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Choose Champion Build:
Spells:
Ghost
Exhaust
Ability Order
Sunlight (PASSIVE)
Leona Passive Ability
Introduction
Hey, I know your looking at this guide and wondering why I don't build Leona the same way everyone else does. As Triforce Tank is nice, I found that compared to this build, it really lacks substantial damage to force the other team into focusing you.
In this guide, I will show you how this build works and lay out how you should act in game with a few tips for Leona. Most of the knowledge will be common knowledge but as for the items in my build, I will fully explain myself, just hang in there and read before downvoting and calling me a noob for building AP Leona.
Remember, before it caught on, Alistar was simple tank, Mord was just a Tanky champ, and Rumble hit the game as a Tanky DPS where he is now a Carry. Please just check this out and try it out in your next game.
SPACESPACESPA |
Pro'sNicely Bulky Early Game Abilities Hit HARD Best Initiator Double Stun Late Game Dominance Solid Tank |
SPACESPACESPA |
Con'sIf your team has no damage you lose Very Dependent on Team Not very Mobile till Late Unloads for Initiating (Building Lichbane is for longer fights) |
Runes
This setup of runes is what I like to call my typical Tank Rune Page. As most Tanks in LoL are built off of AP, it stands to simply have this built and use it as needed.


This is a solid boost of damage for your start. Many people run with Hp Quints
and Armor Marks or some mix but as this guide focuses on her not only tanking,
but also pulling your weight in team fights, you need the Magic Pen.

Simple Tank Rune, you can switch these out for Evasion, however I find that
Armor Runes help out better for the lane. It's personal preference.

I go for per lv MR Seals cause they are just better for my playstyle. Most
games I roll bottom lane and lately its been against a support or tank and ranged AD carries,
so by the time its team fight time, these have worked up enough to help me survive.

Masteries










(Passive/Innate): Leona's damaging spells affect the target with Sunlight for 3.5 seconds. When allies champions deal damage to those targets they consume the Sunlight debuff to deal 20 / 35 / 50 / 65 / 80 / 95 / 110 / 125 / 140 additional magic damage. Leona is unable to activate the additional damage herself.
Leona's passive is incredible for team fights or duo lane. The fact that she can't activate the additional damage herself, leads me to always duo lane and never solo her. If you choose to solo her, your missing out on so much extra free damage and thus wasting this passive in my opinion.

(Active): Leona's next basic attack will deal additional magic damage and stun the target for 1.25 seconds.
Cost: 45 / 50 / 55 / 60 / 65
Cooldown: 12 / 11 / 10 / 9 / 8 seconds
Magic Damage: 40 / 70 / 100 / 130 / 160 (+0.3 per ability power)
This is Leona's base stun. It is melee range only and thus you gotta be close to use it. I personally take 1 level in this at the start of the game in hopes of first blood with my lane partner, but I recommend only one rank in it the whole game till your forced to level it up due to stun duration not scaling.

(Active): Leona raises her shield to gain bonus Armor and Magic Resistance for 3 seconds. When the effect ends she deals magic damage to nearby enemies and prolongs the effect for a bonus 3 seconds if any enemies are struck.
Cost: 60 mana
Cooldown: 14 seconds
Armor & Magic Resist Bonus: 30 / 40 / 50 / 60 / 70
Magic Damage: 60 / 110 / 160 / 210 / 260 (+0.4 per ability power)
This is your "I'm a tank" skill. Jokes aside, this is by far my favorite Tank Ability in the game. Maxing this out first allows you to viably build your


(Active): Leona projects a solar image of her sword, which deals magic damage to all enemies in a line. When the image fades, the last enemy champion struck will be immobilized for .5 seconds and Leona will dash to them.
Cost: 60 / 65 / 70 / 75 / 80 mana
Cooldown: 13 / 12 / 11 / 10 / 9 seconds
Magic Damage: 60 / 100 / 140 / 180 / 220 (+0.4 per ability power)
This is your Closer/ Initiator skill. There is 2 ways to use this, lane use and team fight use. In your lane your going to activate



(Active): After a brief delay, Leona calls down a beam of solar energy dealing damage and slowing enemies by 80% for 1.5 seconds. Enemies in the center of the beam are stunned instead of slowed.
Range to Center of AoE: 1200
Cost: 100 / 150 / 200
Cooldown: 105 / 90 / 75 seconds
Magic Damage: 150 / 250 / 350 (+0.8 per ability power)
This is what I call your "Tactical Nuke" seeing as with this build this hits like one. This is the only real good ratio'd skill Leona has, at .8 of your AP its the best your got, plus the damage on it makes this your "Tactical Nuke". Lead your Targets with this or after you initiate, drop it on the one you Stunned to get a quick kill for your team.
Skill Tips






The bonus damage of



All of Leona's skills will pop






Remember that

Remember that

It will however still damage and apply

Since



Take care when casting

If

Place

A standard combo would be to activate






Item Tips



That being said,



She has rather lengthy Cooldowns, this is why I build as much CDR as I can without ignoring her defenses.

















Due to being melee range, having subpar farming and normally being paired with someone who needs last hits more than her, Philosopher's Stone and


It is recommended to build as much cooldown reduction as possible without hindering her survival items. The more CDR she has, the more she can spam her CC and tank for her team to clean up. Remember that the cap is 40% CDR.





If you build a



Ok so we have 6 slots available for items with every champion. "Pure Tanks" like






So this is where adding in Ability Power comes from. Sure I played her like everyone else and built HoG and Philo and then built defenses and a TriForce and Frozen Mallet, but found myself extremely weak when it came to 1v1 and just worthless in a 1v2 situation.

So lets define each Item Slot and why I Itemize as such.
Slot 1: Boots. No Matter what game I'm playing, I always grab


Slot 2: Health. Other builds will grab



Slot 3: Armor. You have a few good choices here. You can build the



Slot 4: Magic Resist. Here I actually split this between 2 items on my build.



Slot 5: Typical Tanks Build more Bulk here,

Slot 6: The final Slot for most tanks will be either an offensive item, or an item to "Max" out your defense in either Armor or Magic Resist. Here I focus on adding more Health and CDR in the form of

This is how you should look at building. If your into building the



Item Combo's


Health: 800
Armor: 120
Health Regen: 25 Hp5
Passives: 20% Chance when hit to slow Attack Speed and Movement Speed of attacker by 20%.
5% Cool Down Reduction.
Deals 35 Magic Damage per second to nearby enemies.
This combo is for those heavy Melee teams. With

and can build a



Magic Resist: 87
Mana: 350
Ability Power: 150
Movement Speed: 7% increase
Passives: Reduces the Magic Resist of nearby enemy champions by 20.
When an Ability is used, your next physical attack deals an additional 100%
of your Ability Power in Damage.
This combo is your Magic Resist and Damage Combo. With



If anyone has any questions, please post. If your just going to flame my page please just leave and stay close minded, and never progress. Don't mean to sound harsh but I'v had people downvote old guides just cause they had a guide that had a lower ranking and wanted to get theirs higher.
I hope this guide helps those who were in search of it, and expanded those who were looking for a new way to play

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