Just my Idea for a Senna Kit. Her AAs would be ranged and come from a ghostly version of Lucian's White pistol, but her spells are all themed after Shadow Isles Ghost powers. She would belong to the same Shadow Isles faction as Kalista I think in that she's not inherently evil but not exactly "nice" either
AA Range: 600
Senna the Light of Bean Side (Banshee): Concept a Mid Lane Shadow Isles Mage with offensive support capabilities like Annie or Vel. The spirit of Senna, finally broken by Thresh's torment becomes a broken shell of the woman she once was, still beautiful but now obsessed with ending all life and, dragging everyone into the afterlife, where Thresh can't reach them.
Passive: Mistress of the Damned:
-While Senna is around, targets that die have a chance to drop their soul, Senna can absorb these souls to increase her strength, gaining bonus AP, and spell vamp for every soul she collects (Spell Vamp from passive is capped at 40%).
-If Senna is killed while in the middle of a casting animation, the animation will ALWAYS finish
Q: Ghastly Wail: Senna screams in agony, sending her pain to all foes in a cone in front of her. Damaging and disorienting all targets struck for 2 seconds
Damage: (70-150 +(55% AP)) X (100% + % of Senna's missing HP) (idea here is that her damage increases on her spells up to 2X their original damage based upon her HP, if she dies while casting a spell it will deal double damage)
CD: 14-8 seconds
Cost: 10% of her current HP
Range: 650
Disorient A CC which alters the movement of your champion so that you move slightly slower (20%) and randomly in the direction of your mouse clicks. Your champion will start moving to an area within 500 Units of where you originally clicked while disoriented.
W: Will'O Wisps:
Senna conjures 4 magical wisps around herself ready to scorch the souls from her foes. Senna can cast the ability again to send a wisp to a target area, burning foes along the path and exploding upon arrival in a 225 unit radius, setting the area ablaze for 2 seconds. If Ghastly Wail is cast while a fire is set the spell will echo through the fire causing an additional wail to originate from the fire. Targets can only be damaged by Ghastly Wail once, and if they are struck from a fire's wail will be burned instead of disoriented.
Damage per Wisp: (30-80 damage +25% AP) X 100% + % of Senna's missing HP
Burn Damage: 10 + 5% AP per second, standing in fire made by wisp will refresh this burn on a target, burning lasts for 2 seconds after being struck or leaving the flaming area
CD: 12-8 seconds flat, 1.5 Internal CD between casting wisps. Wisps last on Senna for 12 seconds and the CD will not start until three wisps have been launched
Cost: 12% Max HP
Range: 600, fires can only burn while they are within 700 units of Senna
E: Ghost March:
Senna rushes forwards with a cloud of spirits, any targets that Senna or her Ghosts pass through lose allied vision for 2 seconds. When she arrives at her location the ghosts violently disperse dealing damage to all targets in a 175 Unit radius around Senna. 2 Seconds after the charge Senna can return to her original position by reactivating the ability for 4 seconds. If Senna has an unlauched Will'O Wisps attached while casting this spell, targets hit by her dash will take half damage from each wisp and be set ablaze consuming the wisps.
Damage: (75-175 + (6% of target's missing HP + 1% per 40 Souls collected) + 35% AP) X (100% + (% of Senna's Missing HP/2))
CD: 16 -12 Seconds
Cost: 15% of Senna's Max HP
Range: 550, must be within 700 units to return to starting location
R: Invitation to Undeath
Senna sings a song of death, unleashing a skill shot projectile the binds a targeted enemy to her. Targeted enemy can't move more than 1200 units away from Senna for the duration of the ability. When the ability ends the target takes damage equal to 30%/50%/80% of the damage Senna did to them during that time. Max binding time 3 seconds + 1 second per 150 souls collected. While Senna has a target bound she cannot die but can be CCed and reduced to 0 health. Should Senna or her target cast a dash type ability in an attempt to break the range tether, the ability will result in no movement (as if they were dashing into a wall). Should an ability be cast upon Senna or her bound target that would knock either of them out of tether range, the OTHER unit is dragged along the distance of the knock back to maintain the tether. Senna and her target are always visible to each other while this ability is in effect.
CD: 150-90 Seconds
Cost: 20% of Senna's Max HP
Range: 900
Speed: about the speed of a Charm
Anyway thats my idea for her, tell me what you think and if you think the numbers are a bit crazy
Edits
Reduced some numbers, added cast ranges to all of her spells, and a speed for her ultimate, as well as some logistics for her ultimate and clarified some of my math for the ability scalings. She is meant to be played in a kinda Leblanc/Assassin Ahri style in that she lands her ult, hits u with all her spells then u die. Her abilites are all fairly short range (Annie's spells are all 625 range, Ahri Charm has 950 range, Leblanc dash has a 600 range with a 250 damage radius, Ashe AAs are 600 range). Added a max range that Senna can return to her start position for her E, and adjusted scalings on her E.
Her basic laning would be harass/waveclear with Q and W combos, while going in with her R, W, E, Q combo (use R to trap the target in close range and start wracking up the damage, W + E combo for maximum damage from the dash, and Q to slow/disorient target so you can AA them for more damage on the R pop)
Her support gameplay would focus more on using W + Q combos to harass while going in with E + R to trap in targets for her adc to kill. Her soul passive would help her stay alive through the spell vamp and allow her to build a bit tankier to facilitate her short range playstyle
Edits 2.0
Reduced radius of E again, don't want it to be able to hit more than 1-2 champions unless they are standing on top of each other, added area radius for W