Senna Build Guide by DatKawaiiBunny
[9.23] ♥ DatKawaiiBunny's Senna Support GuideBy DatKawaiiBunny | Updated on November 20, 2019
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Runes: Standard Runes
+1-10% CDR (lvls 1-18)
+9 Adaptive (5.4 AD or 9 AP)
+1-10% CDR (lvls 1-18)
+9 Adaptive (5.4 AD or 9 AP)
Threats & Synergies
Even though he was nerfed, he's still a strong support this patch with his Q and R.
Nautilus is another support that's good this patch. He is quite annoying to deal with early.
Nami out-heals you early with her W. She is however very squishy.
Well, they're husband and wife. Plus, Lucian does a good amount of damage early, and scales mid to late game.
Caitlyn has a good amount of range, along with Senna. They also both have a root.
Jinx scales mid to late game as well with Infinity Edge. She also has traps, like Caitlyn that can root.
Champion Build Guide
♥ Please note I will not be going over the Laning Phase. My goal is to explain the champion's pros, cons, runes, summoner spell options, items, abilities, and combos. Sorry in advance, please enjoy the guide ♥
Hello, my name is DatKawaiiBunny I'm a Silver I ADC & support main that likes to try unconventional builds for champions and of course take them as support! I also started streaming on Twitch again! Twitch.Tv/DatKawaiiBunny
I'm back with updating my guides since they have some false information, mostly with Biscuit Delivery. I've also been learning more about the support roles, and other ways to be aggressive. I've been excited about the new champion Senna. I started playing her support and I have some ideas for a pretty good guide!
Senna got some changes with her passive Absolution. For the time being, I can't update her support item options, but I can update the changes with lethality items. I did explain the new support item in the item section.
♥ Global AOE Ultimate[
♥ A Good Root
♥ Reduced Cooldown on Piercing Darkness
Senna so far is a pretty good support champion. Her ultimate Dawning Shadow is a global AOE that shields allies, while damaging enemies that are in the center. Her heals with Piercing Darkness are good, but that's towards mid-game. Also with Piercing Darkness, her cooldowns are reduced by 1 second when she uses auto attacks and it's not like Prismatic Barrier where it's a skill shot. It, I guess auto-locks onto a target like Lightslinger. She can also camouflage allies with Curse of the Black Mist.
♥ Long Cooldown on Dawning Shadow
♥ Weak Heal Early
♥ Some High Cooldowns Early
♥ Slow Auto-Attacks
Senna has some high cooldowns, especially on her ultimate Dawning Shadow. Her heal is quite powerful mid-late game, but it heals for about 40 at level 1. Champions like Nami have a better heal early, but it cost more. Because of her passive Absolution her auto-attacks are slow, so you can deal extra damage. Senna is also pretty squishy hence why I think taking Bone Plating is good.
Summon Aery both shields and damages. When you use a heal or shield on an ally, it grants a 35-80 (based on level) (+ 25% AP) or (+ 40% bonus AD) shield. Your attacks also send Summon Aery to the targeted ally or enemy.
Manaflow Band gives you 25 mana every time you hit an enemy champion with an ability. It also gives you up to 250 mana. This rune is handy if you use up a lot of mana early.
Transcendence grants you 10% CDR, which means more heals, and a shorter cooldown for your ult. Another great thing about this rune is once you get full CDR through items it will take the extra CDR and turn it into AP or AD.
Every 10 minutes, you gain 8 AP or 5 AD. It is adaptable for every champion. You can also take Scorch for extra poke. When you hit an enemy with an ability, it burns them with extra damage. It deals 10-30 bonus magic damage, based on level.
Presence of Mind
When you kill or assist in a kill of an enemy, 20% of your mana is restored, and you get a 10% refund on your ultimate's cooldown.
Coup de Grace
When an enemy is below 40% health, you deal 8% more damage to them. This can combo nicely with her Dawning Shadow. You can also build Overheal for the 20-100% (at levels 1-18) shield when you get healed. It lasts for 6 seconds, and it slowly decays 2.5% of the max shield value each second.
Here is another secondary rune option:
Revitalize increases outgoing and incoming shields by 5%. If a target is below 40% health, the heals and shields will be increased by an additional 10%.
After taking damage from an enemy, their next three auto-attacks or abilities will deal 30-60 less damage. I've noticed that Senna is a little squishy, so having this rune when you might get out poked is good. You can also take Second Wind. For 10 seconds, you heal for 4% of your health.
♥ Passive: Absolution
When an enemy dies near Senna, a soul is left over. She can attack the soul, which will then increase the power of her relic cannon with increased attack damage, attack range, and critical strike chance. Attacks from her cannon allow her to deal extra damage and temporarily grants her a portion of her target's movement speed.
♥ Piercing Darkness
Senna fires a beam of light through a target. It heals allies within the beam for 40 (+AP) (+8 AD) and damages enemies that are hit for 50 (+9 AD)/
♥ Last Embrace
Senna throws out a projectile, hitting the first target hit for 70 (+13 AD). After a second, it roots the target and other nearby enemies for 1.45 seconds.
♥ Curse of the Black Mist
Senna turns into a cloud of mist for 6 seconds and becomes a wraith. Allies that enter the mist are camouflaged. When they leave the mist, they become wraiths, which gain 20% movement speeds. Wraiths are unselectable and their identities are hidden unless an enemy champion is nearby.
♥ Dawning Shadow
Senna fires a global beam. Enemies hit in the center are hit with 250 (+AP) (+19 AD). Ally champions on either side of the beam gain a shield, which allows them to absorb 120 (+AP) (+0) damage. The shield's power scales based on the amount of mist Senna has collected.
Spellthief's Edge is getting a change this preseason. Instead of taking Spellthief's Edge she will have to take Spectral Sickle because Absolution will no longer convert AP into adapted damage. Spectral Sickle is said to be "The physical-flavored aggressive line." It's like the AD equivalent of Spellthief's Edge. You start with 5 AD, 10 health and 2 gold per 10. After earning 500 gold, you get Harrowing Crescent. This item provides 10 AD, 70 health, and 3 gold per 10. You need to earn 1,000 gold so you can upgrade into Black Mist Scythe.
If you want to increase your the healing on Piercing Darkness then take Ardent Censer. It increases your heals and shields by 10%. It provides 60 AP, 50% base mana regeneration, and 10% cooldown reduction. Senna is more of a damage support, but this makes a great second or third item.
Redemption grants a 10% bonus on healing and shielding. Redemption gives 10% cooldown reduction, 200 health, 50% base health regeneration, and 150% base mana regeneration. It has a unique activation. "Target an area within 5500 range. After 2.5 seconds, call down a beam of light to heal allies for 30-370 (based on target's level) and deal 10% of maximum health true damage to enemy champions and 250 true damage to minions (120-second cooldown). Can be used while dead." This is a good late-game item for Senna. I sometimes build this as a situational third item.
Locket of the Iron Solari is an optional/situational magic resistance item that also gives you extra armor. You get 30 armor and 60 magic resistance. When you activate the item, you and your nearby allies get a 130-300 (+20% of the caster's bonus health) shield. Also, if Locket of the Iron Solari is cast on the same target within 20 seconds, the cooldown will be reduced by 75%. Another item for fed AP champions, or if there's a lot of crowd control.
Athene's Unholy Grail gives 30 ap, 10% cooldown reduction, 30 magic resistance, and 100% base mana regeneration. When you damage an enemy champion, you gain Blood Charges, and you can get 100-250 max. When you heal an ally, it consumes the charges. There's another passive for Athene's Unholy Grail "Dissonance: Grants 5 ability power for every +25% base mana regen. Disables Harmony on your other items." I run Athene's Unholy Grail against fed AP champions. It's not a bad item to build second instead of Ardent Censer. It adds a lot to her heal on Piercing Darkness and a lot on her shield Dawning Shadow.
Youmuu's Ghostblade gives 55 AD, 10% CRD, +18 lethality (11-18 armor penetration based on your level) and 40 movement speed (20% when you activate the item). When activated, the user ignores unit collision for the duration. This is the core item for Senna. Her auto attacks with her relic cannon will do more damage, along with her Piercing Darkness. I build this first on Senna. It's far by one of the best first items, and it goes great against champions with armor.
Essence Reaver is another core damage item for Senna. It gives 70 AD and a 25% critical strike chance. With the passive, you get 20% cooldown reduction, which will help reduce the cooldown on your ultimate, and your basic attacks will restore 1.5% of your missing mana.
Guardian Angel gives you 40 AD and 40 armor. When you take lethal damage, you restore 50% of your base health and 30% mana for 4 seconds. When you die, you resurrect. If you're very aggressive, then Guardian Angel is the item you want to go. It's a good situational third or fourth item.
Infinity Edge gives you 80 AD and a 25% critical strike chance. It also increases the damage of critical strikes by 25%. Since Senna gets more critical strike chance with her passive, this is also a good damage item to get on her. I build this as the last item. Youmuu's Ghostblade is the best first item to build on Senna. I then go Ardent Censer and Essence Reaver.
Berserker's Greaves is something I personally take for the increase in attack speed since her attack speed is very slow. I don't always build Berserker's Greaves though. I take Ionian Boots of Lucidity for the CDR or Mercury's Treads for the 25 magic resistance and 30% tenacity. Mercury's Treads will help against champions, like Brand or Lux. I sometimes take Ninja Tabi for the armor and Boots of Mobility for the extra out of combat movement speed.
IgniteIgnite deals damage 70-410 true damage on a targeted enemy champion for 5 seconds, and applies Grievous Wounds, which reduces all healing received and regeneration rates by 40%. Ignite helps in teamfights, and with champions that heal like Dr. Mundo and Vladimir
FlashFlash teleports your champion wherever your cursor is. Flash is an engage and escape tool.
Exhaust slows down a targeted enemy champion for 30% of their movement speed, and reduces their damage by 40% for 2.5 seconds. This spell makes it easier for you to root enemies with Last Embrace.