Leona Build Guide by Arakhnor
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
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.
First of all, you've clicked to come here and I thank you. It shows me people are interested in this guide.
I'll try to explain in this guide how I think Leona's supposed to be played. It's not the only way she can be play, she probably has other way, but that one's the way I perform well with her. In the end, I hope you'll try it after you read it and get as much fun I have to play her.
Please, pardon my English mistakes, English is a second language for me ;).
First of all, I don't think you have to stick with that mastery build. You can change a bit or in a whole. But I'd keep in mind that you're going to tank and that's why you should consider to build your masteries on an X/21/Y basis.
I don't think there's much to explain. I use the offensive tree so I know that I'll be doing "decent" damage at the end of the game. Also, you'll notice that I've taken Mercenaries instead of . It is because as a tank, you'll get plenty of assists, but not a lot of kills. I'm using this mastery as another source of gold.
The last of the Defense Tree is a must have, in my opinion. With the Mercury's Treads, you're reducing the length of CCs on you by 45%. You're then a "stunner" which ain't get stunned for long.
x3. It results to a total of 14.22 Magic Penetration. I'm an offensive player, so I like to get some damage early game and it's my way to get it done. The reason I didn't take AP runes is simple; Leona's skills aren't affect that much by Ability Power (30% on Q, 40% on W and E and the only good scale at 80% for her ultimate). So I think that Magic Pen will be more useful all game long than some AP would be.
I considered next that x9 were going to be a better choice than armor per level. You'll need to tank, yes, but I don't think the ~13 Armor Late Game will change the result. These seals will help you get an easier early game. Knowing that your opposant can start with more than 30 armor penetration is also a good reason enough.
I then add x9 to that combo. Yes, they are per level magic resistance. I did this choice because I know that Magic Penetration tends to be lower in early game. Though, you'll need that magic resistance later on, so this glyphs will get you more Magic Resist that flat ones would.
Your first item to complete should be the Philosopher's StonePhilosopher's Stone. You're not going to get much kills, so it is a good source of money, but it also gives a good HP Regen and a decent Mana Regen. And when you first recall, you should be able to buy your first boots with it.
Then, rush your Warmog's Armor. It's going to be your main HP Item. Get it soon, so you'll be able to "feed" it.
You should then think about what you really need at this moment of the game. Would it rather be armor or magic resist. Take the needed item. You should eventually get a Frozen Heart and an Abyssal Scepter. Frozen Heart is great for it's armor bonus, mana and Cool Down reduction. Added to this, enemies trying to attack you -fools- will get slowed.
Abyssal Scepter will be great for the Magic Resist, but it will also boost some AP you hadn't until then and add an aura of Magic Penetration, that your AP damagers will appreciate (and you too). Keep in mind though that the Magic Penetration Aura doesn't stack, so if your APs already got it, you could go with something else like a Force of Nature or a Banshee's Veil.
When you have your first four items, you'll have enough "Tankiness" to finish the game. So it's up to you to decide what you'll do with your Philosopher's StonePhilosopher's Stone and your last item slot. I've put a Rylai's Crystal Scepter on the build, to get the 500 extra HP and the AP Bonus. The bonus slow effect should be funny, since it would add to your ult (resulting in something giving a total around 92% slow movement speed. I haven't tested it yet.).
If you prefer to have 200 more HP, you can change Rylai's by Frozen Mallet. You'll have a bit of AD, and you'll have another way to slow your opponents.
The first skill to max is probably your most useful skill : Eclipse.
It is your most damaging spell (apart of the ult) and it's also the one that gives you your tank stats. And it's an area of effect damage. Do I need to say more?
I don't start by getting this skills cause I like to harass soon in the game, and the best combo you have for this is E + Q. You'll be able to reach your ennemy, stun them, and then go back while they're stun. At level three, you'll be able to add an Eclipse explsion to it, adding more damage.
After I maxed Eclipse, I usually max Zenith Blade. Shield of Daybreak stun duration won't change with levels, so you better be maxing your second most damaging spell (Apart from the ult, again).
Before Fizz Patch, I used to have Fortify as a Summoner Spell. It player trying to tower dive me would regret it (get stun in a tower that attacks faster...). But now, I'm going to change it for
Teleport. I'm using this Spell to be almost everywhere on the map, so I can protect all of my teammates or their lane the best I can.
As a second summoner spell, I use . I know Leona already has plenty of CCs, but, well, that one's more. I sometime use it to help people flee, or to be sure my team gets a kill.
Others summoner spells might just fit well, I'll let you try it.
Farming with Leona is not as complicated it looks. Around level 7 or 8 (okay, maybe 9), you'll be able to kill most minions with two spells : Zenith Blade + Eclipse.
Activate your Eclipse, use Zenith blade and position yourself in the middle of the minions group. When Eclipse trigger (3 seconds, don't forget!), every minions you got with your Zenith blade should die (but not anti tower nor super minions!)
Pros / Cons
+ Lots of Crowd Control
+ Doesn't need much defense items
+ Good farmer around lvl 7-8
+ Great to initiate a gank from jungler.
- Farming problem before lvl 7
- Poor late game damage
- Need to leave fights after 6 seconds to stay alive.
The most importance sentence : YOU GET TO CONTROL EVERYTHING!
If it is not clear enough or you want more explanation, here it is.
As a tank, you have to be tough, yes. But as Leona, you have to use every of your abilities to keep your team alive in team fight, and do everything so the other team loses the team fight. Use every of your stun to keep ennemies DPS from bursting your team and you'll be doing most of your job. Now, when your team is winning a team fight, use your abilities to keep ennemies champions from running away by slowing or stunning them. It should be easy with your ultimate.
Your ultimate can also be used to help a member of your team to flee.
As a tank, I have a mantra : Any of my DPS, Carry, Burst is more important than I am. If dying would save your Carry, do it! Your carries have stack stats that they can't afford to lose, which you don't have.
Leona's quite a great champion. The main reason I read for not having her in ranked games is that she doesn't "fit" in the meta. My own opinion on this? The less you show she fits in, the most you help your team. She's not a simple support nor a great DPS. The great thing when playing Leona is that YOU control the fight, no one else. In some point, you decide of who gets kill and who doesn't. And that makes your spell effects more important that their damage. You'll have a team to take care of that part.