Leona Build Guide

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Leona, the Radiant Support Tank

written by Metal_Koola

Leona Build

Table of Contents

  • Introduction

    Leona is by far one of the tankier champions in the game, yet she is slightly underused, and she has amazing potential with strong CC abilities, with quick and safe burst when you get assistance from a friend.
    She has moderately high combo damage, and can quickly pick up a kill for a friend even if you're not at full health.

    I'm definitely not a pro, but this is my take on Leona.

  • Abilities

    Leona's damaging spells affect the target with Sunlight for 3.5 seconds. When allied champions deal damage to those targets they consume the Sunlight debuff to deal additional magic damage. Bonus damage is 20 / 35 / 50 / 65 / 80 / 95 / 110 / 125 / 140 (upgrades every 2 levels).

    Does neat boost to damage to enemies when you have a friend helping you hit the target.

    Shield of Daybreak
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    Leona's next autoattack deals an additional (40 / 70 / 100 / 130 / 160) (+(0.3 per ability power point)) magic damage and stuns the target for 1.25 seconds.

    Second part of a usual combo, stuns for a short period of time, and gives them your passive to be proc'ed.

    External Image 14 External Image 60
    Leona raises her shield to gain (30 / 40 / 50 / 60 / 70) bonus Armor and Magic Resistance for 3 seconds. When the effect ends, she deals (60 / 110 / 160 / 210 / 260) (+(0.4 per ability power point)) magic damage to nearby enemies and prolongs the effect for a bonus 3 seconds if any enemies are struck.

    Your tank ability. Makes you extremely tanky in quick sprints, does some damage, and causes your passive.

    Zenith Blade
    External Image 13/12/11/10/9 External Image 60
    Leona projects a solar image of her sword, which deals (60 / 100 / 140 / 180 / 220) (+(0.4 per ability power point)) magic damage to all enemies in a line. When the image fades, the last enemy champion struck will be briefly immobilized and Leona will dash to them.

    Your Gapcloser. It's not too high range, and if you miss it in the best situation, you don't want to go for the fight unless you're entirely sure you won't need it.

    Solar Flare
    External Image 90/75/60 External Image 100/150/200
    After a brief delay, Leona calls down a beam of solar energy to deal (150 / 250 / 350) (+(0.8 per ability power point)) magic damage and slow enemies by 80% for 1.5 seconds. Enemies in the center of the effect are stunned instead of slowed.

    Nice ult, but it's more useful as a stun snipe for a gank or a shot to initiate a teamfight, almost guarantees a kill on an enemy who's overextending. Sometimes even if overextending is that they're hugging their tower.

  • Pros / Cons

    + Extremely good at teamfighting, and helping ganks on her lane.
    + Can take quite a punishment before dying.
    + Doesn't fall off at any point.
    + You can stun their carries and deal a noticeable amount of damage to them.
    + Extremely strong CC's for you to use

    - You need coordination
    - Your team needs to understand that you don't engage unless you're sure you can win
    - You don't have Huge AoE CC

  • Summoner Abilities

    These are a bit open to you, but I personally like using: and or
    Ignite when you don't have enough Ignites on your team, Exhaust if you do.

    These are other viable spells that you can pick:
    - Can replace Flash, if you like to chase them down.
    - Good for removing CC, can replace Ignite or Exhaust so you can get back into CC'ing them.
    - Good for getting fast to where you need to be.

    The rest aren't as useful for you.

  • Masteries + Runes

    For Masteries, I go quite tanky, but with Magic Penetration. This is because she does quite a chunk of magic damage, but she needs to be in the middle of a fight, so the movement speed and tankyness helps.
    External Image

    For runes, I go with:
    9x Greater Mark of Insight
    9x Greater Seal of Vitality
    9x Greater Glyph of Celerity or Greater Glyph of Focus
    3x Greater Quintessence of Swiftness
    This is because the Magic Penetration helps to do more damage, Health per Level gives you tankyness, Cooldown reduction lets you ult more often, and movement speed makes you catch their carries faster and get you to CC them.

  • Items

    For items, you start with a Ruby Crystal and here you have two options, whichever you personally feel is better. Your first option is to turn that Ruby Crystal into a Catalyst the Protector or into a [item=Heart of Gold], and with whichever you picked, building your Boots of Speed.
    After that, turn your Boots into Mercury's Treads and then build a Philosopher's Stone if you built a Heart of Gold, or skipping the Philosopher's if you built a Catalyst the Protector.
    Now you want to buy a Chain Vest and a Negatron Cloak, to increase your resistances.

    Given these items, you need to find out what's doing damage on the enemy team.
    With the Catalyst, you go:
    AP HEAVY: [item_icon=Force of Nature]
    Balanced: [item_icon=Force of Nature]

    With the Philosopher's,  you go:
    AD Heavy: [item_icon=Force of Nature]
    AP Heavy: [item_icon=Force of Nature]
    Balanced: [item_icon=Force of Nature]

    The reason I build these items is because they have high utility for the team and yourself. With the Catalyst builds you are quite tanky, and they should be used if the enemies actually being bad(Good for your team though!) and focusing the tank. The Philosopher's builds are very high in utility, Combining the Movement Speed from Shurelya's, and the slow from Randuin's, you can get yourself into the fight, and making it harder for the enemy team to position themselves.

  • Skilling Order

    I skill Eclipse first, because it gives you tankyness, which means you can stick around for longer, and save yourself from abilities that would otherwise kill you.
    Zenith Blade comes 2nd, because it's the ability that you want to reduce the cooldown on, because it's the only way you'll catch people that use or
    Shield of Daybreak comes last because it doesn't help if you can't catch them already, and I'd prefer not to use my summoner spells to get in range for this, and instead use Zenith Blade.

  • Working in the team

    Your job is to keep your carries safe if you're being engaged on, or disrupt their carries if you're engaging. Your Sunlight will hopefully be on the enemy who you want to kill first, so your allies can burst them down quickly, while trying to get the other team to use their abilities against you, so they don't kill your team.
    Most of the time, you want to either engage with your Solar Flare or Zenith Blade, so you're on their carry as soon as the fight starts, and killing that carry as fast as possible, using Randuin's Omen when you're in the middle of the fight.
    During Laning Ganks, pre 6, you want to catch them with Eclipse and Zenith Blade, continuing onto Shield of Daybreak; 6 onward, use Solar Flare first, but the same combo as before.
    While you are supporting your carry at bottom, you can use Eclipse to mark all the minions with Sunlight before they get to your tower, letting your carry get every minion before the tower kills them.

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Submitted by Metal_Koola

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