Leona Build Guide by TimeMech
Champion Build: Leona
| Health | 4276 |
| Health Regen | 126.3 |
| Mana | 955 |
| Mana Regen | 54.6 |
| Armor | 239.04 |
| Magic Resist | 271.55 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 405 |
| Gold Bonus | 14 |
| Attack Damage | 129 |
| Attack Speed | 0.933 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 70 |
| Life Steal | 10% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 0 |
| Cooldown Reduction | 65% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Introduction
Hey all, this is my first guide ever and it's on my most played Champion
Leona, The Radiant
Dawn. I picked up Leona on release because I loved her skill set and lore. I've played
countless normal games with her and have just recently brought the culmination of this
experience into ranked, with pretty decent results, but I'll let you be the judge.
-TimeMech
My Results:


Pros / Cons
Pros
- Great Crowd Control
- Versatile in the way she can apply the CC.- Zenith Blade goes THROUGH enemies and warps to the last one hit. No Body Blocking You from YOUR target if aimed properly.
- Built in Resistances
- Allows for a more flexible build later game; while still allowing you to play the Primary Tank.
- Extremely good in her lane.
- Thankfully, since bottom lane is the only place you should EVER see a serious Leona.
Cons
- Can be difficult to master.
- Her Solar Flare can be used very, very wrong.
- Extremely Team Dependent.
- If your team doesn't take advantage of the opportunities you give them; gg.* This doesn't mean you should always blame them. COMMUNICATE!!!- Nearly every True Tank has this particular Con though.
- Requires PATIENCE; do not just try and MAKE things happen. Look for openings.. be patient.
My Opinion/Approach of/to Leona
Now before you start pointing and laughing at your screen, let me explain: Leona goes bottom lane as most of you know-- but she is not necessarily a "Support" at that time; as a matter of fact she has more of a "Support-esque" flare later game the way I build her. Sure, she's filling that position by being down there, but the primary difference is that unlike a support Leona does NOT want to be passive in her lane. She wants to KILL the enemy. Keep this in mind as it dictates her favored carry lane-mates.
To Elaborate on why I call her a "SUPANK"-- which isn't just because you "Spank" the enemy team when played right mind you. It is literally because you are able to fulfill both roles throughout the course of the game due to her amazing kit. Due to her built in resistances, once you've established your primary Armor/MR items-- you can focus on building items that will help your team; much like a support does, while still being the primary tank OF your team.
What doing this allows to do is generate THREAT. For those of you who don't know what I mean-- threat is a mechanic in most MMO's which causes NPC enemies to attack you and ignore your more damage dealing allies. If you don't generate the required threat to pull the enemy's attention from your allies; then you're a useless Tank.
Now, I know human players aren't subject to the in-game math that this MMO mechanic applies; so you may be saying to yourself, "What the hell is this guy talking about..?". Let me explain in a simple fashion.
1. If you are too tanky, any player/team will ignore you.
2. The thing to remember is the difference between generating threat in an MMO and MOBA style games, is you have to be a desirable target based on your abilities. So while I don't have the best tank items-- I have the best items for control of the battlefield through my skills/auras.
These two simple things are overlooked by many; and why I structure my build how I do. It's a strange thought process to some at first but in plain black and white here it is:
If you look un-killable and are not a constant buff/debuff beacon; you will be ignored completely 9 out of 10 times.
So what does this mean? It means trick the enemy team by being at least PARTIALLY vulnerable.
Anyway, many may not agree with me on this; but this is the premise which my build revolves around. Read on and you may change your mind.
Auras, Shields, and Tanking. This is Leona, the SUPANK.
-TimeMech
Masteries
9/0/21Why do I do this?
Primary Reasons:
-10% Magic Pen (with no flat magic pen to get in the way makes it scale better into late game)
-Faster Summoner Spells.
-More Gold Gen/starting Gold
Now, in this section I've been told I should list alternative mastery routes that would work as well; but to be perfectly honest, I can't. For this particular build. If I create another
Runes
**NOTE**
I changed the runes up a bit.. as I found that losing a small amount of gold gen was worth the extra armor afforded early. However you can still run this method with a lot of success. It's all a matter of tweaking things over time and preference. I prefer more armor as I'm more aggressive earlier-- if you're more passive, (shouldn't be TOO passive with Leona), then go ahead and run the extra bit of gold gen as follows.
Quintessences
3 Greater Quintessences of Avarice
Glyphs
9 Greater Glyphs of Shielding
Seals
9 Greater Seal of Avarice
Marks
9 Greater Mark of Resilience
(I suggest the Resilience Marks, as I notice the lack of armor more than the lack of magic pen on Leona early.)
VERY IMPORTANT EXPLANATION
Arranging your runes this way (and your mastery page) will afford Leona 7.25 gold generation from the beginning of the game. More than a gold per 10 item. I find by doing this; it allows you to ward and purchase items as you need them without feeling it at all if you're doing even half way decent in game.
**Note that every character has passive gold generation built in; and generates 13 gold per 10 regardless of runes/masteries starting at 1:30 into the game. I will not be taking this generation into account; however you will be sitting on even more money due to it so, yay, right?**
All Gold Generation Math is assuming the upper bound time in the purchase of the GP10 core items.
Purchase Time1:30 - 5:00 5:00 - 7:00 Philo 8:00 -11:00 HoG 11:00-21:00 Other |
SPACE |
Gold Gen7.25 7.25 + 5 7.25 + 10 17.25 |
SPACE |
Gold Gen'd7.25 x 6 = 43.5 per minute. 43.5 x 5:30 = 348 12.25 x 6 = 73.5 per minute. 73.5 x 4:00 = 294 17.25 x 6 = 103.5 per minute. 103.5 x 10:00 = 1035 103.5 x 20:00 = 2070 (IF you don't turn your HoG into a Locket) |
So, if you followed this; your gold generation after getting your core is amazing with these runes-- and allows you to get to your core easier/earlier than you otherwise could while still being able to purchase wards and other necessities of a good support.
Let's be honest, it's like you have Daddy freakin' Warbucks just pumping money into your bank account for nothing. Fitting considering the name of this guide, amirite? xD
UPDATE
(5/4/12)So I've been doing some research/experimentation lately and I just wanted to mention that it's possible to run only the gold generation quints and masteries, while then taking the liberty to run Armor Seals in conjunction with the armor marks-- this affords ALOT of harassment soak early game.
However, since I'm greedy, what I've been doing is running 4 of the .25 gold gen seals and the other 5, flat armor seals. I'll not be making a chart for how this changes the gold generation over the times, since it merely cuts off around 60 gold or so every 10 minutes this way. For the extra mitigation early, I find it's worth it so far. Feel free to test out this change-- or stick with my original way of doing things, as both work fine.
Jungling
You know, I can't say I've been on the fence about this issue in earnest-- because I haven't. I've been firmly planted on the "No freaking way." side of it since
Leona first came out-- well, then and since the new jungle when I tried it again to no great results.
However, since I created this guide I figured I'd take the time to look at other
Leona guides and see if they could offer me some insight into why this could/would be viable. And thusfar none have changed my mind. Just today, I noticed an up and coming guide younger than my own gaining prominence-- it contained a jungle
Leona build and a Support Lane build. I focused mainly on the jungle one, and its failed to change my mind at all for its popularity. This is my comment to that guide, with my reasoning.
_____________________________
Is counter-jungling never an issue to you?
Honestly, I just don't understand this. You say it yourself-- Leona cannot 1 v 1. This means Leona is free prey for any enemy jungler that can divine where she is at any given time-- which isn't hard early since you're going to have to start at blue. I can understand Leona's ganking potential, but really, she should never make it to her first gank unless she gets blue and hits top lane/bot lane respective of the team she's on. Because if I'm the enemy jungler and Leona even TRIES to go into the Red Buff side of her jungle, I'm going to kill her and hey, if she doesn't-- I get a free Red and maybe some Wraiths/Golems.
Junglers who should have no problem doing this are I.E. Shyvana, Lee Sin, Udyr, Skarner, Nocturne, etc... any good jungler really.
Other than that, your item build is interesting. I enjoy how you build incremental health with your items, it's my favorite thing to do as well. However, I don't agree with the way you go into it. Between your runes/masteries/first items; ( Boots of Speed + 3 health potions --> Sheen?), if you don't have an excellent lane phase you might as well stick a fork in yourself-- because you're done. You have very little sustain (even with 3 pots) no passive gold generation (except the 13 gp10 all champions have) and will not have sustain in lane for what seems to be far too long.
Overall, I feel this is an extremely situation dependent build/guide; and while you should always attempt to build according to the situation you're in, when I say "situation dependent", again I mean best case scenario required in order for this to be viable. And that's something you should never subscribe to; always plan for the worst which means you'll be even better at your best.
-TimeMech
Summoner Spells
Heal
______
Needed to effectively play more of a support role throughout the game for your carry early/team later. (also useful for tower dives as you're tanking the tower)
Flash
______
Needed to make plays such as escaping/catching/outpositioning the enemy throughout the ENTIRE game.
Flash is just a superior summoner spell in every way for
Leona. It helps you land unexpected
Solar Flares,
Zenith Blades and even
Shield of Daybreaks at close enough range.
Much in the same way as the mastery page, I feel these summoner spells are tantamount to successfully playing
Leona in this way. However, there is a tad bit more flexibility here than in the masteries.
For example:
Teleport
______
I used to run this in bot lane, and it could be very useful at times; especially in the beginning of the game; as you would nearly always buy your GP10 items on the lower bound of the previously described purchase times. You could also bait the enemy to attack you early and take massive damage in exchange for your carry being able to poke for free-- then the enemy lane thinks they have the upper hand by having you at low health: pop
Teleport back with full health and philosopher stone. Troll Face.
Not only that but some would say it could help you stop a push or start a push unexpectedly, or aide an ally from across the map if used right. And they'd be right. However I find these situations not as likely on
Leona as she is a Team Fight Tank. She wants to be travelling together with her team more often than not and therefore this becomes more of a crutch for getting to and even still being unable to defend a lane by herself considering her poor 1 v 1 potential.
You can take it and not be terrible though. I still suggest
Heal overall.
Ignite
______
This one I'm not too sure about. I mean... I guess if your carry is running
Exhaust and the enemy lane has a
Soraka this could be viable. It just doesn't seem like it does much for
Leona or her team later in the game, as your solo top and/or mid will probably be running this spell if they're confident players.
But hey to each their own..
Exhaust
______
Began to run this spell more frequently than heal. Is honestly a little ridiculous how well it works. I still run heal from time to time-- but if you have a good carry, exhaust helps them even more because they take advantage of the time the enemy carry is weakened more than a small chunk of health you grant them.
Ghost
______
Ugh... whoever gets this over
Flash better have a dang good kiting game. And even if they have that, who cares?
Flash is still more useful in 9/10 situations. Get this and you better have
Flash too because you're trying to be untouchable or something...
Since we all know
Leona isn't trying to be untouchable-- she's trying to TANK-- we shouldn't have this then, should we? :D
As for any other summoner spells, I feel they're not worth mentioning. If anyone disagrees, be my guest and give me an explanation why, I'm up for suggestions.
Skill Sequence
This is because I feel shaving time off of
Items: Core + Purchase Order Explanation
In this section I'll explain Leona's Core; the purchase order of the items that come after it and why.
CORE
So you followed the
So now you have:
FINISHED CORE
Next comes the fork. Look at the enemy team... what is doing well? What isn't? Is everything relatively neutral/going through the motions of the game? I'll answer each of these more specifically.
1.) An AD character is doing well-- either their jungler or solo top or even the AD carry you're facing off against is becoming a problem! You need more armor, build a
2.) An AP character is doing well-- either their mid or perhaps solo top; more rarely their jungler (as there are few viable AP junglers). You need more MR, build a
3.) Everything is doing relatively neutral. I prefer rushing into a
Now, keep this in mind; no matter how fed their AP nuker is--
At this point you have a choice, because more often than not you'll be sitting here:
You will now have one slot left for holding your
Is the AP on their team truly nasty enough to finish a
Granted you'll be losing some Gold Gen, but at this point in the game; assists is where it's at anyway. And you have more than a built in GP10 item-- so while turning this item into something more useful/with more utility at this point in the game might hurt a differently Runed Tank; you STILL have MORE gold generation than they do with both of their GP10 items intact.
This is not the only choice however. You could choose to hold onto your
Going this route however, means you have no slots for warding once you purchase it or the
While this is unfortunate, at this point in the game you should be able to afford an
So, depending on which route you take/item you finish first; you will eventually be finishing both. However, I find that I choose one of these item routes and then finish my
Either way, you'll end up at:
Main Build
This build makes you Tanky enough to be the MAIN TANK, while at the same time you have a few ways of supporting your team at your disposal through
IMPORTANT NOTE
For some reason, at the top of this guide it claims that the overall Cooldown Reduction is 30%; but it is NOT taking into account the 10% you have from Masteries from the beginning.
Your CDR is actually maxed at this point. 10% Masteries + 15%
That makes for about a 36 second
In essence, you are a threat to be left alive; due to your aura's and quick CDR skills, yet are not easy to kill. However if they leave you alive you're granting many positives to your team that are well worth the small cooldown from stun to stun, where you're "useless" because Leona honestly has a toy sword.
I rarely make it beyond this build as the enemy team has folded before this.
However some suggestions I would make for a final item would be:
:This would raise your base resistances, give you yet another chunk of health; and help your allies resist damage as well; all for cheap. (Keep the Aura Generator Going)
This would allow you to raise your base MR, increase your damage slightly late game-- and more importantly, lower the enemy team's MR by 20 for your AP wielding team members.(Keep the Aura Generator Going.)
The reason I don't suggest this item over Force of Nature early, is that it does not grant the same sustain required of a true tank that Force of Nature does through its Unique Passive.
Also if you see fit,
You could build this right out of your
i.e. Cooldown Reduction, Health Regeneration, etc...
However, I neglected to mention the possibility of this item: (Thanks to Specolar)
This would build right out of that
But if you are really have trouble catching the enemy team late game, it couldn't hurt. I just don't recommend it.
Leona and Friends Laning List~!
In this section of the guide I'll be going through every AD Carry and why each one is a better or worse choice than the others in laning with Leona.
After that, we'll be mixing the meta up, and will explore the other viable "kill" lanes that Leona is a part of.
AD CARRY FRIENDS
The Best in My Opinion
Number 1
Adding to this
However, the main reason why
__________________________________________________________________________________
Number 2
When
This is a good lane because once a proper initiate occurs; it's very, very hard for the enemy duo to turn this fight around.
Need I mention
__________________________________________________________________________________
Number 3
However,
When things do go right for
__________________________________________________________________________________
Number 4
Although I do recognize
__________________________________________________________________________________
Number 5
I'll explain again anyway,
There's also the problem of
As far as Tanks in bottom lane,
__________________________________________________________________________________
Number 6
The most notable thing is that her
Perhaps the reason she has been good in some matches and terrible in others is due to the fact she is free?
__________________________________________________________________________________
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Other AD Carries In No Particular Order (Due to lack of experience playing with them)
__________________________________________________________________________________
I've very rarely laned with this carry, and while I know she's a good one; just in analyzing her kit I can tell I wouldn't vote for her over any of the previously described as a
Another one I don't lane with often-- not because I don't see her, but because I'd rather pair her with
Great mid and late game carry, pretty weak early in my experience. However I've seldom laned with him so perhaps he could be better than I give him credit for. Not much more to say about him.
Laned with her while playing
Never done this, and probably will never have to.
__________________________________________________________________________________
__________________________________________________________________________________
__________________________________________________________________________________
((((((Disclaimer: Assume each of these lanes still has an AD carry on the team, whether I specifically mention it or not, I support this; since going into a game without a True AD carry is never advisable, and though it is not impossible to win without one; it just makes the game that much harder-- and why would you want to do that to yourself?))))))
Try to keep an open mind when looking over the following suggestions. Also, remember that these lanes are very hit or miss, depending on both the enemy team's carry/support combination and the relative skill of both the
Kill Lane #1
This lane was so much fun for so long. Done right,
Once this lane hits level 6, people gonna die if it's done right.
LANE COMBINATIONS YOU DUNK HARD
etc...
Pretty much any relatively squishy or easy to catch carry and a
***Note*** Make sure you still have a true AD carry on your team, such as
LANE COMBINATIONS TO AVOID AT ALL COSTS
Pretty much any lane with a
However, if either of these supports are laning with a squishy carry, feel free to try your luck, it can go either way.
____________________________________________________________________________
____________________________________________________________________________
Kill Lane #2
This lane is deceptively nasty. It takes advantage of the fact that both
i.e.
Much like
Very fun lane.
____________________________________________________________________________
____________________________________________________________________________
Kill Lane #3
This kill lane takes a bit longer to take off than the aforementioned.
Overall, this lane is extremely fun and potent when you have the patience and skill to make it work. For an example of the AP/On Hit build I see on
This particular kill lane doesn't "hate" any lanes, it completely depends on the skill and patients of the ones running it. This lane has almost as much versatility as
____________________________________________________________________________
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Kill Lane #4
Now this one is fun. Be wary however, as it works best with a
____________________________________________________________________________
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