LeBlanc Build Guide by Ghostey
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Not Updated For Current Season
Not Updated For Current Season
Welcome to Ghostey's Guide to LeBlanc. This is my first attempt at a Guide, and I am trying to make it a full guide. I hope you give it a good read before you judge as I am going to do my best to go into great detail about my decisions for... well... everything and take user opinion into account.
When I first pick a champion that I am going to play my first thought is always, do I have the runes for this champion. Unlike most people, I prefer to have a rune page for each individual champion as I think it is more beneficial then having a general "Mage", "Attack Damage", "Tank" rune page. The introduction of ten additional rune pages made me a really happy person. I hate to admit it though, I have been so enthralled with testing out other champions that I simply can not save up the 6300 IP points to buy the additional pages. In addition to that, I am so cheap, I refuse to pay the money for RP points to get anything other than skins.
Sorry about that, I went really off track. Anyway, lets first list the Runes that could actually be of use to LeBlanc.
Greater Mark of Magic Penetration Greater Mark of Mana Greater Mark of Ability Power Greater Mark of Replenishment Greater Mark of Scaling Ability Power Greater Mark of Knowledge Greater Mark of Cooldown Reduction
Greater Seal of Scaling Mana Regeneration Greater Seal of Mana Greater Seal of Ability Power Greater Seal of Replenishment Greater Seal of Scaling Ability Power Greater Seal of Knowledge Greater Seal of Cooldown Reduction
Greater Glyph of Magic Penetration Greater Glyph of Mana Greater Glyph of Ability Power Greater Glyph of Replenishment Greater Glyph of Scaling Mana Regeneration Greater Glyph of Scaling Ability Power Greater Glyph of Knowledge Greater Glyph of Cooldown Reduction Greater Glyph of Scaling Cooldown Reduction
Greater Quintessence of Magic Penetration Greater Quintessence of Mana Greater Quintessence of Ability Power Greater Quintessence of Replenishment Greater Quintessence of Scaling Mana Regeneration Greater Quintessence of Scaling Ability Power Greater Quintessence of Knowledge Greater Quintessence of Cooldown Reduction Greater Quintessence of Movement Speed Greater Quintessence of Scaling Cooldown Reduction
So there you have it, there are a ton of Runes that could be used with LeBlanc that could actually be of some use. Take note on the different types of runes.
Mana Per Level
Ability Power PerLevel
Mana Per 5
Mana Per 5 Per Level
Cooldown Reduction Per Level
Lets take a little insight into whats more important the "Per Level" or the "Flat" runes. In some cases I would say that "Flat" trumps "Per Level". In LeBlanc's case, anything that deals an immediate burst (since she is an early game champion) you would want to take "Flat" runes on. This means Ability Power, and Ability Power only. Magic Penetration, if it had a "Per Level" I would also say take "Flat" on that. Everything else should most definitely be MP5.
None the less, my choices for Runes are listed at the top of this Guide. Magic Penetration will help in the beginning of the game. As listed in the section labeled "Farming" you will get to read a bit about LeBlanc's Mana inefficiency, so the MP5 will help a bit. Then the "Per Level" Ability Power. I felt that the almost 15 additional Ability Power from Quints would be enough compared to the almost 9 I would get from "Flat" Glyphs.
*I would actually be greatly interested in public opinion on Movement Speed Quintessence. I only added that in there after seeing two Mages that clearly had Movement Speed Quints. One of them didn't concern me, but the Veigar, I couldn't even react in time he just moved about so quickly.
Revive - I mean, who needs this Summoner Spell. I can only picture someone with a Global or near Global ult to benefit from this spell anyway.
Rally - This has no benefit unless your going to do a AD/AS Troll game with her.
Clairvoyance - Due to the speed in which you can check a bush with Distortion you have no need for this. Place Sight Wards down if you really need to.
Fortify - This is really only good for a tank anyway.
Smite - You won't be jungling all that much.
Cleanse - While this can be of some benefit to you, you shouldn't be close enough to be under some form of Crowed Control.
Exhaust - This can be helpful in escaping, but at the same time you should be using your Ethereal Chains to escape.
Ghost - Another good escape mechanic in the event you need the additional boost from your Distortion.
Heal - I'm going to be honest if it wasn't for the fact that I'm under the opinion that any immidiat health giving features are beneficial I would have thrown this into Unhelpful.
Teleport - Teleport is better suited for a AD carry, but this can at least get you into a bush with a ward in it.
Clarity - As I keep stating I find LeBlanc very mana inefficient, which is why I always take this.
Ignite - More often then not I find my enemy escapes with next to know health which is why Ignite always comes in handy.
Flash - Some times I swap out my ignite spell for Flash. This is a great method of getting close enough to your enemy and get through your skill order without using Distortion as an escape method and instead as a damage method.
Next up is Masteries. Whenever I build a Mastery page I take into great consideration my Summoner Spells. With that, I choose to 9/0/21. I sometimes think it is alright to go 10/0/20, getting that point into Improved Ignite instead of
Presence of the Master
but the reduced time on the Clarity really helps. I can not state it enough, LeBlanc is very mana inefficient early game.
I would also like to add that although I choose to take Insight even though I usually mid, it is not a necessity. You can easily choose to add a third point into Expanded Mind . I typically like to take Insight so I can be helpful to allies who choose to come down and defend my tower when I have to B, or when they try to set up a gank so they can stay in the game longer.
I personally have found that LeBlanc is far to mana inefficient early game to use her sigil to last hit creeps. Instead you should be auto attacking and last hitting the best you can. Always try to move around even if it is against a champion who doesn't have the ability to hit you at the distance. You never know whats lurking in the jungle.
I think most people define Mid Game as a certain time in the game everyone has reached mid level but I have always defined Mid Game as the moment laneing phase has ended. Laneing phase in my opinion will typically end when both bottom and top turrets, on either side, have fallen or the moment you've decimated middles. Now back to the point of this chapter, "Farming", at this point you should have at least 8 stacks on your Mejais. We are assuming you were doing well against your opponent. If you find yourself near a ton of minions, try to auto shot the melee ones once and then use your distort on them, you should one shot all of them.
Late game for me is defined as level 18. Your best bet is to follow my Mid Game advice for getting money. By the time you are level 18, expect to only have the first four major items and maybe your Revolver. These four items are, Sorcerers Shoes, Mejai's Soulstealer, Void Staff, and your "Happy Cap" as some of my friends refer to the Rabadon's Deathcap as.