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Runes: Standard
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Barrier
Flash
Items
Ability Order Standard
Absolution (PASSIVE)
Senna Passive Ability
Threats & Synergies
Blitzcrank
Caitlyn
The amount of harass that Senna & Caitlyn provide in lane is intimidating. They both have long poke range, and the bonus healing on Caitlyn allows her to trade more aggressively.
Caitlyn
The amount of harass that Senna & Caitlyn provide in lane is intimidating. They both have long poke range, and the bonus healing on Caitlyn allows her to trade more aggressively.
Champion Build Guide
Orb Walking-Attack Moving
These are terms given to the process of moving in between your auto attacks. This is ESSENTIAL to playing any ADC, and Senna is no exception. Learning how to execute this technique properly will make you able to play most ADCs, considering their kits are just different ways to do damage with your auto attacks. This means that if you aren't auto attacking with Senna, you are missing our the majority of her damage. This technique is what seperates challenger Sennas from bronze Sennas. It's a very simple concept, in between your auto attacks, move your character to get into a better position. When you are in danger, you want to kite backwards, which enables you to do damage while retreating simultaneously. When they are retreating, or you are you have the advantage, you want to move closer to them in between Auto Attacks in order to land more Attacks overall. By executing this technique, you will stay in range for a longer period of time which will enable you to deal more damage.
Kiting
This is simply the process of Attack moving away from whoever is pursuing you. This will enable you to deal damage while retreating simultaneously. It is extremely important that you Orb Walk instead of simply retreating because this is the main source of your damage. Attack moving provides pressure which can easily turn the situation around and net you kills, or scare the enemy team off of their primary kill target. The only time you shouldn't be Orb Walking is when standing still will get you killed, because you are actively the focus target. By kiting instead of retreating, you provide damage that can create opportunities for your teammates.It is also important to switch to pursuing the target with your attack moving when they begin to retreat. This is how you secure kills as an ADC while maintaining optimal positioning, think of it like a dance. Imagine the maximum range of your characters AA(or literally look at it using in game features) you always want to be keeping enemies at that exact range, because it enables you to deal damage while providing you with the most safety simultaneously. Mastering this technique will make you deal tons of damage while maintaining a safer distance and is an essential component to positioning properly. Part of maintaining your proper positioning is being at your maximum auto attack range for as long as possible to maintain DPS uptime.
Back The F**K Up
It is important that you are in range to contribute auto attack damage and your abilities to team fights and small skirmishes. Senna has an extremely long range which allows her to do this without risking poor positioning. Senna is one of the squishiest supports available, and unfortunately being in the wrong position for 2 seconds will easily get you 1shot. You do not want to engage fights with your body, you want to back up engages with your extremely long range. Try to take part in as many skirmishes and teamfights as possible, but from the longest range, and the most conservative positioning. You want your DPS and Healing uptime to be as high as possible(Meaning you are putting out as much damage and healing as you can) but you don't want to feed, which is very easy as Senna considering you have almost no health. If you play to passively, and fail to auto attack, and contribute to fights with your long range, you are throwing the game. Conservative positioning and staying as far away as possible does not mean refusing to fight and watching your allies die from a safe distance. It means landing your abilities and auto attacks from the maximum range available. You do not need to be in the middle of the fight to contribute Damage and Healing to a skirmish, you need to land your abilities and auto attacks. On a character with long range like senna, you can provide massive support for your team from a distance. This is preferable to being in the middle of the fight because getting hit by 1 Hard CC ability or assassin combo will immediately remove you from the fight, preventing you from healing your team, or contributing insane amounts of damage. Senna excels at picking off low health enemies from a distance once she has enough stacks.
Aggressive Positioning
Their are times when you will want to be near your frontline to attempt to land CC with your W or to harass with your Autos. This is usually when you have an advantage
that leads you to believe you aren't going to get immediately one shot before the fight starts by standing in the front. In most situations, the goal is to land your W to engage a fight. It is important to notice if after landing your CC you should follow up to gain stacks and damage, or retreat to a safer position and hope your team capitalizes on the opportunity. When you are in the front line, know what abilities will evaporate you instantly if they land, since you are in the frontline, you need to sidestep as much damage and CC as possible. It is possible to be safe in an aggressive position by actively dodging threatening abilities, however this is a ton of pressure and puts you in the greatest risk for making mistakes. When you are snowballing a lead, your poke can provide tons of pressure, but you are trading off safety for that pressure. You will win games slower by having passive positioning, however you will die less often while still contributing to fights, which overall will make it more difficult for the team to regain control of the match. By not dying, you are able to continue to gain stacks, deal damage, and heal your team, you are also gaining experience, which will snowball your lead and make it very difficult for the enemy team to recover.
Play around & with your teammates!
Senna is a squishy ADC-Support, so don't even try to go 1v1 the in his jungle. The optimal position for Senna will ALWAYS be near her allies. You want to stay near your ADC so that you can Kite whoever is chasing them TOGETHER if both of you Kite at the same time, the damage is very oppressive, this is generally how Senna peels outside of you peel by killing whoever trys to kill your teammates! This is because most champions can only use their Auto Attacks & Abilities on one target at a time! This is ideal for Senna because it means they can't use them on YOU! While they are hitting your allies is the easiest time to land free damage and healing, and in doing so you can easily turn the tides of a fight and net free kills. The worst thing low-elo sennas do is run around without auto attacking anything and by themselves. You aren't helping your teammates or standing in the right position if you aren't auto attacking. Running away without contributing any pressure makes it much easier to kill your lane partner, and fails to utilize the slows provided by &
Attack whoever is closest to you!
This is a general rule for all ADCs, but especially true for ADCs like & Who deal % health damage. Because you are so squishy, unless you have extremely long range, it will be difficult to focus low targets in the backline of your enemy team. If you try, you will walk straight into the frontline, who will thank you for making it so easy to 1shot you. You can't kite back melee champions from your maximum range if you are running straight into them. This is also exacerbated by the cooldown of which is similar to and rewards ripping the souls out of as many targets as possible as compared to focusing down a single target. The most important thing when fighting is that you survive to heal your teammates and pick up the leftovers with your insane range. If an enemy gets away and backs, because you didn't run straight into the , but you kill without dying instead, you are free to transition into objectives like dragon, towers, or baron, and you can heal your entire team to full while you do so by abusing your and attacking on cooldown to get the most uptime possible.
You pair with *preferably* a melee support and que as an ADC, However you build and give up CS to your support in the early game. You do this so you can build stacks of your passive faster. Once you finish upgrading your support item, you take the melee minions as often as possible so you aren't getting the gold de-buff. You can't take the cannons because they guarantee you a soul stack if you don't CS them. This strat is about stacking as fast as possible so don't CS more then necessary(as this lowers the drop-rate for
This strategy is essentially the new "ADC" Senna
Make sure you are building damage if you are trying this out, because you are not support. You want to build straight Lethality, but you can consider buying first item if you are committed to upgrading it ASAP(by spamming spells). You can also consider buying for the insane burst. It's not recommended to build into the support path unless you are far behind and have fed carries on your team.
Some potential synergies stated by the r/sennamains reddit are:
Their are so many combinations for you to try! Melle supports make it easier to stack your passive, and CC is important for you to synergize well. Ideally you want a support who benefits from the CS they are taking.
This build has Pros and Cons.
Pros:
You Become Ridiculously Tanky, (3k Health) While dealing decent damage.
Positioning becomes way less important, your almost impossible to 1shot which baits a lot of misplays because senna is supposed to be one of the squishiest characters in the game.
If you get a significant lead, you become almost impossible to deal with.
Cons:
Takes much longer to scale, since you know require both and to be stacked before you can be useful.
The build is EXPENSIVE! if you fall behind you won't be tanky,deal damage, and your heals are pitiful.
If you don't build into support items after your core your healing & shielding is weak, and you have no utility items.
You wont 1shot wards without Umbrail Glaive so you are sacrificing vision control unless you are decent with your
Deal less damage then lethality Senna. You are trading burst damage for sustained damage and survivability.
- The eternal for Senna rewards hitting champions indirectly with this ability!
- Don't forget each cast heals you! Use it to heal yourself when necessary!
- You can use wards to extend the range for clutch shots!
- Use from a bush or on a target that is chasing to land it more consistently!
- Is your strongest CC! Use it to save teammates or yourself in tough situations!
- Don't forget to synergize with your teammates! Use when allies are already CC'd to create a CC chain with your teammates!
- Consider leveling this ability first if going for an early invade!
- Be creative! Make your invisible when he comes to gank or help an ally retreat to safety!
- Don't forget about the bonus MS! Use this ability to secure kills or retreat in dicey situations!
- Don't be afraid to explain how this ability works to your teammates! It requires successful coordination to be broken!
- Don't be afraid to snipe a low health enemy if you don't predict a team skirmish soon!
- This ult has a short windup! Make sure to use it before your allies die!
- Sennas eternal is stacked by getting a kill being generated within 3 seconds of an ally/enemy being hit by your ult. This help encourage proper timing!
Vision is an essential part of carrying as support. By securing vision you make it easy for assassins to catch unsuspecting pray, you avoid confrontations where you are outnumbered, and you give you team vision of bushes to enemies cant use them to hide. So I created this image to help illustrate the idea that where you should be warding is dependent on what state your game is in. "Standard Wards" should be taken when the lane is even "Defensive Wards" should be taken when you are behind, and "Aggressive Wards" should be taken when you are pushing their base or turrets. Making sure your support item has no available wards is a good way to make sure you are keeping up with vision.(So long as you are backing to recharge it) Any spot designated for a yellow ward can be used as a control ward, and you should be making this decision based on how often and where your allies are warding. When warding you want to be trying to think ahead, and predict where teamfights will be breaking out. Securing vision before a baron or dragon can have a massive impact on the outcome of the skirmish. You want to try and ward as you are roaming/already running through the enemy jungle, try to be as efficient as possible!
+ To get those clutch stuns!
To reposition and land a good
Over a wall for maximum safety!
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