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Senna Build Guide by Luceris

Top SENNSATIONAL Season 11 Top Lane Matchup Guide

Top SENNSATIONAL Season 11 Top Lane Matchup Guide

Updated on November 14, 2020
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League of Legends Build Guide Author Luceris Build Guide By Luceris 22 5 54,352 Views 0 Comments
22 5 54,352 Views 0 Comments League of Legends Build Guide Author Luceris Senna Build Guide By Luceris Updated on November 14, 2020
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Runes: Grasp: See Matchup Notes

1 2 3 4
Resolve
Grasp of the Undying
Font of Life
Second Wind
Revitalize

Precision
Presence of Mind
Legend: Bloodline
Bonus:

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

Spells:

1 2 3
Standard Summoners
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Teleport

Teleport

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

SENNSATIONAL Season 11 Top Lane Matchup Guide

By Luceris
Who am I?
I am Luceris! I have been playing League since the beginning of 2020. I have mained Ranged Top laners, but I did not find my love for these types of champions until a few months in. I started out as Iron 4 at the beginning of the year and until I found ranged top laners my win rate stayed as low as 30%. Once I started maining Teemo and Quinn I started winning games and ranking up! I got my WR back up to 50% at the end of the season and I ended the season as Silver 2 by using Ranged Top Laners!!!
I would say I have learned a lot about Top lane and how to win using Ranged Champions and what the matchups are like for them. On my main and alt account I accumulated about 200 total Senna games. Senna is my second favorite top laner to play, and I have put a lot of effort into finding the best builds for her Top Lane.
I am still testing out builds so feel free to join my Discord and check out my Twitch!
Why Senna Top?
Abilities





Senna - The Redeemer
Ranged scaling laner that can impact the whole map without leaving lane
Ease of play: She is a laner that is very easy to learn
Speciality: Farming and scaling in most lanes with ease
Why play Senna top? Senna WANTS to scale into the mid and late game, what better way to do that than smack her into the top lane vs many immobile champs that cannot get near her to pressure he?! Most lanes are farm lanes in the top, and if Senna is just farming and stacking wraiths she is winning. Can't ever seen to kill those pesky top lane tanks? Well have no fear!! Senna is here to stack up grasp stacks and take their soul! Vs some tank matchups you can get 20 wraiths as soon as 5 minutes!!! Since they cannot pressure you it allows you to just farm your wraiths every chance possible!
Positives / Negatives

Senna's Positives

→ 600 base auto attack range
→ Q heals allies and damages enemies
→ Can build MOST items in League
→ Scales harder than many Top laners
→ Can fit into any role a team needs
→ She looks super cool!!!
Senna is one of the most versatile champions in League of legends. She can build almost any item and go any rune page you want. This combined with how amazing she scales can cause her to be an amazing Top lane pick.
She has great AA range which in combination with her Piercing Darkness can make for amazing poke in lane that cannot be punished, while also healing yourself when needed. Most top laners cannot kill Senna simply because they cannot get near Senna. Senna's Curse of the Black Mist can be used to help evade enemies or to chase them down lane, this combined with Glacial make melee matchups relatively easy early on.
Senna's passive, Absolution, actually gives her a short .5 second burst of movement speed. If you use this properly you can poke enemies and run away faster OR auto a minion to psyche out your opponent but really start running towards them. It is a small movement speed stim, but it can mean loads when used properly.
Senna's biggest advantage can actually be to her disadvantage in some scaling matchups, while she may scale faster than some scaling champs there are a few that are better then Senna. Kayle can scale much harder than Senna and do so with more success. Kayle does what you want to do a little faster, increased AA range, more damage, teammate saving ult, etc. If you do not get jungle attention it can cause seemingly easy lanes to scale away from you.
Senna's low base AD and slow attack speed causes her to have trouble pushing the wave when she wants. She cannot always punish a greedy back and has trouble freezing the wave vs many AD Bruisers.
Senna has no really getaway card in her kit when it comes to ganks. Due to this we build Boots of Swiftness and let opponent push wave towards us.

Senna's Negatives

→ Cannot punish same scaling champs
→ Low base attack damage
→ Susceptible to ganks
→ Poor wave push power
Abilties
PASSIVE
ABILITY
ABSOLUTION (Passive): INNATE - WEAKENED SOUL: Senna's basic attacks on-hit and damaging abilities on enemy champions apply Mist for 4 seconds, refreshed to 0.75 seconds if Senna starts winding up a basic attack on them. If Senna applies Mist to the same target twice, she collects it, dealing 1% − 16% (based on level) of target's current health Attack damage bonus physical damage, and making the target immune to further Mist applications for a few seconds. Champions and large monsters that die near Senna spawn a Mist Wraith for 8 seconds. Epic monsters spawn 2 Mist Wraiths instead. Minions and lesser monsters have a 22% chance to spawn Mist Wraiths, which is reduced to 8.33% chance on those that Senna kills. Senna can basic attack a Mist Wraith to destroy it, gaining 3 gold and collecting its Mist.

INNATE - ABSOLUTION: Each stack of Mist grants Senna 0.75 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.

INNATE - RELIC CANNON: Senna's basic attacks deal 20% bonus physical damage on-hit and grants 10 / 15 / 20% of the target's movement speed as bonus movement speed for 0.5 seconds on-hit (level 1/6/10).
Q
PIERCING DARKNESS (Q): After a brief delay, Senna fires a spectral laser in the direction of the target unit, healing herself and allied champions in a line for 40 / 60 / 80 / 100 / 120 (+ 40% bonus AD) (+ 25% AP), and dealing 40 / 70 / 100 / 130 / 160 (+ 40% bonus AD) physical damage to enemy minions and champions in a thinner line.
Piercing Darkness can target turrets, minions, monsters, champions, wards, and anything else interactable.
YOU CAN USE YOUR WARDS TO INCREASE YOUR RANGE BY USING Piercing Darkness ON YOUR OWN WARD!!!
W
LAST EMBRACE (W): ACTIVE: Senna throws a globule of Black Mist in the target direction, dealing 70 / 115 / 160 / 205 / 250 (+ 70% bonus AD) 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 1.25 / 1.5 / 1.75 / 2 / 2.25 seconds.
Has an effect radius of 280.
You can kill a minion hit to make the root happen early, you can also hit a minion before Last Embrace would hit them to make it kill the minion and immediately root.
E
CURSE OF THE BLACK MIST (E): ACTIVE: Senna surrounds herself with an aura of mist and gains camouflage for 6 / 6.5 / 7 / 7.5 / 8. Basic attacks and abilities briefly remove the effects of camouflage.

WRAITH FORM: Gain camouflage. Enemies will gain obscured vision of Wraiths moving outside of the mist. Performing a basic attack or casting an ability removes Wraith Form, which cannot be regained for 2 seconds. Senna and allies camouflaged by Curse of the Black Mist also gain 20% bonus movement speed.

This ability is best used proactively instead of reactively due a cast time before you gain movement speed.
R
DAWNING SHADOW (R): ACTIVE: Senna reveals herself before firing two beams of spectral light in the target direction, granting sight of the area briefly along its path. The center beam deals 250 / 375 / 500 (+ 100% bonus AD) (+ 50% AP) physical damage to enemy champions hit and afflicts them with Mist.

The broad beam shields Senna and allied champions hit for 120 / 160 / 200 (+ 40% AP)
Summoner Spells

SUMMONER SPELLS
-
FLASH: Just go Flash every game. Senna has no real getaway or hard engage so she needs Flash every game.
Exhaust: I do not recommend this often, but it can be good vs Assassins that scale the heck out of you. Akali, Zed, people like that who end up laning vs you.
TELEPORT: I recommend this in almost every matchup. Using it to make up for her poor wave push can help save some lane phases. Also making 2 cross map plays after level 6 with Dawning Shadow and Teleport can swing an entire game into your team's favor. Teleport
Rune Choices
  • KEYSTONE
  • Grasp of the Undying: This is good for a multitude of lanes. The damage and healing helps to trade is some lanes vs certain aggressive laners like Camille while providing as another way to scale in lanes where kills are unlikely to occur like vs Maokai and Ornn. [Piercing Darkness] can proc Grasp of the Undying outside of your normal range, use minions and wards to position to get extra grasp stacks in lane. Grasp also goes amazing when you are forced into a pseudo tank role!
  • Minor Rune
  • Font of Life: This is the only real choice out of the first 3 Minor Rune options. Shield Bash does nothing for Senna and Demolish requires you to be closer to a turret than your auto attack range to proc. Font of life is the clear choice, combined with your Last Embrace it can set up even better for ganks by providing healing, and is great in mid to late game team fights with the potential to heal multiple teammates multiple times.
  • Minor Rune
  • Second Wind: Always choose between Second Wind and Bone Plating. Second Wind is my go to choice in most lanes. Paired with Revitalize it heals for even more and works great if you stack any form of health. It makes trades even easier for you to win through the whole of laning phase vs champs that are not super aggressive.
  • Minor Rune
  • Bone Plating: Choose Bone Plating over Second Wind when vs specific laners. This includes but is not limited to Renekton, Camille, Shen, and Jax. Use of either rune is up to personal playstyle and how you plan to take trades during the lane.
  • Minor Rune
  • Revitalize: I take Revitalize in 90% of games. Just overall a great rune, especially if you have another healer or shield based mage on the team. Just pick Overgrowth when going full health build. Otherwise always go Revitalize.
    (Can go Unflinching if vs 3+ champs with easy to land CC.)
  • KEYSTONE
  • Glacial Augment: Glacial Augment is a great option into any matchup. It is a super safe rune that helps punish bruisers that want to be near you to kill you. It also doubles as a way to run the opponents down after that take a bad trade. It provides so much utility that it is my favorite keystone to play with.
  • Minor Rune
  • Biscuit Delivery: The extra lane sustain speaks for itself. More mana to stay in lane early and push a wave in is way worth it. The max mana increase does wonders over the course of a full game. Amazing option.
  • Minor Rune
  • Approach Velocity: My go to choice out of the last 3 minor runes. Being able to run down your opposing laner is amazing and can make it so much easier to secure kills that you would otherwise have to flash for.
  • Minor Rune
  • Time Warp Tonic: Only go this if you decide to start Corrupting Potion combined with Biscuit Delivery. The 5% movement speed is great at times, I suggest holding onto the potions as long as possible when going this rune.
Laning Phase / Early Game
How To Play Laning Phase And Early Game
Early laning phase consists of lots of small double auto attack trades or auto attack and Piercing Darkness. Getting 2 hits off early to maximize the amount of wraiths you can collect early on. You are looking for the happy middle of perfect cs and perfect poke. Giving up 1 caster to get every other wraith is fine in the early game, as long as you are winning the overall trade and gaining a health advantage. Overall you are a pretty weak early game champion if you do not get to choose the battle field. Typically you try to get a ward in either tri bush or past river bush around the 2:35-2:40 mark.
Typically you do not rotate for skuttle unless you are in a very very easy matchup with a strong jungler. You just look to farm up to level 6 as fast as possible. Once level 6 you look for cross map plays using Dawning Shadow to get an assist or two so you can replenish mana with Presence of Mind. If you do get the mana replenish around level 6 you can keep your opponent in lane longer due to being able to poke and push the lane a little harder. Teleport can be used to secure bot kills if your ult is down or simply return to a favorable lane, holding it is not as important as some laners. Your main objective early is to STAY ALIVE. This is the most important thing you can do. The best Senna games are not ones where you get a bunch of early kills coupled with some deaths due to enemy Jungle, the best games are when you never let yourself die. This means you are always getting experience and gold, allowing you to scale for the mid and late game.
Mid Game
How Does The Mid Game Look?
Mid game is around the 20 minutes mark or when players are reaching their 3rd item. Senna's mid game is super important, this is the time when team fights can add large numbers of wraiths to her arsenal. At this point you should have about 3 items and if you started Manamune it should be turned into Muramana around 20-23 minutes. This is a huge power spike for you and you can now fight more often. You are looking to create leads for yourself and teammates, since Senna does not take turrets well you typically will push out whatever lane you are in and then roam to the jungler or mid laner to look for a fight or farm up wraiths. This is about a rinse and repeat cycle you continue until you catch an opponent off guard or an objective spawns. You play very support like mid game, as you are really only looking for picks while with teammates. At this point you CAN 1v1 most champions, but it isnt what makes you strong.
Teleport should best be used proactively to help secure kills and objectives, being heavily defensive with a Teleport at this stage of the game can shift the whole game towards the opponents.
Overview Of Midgame
1. Push minion waves 2. Roam with JG and Mid laner 3. Collect Wraiths along the way 4. Rinse and Repeat
Late Game
Late Game Hyper Carry?
Late game is where Senna is strongest. Around the 30 minute mark you could be anywhere between 100 wraiths up to 140 wraiths (depending on overall kills and time spent roaming). This is when you are extremely strong and opponents will most likely FF. You are just looking to group and pressure the turrets and enemies. Teleport is crucial at this point, being able to stop a split pushing Tryndamere while your 4 teammates are in Nexus Turrets is game changing.
Max build Senna is oppressive and as long as you play your range you can kite and kill anyone 1v1 and can be the most annoying champion on your team in fights.
A new strategy you can do with Senna late game is sell your boots for Galeforce and buy a 6th item. You now have more movement speed than with most boots and more overall stats. The movement ability from Galeforce can make you able to single handedly end the game. Being able to AUTO-Q-AUTO-W-Galeforce can kill most anyone but the Tank on the opposing team.
1. Play your range and group with your team. 2. Focus on being annoying and pressure opponents under turrets and near objectives. 3. Use Teleport to win your team the game, to help win a base race or prevent your opponents from splitting.
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SENNSATIONAL Season 11 Top Lane Matchup Guide

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