Leona Build Guide by Hanjaro
[10.2] Hanjaro's Leona Supporting your way to Challenger.By Hanjaro | Updated on January 23, 2020
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+1-10% CDR (lvls 1-18)
Threats & Synergies
Morgana is difficult to lock down because of her black shield, but bait it out and take advantage of the long cooldown. Her root is good disengage on you, making it hard to fight her.
Janna has very good disengage, it's hard to all-in on her or her ADC while her tornado and shield are up. She has good poke with her W so be careful of taking too much early damage.
Lulu can totally negate your all in with her polymorph, and the shield she can put on her ADC. At level 6, she can pretty much turn the fight with her ult unless you get some very good lockdown on her.
Tanky, with insane damage, and can counter engage on your ADC. Dodge his hooks, and engage when his shield is on CD, wait for jungle.
Easy to set up kills with his high burst damage, very scary lane together and can snowball very easily.
Old video but Leona has barely changed!
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The reasoning behind Ignite is that it gives you a lot of extra pressure in lane, and furthermore adds a 40% healing reduction. As Leona, you're generally wanting to snowball your lane by engaging into the opponents often, locking them down and securing kills for your ADC.
Flash is used for the threat of an all-in engage, and as your primary escape summoner.
|With the massive amounts of CC built into Leona, her stun and her root, you can proc Aftershock extremely easily. After 2.5s, you explode, dealing damage in an aoe around you, which adds to your burst window. During this window, it increases your magic resist, and your armor - which adds extra tankiness to an already tanky champion - something that is necessary on your all-in.|
Demolish is currently a very strong rune, helping take down towers and plating at extraordinary speed, granting you and your ADC a lot of bonus gold in a short period of time.
Font of Life is also a viable choice, giving Leona's allies a small heal when she cc's someone - again, easy to proc due to her stun and root.
|Leona is an engage champion, and frontline. She wants to be snowballing her ADC by diving into the enemies, making Bone Plating the best choice for her. The longer you survive, the more cc and damage you can output and Bone Plating enables this.|
With Leona and her burst damage and cc, you will mostly be primary engage for your team. Unflinching adds tenacity and slow resistance for up to 10s after using a summoner spell, you can use this to get in and out with more safety than the other choices, you also gain tenacity and slow resistance when one or both of your summoners are on cooldown, enabling you get in and out quicker.
Overgrowth is a decent choice if you're going to be the primary tank in your team, permanently increasing your health pool every time minions die near you. A nice passive choice for extra defense.
|Even though Leona may be tanky with the Resolve treeline and her high defensive base stats, she is still a melee champion, and against poke match-ups, Total Biscuit of Everlasting Will helps increase your sustain. She has a smaller mana pool than others, the biscuits also restore 10% of your missing mana, and also increase your mana cap permanently by 50 per biscuit consumed, or sold.|
|Cosmic Insight reduces the cooldown of everything in your set-up, and adds an extra 5% CDR to your max CDR, meaning you can have higher up time on your engage tools, disengage tools, items you buy, and summoners.|
Boots of Mobility > MOVEMENT SPEED
These are the cheapest boots in the game, but often the most useful - especially on a support, and one that can engage at that. Leona has the option to roam to different lanes, and catch people out, so having the bonus movement speed is invaluable. They also help your engage and vision control.
Mercury's Treads > TENACITY/AP RESIST
If the enemy team has a lot of CC, or a lot of AP damage, you can trade Mobi's out for these. They offer +25 magic resist, along with reducing the effect of stuns, slows, taunts, fears, silences, blinds and immobilizes by 30%.
Ninja Tabi's > ARMOR
If the enemy team has a lot of physical damage threats, and you're the primary front line, or need some extra survivability, Ninja Tabi's are the way to go, offering 20 armor, and reducing incoming basic attacks by 12%.
Zeke's Convergence > SURVIVABILITY/CDR/MANA
Zeke's is a fantastic item on Leona as it offers armor, magic resist, cooldown reduction and an extra 250 mana. Leona's ult is on a relatively low cooldown, making this a good pickup into any comp. When you cast Solar Flare, You ignite an aoe around you that slows enemies by 20% - meaning less chance to escape on your engage, while the ally that you have chosen to attach to, their attacks burns enemies for 30% bonus magic damage, increasing their damage output for quicker kills.
Redemption > CDR/HP+MANA REGEN/SUSTAIN
Redemption offers an aoe heal in an area, adding a sustain for Leona's allies that her kit lacks. It also offers HP and Mana regen, meaning you can stay in the fights longer, recall less, and you can help out even while dead. It also offers an extra 10% shielding power, which synergizes with your Eclipse.
Locket of the Iron Solari > SURVIVABILITY/SUSTAIN
With Locket of the Iron Solari, you gain 30 armor and 60 magic resist, increasing your overall tankiness, while providing a shield to your allies upon use - using +20% of your maximum health, which Redemption and Knight's Vow both increase. A very valuable pickup on Leona as she will be fighting nearby her allies.
Frozen Heart > SURVIVABILITY/CDR
A fantastic item if you're up vs a lot of quick hitting, physical damage champions. You gain 100 armor, 20% CDR and you reduce the attack speed of enemies by 15% within 1000 units. It can easily help shut down an ADC such as Vayne, hindering her attack speed, and protecting you longer.
Mikael's Crucible > SURVIVABILITY/CDR/UTILITY
A good pick when facing an enemy team with hard CC that you need to Cleanse on allies, such as Impale, Death Sentence, Cocoon etc and grants bonus movement speed for 2s after successfully cleansing an ability.
While granting you 40 magic resist, the mana regen isn't really needed on Leona, so she only wants to take this item for the utility it offers.
Abyssal Mask > SURVIVABILITY/CDR/UTILITY
If you have a lot of AP champions on your team, Abyssal Mask is a good pick up as it increases magic damage enemies take by 15% within 325 units. It increases your survivability vs AP champions on the enemy team. You also gain 10% CDR, increases your health and you gain 55 magic resist. Mana regen isn't needed again, but it's still a decent pickup depending on your team.
Righteous Glory > SURVIVABILITY/CDR/SUSTAIN/UTILITY
Righteous Glory is good for a team with physical damage threats, and also helps your engage on the enemy team, which can be useful if you're the primary engager. You gain 75% movement speed for 4 seconds when moving towards enemies or enemy structures, once reaching them, you slow by 75% for 2 seconds. The stats you gain - 30 armor, extra health, health regeneration and CDR - greatly compliment Leona as a champion, and is a good go to item.
Dead Man's Plate > SURVIVABILITY/UTILITY
Dead Man's Plate brings us a massive amount of extra health and armor. When moving, you build up stacks, increasing your movement speed. Helps your engage immensely, and makes you next AA deal more damage. Great stats for Leona,and a great passive makes this item a good pickup in most situations.
Randuin's Omen > SURVIVABILITY/UTILITY
Extra armor, and a massive amount of health is the staple stats Leona wants as a tank vs physical champions. You slow attackers attack speed by 15% for 1s with Randuin's Omen passive, making it fantastic vs champs such as Vayne and Quinn. The active reduces enemy movement speed within 500 units for 2s, great for helping you peel your team.
Gargoyle Stoneplate > SURVIVABILITY/SUSTAIN/UTILITY
When in teamfights or skirmishes, this item increases your armor and magic resist by 40, very good synergy with Eclipse, and overall great stats for a tank. As a tank primarily, the active, which increases your size and health, keeps you alive longer. It reduces your damage, but during mid-late game, you're going to be wanting to frontline for your team, not focusing on dealing damage.
COST: 0 mana
INNATE: Leona's abilities mark enemies hit with Sunlight for 1.5 seconds.
Any damage dealt by allies (other than herself) consumes Sunlight, dealing 25 − 144 (based on level) bonus magic damage.
The damage will benefit from allies' magic penetration and will apply any spell effects they have (including spell vamp).
Shield of Daybreak (Q)
COST: 45 / 50 / 55 / 60 / 65
ACTIVE: Leona's next basic attack gains 50 bonus range, deals bonus magic damage and stuns her target for 1 second.
Shield of Daybreak resets Leona's basic attack timer.
- The enhanced attack will apply other on-hit effects and can critically strike as normal.
- You can use Shield of Daybreak on turrets, but not inhibitors or the nexus.
- You can use this to kill a recently placed ward as it is a basic attack reset timer, so AA - Q - AA.
EFFECT RADIUS: 275
COST: 60 mana
COOLDOWN: 14 / 13 / 12 / 11 / 10
ACTIVE: Leona raises her shield, gaining bonus armor and bonus magic resistance for 3 seconds.
She then deals magic damage to all nearby enemies and retains Eclipse's bonus resistances for an additional 3 seconds if she damages an enemy.
NEW AS OF 9.14FLAT DAMAGE REDUCTION: Eclipse now grants 8/12/16/20/24 pre-mitigation damage reduction (maximum of 50% reduction)
- Eclipse has no cast time and does not interrupt Leona's previous orders, unless she is in the beginning of an auto-attack, in which case the attack itself and its animation will get cancelled.
- Use Eclipse just before an engage to guarantee the bonus defensive stats help your survivability when engaging.
Zenith Blade (Q)
COLLISION RADIUS: 35
COST: 60 mana
COOLDOWN: 12 / 10.5 / 9 / 7.5 / 6
ACTIVE: Leona projects a solar image of her sword, dealing magic damage to all enemies struck.
If she damages an enemy champion, she will dash to the last one struck and root them for 0.5 seconds.
Solar Flare (R)
EFFECT RADIUS: 250
INNER RADIUS: 100
COST: 100 mana
COOLDOWN: 90 / 75 / 60
ACTIVE: Leonacalls down a beam of solar energy to the target location after a 0.625 second delay, dealing magic damage to all enemies it hits and slowing them by 80% for 1.5 seconds.
Enemies hit by the flare's center are instead stunned for the same duration.
- Solar Flare grants sight in a 350 radius for the duration.
- Casting it to a location the enemy has no vision of (i.e brush), will not show any visual effect, but enemies around the area will still be affected.
Level 1 you will want to be levelling your Shield of Daybreak as it's your primary disengage tool, and your stun. You can choose to set up an invade if your team is not afk in base - going through the midlane to the right brush, as you will not be seen by the enemy until it's too late.When you're in laning phase, you want to be a dominant force, pushing and zoning the enemy laners out of cs'ing, with the threat of a Zenith Blade engage, or a Flash all in. You want to be looking all the time for potential opportunities, granting your ADC easy kills or setting up a gank from your ally jungler.
Level advantage is something Leona really benefits from, you can set up an all-in at level 2, especially with a burst ADC such as Draven. At minimum, you should be able to blow a Flash, at best, score a kill.
If you're laning vs a Morgana and/or a Sivir, you'll want to bait their Black Shield and Spell Shield before you make an all in, they're on relatively long cooldowns at the lower levels (26s and 22s), so you can take advantage of this. Baiting can be achieved by any means, moving in an aggressive way, getting into their face to take advantage of your Shield of Daybreak, or if your ADC has baited, using a spell such as Jhin's Deadly Flourish.
You want Control Wards around your bottom brushes to be aware of any impeding ganks coming, and to deny the enemies any vision of where your jungler or you, may be.
Proccing your runesteel pauldrons, you'll want to be focusing the cannon minions as priority, then melee minions, and lastly ranged.
Once you get your first back, hopefully with at least one or two kills under your belt, you want to be looking to buy Boots of Mobility for the roaming potential and start to build towards your core items. You can set up kills for your midlaner and get them ahead, along with your ADC.
If you can't roam, you want to be maximizing gold for your ADC, and this includes taking tower plates after kills,this is where Demolish comes in. You can tower dive around level 3 with your Eclipse, depending on an ADC such as Draven, or Tristana, with her easy escape.
During teamfights, you'll either be wanting to make the engage on an important target, such as the enemies ADC, or a backline mage, or you will want to be peeling your ADC from targets such as Zed or Kayn. Locking down enemy threats as Leona is easy with Solar Flare, into Zenith Blade, and a Shield of Daybreak stun, it also helps your team land skill shots easier. Your kit is overloaded with cc, meaning you can 100-0 an enemy assassin in one burst window.
The main thing to be aware of, is making sure your teams threats stay alive, while removing, or zoning, the enemy teams threats.
Control Ward's are a staple part of any support, both to deny your enemies vision, and to provide your team extra vision. You should make sure to buy one at least every time you back, preferably to have 2 on you at all times.
If you enjoyed my guide, you can check out my other guides here, in which I've covered more styles of supports, incase you want to branch out on supports such as enchanters ( Janna, Lulu etc!).
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