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LeBeast

LeBeast

Updated on January 18, 2011
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League of Legends Build Guide Author Kuzu Ryu Sen Build Guide By Kuzu Ryu Sen 4,703 Views 2 Comments
4,703 Views 2 Comments League of Legends Build Guide Author Kuzu Ryu Sen Build Guide By Kuzu Ryu Sen Updated on January 18, 2011
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Spells:

LoL Summoner Spell: Ignite

Ignite

LoL Summoner Spell: Ghost

Ghost

Introduction

Hello and welcome to my first guide, featuring LeBlanc, The Deceiver. Or, as I like to call her, LeBeast ;D. This build will yield AP between 400 and 700 along with maxed CDR and some added survivability. The basics of this guide will focus on the core build I use most commonly with LeBlanc. This build will focus on CDR, AP bursting capabilities, and Mobility with slight survivability relegated to intelligent use of your (extremely) varied skill set, runes, and smart item choices as you see fit, to be explained later.
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Pros / Cons

Pros:
- Extraordinary Ganker
- Great amount of mobility allows you to escape almost any situation(provided they aren't CC spamming) and chase down practically anyone
- Ridiculous AP Burst
- High level of CDR yields great flexibility in your ability to Silence, Slow(into a Stun), and Blink away often
- Excellent Early/Mid Game
- Awesome 1v1 Champ

Cons:
- You will be one of the Squishiest champs on the field Health-wise
- The enemy will want your blood and will attempt ganks of their own once they see how much of a threat you can be
- Poor Last Hitting ability means your income is dependent largely on your ability to Gank successfully
- Your ability to stay viable Late game is also dependent on the income from kills(if you don't gank well or last hit like a champ[no pun intended], you will end up underfed)
- Once the team fights begin late game your effectiveness as a 1v1 killing machine declines
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Runes

My choices are fairly straightforward.

MPen, Health per Level, and AP per Level help with your survivability and damage output.
Move Speed Quints give you an increase to what is imho one of the most important stats for all around survivability, harassment, and (most importantly)GANKING.
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Masteries

Nothing special going on with the Masteries here just a standard 9/0/21 taking 15% magic pen in offense and improved Ghost, Move Speed, Experience, Health/Mana Regen, and CDR in Utility.
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Items

The Core of my build here will be focusing on starting with boots and health/mana pots. With this setup you should have no trouble harassing the enemy early game, as well as having increased maneuverability especially when coupled with your Movement Speed Quints and Movement Speed Mastery. The pots help you to stay in lane long enough to get the money for a Kage's Pick, which you should grab as soon as you have the gold, followed by Boots of Mobility (this item may be replaced with Boot of Swiftness but I find that +5 Movement rank to be too brutal to ignore, especially when it comes to ganking/chasing/escaping).


ASIDE:
If you are getting early kills and feel comfortable you should buy Mejai's Soulstealer at this point, and potentially buying Rod of Ages or Banshee's Veil(or even a leviathan's, the 20stacked mejais and 20 stacked leviathan makes you nigh unstoppable) here to increase your survivability to maintain the stacks, then finishing Deathfire/Rabadon. If you prefer a more consistent build or are having more difficulty, skip the Mejai's and progress as described below.


If you are doing well in your lane(health-/mana-/gold-wise), you should instead stay as long as possible, grabbing the Fiendish Codex first and then working towards Kage's Pick/Boots of Mobility, Needlessly Large Rod, Blasting Wand(in order of priority). Once you have completed Rabadon's Deathcap and THEN Deathfire Grasp(so that you get the most out of your Kage's Pick), the build opens up and is largely dependent on how the game is going. Great finishing items against AP heavy teams include Banshee's Veil and Abyssal Scepter while Zhonya's Hourglass is excellent against AD heavy teams and ganks(due to its active). If they are stacking MR go for the Void Staff. Rod of Ages is useful for all around staying power, utility(through increased mana) and damage. Once you have built according to your mixed offensive/defensive needs, a Haunting Guise serves as an excellent all around choice for LeBeast, helping to compensate for your low Health and increasing your damage output even further for those easy ganks.
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Skill Sequence

My choice of Skills with LeBlanc is based entirely around creating the highest possible AP burst/harassing combo as fast as possible(made even more ridiculous by her Ultimate).

Priority:
Mimic
Sigil of Silence
Distortion
Ethereal Chains

Taking Sigil then Distortion allows you to deal scary damage even at Level 2(Sigil, immediate Distortion in, Distortion out, thus detonating the sigil, silencing them, and applying Distortion's damage while getting you back to safety) and also providing an early escape mechanism. Next is up to you, but be sure to grab Chains by Level 4 as it is crucial when attempting a gank or helping yourself or allies kill/escape (your allies will love you for slowing then stunning the enemy chasing them).
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Summoner Spells

For Summmoner Spells you have to go with what works best for you.


Most Viable:
That being said, the most viable from my experience has been Ignite and Ghost.

Ignite:
The damage output is simply too much to resist(500 True Damage at level 18) and helps countless times in getting not only First Blood but also any champ that is lucky enough to survive your initial bursting throughout the game, and especially against the large number of those I see choosing Heal.

Ghost:
Simply amazing overall. Your already superb chasing/running abilities are strengthened further by this spell, I always find it useful.

If Ghost and/or Ignite aren't your cup of tea, Cleanse is a great option to prevent a CC heavy team from wreaking havoc on you by focusing you with CC as you will not be using Mercury's Treads. Between your double Distortion and amazing move speed you shouldn't have much trouble getting away as it is, so Cleanse is a viable option to remove one of LeBlanc's greatest weaknesses.

Flash:
Also useful for chases/escapes, as well as avoiding the CC shots of characters such as Kassadin, Sion, Ashe, and others. Popping the CC before it reaches you or dodging it outright can be immensely funny. Also, you will now have a triple Blink assuming your Ultimate is ready.

Somewhat Viable:
Teleport:
Serves the useful purpose of keeping you in the lane even when you want to buy items which can lend you an advantage in XP and Gold early game, as well as making ganks easy. That being said, your Boots of Mobility usually offer all the ganking and terrain coverage you need.

Clarity:
With High CDR you have great potential for AP Burst followed very quickly by another set of Chains and Sigil which allows you to finish someone off or stun an approaching enemy ally so that you can make a clean retreat. With High CDR comes the cost of High Mana usage as well. Clarity can help you when you are in a pinch, though I have never found it necessary as I do not use my abilities for farming unless I am near the safety of allies, my base, or other turrets(Distortion -> Mimic is the farming spell combo, leaving you without your primary means of escape/chase).
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Summary

So now to digest the delicious sandwich we just made.

Starting:
Grab the items discussed above and pick a lane, any lane (using this build I most often take solo, even 1v2 if we have a jungler).

Early Game:
Early game you want to passively harass the enemy with autoattacks if you can do so safely, and if you are taking too much damage by doing so, stick with Last Hitting as best as you can(you should be doing this even if you CAN harass them with autoattacks). At level 2 you should begin your burst harassment routine(Q then W in, W out). By level 4-6 they should be running on low health, and now will be the time to strike. Depending on their health and your level, you will want to do one of 2 things.

1) If they have Low Health you should be able to finish them with a Q(Sigil),W(Distortion),Ignite,and auto attacks. If you aren't positive you can get the kill here, you can try to put yourself in a position to hit them with E(Chains). If Chains hits, follow it immediately with Q before it stuns them, then Ignite/autoattacks. If they have too much health left feel free to W them(even near their turret, as you can W back out again to safety), as this should provide enough to kill them outright or allow Ignite to finish the job.
2) If their health is higher try to harass them more until they are lower or make use of your ultimate once you are level 6 using your full spell combo. Before you attempt this you will want to make sure that the last spell you have used is Q(Sigil of Silence). Now, as described earlier put yourself in the position to hit them with your E, followed immediately by R, then as soon as your chain detonates R and stuns them, hit them with Q, then W, Ignite/autoattacks.

Congratulations on your First Blood, or at least the kill. Now begins the Mid Game.


Mid Game:
You should now have your Boots of Mobility and Kage's Pick and/or Fiendish Codex. At this point in the game you will be ganking anyone you can(usually using the typical ERQW,Ignite, which will burst kill almost anyone at or below half health), allowing your allies to push their lanes more and feeding yourself so that you can dominate the enemy's center champ. Additionally, it can be prudent to open with Q, then chains, allowing them to be stunned and attacked by allies. By the the time the stun triggers and wears off 4 seconds will have passed and your Q will be about ready again. Next, Q,R,W,Ignite to finish the job. This will allow you and your allies to take out someone near full health if your allies are smart and attack once your hit with chains. Mid Game essentially ends when you get Rabadon's/Deathfire.


Late Game:
At this point in the game you will be some sort of horrible monster and the enemy team will want your blood because of your extreme Burst Damage and CC abilities. They will attempt to gank you(if they are smart). Once the enmy starts rolling around as a 3-5 man cell your effectiveness begins to diminish drastically. To compensate this, you need to start shifting your items toward Hybrid AP/Survivability Items(Mana, Health, Armor, MR, MPen) such as the ones I listed above based on the enemy team's composition and builds.
By opening with Deathfire's Grasp Active you can now start to burst down even tankier champs. DO NOT FORGET THIS ACTIVE.
That being said, it applies mainly to 1v1 situations, as you will still die fairly easily if you are focused. So, when a teamfight breaks out, you need to assume the role of assassin. what this means is that you will flank the enemy team while they are distracted by yours. wait in some bushes or behind the corner of a wall and when an enemy with low health begins to retreat, strike them down with an easy spell combo, usually QR or EQR or REQ(assuming Sigil will be the mimiced spell). Even if the enemy isn't at extremely low health, you should still make it a point to sneak around the back(something made sooooo easy to do by Boots of Mobility) and try to assassinate/incapacitate the squishy enemy carries/mages/ranged DPS(Karthus, Lux, Kassadin, Ryze, Ashe, Tristana, Evelynn, etc, etc). Odds are you will: do enough damage to them to either kill them or damage them to the point of needing to return to base, or attract their allies to yourself, allowing your own allies to overcome the bulk of their team involved in the team fight.
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League of Legends Champions:

Teamfight Tactics Guide