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Choose Champion Build:
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Standard AD
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Tank
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Full Support
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Hypercarry
Runes: Supportive / Easy skillshots












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


Flash

Heal
Items
Ability Order


Absolution
Senna Passive Ability
Threats & Synergies






Thresh
Be very wary of thresh's chain cc combo off of his hook. If you get caught, you're essentially dead in the water.






Caitlyn
By far one of the most disgusting botlane duos in the game. If you both play at your maximum range, there's very little your opponents can do aside from sitting under tower. Look to combo your W with her W.


Champion Build Guide
ABSOLUTION (Passive) |
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This is ![]() ![]() ![]() ![]() 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. ![]() ![]() ![]() ![]() Also worth noting is the fact that ![]() ![]() ![]() ![]() ![]() |

PIERCING DARKNESS (Q) |
After a brief delay,
![]() 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 ![]() |
As ![]() ![]() 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 (W) |
![]() 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. |
![]() ![]() 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. |

CURSE OF THE BLACK MIST (E) |
After a 1 second delay,
![]() ![]() 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. ![]() ![]() |
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You'll primarily be using ![]() ![]() Later in the game, use ![]() |

DAWNING SHADOW (R) |
![]() The broad beam shields ![]() ![]() |
![]() ![]() ![]() Of course, the best application of ![]() |
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I prefer ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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By far the most popular option, ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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If I want to take a combat summoner spell and my ADC refuses to take something besides heal, I opt for ![]() ![]() ![]() ![]() ![]() ![]() ![]() |






Jump to secondary runes.

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Only recently have these runes been seeing much play on ![]() |
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I love
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These are some of ![]() ![]() ![]() ![]() |
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These runes are specifically for a botlane matchup you think you can easy bully. ![]() ![]() ![]() ![]() ![]() |
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The last spot can go one of two ways. My personal favorite is
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These runes are what I'd normally suggest for someone just starting out on ![]() ![]() |
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Lastly, I like to take
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These runes have a very situational purpose on ![]() |
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Jump to Starting Items, Mythic Options, Core Items, Situational Items, Boots or How to Build.

STARTING ITEMS
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Spectral Sickle Type: AD Starting Item Cost: 400 Gold |
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. |
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Steel Shoulderguards Type: AD Starting Item Cost: 400 Gold |
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Although ![]() ![]() ![]() ![]() ![]() |
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.
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MYTHIC OPTIONS
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Divine Sunderer Type: AD/Tank Mythic Option Cost: 3300 Gold |
UNIQUE Passive – SPELLBLADE: After using an ability, your next basic attack within 10 seconds deals 10% of target's maximum health bonus physical damage on-hit, with a minimum damage equal to 150% of base AD and a maximum damage against monsters equal to 250% base AD. If the target is a champion, heal for 30% of the pre-mitigation bonus damage dealt (1.5 second cooldown, begins after using the empowered attack). MYTHIC PASSIVE: Empowers each of your other Legendary items with 5% armor penetration and 5% magic penetration. |
In season 10, the item that made tank ![]() ![]() ![]() ![]() ![]() |
Duskblade of Draktharr Type: AD Mythic Option Cost: 3200 Gold |
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This is my preferred mythic item for a standard AD build. ![]() ![]() ![]() |
UNIQUE Passive – NIGHTSTALKER: Basic attacking an enemy champion deals 100 (+ 30% bonus AD) bonus physical damage on-hit. (15 second cooldown) Champion takedowns within 3 seconds reset this effect's cooldown and grant you invisibility for 1.5 seconds. MYTHIC PASSIVE: Empowers each of your other Legendary items with 5 ability haste. |
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Eclipse Type: AD Mythic Option Cost: 3200 Gold |
UNIQUE Passive - EVER RISING MOON: Hitting an enemy champion with 2 separate attacks or abilities within 1.5 seconds deals 6% of target's maximum health as bonus physical damage and grants you 15% bonus movement speed and a 75 + 20% bonus AD shield for 2 seconds (16 second cooldown). MYTHIC PASSIVE: Empowers each of your other Legendary items with 4% armor penetration. |
Many ![]() ![]() ![]() |
Locket of the Iron Solari Type: Tank/Support Mythic Option Cost: 2500 Gold |
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UNIQUE Passive - CONSECRATE: Grant nearby allied champions 5 bonus armor and 5 bonus magic resistance.
UNIQUE Active - DEVOTION: Grant nearby allies a 230 − 385 (based on target's level) shield that decays over 2.5 seconds (90 second cooldown). MYTHIC PASSIVE: Empowers each of your other Legendary items to increase Consecrate's bonus resistances by 2. |
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Moonstone Renewer Type: Support Mythic Options Cost: 2500 Gold |
UNIQUE Passive - STARLIT GRACE: When affecting champions with attacks or abilities in combat, heal the nearby allied champion with the most missing health for 70 − 100 (based on target's level) (2 second cooldown). Each second spent in combat with champions increases this heal by 12.5%, stacking up to 4 times for maximum of 50%. MYTHIC PASSIVE: Empowers each of your other Legendary items with 5 ability haste. |
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CORE LEGENDARY ITEMS
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Ardent Censer Type: Support Core Item Cost: 2300 Gold |
UNIQUE Passive – SANCTIFY: Healing or shielding allied champions enhances you and them with 10% − 30% (based on target's level) bonus attack speed and 5 − 20 (based on target's level) bonus magic damage on-hit on basic attacks for 6 seconds. |
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Death's Dance Type: AD/Tank Core Item Cost: 3100 Gold |
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I view ![]() ![]() ![]() ![]() ![]() |
UNIQUE Passive - IGNORE PAIN: Stores 15% of all post-mitigation physical damage received, which is successively taken as damage over time true damage instead, dealing one-third of the stored damage every second.
UNIQUE Passive - DEFY: Champion takedowns grant you 30% bonus movement speed for 2 seconds, remove Ignore Pain's remaining damage, and heal you for 10% of your maximum health over the duration. |
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Manamune Type: Hypercarry Core Item Cost: 2400 Gold |
UNIQUE Passive – AWE: Grants bonus attack damage equal to 2% maximum mana. UNIQUE Passive – MANA CHARGE: Grants a charge every 8 seconds, up to 4 charges. Consumes a charge on-hit and whenever affecting an enemy or ally with an ability to grant 3 bonus mana, increased to 6 for champion targets, up to maximum of 360 bonus mana. Transforms into ![]() |
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 role in your team, whether or not you buy ![]() ![]() ![]() ![]() |
Staff of Flowing Water Type: Support Core Item Cost: 2300 Gold |
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I consider ![]() ![]() |
UNIQUE Passive - RAPIDS: Healing or shielding an ally grants you and them 15% bonus movement speed and 20 − 40 (based on target's level) ability power for 3 seconds.
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Sterak's Gage Type: AD/Tank Core Item Cost: 3100 Gold |
UNIQUE Passive – LIFELINE: If you would take damage that would reduce you below 30% of your maximum health, you first gain a shield that absorbs 200 damage for 5 seconds, increased by 4.8% maximum health per stack of Bloodlust, up to an increase of 24% maximum health at 5 Bloodlust stacks (60 second cooldown). |
Last season, ![]() ![]() |
Umbral Glaive Type: AD Core Item Cost: 2800 Gold |
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I think this is one of, if not the best item for ![]() ![]() ![]() |
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. |
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Youmuu's Ghostblade Type: AD Core Item Cost: 3000 Gold |
A perfect second or third item for ![]() ![]() ![]() ![]() |

SITUATIONAL ITEMS
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Black Cleaver Type: AD/Tank Situational Item - Armor Shred Cost: 3300 Gold |
UNIQUE Passive - CARVE: Dealing physical damage to an enemy champion reduces their armor by 4% for 6 seconds, stacking up to 6 times for a maximum of 24%. Enemies with 6 stacks are Shredded. UNIQUE Passive – BUTCHER: Basic attacks on-hit and damaging abilities against fully Shredded enemies deal bonus physical damage equal to 5% of their missing health, reduced to 2% of their missing health for damage over time effects (0.5 second cooldown ![]() |
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Edge of Night Type: AD Situational Item - Anti-Burst Cost: 2900 Gold |
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Similarly to ![]() |
+10 Lethality
UNIQUE Passive – ANNUL: Grants a spell shield that blocks the next enemy ability. This shield refreshes after no damage is taken from enemy champions for 40 seconds. |
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Executioner’s Calling (Chempunk Chainsword) Type: Situational Item - Anti-Heal Cost: 800 Gold |
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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 ![]() ![]() ![]() ![]() ![]() |
Guardian Angel Type: AD/Tank Situational Item - Anti-Assassin Cost: 2800 Gold |
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This is an incredibly strong item on any ADC, but it thrives especially on tank ![]() ![]() ![]() ![]() ![]() ![]() |
UNIQUE Passive - REBIRTH: 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).
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Hexdrinker (Maw of Malmortius) Type: Situational Item - Anti-Mage Cost: 1300 Gold |
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Sometimes, you’re playing against a double AP botlane; recently, ![]() ![]() ![]() ![]() |
Infinity Edge Type: AD Situational Item - Bigger Crits Cost: 3400 Gold |
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Some people consider this a core item, but I disagree. ![]() |
UNIQUE Passive - PERFECTION: Gain 35% bonus critical strike damage if you have at least 60% critical strike chance.
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Knight’s Vow Type: Tank Situational Item - Damage Redirect Cost: 2300 Gold |
UNIQUE Passive- SACRIFICE: While your Worthy ally is nearby, redirect 15% of the damage they take to you, stops if you are below 30% of your maximum health, and if they are below 50% of their maximum health, gain 35% bonus movement speed while moving towards them. UNIQUE Active - PLEDGE: Designate an allied champion as Worthy, forming a tether between you and them. Champions can only be designated as Worthy by one Knight’s Vow at a time (60 second cooldown). |
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Last Whisper (Serylda’s Grudge) Type: AD Situational Item - Armor Pen Cost: 1450 Gold |
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Just like ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Mikael's Blessing Type: Support Situational Item - Anti-CC Cost: 2300 Gold |
Because ADCs will only buy a ![]() ![]() ![]() |
Quicksilver Sash (Mercurial Scimitar) Type: Situational Item - Anti-CC Cost: 1300 Gold |
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Adjacently to ![]() ![]() ![]() |
UNIQUE Active – QUICKSILVER: Removes all crowd control debuffs from your champion (90 second cooldown).
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Rapid Firecannon Type: AD Situational Item - Extra Range Cost: 2500 Gold |
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). |
A lot of ![]() ![]() ![]() ![]() |
Redemption Type: Support Situational Item - AOE Heal Cost: 2300 Gold |
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Support ![]() ![]() ![]() ![]() ![]() |
UNIQUE Active - INTERVENTION: 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 180 − 360 (based on target's level), while enemy champions take 10% of target's maximum health true damage (120 second cooldown). Can be used while dead.
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Spirit Visage Type: Tank Situational Item - Healing Amp Cost: 2900 Gold |
Although it packs quite a bit of Magic Resistance, I don't really think of ![]() ![]() ![]() |
Bramble Vest (Thornmail) Type: Tank Situational Item - Anti-AD Cost: 800 Gold |
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UNIQUE Passive – THORNS: Upon being hit by a basic attack on-hit, deal 3 (+ 10% bonus armor) magic damage, to the attack and, if they are a champion, inflict them with 40% Grievous Wounds for 2 seconds.
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Stirring (Vigilant) Wardstone Type: Situational Item - Vision Control Cost: 1100 Gold |
UNIQUE Passive - ARCANE CACHE: This item can store up to 3 purchased ![]() UNIQUE Passive - BLOOMING EMPIRE: Placing 20 Stealth Wards or Totem Wards transforms this item into Watchful Wardstone. |
This is the most unique item that you would consider building, and I think, for some of you, this item will never cross your mind. ![]() ![]() ![]() |

BOOTS
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HOW TO BUILD
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.
Stealth Ward![]() | 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 ![]() |
Oracle Lens![]() |
Oracle Lens replaces your trinket and gives you a way to clear your opponent's vision without wasting ![]() ![]() ![]() |
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 ![]() ![]() ![]() |
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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. |
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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




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






Make sure to ward objectives 60 to 45 seconds before the monster spawns, and not too early.


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.
1/2/2021 - Rewrote items chapter, needs reformating.
1/8/2021 - Finished Items chapter. Began work on tips & tricks chapter
1/21/2021 - Updated to reflect 11.2 buffs
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