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Senna Build Guide by HypoTheAced

Support Better On-Hit Senna [s13] (matchups, items, general tips)

Support Better On-Hit Senna [s13] (matchups, items, general tips)

Updated on January 11, 2023
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League of Legends Build Guide Author HypoTheAced Build Guide By HypoTheAced 7 4 41,464 Views 1 Comments
7 4 41,464 Views 1 Comments League of Legends Build Guide Author HypoTheAced Senna Build Guide By HypoTheAced Updated on January 11, 2023
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Runes: Fleet Footwork

1 2
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
Go-to spells (Support)
LoL Summoner Spell: Barrier

Barrier

LoL Summoner Spell: Flash

Flash

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

Better On-Hit Senna [s13] (matchups, items, general tips)

By HypoTheAced
INTRODUCTION
Hi everyone, I came up with this build for Senna (can work with both ADC and Support, but preferably support) mostly because I wanted to try and revive Kraken Senna that once used to be her main go-to.

Note: I already have another build posted for Senna with some of the items mentioned in here, so Im gonna just copy the information from the other build here for those specific items.
MYTHIC ITEM

Item Sequence

Kraken Slayer 3000

Kraken Slayer


Our mythic item is nothing special or unknown for Senna. Kraken Slayer is a really good item for Senna, because of it's true bonus damage on your 3rd hit, scaling with AD. This synergizes well with your passive Absolution with which you gain 0.75 AD for 1 soul (Senna doesn't get AD with levels, it's important to remember that).

Together with the Tank-shredding bonus true damage it also gives us a big chunk of 65 AD, 25% Attack Speed and 20% Crit. We can't turn a blind eye to the mythic passive either, that basicaly gives us 10% bonus attack speed for each Legendary item we own, which is more noticable later in game.

One downside of this mythic item is that it is expensive, especially since we rush Serrated Dirk for laning phase. So collect as many souls as quickly as you can in laning phase (each gives 8 gold) and be sure to poke to get your 20 gold for your support item as well for faster aquirement.
AFTER MYTHIC BUY

Item Sequence

Tear of the Goddess 400

Tear of the Goddess


After we build our mythic, we wanna aim for buying Tear on the earliest back. We will build this item eventually into Manamune. It's important to get this earlier so that the Tear is fully stacked when we get to buying Manamune and it can evolve straight up into Muramana.
2nd ITEM OPTIONS

Item Sequence

Umbral Glaive 2600

Umbral Glaive


For the second item most of the time I go for Umbral Glaive. We build it to have some kind of a cheap lethality item for the healing and raw dmg.

It's an easy way to get 50 AD, 10 Lethality and 15 Ability Haste with also quite helpful passive that in short makes you be able to one-shot normal wards and traps if revealed by this item while causing a blackout in the area for the enemy team as well.

Item Sequence

Serpent's Fang 2500

Serpents Fang


The other option for our second item we go Serpents Fang. Now this item is more of a occasional item, especially against enchanter supports - supports with shields since that's what it does, reduces shielding power of enemy on hot for 3 second by 35% (for ranged).

We don't really want to go this over Umbral Glaive even if it gives us more 55 AD and more 12 lethality.

We can still utilize our first item option better in most cases.
3rd ITEM

Item Sequence

Manamune 2900

Manamune


It's pretty common to use Manamune on Senna nowadays, but some of you may not understand why. The unique ability of this item is that it evolves into Muramana after you get 360 stacks on your either already bought Manamune, or you bought Tear of the Goddess early in the game and got 360 stacks on that instead, meaning once you buy Manamune it automatically evolves into Muramana. Now let's get to why this item is extremely broken.

The whole point of this item is having as much mana as you can. The item pre-evolution gives 35 AD with 500 Mana and 15 Ability Haste. However once it evolves into Muramana it grants you instead of 500 mana 860 mana with an item passive: "Grants bonus attack damage equal to 2.5% maximum mana." That's is why we build this item later on in the game and only buy the Tear of the Goddesswith so that we can stack it early without needing the whole item. With levels we also get more mana that this passive scales off of. (+ taking cookies in our runes raises our mana permanently by 150, which helps with the item passive as well)

Another part of the passive is that basic attacks against champions deal 1.5% maximum mana bonus on-hit physical damage. Not only that, but damaging abilities against champions also deal (3.5% for Melee / 2.7% for Ranged) maximum mana (+6% AD) bonus physical damage as well.

In short the more mana you have the more base AD you get, also with bonus on-hit AD and bonus AD damage on your abilities. If this doesn't scream broken, I don't know what does.
4th ITEM OPTIONS

Item Sequence

Rapid Firecannon 3000

Rapid Firecannon


For our 4th item option we usually want to get Rapid Firecannon, or in short RFC. Even though Senna's range does scale all game long she also gets really squishy and can be a target of one-shot champions, since she has to get near them to do damage with her auto attacks.

This is where RFC helps us. For a small price we get 35% Attack Speed, 20% Crit and 7% Movement Speed. But most important for us is the item passive that with moving and basic attacking generates Energize stacks, up to 100. When fully energized, your next basic attack deals 120 bonus AP damage on-hit. Energized attacks gain 35% bonus range (+150 range maximum).

The range is what we need to keep ourselves safe and be able to cause dmg from the backline. We can also use Piercing Darkness with the bonus range, however that does consume the stacks as well.

Item Sequence

Mortal Reminder 3000

Mortal Reminder


As our situational 4th item we take Mortal Reminder. This item helps out tremendiously against enemy teams that have a lot of healing.

It will give us 20% Crit, 25 AD, Attack Speed (25%) and as well Movement Speed (7%) with of course the intended reason of us building it - Antiheal. (+ it can be procced by Piercing Darkness)

It may even be a good idea to buy only Executioner's Calling early against healing botlane matchups ( Soraka, Yuumi, Samira...) and continuing building your other more important items instead of instantly buying Mortal Reminder as a whole. This gives us the antiheal needed for laning phase without needing the full item and finish it sometime later.
Late Game - 5th ITEM (replace for starter item)
(note: only sell your support item for these items if you can buy it at ONCE - it's not worth selling it only for a part).

Item Sequence

Black Cleaver 3000

Black Cleaver


If you get to late-game and you are already full build you want to save up for Black Cleaver as your final 5th and last item. It will be a replacement for your support item Black Mist Scythe.

As we all know ADCs and squishy champions late-game have a hard time surviving without any peel. That's why going this item as very last is a really good choice. For 3100 gold it sustains us with 450 HP, 40 AD with 25 Ability Haste. The HP it provides us with gets us back in the game and make us survive just enough longer in a teamfight or by ourselves to leave some dmg behind. Ability haste as well enriches us with more Q ( Piercing Darkness) spams = more healing/dmg.

Except it base stats, this item also has a good passive that benefits not only us, but our team as well: "Dealing physical damage to an enemy champion applies a stack of Carve for 6 seconds, stacking up to 6 times. Each stack reduces the target's armor by 5%, up to 30% at 6 stacks". Unlike Lord Dominik's Regards this item gives us Armor REDUCTION, not Armor PENETRATION. That means any target hit by us with this item gets reduced Armor in general, so even our team deals more damage to them - it's an on-hit effect like antiheal for example.

In short, even more survivability for us while shredding enemy's armor.

Item Sequence

Guardian Angel 3200

Guardian Angel


I'd the enemy team has a heavy based AD team you should get this as your 5th item. It significantly helps against AD teams that consist of assasins and ADCs. This item is really good on Senna since it's cheaper, it makes us more tanky with the 40 Armor, and gives us decent 40 AD as well.

The passive is can be gamechanging late-game when any fight can decide on the ending of the game. After few seconds you die it revives you with some percentage of your health and mana. The revive option is on a very long cooldown (without item haste 5 mins), so be prepared to use this once, or more times if lucky.

You should get this item especially if your team doesn't provide any peel for you in form of tanks/bruisers or even assasins that can distract the enemy team long enough for you to finish them off from distance.

Item Sequence

Wit's End 2800

Wit's End


In another scenario your 5th item can be Wit's End. Some of you may ask why that specific item? To answer that question, it simply gives a lot of valuable stats to Senna for only 3100 gold.

That includes level scaling on-hit AP dmg (procs through Piercing Darkness as well since it applies on-hit effects) with 40 Magic Resist, large amount of Attack Speed (40%), as well 40 AD and lastly 20 movement speed for 2 seconds for any unit hit (procs on Q as well).

Wit's End gives Senna amazing kiting potential while dealing a lot of dmg with a bonus of having MR against bursty mages or AP assasins that any Senna player struggles against, especially late-game where they can one-shot you.
BOOTS OPTIONS

Item Sequence

Boots of Swiftness 900

As for boots, most Senna players preffer Boots of Swiftness which give 60 Movement Speed + 20% Slow Resist that helps against slows (best example laning against Ashe) and with kiting.

These boots are better in games where the gold income isn't as great, or as a situational item mentioned above why. However if we are talking about the movement speed they give we already have Wit's End, so pairing them together might give you insane kiting potential.

Item Sequence

Plated Steelcaps 1100

I prefer to go in most cases Plateled Steelcaps with benefits such as 20 Armor, 45 Movement Speed + Damage taken reduced by 12%.

These boots are little more expensive compared to Boots of Swiftness, but much more worth it in my oppinion as for the laning phase against early game ADCs ( Tristana, Jhin, Draven, Miss Fortune...), AD Supports ( Pyke...) or both and most importantly good against ASSASINS since assasin = lethality - which is just flat armor penetration (1 lethality negates 1 armor) . Additionaly, they give us little of that tankyness for the mid-late game that goes well with our MR from Wit's End.

Item Sequence

Mercury's Treads 1100

If there is ever a situation where the enemy team has a lot of CC (Stuns, Charms, Fears, Polymorph, Taunts, Blinds, Silences) there is an option to go for Mercurys Treads, that give us that needed 30% Tenacity together with 25 MR and 45 MS.
GENERAL TIPS (support Senna)
  • Don't roam with Senna. Since you don't get AD with levels, you need soul stacks from lane. Use your global ultimate Dawning Shadow to help out other lanes. This doesn't include helping your jungler with drakes or rotating to help with a fight in the river.
  • After you get Serrated Dirk you can poke much more, no matter the matchup. However try hiding behind minions as much as you can against hook supports.
  • Take the kills if you can, don't let your team flame you if you do so. You can snowball with them as much (if not more) as your ADC.
  • If versing tank supports, try getting your support item stacks and souls from poking them instead of the ADC. They have to walk up to the minions for their support item, giving you a space to punish them.
  • If versing a mage/enchanter support try poking the ADC for your souls and support item through your Q preferably.
  • Try learning ward + Q trick for either poking or even killing a low HP enemy that would escape. It can also help if you yourself are low HP and there are no units to Q through.
  • When you and your team are taking a turret, or killing a dragon/baron, align your Q Piercing Darkness so that it heals your allies and damages the turret at the same time for the maximum effect.
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