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💡Complete Senna guide by Dixon [ADC\SUPP] 📜 12.14 ✅
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+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
Threats & Synergies
The biggest weakness for Draven is crowd control (especially stuns, snares, knock-ups). Draven is one of the best snowballing champions in the game thanks to his Passive and Spinning Axe(Q). If you can’t win the 2v2, ask your Jungler to come and reset his Adoration (Passive) stacks by killing him. Draven can out trade most champions in the early game. You shouldn’t look to fight him unless he drops an Axe(Q).
Extended trades work in the Kalista’s favour. Try to keep trades short and sweet so she cannot deal tons of damage with her Rend(E). Kalista is a very strong early game champion. Try to harass and poke her down so she is unable to play aggressive and snowball. Post level 6, be careful about focusing the enemy Support in a trade as Kalista can save them with her Ultimate Fate's Call(R). Keep this in mind and try to focus the Kalista instead.
Post 6, avoid overextending when you’re defenceless. Varus’ Ultimate Chain of Corruption(R) can be used to catch you out of position and start a fight. Play safer whenever his Ultimate is up. Avoid standing inside the minion wave. This will allow Varus to poke and push the wave at the same time. Standing outside of the minion wave will force him to choose between shoving and poking with his Piercing Arrow(Q). Varus will try his hardest to poke you out of lane. Try your hardest of dodge as much damage and abilities as possible.
Stand away from the minion wave when possible. This will make it harder for her to poke and harass you with both her Boomerang Blade(Q) and Ricochet(W). Post level 6, avoid overextending when low as Sivir’s Ultimate On The Hunt(R) can be used aggressively to catch you out while you’re overextended.
Beware of roaming when Ziggs in lane as he has good wave clear and can easily take your tower while you’re gone. Kill him and then roam when he’s off the map. Ziggs’ main poke tool in lane is his Bouncing Bomb(Q). This skill has a short cooldown and does a decent amount of AOE damage. Do not stand in the minion wave to avoid taking free damage. Zigg’s will be looking to constantly poke and push the minion wave so he can get an early tower with his Satchel Charge(W). Try to match his wave clear so he is unable to push you into Tower and take it easily.
Whenever Samira has max Style points, she will be able to use her Ultimate Inferno Trigger(R). Avoid trading with her when she has max points. At level 6, Samira’s kill pressure increases as long as she has max Style points. Take care as she may look for an all-in when she is at point “A”. Samira is at her weakest when she is out of mana or out of Style points. Looking to fight when she has very little of either of them will increase your chances of killing her.
Her Explosive Charge(E) and Rapid Fire(Q) makes taking down turrets a piece of cake. Avoid letting her get free shots on your turret since the tower platings will give her a gold advantage over you. Avoid extended trades with Tristana whenever her Explosive Charge(E) is on you. The more auto attacks she hits you with, the more damage you will take. Tristana will often use her Rocket Jump(W) aggressively. If you’re strong and have good all-in, you could try to trade back with her and use her mispositioning to kill her. Take a quick glance at the minimap to see if her Jungler is nearby before committing to the fight though.
When playing as an AD champion in the bottom lane, look for extended trades whenever possible. Trading autos will usually end in your favour, just make sure you dodge his Lay Waste(Q). If you see Karthus channelling his Requiem(R), try to cancel it with any CC abilities. This will reduce his and his allies chances of getting kills. Karthus will be looking to farm as much as possible early so he can unlock his Ultimate. Try to put him behind by playing aggressive and requesting ganks.
Do not 1v1 Kai’Sa if you’re alone as her Icathian Rain(Q) will focus you. Fighting near minions will be helpful as they will block some of her damage. Extended trades work in the favour of Kai’Sa thanks to her Passive. Try and keep trades short so she is unable to activate her Passive on you. When recalling, especially when low, make sure you keep an eye on your champion as Kai’Sa may try to finish you off with her Void Seeker(W). Do not shop until you’ve successfully recalled to ensure maximum safety.
Watch out for Lucian’s Piercing Light(Q) as he will try to line it up so it hits the minion wave and you at the same time. Lucian is very strong in the early game and will look to abuse his strengths to get a lead. Avoid dying to him so he doesn’t get ahead. Wait for Lucian to use his Relentless Pursuit(E) before initiating a fight or trying to land CC. Whenever his E is down, he is much weaker and will find it harder for him to defend himself.
Look to strike right after Jhin uses his 4th shot as he will not be able to retaliate with autos until he reloads. Try to push the wave in as Jhin has a harder time farming under Turret. However, make sure your Support is someone who can play at the enemies Tower. Do not push if your Support needs to engage. When paired with an aggressive Support who has CC, beware of Jhin’s Deadly Flourish(W), which he will tend to use after the Support has engaged to layer CC.
Avoid pushing the wave as much as you can as Yasuo has an incredibly strong all-in and can take you down if you’re pushing. Try to keep the wave closer to your side of the map in the laning phase so he is unable to chase you down and kill you. Be cautious around the minion wave as Yasuo will often use his Sweeping Blade(E) to dash through the minion wave to get on to you. Stand outside and away from the minion wave at all times. Try to space accordingly to Yasuo and his Support. If the Support has CC, try to play as far back as possible. This will make it hard for them to get on to you. Post 6, make sure you’re always in a safe position so they cannot all-in you.
Take note of the in-game audio- you can hear when Caitlyn places her Yordle Trap(W). If you can’t see where W has been placed, it’s probably behind your tower. Stay away from your tower when you’re being pushed in. Try and stay at max range away from Caitlyn at all times. This is especially true when Caitlyn has her empowered auto-attack ready to fire. If she is holding her empowered auto, wait for her to use it before moving forward. Caitlyn will be looking to push and take your tower early. Don’t let her poke you down by sacrificing CS for health and XP. When she is overextended, request assistance from your mid laner or Jungler to help you shut her down.
Miss Fortune is not very strong in the early game but she does have a lot of poke damage with her Double Up(Q). Watch your positioning and avoid standing behind minions when possible. Post 6, stand in the middle of the lane at all times to make it easier for you to get out of her Ultimate Bullet Time(R) when she channels it. If you stand near a wall, it will be harder for you to escape the damage. When paired with a hard engage Support, do not stand too far forward as the enemy Support may engage and set up Miss Fortune for a good Ultimate. If you have a dodge, don’t use it when her Ultimate is up.
Keep a constant eye on her Feathers and avoid standing in front of them. This will reduce her ability to burst you down and trade with her Bladecaller(E). Xayah is rather weak in the early game. Try to abuse her as much as possible to get an early advantage. With low range, she can easily be poked down and harassed. Avoid committing for extended trades with Xayah unless you have an advantage. Thanks to her E and Deadly Plumage(W), she wins extended trades.
Once Ashe has her Ultimate Enchanted Crystal Arrow(R), do not overextend as she can easily set up her Jungler with it. Keep the lane warded at all times as that is the only time when it will be safe for you to overextend post 6. Ashe doesn’t have any escape abilities or built-in sustain. Use this to your advantage by poking her down frequently and then looking for the all-in when she is low. To prevent Ashe from getting extra damage down on you in the early game, stand behind the minion wave at all times so they block her Volley(W) damage for you.
Stand outside of the minion wave as Aphelios does have a lot of AOE damage. Additionally, stand away from the Tower if you’re pushed under it as his AOE autos will hit you if you’re behind the tower. Aphelios is prone to crowd control and all-ins. If possible, try to lock him down as quickly as you can when trading to reduce his damage output. Aphelios is also super squishy and easy to kill, so he might even blow Flash when you try to engage.
If Vayne ever uses her Tumble(Q), use the cooldown to play aggressive and try to kill her. She is rather vulnerable when her Q is down. Avoid extended trades with Vayne as her Silver Bolts(W) will deal extra damage to you. Only commit to trades if you’re 100% sure you’re going to win them. One way of abusing Vayne’s weak early game is by forcing her to overextend for farm and then calling your Jungler to kill her. Alternatively, you can push her in and take tower plates to gain a gold lead.
Try to keep the minion wave closer to your side of the map early. She will not be able to use her Spark Surge(E) very much if she is pushed up. Post 6, beware of her strong burst and all-in potential with her Ultimate Lightning Crash(R). Try and stay far back from her if you’re low. Her is blocked by minions and so is her Ultrashock(W). Always stand inside or around the minion wave to make it hard for her to harass you.
Ensure that you’re always stood behind a minion at all times to make it harder for him to land his Mystic Shot(Q) and poke you down. The best time to go for trades and land skill shots on Ezreal is when his Arcane Shift(E) is on cooldown. If he ever uses it aggressively, try to abuse the cooldown and look for an aggressive play while he’s defenceless. If Ezreal uses his Ultimate Trueshot Barrage(R) to snipe someone on the map, ping your team as it moves across Summoners Rift. This will allow them to dodge the incoming ability. While this ability is on cooldown, you could look to play aggressive and try to fight him.
After recalling, Twitch can enter the lane in stealth with his Ambush(Q). Avoid pushing up too far when you know Twitch has just backed as he may pop up and go for favourable trade. Twitch benefits from extended trades. Try to go for short bursty trades over long ones with him when possible. If Twitch has pushed the wave and left lane, he is either trying to bait you forward and go for a trade, or he has gone to the mid lane with his Support. Have consistent vision around your lane so you know what he’s doing and where he’s going.
Jinx will use the extra range from her Q to poke you down and push the lane. Make sure you’re outside of the minion wave so she is unable to deal splash damage to you or the minion wave. As a carry, Jinx is very dependent on others to assist her in snowballing. Try your best to take advantage of Jinx when she is in the lane alone. Jinx is rather defenceless outside of her Flash when her E is down. If she uses her E, try and exploit her weakness and use the long cooldown to go for another skirmish.
Kog’Maw is rather squishy in the early game. Try to abuse his weakness and look for fights to set him behind. Post-6, Kog’Maw will deal lots of damage in a trade thanks to his Bio-Arcane Barrage(W) and his Ultimate Living Artillery(R). Try to bait out his Bio-Arcane Barrage(W) before committing to the all-in. Forcing Kog’Maw to overextend for farm is a good way of winning the matchup. As he will be overextended, this will allow your Jungler to gank your lane. This will also force him to use his Ultimate Living Artillery(R) or Bio-Arcane Barrage(W) to farm with- which you can capitalise on.
Champion Build Guide
My name is Max, but you can call me Dixon as well. I'm from Ukraine so English is not my native language and I can do some mistakes (I'm sorry for that). However, you can also write me comments and I'm able to answer you in English, German, Russian and Ukrainian languages since I understand all of them, but in different levels of knowledge. 😄
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1. Really effective long ranged poke and Passive procurement agency. Her poke also allows her to heal up with her Piercing Darkness, so she is really good against poke.
2. Her Last Embrace can allow her to CC an entire group of enemies with utmost ease. This ability becomes very powerful when she is fighting in closed spaces.
3. Her Curse of the Black Mist can allow her to sneak an entire team through non-warded area and surprise an enemy team. This can be beneficial while setting up death brushes.
1. She is very immobile and can be killed easily if she is all-in’d. This can shut her down during the early game and force her to play defensively.
2. Her enemies can look to all-in her as soon as she misses her Last Embrace, so she needs to use that ability quite carefully. She will be more focused on getting her Passive stacks in order to be able to carry later in the game.
3. The Curse of the Black Mist invisibility can be easily countered with a properly placed Control Ward. Her Piercing Darkness costs a lot of mana as well and can make her run out of resources if she uses that ability in a carefree manner.
Senna's passive ability is quite unusual. Because of the Passive, Senna a little bit slower than other shooters and her critical attack power is also lower, but all this is compensated by very good damage. Additionally, Senna's attacks can deal damage that depends on the target's current health. This will be especially relevant against fat enemies. An extremely important feature of the passive is the soul accumulation mechanic, which is very similar to the way Thresh collects his souls. When an enemy dies next to Senna, he can drop a soul with a chance, which can be picked up by auto-attack or by Piercing Darkness. Moreover, if an enemy is killed by Senna herself, then the chance of getting the soul will be lower (not counting those enemies from which the soul will fall with 100% probability). In this way, game developers kind of push us to take Senna in a line where there is already an ally who will kill minions. Picking up souls is extremely important, as they greatly increase the effectiveness of auto-attacks. You can end up with a very good bonus to damage, critical attack chance, attack range, and even vampirism.
This skill is one of the key ones in Senna's arsenal. The thing is that the skill not only allows you to deal damage to a group of enemies, but can also be used to slow enemies and heal several allies at once. The main disadvantage of the ability is that in order to use it, we need some target (an enemy, an ally or some object). Because of this you'll have to get used to the ability and learn to quickly choose the right angle of attack so that the ability can heal and deal damage at the same time. In the first games it can be hard, but in general you can quickly get used to the ability. Later on, when you collect a lot of souls due to your passive and your attack range increases, the increase in attack range will reflect on this ability as well. So your healing will work at a longer range and it will be easier for you to use the ability in team fights. The amazing thing is that the ability can even hit buildings. And don't forget that you can pick up souls with it. Sometimes this can be useful when you need to pick up multiple souls from a safe distance.
In Senna's arsenal, this ability is the only tool of control and not the most reliable. The ability is not applied instantly, but rather the sphere has the speed of flight. Because of this at large distances have to take into account the movement of the enemy and sometimes throw the sphere with preemptive action. The nice thing is that the sphere triggers almost instantly and the enemy is quickly chained to the ground. Because of the fast triggering, there is a chance to root several enemies to the ground at once. The root can last over 2 seconds at most, but don't forget that enemies can still attack and use abilities while rooted. They simply lose the ability to move. When playing on the lane, you can use root on a half-dead minion that's standing next to the enemy champion. You can surprise the enemy in this way and chained him to the ground, but it's a tactic that's rarely used. If you practice a bit, you can hit with a sphere from medium range almost always.
Once again we have a very interesting ability, which allows Senna not only to disguise herself, but also to give a similar effect to her allies. Although enemies can see the outlines of Senna's allies and roughly understand where Senna herself is, they still can't choose anyone as a target to attack. The ability is cool, but it takes some getting used to and it is advisable that your allies understand how the mist works and that you can take cover in it.
There are enough examples of abilities that are global in the League of Legends world. Senna's ult is interesting in that it can deal damage and give allies a shield at the same time. In this way, Senna can have a significant impact across the map, but you'll have to gain experience to be globally present. The ability is not applied instantly and has flying speed, although it is fast. Most often you will have to navigate to about 2 seconds of delay. That means you need to anticipate where the enemy will be in 2 seconds. It's not easy to do damage with the Ultimate ability, since the width of the center ability is relatively small, but giving your allies at least a shield is more than realistic. A few times I've seen a situation where professional players even manage to kill enemies returning home via Recall . You will have to get used to the ability and it is desirable that you control and observe the situation not only on your lane, but also periodically switch to other lanes.
This item solves all your problems with mana and gives quite decent on-hit damage to your auto-attacks.
This item allows you to land a basic attack outside of your basic attack range. You can also use it to poke your enemies from a safe distance, before engaging into a fight, which is especially useful if the enemies are strong enough to engage you if you enter into your basic attack range. This item is also very powerful for champions whose ranged basic attacks can apply crowd control in order to increase their effective engagement range. This item is most commonly paired with Stormrazor, which can apply the Stormrazor's slowing passive at a higher range, in addition to both item's energized damage stacking.
the main goal of this item is to increase your damage to tanks and other enemies who bought some items for armor.
this item gives huge amount of damage and allows AD champions with strong abilities to one shot their enemies.
It is the best item for basic attack-based champions who benefit from on-hit effects for a major portion of their damage.
is a core item for most AD crit builds. It provides very high damage. But you have to buy it only if you already have at least 40% of critical strike. So it is going to be your 4th or 5th item (counting the boots as an item as well).
Many tanky champions are still sustain reliant, such as Dr. Mundo and Trundle. Mortal Reminder may be a better general purchase against those champions, since it applies Grievous Wounds during teamfights, allowing your entire team to combat them. Buy this item if you want to cut enemy's healings, life steal and vampirism.
is helpful if you need to deal with many wards and hidden traps like Noxious Trap.
helps attack damage-based champions against enemy teams with high amounts of magic damage. LIFELINE can absorb most of the initial burst of magic damage from an enemy champion and give the owner an opportunity to attack or retreat. It is very useful against ability power champions with burst damage like Annie or Evelynn.
this item is very good to be bought as 5th and 6th item since it will protect your champion from hostile bursting physical damage and most important it allows to ressurect after being killed which is super important in the late game, when the respawning timer is the longest. Sometimes it also makes sense to sell the item after the REBIRTH being used since it has very long cooldown time.
grant the most base flat movement speed across all boots ( Mobility Boots effect is only temporary). Because of this, these boots are also the most effective with percentage movement speed increasing effects.
Flash is the most frequent choice of all players in League of Legends. Such popularity of the spell is caused by the fact that Flash is able to instantly teleport you on a short distance. This distance is enough to dodge some hostile abilities or to jump back and avoid an unexpected gank. With the help of Flash, you can overcome various obstacles like walls, pillars and other different obstacles. Flash is equally good to use for both attack and defense. This gives the spell some versatility. The summoner spell cannot be used if you have been silenced (you cannot use skills for some time). Also, Flash cannot be used under the effect of hard control abilities such as stun or fear.
The spell allows you to instantly restore part of the health and even heal your ally. The spell also grants a bonus to movement speed. Although the bonus lasts only 1 second, sometimes it is enough to quickly catch up an enemy or to escape a deadly attack. Please note that Heal searches in a 225 units radius range around the cursor for its intended allied target if none is targeted directly. If it finds none, it targets the most wounded allied champion in the cast range, if no such distinction then the closest one. "Most wounded" means the champion with the least current %HP.
This spell can be used to save a life when low on health and under attack. It is commonly used to get an early first blood by healing oneself for more than one's opponent expects. It is also a skill used for "baiting," where you make your champion appear weaker than it actually is, to lure your enemies out of position or to get them to tower dive you. A similar baiting tactic is also commonly used with Barrier.
This summoner spell is considered by many to be vastly superior to Barrier for a number of reasons - the heal is permanent, affects two people instead of one, and gives a 30% speed boost to yourself and your ally. However, Barrier is not affected by Grievous Wounds, has a shorter cooldown, blocks more damage (against a single target), and can be used while you're still at full health (good against 100-to-0 burst).
Exhaust is an extremely powerful tool for disabling champions who mainly autoattack, as well as any champion that can deal a high amount of damage. When your team is chasing an enemy and he is getting away, using Exhaust on him will help your team gain the upper hand. Using it against enemies when escaping can help you as their movement speed will be greatly decreased.
Senna's early game is quite lovely. She can heal for a decent amount, and the damage is pretty substantial as well. She will need to care about her positioning, though. Level 6 is a decent powerspike as Senna will get her Ultimate Dawning Shadow and can help allies all over the map. She can also get finishing kills with the ability. The first item component increases her damage and allows her to use her abilities a bit more frequently. She is still mana-hungry, so she will need to be careful about spamming spells.
Play safe for the first few levels. You need time to come online and you shouldn’t be fighting unless you have a clear early advantage. Once you have a few levels under your belt, you can start to play aggressive and look for aggressive plays. However, you will rely on your Support to do the heavy lifting early on. After destroying the bottom lane tower, rotate to the mid lane and try to take that tower. This will open up the map and give your team a gold lead.
MID GAME (average):
The second point in her Ultimate Dawning Shadow will let her deal increased damage to enemies while shielding allies. It is perfect during team fights. Her mid-game is solid. She can quickly 1 v 1 non-mobile enemy, and she can also do extremely well in team fights due to her Last Embrace. The first ability will be maxed out at level 9. This will let her deal a lot of damage and heal for massive amounts depending on her items.
Try and stick with your Support throughout the mid-game. You’re quite vulnerable and easy to kill if you’re on your own. By staying with your Support, your survivability will increase. Continue picking up farm in the side lanes when no team fights are occurring, but spend as little time away from your team. You need gold and XP to buy items and if you fall behind, it will be unlikely that you’ll be able to dish out damage in fights. Look for picks with your Support/Jungler to get kills and increase your lead. If you kill a key target, you could make the call for Baron.
LATE GAME (strong):
Since her Passive lets her scale infinitely, she should be really great as the game goes on. She will need to take care of her positioning, though. A maxed-out Ultimate Dawning Shadow will help Senna out a lot during team fights. She can dish out a lot of damage with the ability if she can line it up correctly. All her significant items will be completed now, and she will be able to dish out a lot of damage in very short burst trades. She should be peeled for by her allies during this point.
Just like in the mid-game, you should stick with your Support throughout the later parts of the game. Do not go around the map alone as you will die easily. Do not play super aggressive in team fights. Just kite and auto-attack the nearest enemy champion. If you walk too far forward, the enemy will focus you and take you down. Continue to kite in team fights and consistently adapt your positioning. Avoid standing still in fights as you’ll be an easy target.
Her level one and two are good for long-ranged poking in the lane. She should focus on gathering some souls early on, hitting level 2 quickly, and then going for an all-in on the enemy with her Last Embrace. Level 6 is a decent powerspike as it unlocks a finishing and defensive move. She can use it to impact fights on the other side of the map and save herself if a fight goes bad. The first item component will help her survive the lane for a more extended time. It allows her to increase her overall damage output, which means she will set up plays for her ADC.
Get level 2 first and look for a favourable trade. Gaining an early health lead is key to getting a kill later on down the line. Level 2 in the bottom lane is the first minion wave followed by the next 3 melee minions. Your goal during the laning phase is to look for kills and abuse the enemy as often as you can. Try to play aggressive frequently to gain a lead. After destroying the bottom lane tower, rotate to the mid lane and try to take that tower. This will open up the map and give your team a gold lead.
MID GAME (strong):
Getting two points in her Ultimate Dawning Shadow will allow Senna to significantly impact team fights in the game. The damage output, along with the shield, is perfect for winning clutch team fights. At level 9, her Piercing Darkness will be completely maxed out. This will let her deal massive amounts of damage in a concise duration while also healing multiple allies during fights. She will have her core items completed by now. Even if she is a Support, she will deal tons of damage to the enemy team due to her Passive.
As a Support, you’re quite vulnerable and can easily be killed when going to ward, when you’re moving around the map, and when you’re alone. To reduce the chances of dying and getting caught out of position, try and stick with your team at all times. Keep a constant eye on what major objective is spawning next. If it’s spawning soon, make sure you place vision around the objective as quickly and as safely as possible before retreating to safety. Having vision around major objectives is key. Look for picks during the mid-game. If you can pick someone off with the help from your allies, you can abuse their death timer to earn more gold and possibly take a tower, an objective or get more kills.
LATE GAME (strong):
Senna Passive makes her scale unlimitedly. This is good as Senna can easily transition into carrying her team during the game's later stages. Senna is excellent in late-game fights due to her Passive, heal and damage. Her positioning will matter a lot and she should aim to take fights that happen near choke points. She will have multiple items by now, making it easier for her to one-shot squishies. With enough Passive wraiths, she will be able to deal with tanks quickly as well.
Ward major objectives and place vision in high traffic areas in the late stages of the game. Keep them warded so you can see the enemy move around the map and see them starting the objective. Stay with your team at all times. Avoid moving around the map alone so you do not get caught out. Getting caught out will result in your team having to play 4v5. Do not ward alone unless you know where the enemy is. Peel for your allies as much as possible. Keeping them alive for as long as possible in team fights is a must in order to win the game.
The biggest weakness for Draven is crowd control (especially stuns, snares, knock-ups). If you are playing a champion with skill shots and CC, aim them at the Spinning Axe drop location. Draven is one of the best snowballing champions in the game thanks to his Passive and Spinning Axe. If you can’t win the 2v2, ask your Jungler to come and reset his Adoration (Passive) stacks by killing him. Draven can out trade most champions in the early game. You shouldn’t look to fight him unless he drops Spinning Axe.
You need to be very respectful against Draven as he can dish out tons of damage if he gets a few kills in the laning phase. Keep an eye out for his itemisation as the game develops and play accordingly. Draven is hard to play in team fights as he has to control his Spinning Axe. In team fights, try to lock him down with CC to make it really hard for him to pick up his Spinning Axe and dish out damage. Try to kill Draven whenever his stacks of Adoration is high. It will deny him from getting a huge influx of gold after gaining a kill.
Draven is an early game monster with his Spinning Axe and can snowball easily if he gets an early kill thanks to his Passive. On Draven’s first back, he will usually get an expensive AD item. If you do not buy the exact same item as him, he will always come out ahead of trades. Take note of his first item and be prepared to play safer. At level 6, Draven will look to go for kills if he hasn’t got any already with the help from his Ultimate Whirling Death. Respect his all-in potential and play safer when you’re low.
Extended trades work in the Kalista’s favour. Try to keep trades short and sweet so she cannot deal tons of damage with her Rend. Kalista is a very strong early game champion. Try to harass and poke her down so she is unable to play aggressive and snowball. Post level 6, be careful about focusing the enemy Support in a trade as Kalista can save them with her Ultimate Fate's Call. Keep this in mind and try to focus the Kalista instead.
Kalista is vulnerable to slows and CC. Try to lock her down at the beginning of the fight so she is unable to dish out lots of damage. Kalista may stay in a side lane to split push. When she is not with her team, you can force a team fight or take an objective. If you don’t know where Kalista and her Jungler are, they might be trying to sneak the Baron or Dragon. Make sure you have it warded at all times as she can take it quite easily thanks to her Rend.
Extended trades will always favour Kalista thanks to her Rend. Try and avoid going for extending trades with her. Kalista’s first power spike is when she picks up her Berserker's Greaves as it will give her the first bit of attack speed she needs to snowball. Once Kalista has completed Runaan's Hurricane, she will pump out a lot more damage and apply Rend stacks really quickly.
Post 6, avoid overextending when you’re defenceless. Varus’ Ultimate Chain of Corruption can be used to catch you out of position and start a fight. Play safer whenever his Ultimate Chain of Corruption is up. Avoid standing inside the minion wave. This will allow Varus to poke and push the wave at the same time. Standing outside of the minion wave will force him to choose between shoving and poking with his Piercing Arrow. Varus will try his hardest to poke you out of lane. Try your hardest of dodge as much damage and abilities as possible. Opt for extra sustain if you can’t dodge skill shots.
Varus has good pick potential with his Ultimate Chain of Corruption. Avoid overextending or being in range of him when sieging in the mid lane as he could look to start the fight. Picking off Varus before a team fight is highly effective. Bursting him is one of the best ways to do so as he is rather squishy and immobile due to the lack of a dash or escape ability. Varus will try to delay a team fight for as long as possible while he harasses with his Piercing Arrow and Hail of Arrows.
Varus is strong once he has his Ultimate Chain of Corruption. It offers him lots of extra damage, can be used to set up ganks and it also increases his survivability. In team fights, Varus really shines as his Ultimate Chain of Corruption can be used in a variety of ways. He can use it as a self peel tool and as an engage tool. Once Varus is level 9, he would’ve maxed his Piercing Arrow. Mix this in with a couple points in Blighted Quiver, his Piercing Arrow damage output will be intense. Dodge as many arrows Piercing Arrow as humanly possible.
Extended trades against Senna will help you in the long run. She doesn’t have the best sustain and her auto-attack speed is very low. Capitalise on this by looking for long-winded trades when possible. Expect Senna to go for an aggressive level 1 play in order to get stacks. Try not to let her poke you down too much otherwise you’ll not be able to trade at level 2 or 3. Once Senna unlocks her Ultimate Dawning Shadow, communicate with your team and tell them that she can impact a fight with her Ultimate Dawning Shadow.
The longer the game goes, the stronger Senna will be in team fights. Try to end the game as quickly as possible so she is unable to be really effective in the mid-game. Shut Senna down as quickly as you can in a team fight. This will reduce her ability to poke you down, deal damage and win the fight. If you can’t shut her down quickly, you might need flank her and attack from the side. Play around Senna’s Ultimate Dawning Shadow. If she uses it, you have a long cooldown to abuse her and her team.
Senna will look to dominate you in the early game. Expect her to play aggressively at level 1 to gain a health advantage. Once Senna is level 6, her map pressure and kill pressure increases. Ping once she is level 6 so your team knows that she can influence a fight with her Ultimate Dawning Shadow. The longer the game goes, the stronger Senna’s Passive will be. Try to end it as fast as you can as her late game is quite strong if she has been able to stack effectively.
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Senna first encountered the Mist at an early age, when wreckage from a distant Harrowing washed onto the shores of her home island. The Black Mist within the wreckage awakened upon contact with life. She and her village survived the ensuing storm of souls, thanks to the intervention of a nearby Sentinel… but in the wake of the attack, the Mist was still mysteriously drawn to Senna.
She was cursed, marked by the Mist so its horrors pursued her endlessly, the darkness drawn to her like dying moth to living flame. She could never know when it would strike next—but worse was when it didn’t come, and Senna had to imagine what awaited in every shadow.
The Sentinel who saved Senna, a brusque veteran named Urias, did not understand why the Mist was drawn to a solitary girl—but he knew if she was going to survive, she had to learn to fight back. And so, Senna joined Urias in the Sentinels of Light, a sacred order that could be traced back to the Blessed Isles, where the Black Mist originated. She proved to be a deadly enemy of darkness, mastering the relic-stone pistol Urias gave her, learning to channel her soul into light.
Yet even as Senna grew comfortable working with Urias, relying on him for gruff guidance, she learned to keep others at gun’s length. If she allowed them to get too close, they would only be hurt when the Mist came again. Senna could never stay in one place for long, something she and Urias learned when those who offered them shelter inevitably found themselves under siege. After even Urias was slain, Senna wasn’t sure if she could let anyone get close again.
Reluctantly, Senna sought out Urias’ family in Demacia, to tell them of his fate. There, she met his son, Lucian, who would not relent until Senna allowed him to join Urias’ parting vigil. From the very first moment she found herself flustered, wondering if her walls were enough to keep out someone so stubborn, full of humor and love. It became clear over time that Lucian’s place was with the Sentinels, as Senna’s partner, and Senna as his.
The more they served together, the deeper their bond became, and Senna realized that the value of her walls wasn’t what she kept out, but who she let in. Yet as Lucian’s love for Senna grew, so did his desire to save her from her curse. In time, it became his only focus, the light in his eyes passing into his gun—making Senna wary that Lucian would only see sorrow where there was love.
It was while researching a cure that Senna and Lucian came into conflict with the sadistic wraith Thresh. So close to answering mysteries about the Ruination and Senna’s curse, Lucian refused to turn back…
Thresh’s chains whipped toward Senna as she stood between the wraith and her husband. More painful than the scythe was seeing the look of anguish on Lucian’s face. With her last breath, Senna screamed for Lucian to run.
But as Senna felt the deathblow and knew she had lost, she realized there was a glimmer of hope. Her whole life, the Mist had haunted her—she didn’t need to fear it anymore. She could ride it into the darkness of Thresh’s lantern, and see what was inside.
Her curse had become her only chance for salvation.
While Lucian spent years seeking to grant his beloved peace, Senna explored her spectral prison. She learned that life had been the origin of her curse. Its spark shone brighter within her than in anyone else—she’d been infected with it when she first encountered the wreckage that brought the Harrowing. There, she’d been touched by a powerful, lingering soul, given its unnatural life…
It was life that the Black Mist could never let go.
She could use this force to pull the Mist into herself, empowering her to sever its hold over others in the lantern. Among the souls she freed were Sentinels who possessed lost knowledge of the Ruination’s origins, of her curse… and the love that created it.
When Lucian drove his broken pistol into the lantern, intending to end the torture of the souls within, Senna was waiting. She escaped, shrouded in Mist she’d drawn from other souls. She was dead, but also alive, thanks to her curse, wielding a relic-stone cannon that could channel darkness along with light, forged from the weapons of fallen Sentinels.
No longer running from the Mist, Senna now understands the suffering of the souls within. Though it is painful, she draws their Mist into herself, liberating them, and blasting darkness with darkness. Embracing her death every time she transforms into a wraith, she becomes like those she fought, only to be reborn again thanks to the life infecting her.
Though Senna and Lucian’s love survived even death, now they face the consequences of her rebirth. Senna knows what they have to do next, a secret gleaned within the lantern.
Find the Ruined King, and stop him at any cost…