LeBlanc Build Guide by
Not Updated For Current Season
Not Updated For Current Season
Clearly, you don't want to beat around the bush if you play Leblanc. You WILL "three-shot" or "four-shot" enemies with Deathfire Grasp according to this guide. If you have a good game, expect a 20-minute surrender. If not, may the LoL gods be with you...nah just kidding, this isn't really a snowball build, it's an AP carry build so you can have like 40 minute games and still not be completely useless. First thing: take mid and don't screw up.
Reds= Magic Penetration. Always.
Yellows- You have plenty of options: MP regen/5, MP regen/5 per level, and armor. I personally prefer MP regen/5 per level since it lets you stay in the fight late game, and LeBlanc with no mana = dead LeBlanc. Armor works if you're up against an aggressive auto-attacking mid. You shouldn't be running out of mana early game anyway...
Blues- So many choices, take your pick. If it's ranked, check your opponent at mid.
Quints- Movement helps, Flat AP helps for extra burst early game, Fortitude helps for survivability. My preference is Flat AP.
21-0-9 No questions asked...except maybe the 9. You may or may not need the mana regen and opt for the better movement speed. Getting blue buff to last longer is nice though.
Starting off you want boots and three health potions. Generic. Get either Kage's if you think the game will be long, or Mejai's if you think you can wrap it up quickly. Throw in a couple Doran's if you like, those are nice to have early-mid game.
Max Q first, it is your main harass/ possible last hitter/ epic damage dealing spell. W is second as it's an awesome blink and helps even more with harassing. You can Q-W for a ****ton of damage or W-Q for low-risk harass, although the latter wastes more mana. E is last because it's not as epic as the other skills, but still pretty epic...especially since the damage comes in two parts so you could Q-R-W-E-Q and still proc the second Q. And of course, level up the ult whenever possible. Keep an eye on where your fingers are; if you mess up a combo it could mean the difference between a kill and clean escape...or no kills and your death.
Why Ignite? Extra Damage and HEALING suppression (aka no more health potion and 3 health trololol getaways).
Why Flash? Free repositioning, extra blink for when W is on cooldown, surprising approach for that level 4-6 kill at mid...this is too meta to not take.
Why not Clarity? You should not run out of mana, period.
Why not Exhaust? Your target should be dead after one combo in half a second if you're not harassing them. With DFG, even tanks should be afraid.
Why not Surge? Why waste Ingite or Flash? 12 second boost to AP and AS, forever and a day's cooldown. Might as well not take a summoner spell.
Why not Teleport? You should be able to traverse through the jungle safely with your blink to look for lone enemies and catch them off guard. Also, you should be able to dominate mid laners not named Kassadin so you should B only when they are dead.
Why not Heal? See Surge. Replace 12-sec boost with <25% of your health heal.
Why not Cleanse? See Exhaust. Although I could see this being used if the enemy team is silence/stun heavy, but Ignite/Flash is so much better.