A rune page for Senna reasoned from its class, range and damage type — with the thinking shown rather than a win-rate table.
Rune pages get copied far more often than they get understood, which is why they stop working the moment the matchup changes. Senna is a support whose job is to make somebody else win a lane, then convert map presence into objectives.
600 attack range means Senna wins by not being where the fight is. Spacing is the whole skill, not a detail of it.

Resolve — A support wins by keeping somebody else alive through the trade they started, which is what a shielding keystone does directly.
Guard allies you cast spells on and those that are very nearby. If you or a guarded ally would take damage based on level, you're both granted a shield.
Your third attack against turrets deals bonus damage.
After 12 min gain +8 Armor and +8 Magic Resist and increase your Armor and Magic Resist by 3%.
Gain permanent max health when minions or monsters die near you.
A starting point reasoned from class and range, not a win-rate ranking. Matchups change it.
Take Dawning Shadow at levels 6, 11 and 16 — the ultimate is always worth the point it costs.
For the basic abilities, Curse of the Black Mist (E) gains the most from being ranked: its cooldown falls by 6 seconds between rank 1 and max, which is the largest improvement in the kit. That is the usual argument for maxing it first.
This is reasoning from the cooldown data, not a win-rate ranking — a matchup that punishes you can invert it.
The page above assumes an even matchup. Against a lane that beats you up early, survivability runes buy you the levels you need; against one you outrange, damage runes compound the advantage.
Senna is mana-gated, which is the real limit on how often you can contest a wave early.
Full Senna page — abilities, stats and every skin →