LeBlanc Build Guide by AinSophAur33
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Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
If you play mid a lot, you've probably been up against LeBlanc at least a few times. Chances are you lost your lane by a landslide, as you should have. All else being equal, LeBlanc outlanes almost every champion in the game.
As you may have noticed, LeBlanc's balance is the complete opposite of most other champs. She has insane power early to mid game, but becomes far less useful once the game gets to 40 minutes or so. This build is designed to minimize that.
There is no use of the Mejai's Soulstealer in this build. Here are a few reasons why:
- It's an unreliable item. I'm not fond of losing a buttload of AP upon death.
- The CDR (cooldown reduction) at 20 stacks is nice, but I already have 39% with this build.
- The enemy will focus you a lot more if you have this item, to keep you from snowballing.
- You can snowball just fine without it.
Pros / Cons
--Incredible burst damage at all stages of the game
--Dominates mid lane against almost every other character
--Excellent escapes (triple dash FTW)
--Squishier than most AP casters
--Can't carry in a traditional sense past midgame
--Somewhat expensive build
Greater Quintessence of Movement Speed (3x)
These are, by far, the most useful quints on LeBlanc. I can't imagine taking any other. The extra movement speed will enable you to catch opponents more easily, harass with your Sigil of Silence more safely, and escape otherwise fatal situations. This is also another reason why you should start with Boots of Speed and potions instead of a Doran's Ring -- see the Items section below.
Greater Mark of Magic Penetration (9x)
You can never have enough Magic Penetration.
Greater Seal of Replenishment (9x)
LeBlanc is quite mana hungry, so these seals will be very useful, especially without a Doran's Ring as your first item.
Greater Glyph of Scaling Ability Power (9x)
Why not Greater Glyph of Ability Power? Because Greater Glyph of Scaling Ability Power provides just as much ability power once you hit Level 7, which will happen very quickly.
This is a pretty standard 21/0/9 setup. Obviously, go the AP route for Offense. In Utility, one point goes into Summoner's Insight because the alternatives aren't useful, then we max out Expanded Mind and Meditation to further offset her mana hunger. The remaining 2 points should go into Swiftness for even more movement speed (combined with your quints, this will help A LOT!).
Why not Doran's Ring first?
Yes, Doran's Ring can work as a starting item, but there are several reasons that boots + pots are a better choice. With your runes and masteries, you already have nearly 7 mana regen per 5 seconds. That's roughly equivalent to Meki Pendant. Then throw in a Mana Potion to be safe. As long as you're careful about when you use spells, you'll kill your opponent or at least force them out of lane before any mana problems arise.
In addition, Doran's Ring only gives 80 health, in contrast to the 300 that 2 Health Potions give you. And considering that LeBlanc's abilities do a ridiculous amount of damage early game anyways, the ability power really isn't needed.
LeBlanc is a squishy champion. Boots of Speed and your helpful runes/masteries make it very easy to dodge AOEs and skill shots from champs like Brand and Kennen. Resultingly, you'll be in lane far longer than if you'd bought a Doran's Ring instead. It also gives you the ability to get in range for your Sigil of Silence --> Distortion combo, which will be your main source of damage until level 6.
Continuing Your Build
Doran's Ring -- This should be your second item. It helps with sustainability and gives you a bit more AP, which is always nice.
Kage's Lucky Pick -- It's always good to get this item early on to maximize the value of its passive. It will be built into Morello's Evil Tome later.
Fiendish Codex -- The second half of the Morello's Evil Tome recipe, providing AP, mana regen and CDR. Whether you buy the Amplifying Tome or Meki Pendant first is up to you. If I can't buy both, I usually choose to go with AP for additional nuking ease, but if you're up against an enemy with high sustain, the mana regen might be a better choice. DO NOT BUY Morello's Evil Tome YET.. You'll see why in a minute.
Mercury's Treads -- Feel free to go with Sorcerer's Shoes, but I choose these instead for two reasons:
- Most people won't have any magic resist by this point. In case they do, you already have some decent flat magic penetration from your runes. Besides, you'll probably be getting a Void Staff later, which would have its effectiveness reduced if you had Sorcerer's Shoes already.
- You'll likely be fighting another AP caster in mid lane, so magic resist always helps with that. And the crowd control reduction is awesome for both catching enemies and escaping ambushes.
DO NOT BUY Morello's Evil Tome AT THIS POINT. I know it's tempting, but if you keep Kage's Lucky Pick in your inventory for a while longer it will greatly speed up the purchase of...
Rabadon's Deathcap -- Greatly increases your nuking ability, which is exactly what LeBlanc is all about.
Morello's Evil Tome -- More AP and CDR.
Kage's Lucky Pick -- Yes, another one, because it builds into...
Deathfire Grasp -- The perfect item for LeBlanc. Combined with your masteries and [[Morello's Evil Tome], this will provide you with a whopping 39% CDR without blue buff.
More importantly, its insanely powerful active ability adds another spell to start off your combo, allowing you to nuke characters you might not otherwise be able to. Observe this extreme example from one of my games, where I nuke a Shen down from full health. He wasn't building any magic resist, but you get the idea. (NOTE: You can also use the DFG's active to pop a Banshee's Veil so that your combo isn't weakened!):
Finishing Your Build
Void Staff or Abyssal Scepter -- In general, I take Void Staff because it's less expensive and more effective for a single-target burst assassin. However, I occasionally want the magic resist that comes with Abyssal Scepter so that I can forgo the Banshee's Veil or Guardian Angel in favor of an offensive item.
Banshee's Veil or Guardian Angel -- At this point in the game, you'll probably need some form of magic resist. The Banshee's Veil is useful if you're getting CC'd out of effectiveness and/or the enemy team's AP is causing most of the damage. The Guardian Angel only works if your teammates know what they're doing. In teamfights, it allows you to jump in first, tricking the enemy team into blowing their cooldowns on you while your teammates deal more damage. By the time you revive, your opponents will have shifted their focus.
Other Viable Items
Lich Bane -- This item can be very effective with the right playstyle. Personally, I don't tend to stay in the middle of teamfights long enough to make use of its passive.
Rylai's Crystal Scepter -- Gives AP, health, and a nice slow for all your spells. The only thing that keeps me from using it more often is its high cost.
Will of the Ancients -- I've never actually tried this item with LeBlanc, but I've heard good things. Let me know if you get good results with it.
Level up Sigil of Silence and Mimic as they become available. Take one point in Ethereal Chains at level 4, and level up Distortion the rest of the time.
You can get Ethereal Chains at level 3 if necessary (i.e., if your jungler is coming for a gank), but I'd much rather have the extra damage on Sigil of Silence than a skill shot I probably won't use for another few levels.
Why would you ever take anything else? With this, you have a triple dash with Distortion and Mimic, plus a nice escape if they're on cooldown.
I can't tell you how many times my combo has nuked someone and they had just enough health left for me to ignite them.
Other Viable Spells
I used to take heal, back when I started off with a Doran's Ring. It's a nice spell for beginners who are still learning the character, but isn't very useful lategame and isn't necessary with your 2 potions.
The rest of them. Why not Exhaust? Because you already have a slow/snare, and if you're around long enough for the damage reduction to make a difference, you're not playing the character right.
Playing as LeBlanc, Part I: Her Abilities
First, a rundown of her abilities.
Sigil of Silence
This is LeBlanc's only non-skillshot ability, and will deal a good amount of damage even without triggering the mark. Ergo, it's an excellent spell to harass with if you have the mana.
Before level 6, Distortion is what you will use most often to trigger the mark from Sigil of Silence. It deals decent damage and, since it's a 2-way flash, you can use it at relatively low risk to yourself. It can also be used to farm creep waves quickly, though this shouldn't be done at low levels.
This is the most difficult of LeBlanc's abilities to master, but it's worth it. Its slow can be used to chase down an enemy or hold one off while you retreat. The snare can secure a kill under a turret, keep an enemy from chasing you, or give you the extra second you need while Sigil of Silence is on cooldown.
This is LeBlanc's pièce de résistance; knowing which spells to mimic and when is the key to just how deadly she is. Suppose you land a Sigil of Silence on the enemy. Casting Mimic on the enemy would deal more damage, then immediately trigger the mark left by the first Sigil of Silence, dealing even more damage, and leave its own mark to be triggered by yet another ability.
Playing as LeBlanc, Part II: Her Combos
LeBlanc might be the most combo-dependent champion in the game, which is why a Banshee's Veil on the enemy makes things much more difficult.
sigil of silence -->
[Q][W] --> [W]
This should usually be your main combo for the first five levels. Casting Sigil of Silence deals damage, leaving a mark to be triggered. Jumping in with Distortion triggers the mark, dealing damage and silencing the enemy. Maybe you can get in one or two autoattacks. If necessary, activate Distortion again to return to a safe distance before 3 seconds pass.
sigil of silence
[W] [Q] [W]
Only use this combo if your opponent is (smartly) staying out of range of your Sigil of Silence or it's too dangerous to go in close. Use Distortion to get in range, cast your Sigil of Silence, then activate Distortion again to jump to a safe distance. It's a safe combo, but it costs just as much mana as COMBO 1A and deals significantly less damage.