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Necrotisis' Guide to CSing Senna ADC

Last Updated In Patch 13.1b





Quick Senna ADC Build


Summoner Spells


Starting Items

Best Overall Build

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Important

This guide is for CSing Senna adc. If you want a Senna support guide, this isn't the place, although the things I mention here may apply to Senna support.

The runes and build shown above is generally the best Senna ADC build (in my opinion), with variations on the Runes and Items shown below.

Some lanes you may go against do not have enough poke to damage you enough for you to need a potion to sustain you, since in this situation your Q does enough on its own. Once you have a good handle on the matchups where you eventually end up selling the potion, you can stop buying it in those matchups to save a bit of gold.

Best tip for Senna, get souls as much as possible, with two autos whenever its safe or auto > q if that's safer. Any missed opportunity to auto twice for free is a missed soul, and they do add up very quickly. You will perform better if you collect more souls from trades (Note, some lanes you're gonna just not be able to get many souls against, commonly very high range opponents. This isn't great for Senna, but there isn't a ton you can do.)

Why play Senna ADC?

As long as you CS better than your opponent, you will always hit your items faster than them. However, on Senna the effect of this is magnified by her passive. Souls that drop randomly are worth 8 gold on pickup, and the stats they give are also worth a lot.

While souls collected from trading with enemy champions do not give 8 gold, they have an average gold value of 44.55 gold per soul. This is RIDICULOUS, even more so for souls you collect randomly because they are worth 8 gold on top of that. Of course that gold value should not be taken at face value for two reasons. Reason One: That gold value doesn't actually include the range, as there is no basic item that gives range to compare the stat to. This means theyre worth even more than the average. Reason Two: The word average is very important there. You only get the 10% crit chance and 20 range every 20th soul pickup. This means that the value of souls 1-19 is 26.25 gold. This is still really good, but not as good as the 44.55 from above. The 20th soul (and every multiple hereafter) is worth a whopping 426.25 gold because the 10% crit chance is worth 400. This again is not including the range, which makes each multiple of 20 insanely valuable. If you're going to be fighting and are close to a multiple of 20, try to get that 20th soul before the fight. I would also like to note that the value of souls goes down once you're at 100% crit chance, because the value of lifesteal is less than the value of crit chance.

Now it is smart to keep in mind that you aren't getting AD per level, therefore you have to get a certain number of souls every level to match the enemy adcs AD growth. The average AD per level for adcs is around 3.2, and the average starting ad is around 58. This means you need to have 10.667 souls to match their AD at level one, and about 4.267 additional souls to match their ad for each level after that. This means that, throughout the early levels, you will be weaker than most marksmen, but as the game progresses your AD from souls starts to outvalue their AD from levels (not even including the crit chance) as long as you are collecting enough souls. In a perfect world you would have 32 souls as you hit level 6 to match them, but for this you need to be getting something close to 5 souls per minute, which isn't possible in every matchup, and is mildly difficult even in the matchups where it is possible. To be fair, you have more total gold value than they do as long as you're either up cs or going perfectly even. A boring lane where nobody dies is better for you than it is your opponent in most lanes, which means your opponent generally has to commit their resources to engaging onto you or your support. Keep in mind that you do need to be aggressive enough that their support doesnt feel comfortable perma roaming, as this is a very easy way to lose the game easily. If they do roam, you should be able to fight the opposing adc 1v2, or at the very least you'll be fine 1v1 long enough for your support to coutner-roam.

If you don't enjoy hyperscaling, dont play Senna, and especially don't play Senna ADC. You will find her boring compared to someone like Kai'Sa, Tristana, or Samira in lane, and her late game teamfighting isn't nearly as 1v9 DPS monster as someone like Sivir or Jinx. The tradeoff is that you're hitting items quicker and you start popping off much earlier than the average hypercarry, without falling off much in comparison to hypercarries late game.

People like to think massive range is the main draw of Senna, and while this is true to some extent for Senna ADC, it is much more applicable to Senna support, especially since other late game focused ADCs can get high range much more consistently (ex: Jinx, Kog'Maw). You do definitely outrange most champions in lane though, meaning you can often look to trade without your opponent getting a chance at trading back.

Rune Pages

Below is my standard scaling focused Sorcery secondary rune page, a more lane sustain oriented Resolve secondary set, the most popular internet set, and a First Strike/Precision set.

  • Standard
  • Lane Sustain
  • Popular
  • First Strike


Note, these pages are not always the best, sometimes minor adjustments are good based on your team, the enemy team, or your personal playstyle and preference. The most viable changes are listed below in no particular order.

Primary Tree

Press the Attack or Fleet Footwork: Take fleet in most lanes. PTA is viable into lanes where you can safely get off the third auto, but in general you're going to want to stick to auto Q as your trade to just nab a soul and leave before your opponent can do much back. You don't generally have enough time to stack Conqueror and Lethal Tempo is just not worth it to Senna, the attack speed is worthless and the 75 range takes too long to stack up to for it to have much value.

Overheal, Triumph, and Presence of Mind: with the 13.1b mana regen buff, we're no longer super hard locked into presence for mid-late game mana consistency, meaning you can realistically take any of the three here. If you find you're struggling with mana even with the buff, go presence. Even if presence is no longer absolutely necessary to have mana throughout mid-late game teamfights, Overheal and Triumph are both based on having a lot of health, which is a stat that Senna adc has effectively none of. If Phreak's Overheal change comes through in 13.3, that is almost certainly going to be the best in slot, but until then we can go any of the 3 without much effect on performance this patch. Note: Presence of Mind does not help your mana in the early game very much unless you are getting kills. The mana regen on damaging champions is just a really small amount, roughly 4-16 mana across the entire 4 seconds from levels 1-11. If you struggle with early game mana and need a solution other than conserving it, you have a few options. You can start tear or purchase it on an early back. This will leave you relatively weak in the lane, limiting your impact until mid-late game, but the extra mana from tear will help you sustain with extra Qs. Against any lane that isn't likely to kill you in lane, you can go tear and play to outscale them. If you want mana and are playing against an extremely poke-heavy lane, start dorans ring. The AP on ring will turn your adaptive force from absolute focus and the two rune shards from AD to AP, making your heal on Q stronger. The mana regen on ring is also very strong. Between the increased heal and more mana meaning more Qs, you can out sustain most poke lanes. Eventually you will buy more than 15 AD and your adaptive force will swap over back to AD, but until that happens you're fairly weak.

Bloodline is very strong. You want the healing on each autoattack and your Q applies lifesteal to everything it hits, which can make your self healing ridiculous later in the game. You should NEVER take alacrity, it's a terrible rune for Senna, amounting to about 0.05 attacks per second at the full 18% bonus, which is 1/20th of an attack per second. Even accounting for the reduction in Q cast time, it's not worth it (especially since you should be getting enough attack speed from items to reduce the Q cast time a fair amount anyways). Yes I am aware that it's about half as valuable on senna as it is on the average marksman, (her ratio is slightly less than half of an average marksman ratio, but it also benefits her Q a lot, so in total about half) however with Senna you will, in most builds, be better off getting other stats from the legend runes, as something like lifesteal is much harder to come by and incredibly valuable for Senna. Attack speed is not literally useless on Senna, and I do think that some amount of it is worth building. I just think that in most cases, you're better off getting your attack speed from levels and items (items that you're building mostly for other stats/passives) instead of intentionally grabbing a boatload of attack speed. Tenacity is also pretty worthwhile. The stats on bloodline are worth more than alacrity for Senna by leaps and bounds (mostly because lifesteal is much harder to get), but 6% lifesteal and 100 max hp on senna are realistically still not a necessity. There are definitely games where the tenacity will do more for you than the lifesteal and health, so consider taking it if you're worried about crowd control.

Cut Down: Do not replace this unless you are planning on building max health items. My Cut Down often does more damage than my Kraken Slayer, consistently hitting upwards of 1,000 damage every 10 minutes in most of my games, with the ones going past 30 minutes being even higher than that. This is because Senna has one of the lowest Base Health (and health growth) stats in the game, and of the lowest ranking champions, she is the only one who does not need to build health in her core items, as the rest are all either enchanters, with mythics that all have 200 hp, or unmounted kled. This means that you will ALWAYS have the lowest maximum health in the game (unless you're very ahead in levels, in which case you're already winning) and you will get at least some damage out of cut down against every enemy champion. Yet another reason Cut Down is strong on bot laners is that they generally are lower level than most other people on the map. This means that you will have less max health from levels and therefore get even more damage out of this rune.

Some people like to go First Strike as a Keystone, and while I personally think it's not worth it, especially not with the recent nerf, the only rune you can viably change from the example page is the second row of inspiration, since all three options (Future's Market, Minion Dematerializer, or Biscuit Delivery) are viable.

Secondary Tree

Personally I always go sorcery.

Absolute Focus is insanely good for Senna since you're almost always above 70% health, and it makes your autos do that much more damage (Note, because you have such low max hp, your Q healing and lifesteal applied on it easily keep you above the 70% mark).

Gathering Storm is the second best rune you can take on Senna ADC, beaten only to Cut Down. It makes your scaling insanely consistent and is worth a ton of damage as the game starts to go later and later.

Celerity and Nimbus Cloak can be viably swapped (generally instead of Absolute Focus) if you want slightly better movement speed in general or movespeed on escapes using summoner spells respectively. If you go Celerity, it may be smart to consider going Youmuu's Ghostblade and/or Phantom Dancer in your build, as the movespeed stacking will make you difficult to pin down.

If you want to go resolve, you're generally doing it to take Second Wind and Revitalize to help with a scary lane (in this case, it is also worth considering a Doran's Shield start instead of cull). However, Conditioning is also incredibly strong if you want those extra resistances for a moderate increase in your durability. Of course, due to Senna's aforementioned low health total, the extra resistances aren't worth as much to her as most other champions.

While inspiration is popular, personally I don't ever take the tree. Approach velocity is nice but generally overkill as you would catch most people anwyays just with your Q's slow. If you want magical footwear for the free 300 gold value of tier 1 boots, gathering storm or conditioning is generally more valuable for you anyways, making inspiration just not a valuable enough tree in comparison. (Note, Senna support generally does want insp, mostly for the free boots, as in that role the 300 gold is worth a lot more because Senna support has less access to gold).

Rune Shards

Adaptive Force, Adaptive Force, and Armor is generally the best into most lanes. Into enemy bot laners who are playing mages, like veigar or cassiopeia, you will obviously want to go Magic Resistance, but it may also be worth going Adaptive Force, Magic Resistance, Magic Resistance because that +16 MR will save you a lot of health in lane, especially if the enemy support does mainly magic damage. Against some lanes it is sometimes viable to go Adaptive Force, Armor, Magic Resistance, as the resistances will save you a lot of health in lane, which makes it more difficult for the opponent to force you out of lane or all-in you. Double Armor is almost never worth it since Senna (alongside most ADCs) has fairly good armor growth with level, so the difference there is negligible after around level 4 or 5.

The 10% Bonus Attack Speed rune is terrible for much the same reasons I have recommended against Lethal Tempo and Legend Alacrity. 0.3 Attack Speed Ratio multiplied by 0.1 (10%) comes out to 0.03 attacks per second. That's roughly 1/33rd of an attack per second. Again, even inlcuding how it factors into the Q cast time, it's negligible at best. Yes, I'm aware that an average attack speed ratio is about double Senna's. The attack speed isn't literally awful, it is just not worth nearly as much as the adaptive force, since that has better benefits for all of your abilities and your passive 20% ad bonus on-hit. Since a lot of your items will have attack speed anyways, getting it here when there is almost always a better option is a waste. Note: Some people say it's worth it because autoing reduces your Q cooldown, and while that is true, if you really want a lower Q cooldown take the ability haste shard. 8 ability haste is a much better way to reduce the Q cooldown because the flat cooldown reduction on-hit for Senna Q is 1 second, instead of being a % of the total or remaining cooldown. This means that the 1 second reduction is a higher portion of the overall cooldown, thus making each attack worth more for reducing it. I actually often do take the ability haste shard in builds where I know I'm not going to be able to grab very much ability haste.

Summoner Spells

As usual with most bot laners, you are generally expected to take heal, which is useful because of its self peel capabilities, as well as being able to save both you and/or your support. This is also by far the easiest summoner spell to use.

I personally find Barrier to be stronger than heal with the new durability, but you're lacking the ability to save your support (and you're lacking the movespeed, which is commonly worth more than the extra durability of barrier. Heal is also easier to use, as excess healing doesn't expire the same way shielding does).

If you need to survive an assassin or a very fast champion (think zeri, jinx, kennen, etc) exhaust is a lifesaver. It allows you to create distance to start kiting if they close the gap or just reduce their damage to save your life.

Cleanse is only really strong if the enemy team has a lot of cc that you will have a difficult time dodging. This is notably champions like Leona or Pantheon who have point and click CC. Cleanse is also strong if you're worried about exhaust and/or ignite, as it cleanses summoner spell debuffs.

Ghost can be good if you're building a lot of movespeed, playing in a teamfighting comp, and not worried about lane. Personally i prefer to just build ghostblade, as ghost can leave your early game too weak to stop the enemy from just engaging on you or your support and fighting 2v2. Note: It is quite fun to take ghost and build Duskblade, Youmuu's, and Boots of Swiftness. This is even more fun if you swap Absolute Focus with Celerity. If the enemy does not have point and click crowd control, you become almost impossible to catch.

Teleport is good if you're aiming to just not go down cs in a lane where you're expecting to be low on health and mana fairly early. This summoner is also really good if you expect your support to roam a lot, as it makes you more self sufficient in lane.



  • Common Summoners

Skill Path

  • Standard

Senna

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  • Recommended

Items

Currently this section of the guide is being updated actively by me! Currently, everything item related below the % pen section found a few paragraphs down will soon be updated into a more concise format, with some items being added as I test new ones.

Mythics

Kraken Slayer: Generally your best damage mythic. It is the best option for killing tanks and bruisers and the true damage scales with bonus AD, making it incredibly strong.

Duskblade: Weaker lategame, stronger lane. The early lethality allows you to snowball in lanes where you need to play aggressive. The ability haste also allows you to go swiftness boots. Overall, this is much better than Kraken in terms of mobility. I recommend that you build duskblade in any game where the enemy team will greatly outscale yours, since at that point you need to win early in lane and get a lead while your teammates are still useful.

Eclipse: Generally not as good as Duskblade. While it is now better because it has Ability Haste instead of omnivamp, and the cooldown is lower than it was, I still prefer Duskblade because it has more haste, more lethality, and in my opinion a better passive. The only real upside is the % armor pen mythic passive, but LDR and Serylda's are both great on Senna, making this less impactful, while Duskblade's ability haste from the mythic passive enables you to go swiftness boots and other items that are lacking in haste, since you can get much more of it from your mythic.

Immortal Shieldbow: Honestly not that good? Any time you need the shield it is because someone is on top of you, and someone being on top of you means the shield will not be enough to save you. This is also a LOT less damage than everything else, you're really not going to be strong enough to impact your games until hyper-late game, and at that point they're generally already won or lost.

Galeforce: The dash can be good against some teams, but Duskblade is in my opinion much stronger in terms of mobility. Galeforce dash can have a fairly good amount of damage on it, since it does have a bonus ad scaling on it, but that's not the main reason you take this. The biggest issue is just that the dash doesnt take you far enough to create the distance you would want.

Ability Haste

Boots of Lucidity: These are the boots i use in a majority of my Senna adc games. The 20 ability haste is insanely strong for Senna, since it means you're getting more Qs, which means more slows and more healing. The summoner spell haste is also nice, as Senna likes having flash up as often as possible, especially for large teamfights.

Other items: Pretty much anything with attack damage and ability haste on it will work here, I'm not about to list every item that has AD and haste, you can figure that out. In general I recommend to have ~20 haste in your first item and boots, and ~40 by the time you're at three items. Anything past 40 is starting to lose a lot of value, as ability haste tends to be worth less the more of it you already have. As long as you have at least some, you'll be okay.

Note: The main reason I go Lucidity instead of Swiftness in most of my games is because I build crit. This means that to achieve 20 haste with my first item and boots, I have to get it from boots, as neither Kraken nor Blade of the Ruined King has any on it. Therefore, Boots of Lucidity are a very important source of early-game haste for crit Senna.

Kiting Items

Blade of the Ruined King: An item i previously dismissed as only strong against high health, low armor enemy teams. I was wrong, and very much so. Blade is an insanely strong item for Senna for a number of reasons: The early lifesteal helps you keep your health high, the damage is pretty insane between the on-hit and the 40 AD, but the real value of this item for Senna comes in the movement speed steal. This allows you to kite insanely effectively and is strong for the same reasons as old glacial augment or frozen mallet.

Stormrazor: Another option for kiting, and one that was recently buffed with 5 ad. This item has been strong for awhile, but it is low pickrate because the slow is just not particularly useful for a ton of champions in every situation. Senna though, can almost always make use of the slow due to her high range. It's less damage than Blade's passive, but it does have crit meaning your Navori, Guinsoos, or IE will be stonger sooner. The energized is also up more often, which can be incredibly useful.

Phantom Dancer: Yet another option for kiting. I personally have not tested this, but the winrates seem good. Try at your own risk, I'll update this section of the guide once I have tried it.

Youmuu's Ghostblade: A fairly strong option for movespeed if you are building lethality. The active essentially functions identically to something like ghost or sivir ultimate, meaning you can use at the start of a fight to be insanely fast.

Boots of Swiftness: These are the boots you go if you do not need the haste from Boots of Lucidity. If you're already on track to hit 20 AH with your first item, and 40 by your third, then you'll likely be better off with the movespeed from these.

Crit-Modifier Items

Navori Quickblades: In my opinion the strongest crit-modifier item for Senna adc. It gives you about the same amount of damage as Infinity Edge does overall, but Navori also gives ability haste and on-crit cooldown reduction. This item also benefits a lot from Senna's passive souls, which allow you to have higher crit chance sooner, giving her access to more damage from this item earlier.

Guinsoo's Rageblade: Honestly this item is also quite strong for Senna, as it is the best item for Senna to turn souls into DPS. However, CSing Senna adc does not get as many souls as Senna support, and relies more on gold for her damage instead of souls. This means that, while Guinsoo's is strong, it will only be worth buying if you have a lot of souls, relegating it to 4th or 5th item for CSing Senna. The attack speed on it just isn't very gold efficient for Senna, so until you have enough souls, this item doesn't do as much as Navori or IE.

Infinity Edge: Generally the worst crit-modifier item for Senna. The total damage is basically identical to Navori, but with Navori, a higher portion of that damage comes from your Q, meaning you will get more slows and heals into your rotation. This also means that less of your damage comes from attacks directly, making Navori better against Plated Steelcaps and Randuin's Omen. Overall there just isn't any reason for Senna to go IE over Navori.

% Armor Penetration Items

Lord Dominik's Regards: One of your two options for % pen for ADC Senna. Due to the recent change to it's passive, as well as Navori making crit chance worth more as a stat, LDR is insanely strong for Senna right now and in my opinion the better option. Serylda's: Your second option for % pen. If you don't plan on going any crit modifier items, this is still a very strong option as it provides AD, % pen, and CDR which are all very good stats for Senna. The passive slow is mostly wasted on Senna though.

Other Luxury Items

Umbral Glaive: This item doesn't feel super amazing. It's a good rush in lane if you plan on building Duskblade or Eclipse second into mostly generally full lethality/armor pen, but overall it scales into the mid game really poorly due to lethality being a much more valuable stat when you're up levels on your opponent, and as a bot laner, that is almost never the case.

Manamune: Weak until it's completed, but generally your best item to turn gold into damage. DO NOT START TEAR, buy it on your first back. You should only really be buying Manamune in games against late scaling hypercarry adcs, as while this is quite possibly Senna's most gold efficient item in terms of damage per gold, it also is incredibly weak early and in most matchups you'll lose the game before you can scale up. Personally I love building this on Senna, but it's not recommended for ranked because it'll take you far too long to significant damage, which heavily limits your ability to impact the game. Very strong for clash though, if you have a team who's willing to play for late and cover some of the early weakness.

Gargoyle Stoneplate: Stoneplate is the best option for Senna ADC for improving your uptime in teamfights when you literally just need resistances and already are doing enough damage. It gives both types of resists, and has no health attached, which is nice for your cut down. The shield is generally useless and it's not that great, but it works well enough when you need armor and magic resist.

Lord Dominik's Regards: Good against tanks and as a general damage spike. Serylda's will lock you out of this though, meaning you need to pick one or the other.

Maw of Malmortius: Good second item into magic damage heavy teams. In my experience Maw has performed better than Wit's End due to the ability haste and the lifeline being stronger for Senna ADC than the attack speed and on-hit.

Deaths Dance: Similar to Maw but for armor. It's generally rare that you build this, as most of the time you have enough base armor to be okay into all but the heaviest AD teams.

Youmuu's Ghostblade: Generally a great second item for Senna, the movespeed passively is nice to show up to more fights, the active gives you more movespeed within fights, and the AD/lethality are both good stats for you damagewise. My preferred second item and generally very strong.

Guinsoo's Rageblade & Rapid Firecannon: In my opinion, RFC isn't a particularly good item for Senna ADC. It is much stronger with Senna support, where your damage isn't as reliant on your items because a majority of it comes from souls. This is magnified by the idea that not only is Rageblade also much stronger on Senna support, but purchasing Rageblade makes your damage even more reliant on your souls for two reasons: Every third auto doubles on-hits, meaning it turning crit chance from souls into an on-hit makes it more valuable the more souls you have (which is better for Senna support). And your passive 20% bonus ad every attack is an on-hit, meaning this is also doubled every third auto. It is an extremely gold efficient item for Senna Support and it's value there comes from the higher soul generation and the item's gold efficiency because of said souls. Senna ADC however, has far fewer souls, making the item a significantly worse purchase for her. RFC does have some games where you want that extra range and are willing to sacrifice damage for it, but most of the time the amount of damage you lose buildling an item that for her is almost entirely utility (her low attack speed ratio makes the 35% attack speed about half as valuable as on any other adc, meaning you build this more for the movespeed and range) will make you worthless as an ADC because you'll tickle the enemy team. Guinsoos can be a worthwhile item on Senna adc, but generally you'll be building it near the end of the game when you have a ton of souls and at that point the game is probably already won or lost.

Boots

Lucidity is usually your best option, especially if you're building Blade of the Ruined King into Kraken. Because Senna relies on her Q (and other abilities) a lot, and as long base cooldowns, the 20 ability haste functions similarly for her in comparison to Berserker's Greaves for a more standard ADC.

Alternatively, Swiftness is great for kiting and keeping a distance, and plated/mercury's are also both viable into heavy auto-attack or crowd control enemy teams respectively.

Thank you for reading!

As a final note, this guide is actively being updated by me as I play more and more games of CSing Senna ADC. If you're planning to copy the item sets and rune pages here exactly, I would recommend checking back every once in a while to see if anything has changed.

Oh and remember: I am not all knowing, you may disagree with some of the things I've said in this guide (And it's easily possible I'm wrong). Feel free to leave comments voicing your disagreements, and hopefully we can reach a correct conclusion about what is best together.

BotSennaADCMarksmen


2 Comments

Share your thoughs, feedback, comments...

stelllan 29 days ago

Probably the most in-depth and comprehensive guide I've seen on this site (coming from someone who doesn't play Senna). I particularly appreciate how you gave your reasoning behind pretty much all the decisions you made in this guide and how you don't treat any information as obvious or given.

Much appreciated, have a great day.