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Senna Build Guide by DixonTheGuideMaker

ADC 💡Complete Senna guide by Dixon [ADC\SUPP] 📜 12.14 ✅

ADC 💡Complete Senna guide by Dixon [ADC\SUPP] 📜 12.14 ✅

Updated on August 4, 2022
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League of Legends Build Guide Author DixonTheGuideMaker Build Guide By DixonTheGuideMaker 6,991 Views 0 Comments
6,991 Views 0 Comments League of Legends Build Guide Author DixonTheGuideMaker Senna Build Guide By DixonTheGuideMaker Updated on August 4, 2022
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Fleet Footwork
Presence of Mind
Legend: Alacrity
Cut Down

Biscuit Delivery
Approach Velocity

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


1 2
Flash + Heal
LoL Summoner Spell: Flash


LoL Summoner Spell: Heal


Threats & Synergies

Threats Synergies
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None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
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Champion Build Guide

💡Complete Senna guide by Dixon [ADC\SUPP] 📜 12.14 ✅

By DixonTheGuideMaker
Hello everyone and welcome to one of my guides! This guide contains useful information and general knowledge based on my own game experience + open source info from Internet about the champ 💡📚📈🔍

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. 😄

I started to play League of Legends in 2016. My highest ELO at the moment is Platinum 2 (soloQ) and 💎Diamond 4 (flexQ) on EU-West server (top 5% best players at the server).

I would like to invite you to subscribe to my YouTube channel where I'm going to make a lot of League of Legends content in English:
You will also find my streams on Twitch by following this link:

I'm not a hardcore high elo player, but I enjoy this game and share this passion with all the people who find my content as interesting or useful.

I hope this guide will help you to improve your champion's understanding so it would be more fun to play!

Let me know in the comments section if you find any mistakes or outdated information so I could fix it! Thanks in advance!

Have a nice reading! 📖🤓
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.
is one of core items for assassins that provides significant damage and sustain. Buy this item when you face a quite tanky team with many heavy armored champions. The item deals damage based also on some % of enemy's max. health and it icreases the armor penetration by each legendary item you buy.

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.
EARLY GAME (average):
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.
EARLY GAME (average):
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’s journey to become a Sentinel of Light started with darkness. It started with the Black Mist…

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…
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