

RANGE: Senna's current range
COST: 70 / 80 / 90 / 100 / 110 MANA
COOLDOWN: 15 seconds
ACTIVE: Senna fires a spectral laser in the direction of the target unit, healing allied champions hit, and dealing physical damage to non-ward enemies hit by the center of the laser. Enemy champions hit take on-hit effects.
  • Mist Wraith's struck by the beam are collected for Senna.
  • Basic attacks reduce Piercing Darkness' cooldown by 1 second.
  • Valid targets also include Wards, Turrets, and Jungle plants.

Last Embrace

Last Embrace (W)

RANGE: 1150
COST: 50 / 55 / 60 / 65 / 70 MANA
COOLDOWN: 11 seconds
ACTIVE: Senna throws a globule of Black Mist in the target direction, dealing physical damage and sticking onto the first enemy hit.

After a 1 second delay or when the target dies, the Black Mist spreads out of the target, rooting them and nearby enemies for 1.25/1.50/1.75/2/2.25 seconds

Curse of the Black Mist

Curse of the Black Mist (E)

COST: 70 mana
COOLDOWN: 26 / 24.5 / 23 / 21.5 / 20

STEALTH DURATION: 6 / 6.5 / 7 / 7.5 / 8
ACTIVE: Senna surrounds herself with an aura of mist for a duration. The mist grants camouflage to Senna and allied champions inside, as well as a Wraith Form that lasts for the remaining duration. Senna's basic attacks and abilities will briefly break her out of camouflage.

Wraith Form: Gain 20% bonus movement speed and appear as an obscured wraith to enemies beyond 150 units. Performing a basic attack or casting an ability removes Wraith Form, which cannot be regained for 2 seconds.
  • Wraith Form replaces the model of the champion, rendering it indistinguishable from other champions in Wraith Form.

Dawning Shadow

Dawning Shadow (R)

RANGE: Global
COST: 100 mana
COOLDOWN: 160 / 140 / 120
ACTIVE: Senna fires a broad beam of spectral light in the target direction, granting sight of the area, dealing physical damage to enemy champions hit by the center of the beam and afflicting them with Mist.

SANCTUARY: Senna and allied champions caught in any part of the area are shielded for 3 seconds.

Early Game

Senna's early game is about harassing the enemy, while keeping a safe distance, and using Last Embrace to set up kills.

You want to take Spectral Sickle, and Piercing Darkness as your first ability. You can take Last Embrace if you and your team are coordinating a level 1 invade. It's easy to set up if another member of your team has hard CC, as you do have a delay before the root happens.

Piercing Darkness is your main harass, and heal tool. You can use it on nearly everything that is targetable, including Zyra plants. It's range is longer than the hitbox, so you can safely pick up your Mist Wraiths if you can't get in auto range of them, and you can also target minions that enemies are hiding behind, to get off some safe harass. Piercing Darkness is your main ability you want to max first, followed by Last Embrace, into Curse of the Black Mist, and Dawning Shadow as it becomes available.

As Senna, you want to be picking up as many Mist Wraith's as possible during the laning phase. Mist Wraith's will always drop from a cannon, dead enemies and monsters such as the Red Buff and Dragon s. These increase your attack range infinitely.

Your main combo is Last Embrace > AA > Piercing Darkness > AA and follow up with Dawning Shadow if you need to help finish off the enemy - such as if they Flash out of the way. Much like Soraka, level 6 and onwards, you want to be paying attention to the map for good Dawning Shadow snipes, enabling you to get kills and assists globally.

Pay attention to the option of roaming, helping out your jungler and always make sure you have wards in your river to be aware of any incoming ganks, and use your Curse of the Black Mist to help you and your ally safely escape.

First items you're going to want to build after your boots are Duskblade of Draktharr, and then I go into Athene's Unholy Grail to boost my healing. You can then follow up with either going more damage route, or continuing on the supportive route with Redemption.

Mid - Late Game

Mid - late game you want to be keeping a close eye on the minimap, trying to find good opportunities to be casting your ult and saving an ally, and/or sniping an enemy. Stick close by to your strongest team member or ADC, preparing to save them from being picked off, or turning a fight around with Piercing Darkness. Last Embrace can hold an enemy in place for long enough for your team to arrive and clean up the fight (hopefully).

You can use Dawning Shadow, and then Flash during the animation, creating a clutch escape for yourself if you're at risk of dying.

By this point, you should have stacked up enough of your passive to be outranging turrets, which really helps your team to push easier, as you will do a significant amount of damage to the turret.

During teamfights, you want to be positioned at the back, away from the enemies (your range will allow it), while still being able to support your team with heavy healing, damage and shielding. You can use Last Embrace on any enemy that comes close, and you can also use it on a minion for the instant root.

The main thing to be aware of, is making sure your teams threats stay alive, while removing, or zoning, the enemy teams threats.

You'll want to be sticking close to your ADC, while roaming efficiently and safely as possible to place deep wards. You have the advantage of high movement speed on your side, use it!

Control Ward's are a staple part of any support, both to deny your enemies vision, and to provide your team extra vision. You should make sure to buy one at least every time you back, preferably to have 2 on you at all times.

I hope you enjoyed, and learned enough from my Senna guide, to play her as well as the pro's.

If you enjoyed my guide, you can check out my other guides here, in which I've covered more styles of supports, incase you want to branch out on supports such as engagers ( Nautilus, Pyke etc!).

If you're interested in seeing more of me, please follow my stream! I stream every day but Saturday, from 12:00pm - 11:00pm GMT. I play a wide variety of supports, and I am always engaging with my stream chat.
  • 11/09/2019 - Published Guide
  • 11/20/2019 - Updated for 9.23
  • 11/26/2019 - Changed Presence of Mind description.
  • 12/12/2019 - Updated for 9.24.
League of Legends Build Guide Author Hanjaro
Hanjaro Senna Guide
[10.7] Hanjaro's Senna: Support your way to Challenger!
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