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Senna Build Guide by RezoneVerified

ADC diamond

SEASON 10 - [9.23] MASTER Rezone's Indepth ADC Senna

By RezoneVerified | Updated on December 6, 2019
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Runes: ADC

1 2
Precision
Fleet Footwork
Overheal
Legend: Bloodline
Coup de Grace

Domination
Eyeball Collection
Ultimate Hunter
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

1 2
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Heal

Heal


How is it going guys! My name is Rezone and I'm a Master Tier Midlane main. I peaked at 270 LP Master Tier this Season and have 4.5 Million Mastery Points on Heimerdinger! I upload gameplays, guides, tips and pretty much any other League of Legends related content you could ever ask for!

I was the BEST HEIMERDINGER EUW in Season 7 and I'm best known for inventing the Holy Trinity of Tilt build on Heimerdinger a couple of seasons ago (Banner of Command, ZZ'Rot Portal and Rylai's)! I've also recently competed in TWITCH RIVALS where I played Heimerdinger ADC and came joint first against other streamers such as TFBlade.


Senna is a different kind of marksman, wherein she can also support her allies while dealing massive amounts of damage. She can adapt to play around her team with support items (incase you get shutdown in lane), or she can be played like a traditional marksman, but with infinite scaling and a Silver Bolts-like passive.

FLASH
Flash is taken as your primary escape summoner, and is especially valuable on immobile champions like ADC's - Senna is no exception. Flash allows you to make clutch escapes, or to get in range for that last auto of a dying enemy.


TELEPORT
Teleport has recently been picked up by some ADCs, allowing you to return to lane faster after a recall , or unfortunate death. You can also splitpush, while retaining the ability to teamfight with your team if they need you around a clutch objective.


HEAL
Heal is a staple summoner spell for ADCs, it enables them to sustain in lane during a skirmish, and also help our their support if they get caught out or want to turn around a clutch fight. Heal is good no matter how late the game gets, although you should be wary of using it if afflicted by Grievous Wounds.
Fleet Footwork Fleet Footwork is most likely going to be the chosen rune for Senna ADC. You gain healing and extra damage at 100 stacks - which are built by moving and attacking. This synergizes well with Absolution, as you chunk out a percentage of the target's current health.

Overheal Overheal synergizes well with Absolution when you overcap Critical Strike, as it converts it to lifesteal, meaning you can keep yourself shielded with Overheal, along with if you have a support such as Yuumi or Soraka.

Legend: Bloodline Legend: Bloodline is just icing on the cake for our self healing ability with the previous runes and Absolution. Our attack speed does not scale well with bonus attack speed, but Legend: Tenacity could be a viable alternative if the enemy team has a lot of CC that you will want to escape asap.

Coup De Grace Coup de Grace is the usual rune that most ADCs take and Senna is no different. It increases your execute ability, and with Senna, it also scales with Absolution, meaning we're going to be able to hit extremely hard the lower health the enemies get.

Eyeball Collection Eyeball Collection increases our entire damage output per champion takedown. As Senna has a global ultimate, she can easily snipe kills and assists from across the map, easily contributing to her Eyeball Collection.

Ultimate Hunter Ultimate Hunter reduces Senna's ultimate by 5%, plus an extra 4% per champion takedown. Just like Eyeball Collection, it should be easy for us to stack our bounties and come out of lane with our reduced ultimate cooldown, asap.

ESSENCE REAVER

Essence Reaver
Essence Reaver could possibly be one of the best items for Senna, it offers high CDR and mana refund on basic attacks, which has amazing synergy with Absolution and the infinite scaling it provides with your attack range. You also gain 25% critical strike chance, which takes us closer to exceeding the 100% crit cap on Absolution.
UMBRAL BLADE
UMBRAL BLADE

Umbral Glaive
Umbral Glaive is a new item coming with Season 10 that has taken over [[duskblade of draktharr]'s Blackout passive. You will gain the ability to detect wards and one shot them while Blackout is active, and you also gain more damage, lethality and our favourite stat.. CDR.

DUSKBLADE OF DRAKTHARR

Duskblade of Draktharr
Now Umbral Glaive is being added, Duskblade of Draktharr is losing it's Blackout passive, but we gain more damage, lethality, and CDR!

YOUMUU'S GHOSTBLADE

Youmuu's Ghostblade
offers us lethality, CDR and has an increased movement speed passive, along with a movement speed active that ignores unit collision for 6 seconds.

GUARDIAN ANGEL

Guardian Angel
Increased damage, along with an extra 40 armour is just a bonus compared to Guardian Angel's passive, which revives you when taking lethal damage. A good item to take when there is an assassin on the enemy comp that is going to be diving the backline, or lethal AoE damage. ADC's are very squishy and you will tend to get one shot a lot with the damage creep in the game.

BLADE OF THE RUINED KING

Blade of the Ruined King
The passive from Blade of the Ruined King does 8% of the target's current health bonus physical damage on hit, which stacks with our Absolution passive, allowing us to chunk out enemies at low health - and is especially strong if you take Coup de Grace. You also again life steal (great with Legend: Bloodline & Fleet Footwork, and extra damage. The active of Blade of the Ruined King allows us to slow enemies, while increasing our own movement speed, helping us to catch them slippery foes.

RUNAAN'S HURRICANE

Runaan's Hurricane
Aside from the passive bonuses to our attack speed, critical strike and movement speed, every bolt fired from the passive counts as an autoattack. That means, if you're in a teamfight and your autos hit 3 different enemies, you will reduce the cooldown of Piercing Darkness by 3 seconds per hit.

RAPID FIRECANNON

Rapid Firecannon
In the early game, Senna's attack range is quite low (increased by Absolution. To counter this, we can purchase Rapid Firecannon against the longer ranged ADC's such as Caitlyn. The longer the game goes on, and the more we stack our passive, the Rapid Firecannon provides us with an extra burst of damage.

INFINITY EDGE

Infinity Edge
Although our critical strikes do less damage than any other ADC's, once we overcap Critical Strike, it gets converted into 35% lifesteal, meaning we don't have to invest over 3k gold into a Bloodthirster, especially combined with our chosen lifesteal runes.

Absolution

Absolution (Passive)

ON-TARGET COOLDOWN: 4 seconds
INNATE -WEAKENED SOUL: Senna's attacks on enemy champions apply Mist for 4 seconds. Senna's next attack collects the Mist and deals 1% − 16% (based on level) of target's current health , in bonus physical damage. The same target cannot be collected more than once every few seconds.

Enemy champions, large minions and large monsters that die near Senna spawn a Mist Wraith for 8 seconds. Epic monsters spawn 2 Mist Wraiths instead. Small minions and lesser monsters have a 20% chance to spawn Mist Wraiths, reduced to 5.5% chance on those that Senna kills. Senna can basic attack a Mist Wraith to destroy it, gaining 3 Gold and collecting its Mist.

ABSOLUTION: Each stack of Mist grants Senna 1 bonus attack damage. For every 20 stacks, Senna also gains 25 bonus range and 15% critical strike chance. Upon exceeding 100% critical strike chance, Senna converts 35% of the excess into life steal. Additionally, Spellthief's Edge grants Adaptive Force instead of ability power.

RELIC CANNON: Senna does not gain attack damage through growth, her basic attack wind-up is only reduced by 0.6% per 1% bonus attack speed, and her critical strikes deal only 30% AD bonus physical damage, but her basic attacks deal 20% AD bonus physical damage and grant her 10 / 15 / 20% of the target's movement speed as bonus movement speed for 0.5 seconds.


Piercing Darkness

Piercing Darkness (Q)

RANGE: Senna's current range
EFFECT RADIUS: 1300
COST: 70 / 80 / 90 / 100 / 110 MANA
COOLDOWN: 15 seconds
ACTIVE: Senna fires a spectral laser in the direction of the target unit, healing allied champions hit, and dealing physical damage to non-ward enemies hit by the center of the laser. Enemy champions hit take on-hit effects.
  • Mist Wraith's struck by the beam are collected for Senna.
  • Basic attacks reduce Piercing Darkness' cooldown by 1 second.
  • Valid targets also include Wards, Turrets, and Jungle plants.

Last Embrace

Last Embrace (W)

RANGE: 1150
EFFECT RADIUS:
COST: 50 / 55 / 60 / 65 / 70 MANA
COOLDOWN: 11 seconds
ACTIVE: Senna throws a globule of Black Mist in the target direction, dealing physical damage and sticking onto the first enemy hit.

After a 1 second delay or when the target dies, the Black Mist spreads out of the target, rooting them and nearby enemies for a few seconds.


Curse of the Black mist

Curse of the Black Mist (E)

EFFECT RADIUS: 400
COST: 70 mana
COOLDOWN: 26 / 24.5 / 23 / 21.5 / 20

STEALTH DURATION: 6 / 6.5 / 7 / 7.5 / 8
ACTIVE: Senna surrounds herself with an aura of mist for a duration. The mist grants camouflage to Senna and allied champions inside, as well as a Wraith Form that lasts for the remaining duration. Senna's basic attacks and abilities will briefly break her out of camouflage.


Wraith Form: Gain 20% bonus movement speed and appear as an obscured wraith to enemies beyond 150 units. Performing a basic attack or casting an ability removes Wraith Form, which cannot be regained for 2 seconds.
  • Wraith Form replaces the model of the champion, rendering it indistinguishable from other champions in Wraith Form.

Dawning Shadow

Dawning Shadow (R)

RANGE: Global
COST: 100 mana
COOLDOWN: 160 / 140 / 120
ACTIVE: Senna fires a broad beam of spectral light in the target direction, granting sight of the area, dealing physical damage to enemy champions hit by the center of the beam and afflicting them with Mist.

SANCTUARY: Senna and allied champions caught in any part of the area are shielded for 3 seconds.

Early - Mid Game



Senna's early game is about harassing the enemy while being able to farm from a safe distance, and using Last Embrace to set up kills.
Depending what lane you're against, you want to start with either Doran's Shield or Doran's Blade and a health pot. Fleet Footwork and Piercing Darkness, along with Taste of Blood should easily give you enough sustain during the laning phase.

Piercing Darkness is your main harass, and heal tool. You can use it on nearly
everything that is targetable, including Zyra plants. It's range is longer than the hitbox, so you can safely pick up your Mist Wraiths if you can't get in auto range of them, and you can also target minions that enemies are hiding behind, to get off some safe harass while farming. Piercing Darkness is your main ability you want to max first, followed by Last Embrace, into Curse of the Black Mist, and Dawning Shadow as it becomes available.

As Senna, you want to be picking up as many Mist Wraith's as possible during the laning phase. Mist Wraith's will always drop from a cannon, dead enemies and monsters such as the Red Buff and Dragon s. These increase your attack range infinitely.

Your main combo to lock down and burst an enemy is Last Embrace > AA > Piercing Darkness > AA and follow up with Dawning Shadow if you need to help finish off the enemy - such as if they Flash out of the way. Much like Ezreal, level 6 and onwards, you want to be paying attention to the map for good Dawning Shadow snipes, enabling you to get kills and assists globally.

You're main items are focused around doing damage with lethality, as Senna does not scale well with attack speed. Runaan's Hurricane is the exception, as during a teamfight, the bolts fired from it count as an auto attack, reducing the cooldown of your Piercing Darkness, enabling you to cast more of the ability throughout a fight.


Mid - Late Game


Mid - late game you want to be keeping a close eye on the minimap, trying to find good opportunities to be casting your ult and saving an ally, and/or sniping an enemy.

Senna is squishy, and her Curse of the Black Mist will not always be a guaranteed get out of jail free card. The enemies will know you are at the centre of the mist, and can quite easily still CC you and aoe you down, while blind. Unless you've taken Teleport and have vision control, you want to be sticking close to your support and/or your team. If you find yourself getting caught out, Last Embrace can hold off an enemy with the root, long enough for your team to arrive and hopefully save the day.

You should be outranging turrets, and most other ADCs by the late game, use this to your advantage and deal damage from afar. Make sure you're always in range of your team, just incase you have an enemy Rengar or Evelynn stealth sneak up on you, so your team can help peel you. Last Embrace that kills a minion will cause an instant root onto any enemy that is stood next to said minion.

Always try and carry a Control Ward around, if you have space - as vision is key to taking objectives and winning late game teamfights, and the game.
I appreciate you taking the time to read through my guide, and I really hope you learned enough from it to successfully play ADC Senna. Feel free to check out my other guides, and if you have any feedback then please leave it in the comments!

I have linked my social media below, feel free to drop by and say hello!

  • 09/11/19 - Published guide.
  • 20/11/19 - Updated for 9.23.
League of Legends Build Guide Author RezoneVerified
RezoneVerified Senna Guide
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SEASON 10 - [9.23] MASTER Rezone's Indepth ADC Senna