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prime

LeBlanc Build Guide by

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.



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League of Legends Build Guide Author

This'll make their life bar disappear

Last updated on November 26, 2011
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Ability Sequence

1
3
5
7
9
Ability Key Q
2
8
10
12
14
Ability Key W
4
13
15
17
18
Ability Key E
6
11
16
Ability Key R





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.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
4/
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 9


Guide Top

Introduction

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.


Guide Top

Runes

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.


Guide Top

Masteries

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.


Guide Top

Items

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.


Guide Top

Skill Sequence

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.


Guide Top

Summoner Spells

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.