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Senna Build Guide by RezoneVerified

ADC diamond

SEASON 11 - [11.8] MASTER Rezone's Indepth ADC Senna

By RezoneVerified | Updated on April 14, 2021
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Runes: Permaslow

Inspiration
Glacial Augment
Magical Footwear
Biscuit Delivery
Approach Velocity

Precision
Presence of Mind
Legend: Alacrity
Bonus:

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

Spells:

1 2 3
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Heal

Heal

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Support Role
Ranked # in
Support Role
Win 50%
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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.
Glacial Augment Glacial Augment is the strongest rune for Senna, slowing them up to 40% for 2s on basic attack, and also works with her Piercing Darkness, allowing us to chase down enemies easily.

Magical Footwear Magical Footwear provides us with free boots
at 12 minutes, lowered by 45s for every champion takedown you participate in. They also give you an extra 10 movement speed. This is the best rune to take for Senna as the other two don't provide us with anything useful, and it saves us gold onboots.

Biscuit Delivery Biscuit Delivery provides us with a Biscuit every 2 minutes up to minute 6, increasing our mana cap by 50 when consumed and providing us with extra sustain during the laning phase.

Approach Velocity Approach Velocity grants us 7.5 movement speed when moving towards nearby enemy champions who are movement impaired (synergising with Glacial Augment). This increases to 15% movement speed for champions that you impair, which again is great with our main keystone, and also works with Last Embrace.

Presence of Mind Presence of Mind increases our mana regeneration when you damage an enemy champion, which is very useful on an ADC who relies on abilities to chase down enemies. Takedowns restore 15% of our maximum mana, which includes assists from cross map!

Legend: Alacrity Legend: Alacrity provides us with 3% attack speed, plus 1.5% for every stack, up to a maximum of 10, which helps increase our damage and slow output.

ECLIPSE

Eclipse
Is the best mythic item for Senna, providing her with AD, lethality and omni vamp. Hitting a champion with 2 seperate attacks or abilities within 1.5s deals bonus damage equal to 6% of their maximum health, and grants you 15% bonus MS, and a shield for 2 seconds. This is very powerful for Senna, in regards to defense, movement speed synergising with Glacial Augment and bonus damage, it's also very useful against tanks/high hp enemies.

EDGE OF NIGHT

Edge of Night
Edge of Night provides us with AD, lethality and health. It also grants a spell shield akin to Banshee's Veil, but for AD users, so very useful against long range engage such as Alistar or Blitzcrank.

DUSKBLADE OF DRAKTHARR

Duskblade of Draktharr
A different mythic item we can choose instead of Eclipse, that works well for our lethality build. We gain lethality, AD and ability haste, and attacking an enemy champion deals bonus on hit damage, and slows them by 99% for 0.25s. Champion takedowns within 3 seconds resets this cooldown, and grants invisibility for 1.5 seconds, meaning we turn into a mini version of a Vayne ult!

YOUMUU'S GHOSTBLADE

Youmuu's Ghostblade
offers us lethality, 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.

MANAMUNE

Manamune
Provides us with ability haste, AD and an extra 400 mana, which is very useful for Senna as she uses a lot of mana as an ADC. You also gain bonus attack damage equal to 2% of your maximum mana. Affecting an enemy or ally with an attack or ability, grants 3 bonus mana, increased to 6 if it's a champion, up to 450 bonus mana. This transforms into Muramana at 450 mana.

THE COLLECTOR

The Collector
45 AD, 20% crit chance and lethality are not just the best thing about this new item. If you deal damage that would leave an enemy below 5% of their maximum health, you execute them, and champion kills grant an extra 25 gold, making this a very good item overall for Senna.

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 Tear of the Goddess or Doran's Blade and a health pot.

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. As ADC, the chance that a Mist Wraith will drop after you kill a minion is only 1.67% - so take this into consideration.

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!

League of Legends Build Guide Author RezoneVerified
RezoneVerified Senna Guide
SEASON 11 - [11.8] MASTER Rezone's Indepth ADC Senna

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