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Senna Build Guide by SlippStream

Support [13.3] Slipp's Hypercarry Senna Support

Support [13.3] Slipp's Hypercarry Senna Support

Updated on February 11, 2023
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League of Legends Build Guide Author SlippStream Build Guide By SlippStream 1578 136 3,190,797 Views 59 Comments
1578 136 3,190,797 Views 59 Comments League of Legends Build Guide Author SlippStream Senna Build Guide By SlippStream Updated on February 11, 2023
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Choose Champion Build:

  • LoL Champion: Senna
    Standard AD
  • LoL Champion: Senna
    Hypercarry
  • LoL Champion: Senna
    Full Support
  • LoL Champion: Senna
    Tank

Runes: All-Rounder

1 2 3 4
Precision
Fleet Footwork
Presence of Mind
Legend: Alacrity
Coup de Grace

Inspiration
Biscuit Delivery
Approach Velocity
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

1 2 3 4
Further back
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Heal

Heal

Threats & Synergies

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

Champion Build Guide

[13.3] Slipp's Hypercarry Senna Support

By SlippStream
Guide Details
About Me
Changelog

Champion
Abilities
Pre-Game
Runes

In-Game
Items

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.



PROS

  • 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

CONS

  • Squishy, weak to dives
  • Low crit damage
  • Weak mid-game
  • Relies on allies' waveclear to get souls
  • Needs to play aggressive
  • Low mobility
  • Easy-to-Miss ultimate

ABSOLUTION (Passive)

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 8 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 28% chance to drop a Mist Wraith, otherwise a 10% chance.
  • ABSOLUTION - Each stack of Mist grants Senna 0.75 bonus attack damage. For every 20 stacks, Senna also gains 20 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 8.6% less (160% 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 Grasp of the Undying and Muramana. consider using the longer range (13 Teemos) to proc important effects from a safe distance.


PIERCING DARKNESS (Q)

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 (+50% bonus AD) (+40% AP) (+160% Lethality) in a line, and dealing 40 / 70 / 100 / 130 / 160 (+40% bonus AD) physical damage to enemy minions and champions in a thinner line. Enemies hit are slowed for 20% (+10% per 100 bonus AD) (+6% per 100 AP) for 2 seconds.

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 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.



LAST EMBRACE (W)

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.



CURSE OF THE BLACK MIST (E)

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% (+1% per 20 AP) 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 and identified 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 (R)

Senna fires two beams of spectral light in the target direction, the center beam deals 250 / 375 / 500 (+100% bonus AD) (+70% 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 also collects any Mist Wraiths in its path.


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.
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. 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.



GRASP OF THE UNDYING


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.

DARK HARVEST


These runes are specifically for a botlane matchup you think you can easily 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. 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 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.

SUMMON AERY


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.

FLEET FOOTWORK


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. It rewards you for poking in lane, something you will be doing consistently and can do without mana. The extra mana on takedown is nice, though not always super helpful. You can take Triumph here instead, but I think Presence of Mind outshines it here because of its consistency.
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 gives you consistent, reliable mana regen in lane given how easy you can bully your lane opponents.
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
Manaflow Band gives you extra permanent mana and helps if stacking Manamune. In lane, the extra mana is fine, but Presence of Mind gives you a better option for laning phase mana if that's where you're struggling. It's very easy to land Piercing Darkness to stack Manaflow Band early on and the passive mana regen later on 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 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 Manaflow Band or Biscuit Delivery in your primary tree, definitely consider these.


Inspiration (NOT RECOMMENDED)


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 620 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.
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 ( Duskblade of Draktharr, 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, Mythic Options, Core Items, Situational Items, or Boots.



STARTING ITEMS


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?




MYTHIC OPTIONS


Divine Sunderer
Type: AD/Tank Mythic Option
Cost: 3300 Gold

  • +20 Ability Haste
  • +40 Attack Damage
  • +300 Health

UNIQUE Passive – SPELLBLADE: After using an ability, your next basic attack within 10 seconds deals 3% of target's maximum health + 125% base AD 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 81.25% base AD (+ 1.95% of the target's maximum health). (1.5 second cooldown)

MYTHIC PASSIVE: Empowers each of your other Legendary items with 3% armor penetration and 3% magic penetration.
This iten was a large part of tank Senna during late season 11 and early season 12, but it was gradually nerfed down to no longer work with her. As of the 12.13 changes, this item has become significantly worse for Senna, with it moving away from scaling off of target max hp into scaling with base AD (which Senna does not scale thoughout the game, making this item worse as the game goes on). If this item sees no reverts or changes, it will likely be removed from this guide.


Duskblade of Draktharr
Type: AD Mythic Option
Cost: 3100 Gold
This is my preferred mythic item for a standard AD build. Duskblade of Draktharr gives a nice chunk of AD and a hefty amount of ability haste, which is incredibly important for a caster ADC like Senna. The on-hit damage steroid is also appealing as it scales decently and can be used multiple times in a teamfight, with the added benefit of giving you an easy out if you need it. I prefer this to Eclipse for most of my games.

  • +55 Attack Damage
  • +20 Ability Haste
  • +18 Lethality

UNIQUE Passive – NIGHTSTALKER: Basic attacking an enemy champion deals 55 (+ 25% 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 and 5 movement speed.


Eclipse
Type: AD Mythic Option
Cost: 3100 Gold

  • +60 Attack Damage
  • +15 Ability Haste
  • +12 Lethality

UNIQUE Passive - EVER RISING MOON: Hitting an enemy champion with 2 separate attacks or abilities within 1.5 seconds deals 3% 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 and magic penetration, and 5 movement speed.
Many Senna players build this as a mythic most of the time. Generally, I prefer Duskblade of Draktharr as it gives more utility and provides some escape potential. However, in cases where you need raw power and sustain, you can do far worse than Eclipse. I especially like Eclipse into tank matchups, as the armor penetration it provides is nothing to scoff at. However, no ability haste means this is first and foremost a damage/healing item.


Locket of the Iron Solari
Type: Tank/Support Mythic Option
Cost: 2500 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. 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.

  • +30 Armor
  • +30 Magic Resistance
  • +20 Ability Haste
  • +200 Health
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.


Moonstone Renewer
Type: Support Mythic Option
Cost: 2500 Gold

  • +40 Ability Power
  • +20 Ability Haste
  • +200 Health
  • +100% Base Mana Regeneration
UNIQUE Passive - STARLIT GRACE: When affecting champions with attacks or abilities in combat, heal the nearby allied champion (excluding yourself) with the most missing health for 70 (2 second cooldown).
Each second spent in combat with champions grants 6% heal and shield power, stacking up to 4 times for maximum of 30%

MYTHIC PASSIVE: Empowers each of your other Legendary items with 10 heal for this item's passive effect, Starlit Grace.
Senna, ideally, spends her time in the backline, dealing consistent damage and simultaneously healing and shielding her team. Moonstone Renewer gives you an additional, automatic healing outlet in teamfights. Since you don't need to play around your mythic item if you build this, you can instead focus on providing utility for your carries and poking down enemies.


Frostfire Gauntlet
Type: Tank Mythic Option
Cost: 2800 Gold
This item has been popular recently as a mythic item for tank Senna, as it mimics some of the strength of Frozen Mallet from season 10. Iceborn Gauntlet's snowbind passive has a decent slow on a relatively short cooldown, that you can proc from a safe distance. The immolate passive doesn't apply that often, but can do decent damage if you get jumped. The mythic passive here is actually very useful, giving you health and bonus size (which increases your auto range). I'd recommend this mythic if your team is diving frequently and needs to pin down a slippery target.

  • +25 Armor
  • +25 Magic Resistance
  • +20 Ability Haste
  • +350 Health
UNIQUE Passive - IMMOLATE: Taking or dealing damage activates this passive for 3 seconds. Deal 12 − 30 (based on level) (+ 1% bonus health) magic damage every second to enemies within 325 (+100% bonus size) units, increased by 25% against minions and 150% against monsters.

UNIQUE Passive - SNOWBIND: Basic attacks create a frost field for 1.5 seconds that deals 20-100 (+0.5% max health) magic damage to all enemies in the area. Enemies that move across the field are slowed. (6 second cooldown ).

MYTHIC PASSIVE: Empowers each of your other Legendary items with 100 bonus health and 6% increased size.


Kraken Slayer
Type: Hypercarry Mythic Option
Cost: 3400 Gold

  • +65 Attack Damage
  • +25 Attack Speed
  • +20% Critical Strike Chance
UNIQUE Passive - BRING IT DOWN: Basic attacks on-attack grant a stack for 3 seconds, up to 2 stacks. At 2 stacks, the next basic attack consumes all stacks on-attack to deal 60 (+ 45% bonus AD) bonus true damage on-hit.

MYTHIC PASSIVE: Empowers each of your other Legendary items with 10% bonus attack speed.
Kraken Slayer, since the beginning of season 11, has blown up in the Senna meta, and it's easy to see why. The raw AD this item offers, along with its attack speed mythic passive and tank-killing passive give Senna a lot of damage. The only problem I encounter with Kraken Slayer is the cost. 3400 gold is a lot for a support, and it often puts me behind trying to afford it. That said, it is incredibly strong and lets you backline effectively. Just remember that Guinsoo's Rageblade's additional on-hit does not proc Kraken Slayer's passive.


CORE LEGENDARY ITEMS


Ardent Censer
Type: Support Core Item
Cost: 2300 Gold

  • +60 Ability Power
  • +10% Heal and Shield Power
  • +100% base mana regeneration

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.
Ardent Censer is a fantastic second item if you're building support, because of its extremely powerful passive. The attack speed is important for a lot of team comps. Remember when building this to build the Forbidden Idol first as Amplifying Tome's AP is negligible when compared to the 10% Heal and Shield power and 50% mana regen from Forbidden Idol.


Black Cleaver
Type: Tank Core Item
Cost: 3300 Gold
Black Cleaver fills an interesting role for tank Senna’s build. It gives a modest amount of AD, a decent amount of health, and an hefty 25 Ability Haste. This item allows Senna to take worse trades and still come out on top, still being able to heal with Piercing Darkness more often. Black Cleaver offers the stats tank Senna wants more efficiently than almost any other item. And though the Carve passive can be tough to stack, tank Senna can survive for long enough to brute force the armor shred.

  • +50 Attack Damage
  • +30 Ability Haste
  • +400 Health
UNIQUE Passive - CARVE: Dealing physical damage to an enemy champion reduces their armor by 5% for 6 seconds, stacking up to 6 times for a maximum of 30%. 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 ).


Manamune
Type: Hypercarry Core Item
Cost: 2400 Gold

  • +15 Ability Haste
  • +35 Attack Damage
  • +500 Mana

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 Muramana at +360 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 role in your team, 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.


Staff of Flowing Water
Type: Support Core Item
Cost: 2300 Gold
I consider Staff of Flowing Water an alternative to Ardent Censer for a team that craves AP rather than attack speed. I generally end up building both, as the move speed on heal is good in and of itself, but be sure to consider which one your team needs first, and whether they even need both.

  • +50 Ability Power
  • +8% Heal and Shield Power
  • +100% Base Mana Regeneration
UNIQUE Passive - RAPIDS: Healing or shielding an ally grants you and them 20 ability haste and 25 − 45 (based on target's level) ability power for 3 seconds.


Umbral Glaive
Type: AD Core Item
Cost: 2300 Gold
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 haste makes this a great second item. 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. Even with a support focus, it offers so much utility for 2800 gold.

  • +50 Attack Damage
  • +15 Ability Haste
  • +10 Lethality
UNIQUE Passive – BLACKOUT: When spotted by enemy wards or traps, gain Blackout over a 400-unit radius for 8 seconds (50 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 deal double damage to wards.


Youmuu's Ghostblade
Type: AD Core Item
Cost: 3000 Gold

  • +55 Attack Damage
  • +15 Ability Haste
  • +18 Lethality
UNIQUE Passive - HAUNT: +40 movement speed out-of-combat.

UNIQUE Active - WRAITH STEP: Gain +20% movement speed and ghosting for 6 seconds (45 second cooldown).
A perfect second or third item for Senna's AD build, Youmuu's Ghostblade offers similar 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.



SITUATIONAL ITEMS


Axiom Arc
Type: AD Situational Item - Snowball
Cost: 3000 Gold
Axiom Arc is a very greedy item. You'll want to pick this up if you crushed laning phase and need an extra boost when entering your mid-game. Senna's ultimate has a very long cooldown, so the partial refund on takedown that this item gives is very useful. On top of that, it gives a good amount of ability haste and lethality, both of which Senna wants a lot of.

  • +55 Attack Damage
  • +25 Ability Haste
  • +18 Lethality
UNIQUE Passive – FLUX: Whenever an enemy champion dies within 3 seconds after you've damaged them, refund 20% of your ultimate's total cooldown.


Death's Dance
Type: AD/Tank Situational Item - Delay Damage
Cost: 3300 Gold

  • +65 Attack Damage
  • +50 Armor
UNIQUE Passive - IGNORE PAIN: 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.

UNIQUE Passive - DEFY: Champion takedowns grant you 30% bonus movement speed for 2 seconds, remove Ignore Pain's remaining damage, and heal you for 50% BONUS AD over 2 seconds.
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 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. The bonus AD scaling on the Defy passive makes it simply better on Senna than on most champions.


Edge of Night
Type: AD Situational Item - Anti-Burst
Cost: 2900 Gold
Similarly to Guardian Angel, this is an item that, while I call it a situational item, I build very frequently. The survivablity this item gives you is small, but the lethality, combined with the 50 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.

  • +50 Attack Damage
  • +325 Health
+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.


Executioner’s Calling (Mortal Reminder)
Type: Situational Item - Anti-Heal
Cost: 800 Gold

  • +15 Attack Damage
UNIQUE Passive - REND: Dealing physical damage to enemy champions inflicts them with 40% Grievous Wounds for 2 seconds.
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 or Chempunk Chainsword as a final item later on, whatever your matchup depends on.


Guardian Angel
Type: AD/Tank Situational Item - Anti-Assassin
Cost: 3000 Gold
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 give it a slot here if you need a second chance.

  • +45 Attack Damage
  • +40 Armor
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).


Hexdrinker (Maw of Malmortius)
Type: Situational Item - Anti-Mage
Cost: 1300 Gold

  • +25 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).
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.


Infinity Edge
Type: AD Situational Item - Bigger Crits
Cost: 3400 Gold
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. Since this item functions at a lower capacity before you have 60% crit chance, it doesn’t do much for you early on, given that you don’t really build crit. However, once your passive plus IE gets you to 60% critical strike chance (120 souls), I think it’s a great choice to scale your damage.

  • +70 Attack Damage
  • +20% Critical Strike Chance
UNIQUE Passive - PERFECTION: Gain 35% bonus critical strike damage if you have at least 40% critical strike chance.


Knight’s Vow
Type: Tank Situational Item - Damage Redirect
Cost: 2300 Gold

  • +10 Ability Haste
  • +150% Base Health Regeneration
  • +400 Health
UNIQUE Passive- SACRIFICE: While your Worthy ally is nearby, redirect 10% of the damage they take to you and heal for 8% of the damage they deal to champions. If they have less than 30% health, redirect 20% of damage they take to you instead.

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).
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.


Last Whisper (Serylda’s Grudge)
Type: AD Situational Item - Armor Pen
Cost: 1450 Gold
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 Ornn top, Trundle jungle, and Alistar support, I tend to buy this as soon as I can.

  • +20 Attack Damage
  • +20% armor penetration


Mikael's Blessing
Type: Support Situational Item - Anti-CC
Cost: 2300 Gold

  • +15 Ability Haste
  • +16% Heal and Shield Power
  • +50 Magic Resistance
  • +100% Base Mana Regeneration
UNIQUE Active = PURIFY: Remova all crowd control debuffs from yourself or an allied champion and heal the target for 100-200 (based on target's level) (120 second cooldown)
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 your ability to heal your allies. I'm also a fan of how this item doesn't waste your gold on AP, and instead gives you haste and MR, two stats that can be actually useful.


Quicksilver Sash (Mercurial Scimitar)
Type: Situational Item - Anti-CC
Cost: 1300 Gold
Adjacently 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).


Rapid Firecannon
Type: AD Situational Item - Extra Range
Cost: 2500 Gold

  • +30% Attack Speed
  • +20% 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).
A lot of 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.


Redemption
Type: Support Situational Item - AOE Heal
Cost: 2300 Gold
Support Senna is a build focused around peeling for your teamates and enabling them. Often, this is purely based around Piercing Darkness's heal and Dawning Shadow's shield, but sometimes you need a way to impact the game outside your of your abilities. Redemption gives you the utility that Senna doesn't have built-in, allowing you more teamfight pressure than you'd normally have. Build this if you find your team skirmishing often, or if you need extra pressure to turn big fights.

  • +15 Ability Haste
  • +16% Heal and Shield Power
  • +200 Health
  • +100% Base Mana Regeneration
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 200 − 400 (based on target's level), while enemy champions take 10% of target's maximum health true damage (90 second cooldown). Can be used while dead.


Spirit Visage
Type: Tank Situational Item - Healing Amp
Cost: 2900 Gold

  • +10 Ability Haste
  • +450 Health
  • +100% Base Health Regeneration
  • +40 Magic Resistance
UNIQUE Passive - BOUNDLESS VITALITY: Increases all healing and shielding received by 25%
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.


Bramble Vest (Thornmail)
Type: Tank Situational Item - Anti-AA
Cost: 800 Gold
Bramble Vest is the poster child for anti AD, anti-healing items, giving a good chunk of Armor and a passive that heavily disadvantages ADCs like Draven and bruisers like Fiora. You should know that Bramble Vest should only be built when you need to counter an ADC's slef-healing or a fed bruiser, and I'd generally recommend another armor-heavy item like Frozen Heart to counter fed AD champs more. But, against self-healers, it's a great item that doesn't require you go out of your way to counterplay.

  • +30 Armor
UNIQUE Passive – THORNS: Upon being hit by a basic attack on-hit, deal 3 magic damage to the attacker and, if they are a champion, inflict them with 40% Grievous Wounds for 2 seconds.


Watchful (Vigilant) Wardstone
Type: Situational Item - Vision Control
Cost: 1100 Gold

  • +150 Health
  • +10 Ability Haste

UNIQUE Passive - ARCANE CACHE: This item can store up to 3 purchased Control Wards.

UNIQUE Passive - BLOOMING EMPIRE: Reaching level 13 and completing your support item quest into Vigilant Wardstone.
Thanks to the patch 11.11 changes to this item, I consider it a must-build 3rd item for almost every Senna build. Once it transforms into Vigilant Wardstone, it gives you 5 extra ability haste, along with a bonus 12% to AD, AP, Health, and Ability Haste. At 3rd item, nothing gives you as many stats as this does for only 1100 gold. Not to mention it enables a much stronger vision game, which will indirectly help your team. Almost always buy this as it stands right now.


Guinsoo's Rageblade
Type: Hypercarry Situational Item - On-Hit Damage
Cost: 2600 Gold
Even after the v11.5 changes, Guinsoo's Rageblade remains an incredibly strong item on Senna. Because of your innate crit scaling, you can get ever increasing amounts of on-hit damage (which also applies on Piercing Darkness). Even if you don't build other crit items, this item can be a powerhouse late-game, which is usually when I pick it up.

  • +45% Attack Speed
  • +20% Critical Strike Chance
UNIQUE Passive – WRATH: Convert every 1% critical strike chance into 2 bonus physical damage on-hit, capped at 100% critical strike chance, for a maximum of 200 bonus physical damage on-hit. This damage is affected by critical strike modifiers.

UNIQUE Passive - SEETHING STRIKE: Basic attacks on-attack grant a stack for 6 seconds, up to 2 stacks. At 2 stacks, the next basic attack consumes all stacks on-attack to trigger a Phantom Hit that applies on-hit effects to the target at 100% effectiveness after a 0.15 second delay.


The Collector
Type: AD Situational Item - Execution
Cost: 3000 Gold

  • +55 Attack Damage
  • +20% Critical Strike Chance
  • +12 Lethality

UNIQUE Passive - DEATH AND TAXES: If you deal post-mitigation damage that would leave a champion below 5% of their maximum health, execute them. Champion kills grant you an additional 25 Gold.
Sometimes, you leave laning phase as the fed one. That's great, but Senna's weak mid-game still rears its head. When you need to keep your lead strong, The Collector works perfectly to keep you snowballing over your opponents. It has pretty good raw AD and lethality, which is what we look for, and the execution passive gives you a bit more dominance in picks.



BOOTS


Plated Steelcaps
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 Plated Steelcaps, 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: 950 — (Ability Haste, Summoner Spell Haste)


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 haste 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 Plated Steelcaps or Mercury's Treads, opt for Ionian Boots of Lucidity instead.


About Berserker's Greaves



Some Sennas build Berserker's Greaves instead of Ionian Boots of Lucidity when they’re ahead. I generally disagree. In the early game Senna is a caster ADC, not a crit ADC — her power comes from her Piercing Darkness, and having that more often is more important than poorly scaling attack speed. Even with Piercing Darkness lowering its cooldown on attack, the value you’ll get from Berserker's Greaves is purely damage, whereas Ionian Boots of Lucidity is damage and peel. Here's a demonstration of each boots' effect on Piercing Darkness' cooldown:



Where Berserker's Greaves shine is at the point where your auto attacks do enough damage to offset the efficiency of your ability rotations. If you're fed early and want strong boots, I'd opt for Ionian Boots of Lucidity most of the time. You can always switch over to Berserker's Greaves later if you find yourself needing an extra boost to your DPS.



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 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 corner-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!


Souls

Mist (souls) are incredibly important to Senna. With no AD per level scaling, they compensate you for stats you might be missing out on. To show you how important they are, we can do a little math to determine their worth.
Warning: Math

TL;DR, each soul Senna collects before she hits 100 crit chance is worth 46.25 gold in stats. After that point, they fall off in value to 32.81 gold per soul. It's important to keep this in mind when you're laning. On top of whatever gold you get from Spectral Sickle, each proc of Absolution will give you more than 45 gold worth of stats, same goes for each soul you pick up manually.


This is also the reason I tend to not like crit items on late-game Senna. Her lifesteal conversion makes each point of life steal less valuable than the critical strike chance it could be, meaning that any item giving you crit chance past 100% is losing you money. Sometimes, this is worth it, like with Guinsoo's Rageblade or Infinity Edge. Other times, however, I will sell my unneeded crit items for more raw AD.

More About Vigilant Wardstone

Vigilant Wardstone is not an item that sees a lot of play, but it has a lot more to offer than its playrate would imply. Notably, on top of increasing your ward counts by 1 and giving 150 health and 15 ability haste, gives 12% more AP, health, AH, and bAD. And, because it only costs 1100 gold, it can easily become more than 100% gold efficient.

So, for the purpose of calculating gold efficiency, let's use the following build:
and, of course,

Since the gold efficiency of Vigilant Wardstone varies based on when its built, lets assume we took no AD or Ability Haste in our runes, and we have no other buffs (dragons/passive/etc.). We'll also assume that we're level 13 and have Black Mist Scythe when we buy it so we get the bonuses.

The base stats of wardstone are worth 800 gold (400g of health [150] + 400g of AH [15]). So, at base, wardstone is 72.7% gold efficient.

With just Black Mist Scythe, the stats are worth 908 gold (424g health [159] + 400.05g AH [15] + 84g AD [2.4]).

When built second item (After Duskblade of Draktharr), the stats total to 1232 gold (400g health [150] + 496g AH [18.6] + 336g AD [9.6]). At this point, Vigilant Wardstone is already gold efficient, even without factoring Senna's passive, but let's keep going.

When built third (After Umbral Glaive), the stats are worth 1500 gold (424g health [159] + 560g AH [20.4] + 526g AD [15.6]) and is 136.4% gold efficient.

When built last (After Infinity Edge), the stats are worth 1820 gold (424g health [159] + 576g AH [21] + 820g AD [23.4]) and is 165.5% gold efficient.

TL;DR, Vigilant Wardstone is an incredibly efficient item even without Senna's passive AD or the utility it offers to your team, and you should consider building it more often.
Here is where I'll put my thoughts as they relate to Senna. I might talk about changes that I have things to say about, or just thoughts on the state of the champion. Changes don't have to directly affect Senna, just anything I think will affect her performance.

Patch 11.10 - 5/13/2021

Guinsoo's Rageblade's Gold Cost 2800 -> 2600

Senna has been very strong (and very popular) for the past couple patches the popularization of the Iceborn Gauntlet into Black Cleaver build has made her a force to be reckoned with in the current meta. That's why this change worries me slightly. Senna is still strong with guinsoo's, and this will only make her stronger. To me, this feels like a compensation buff for a nerf she has yet to receive. I expect Senna to get knocked down a peg in patch 11.11.
Changelog

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
3/31/2021 - Added Kraken Slayer, Iceborn Gauntlet, The Collector, and Guinsoo's Rageblade to the items chapter and souls subchapter to Tips and tricks.
4/20/2021 - Updated about me chapter
4/26/2021 - Updated items chapter to reflect v11.9 changes
5/13/2021 - Updated items chapter to reflect v11.10 changes. Added blog chapter. Changed guide theme to PROJECT: Senna.
5/26/2021 - Updated items chapter to reflect v11.11 changes. Updated item build order for standard AD, Tank, and Support.
6/12/2021 - Added more notes in the build options section.
6/16/2021 - Added the "More About Vigilant Wardstone" section to the Tips & Tricks chapter.
8/30/2021 - Updated a backlog of information, mostly about items.
11/17/2021 - Updated to preseason 12. No more glacial augment :(
11/23/2021 - Updated some minor stuff in the items chapter.
11/27/2021 - Fixed some minor typos throughout the guide
2/2/2022 - Updated for patch v12.3
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