Leona Build Guide by DatKawaiiBunny
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Runes: Standard Runes
+1-10% CDR (lvls 1-18)
+1-10% CDR (lvls 1-18)
Threats & Synergies
Champion Build Guide
♥ Please note I will not be going over the Laning Phase. My goal is to explain the champion's pros, cons, runes, summoner spell options, items, abilities, and combos. Sorry in advance, please enjoy the guide! ♥
Welcome to my Leona guide! My name is DatKawaiiBunny, and I'm a Silver IV ADC & support main. I've been playing since season 7. Leona is one of my favorite tanks in League of Legends. She has so much crowd control, and she's super hard to kill. I've been playing Leona recently, and she's really fun. Her popularity comes and goes. I don't see many play her. I am currently working on videos that show Leona's abilities!
♥ Lots of CC
♥ Lots of Tankiness
♥ Good Engage
♥ Low Cooldowns
Leona is great at engaging because of her CC. Her AoE stun with Solar Flare and her long root with Zenith Blade allows her to make a great engage. She has a lot of tankiness early. She's very hard to kill once you get Knight's Vow and Zeke's Convergence. Unlike most supports, Leona has some pretty low cooldowns in the early laning phase, and she doesn't use up a lot of mana. Her Q and E combo provides a lot of crowd control, and it's hard to dodge.
♥ No Mobility
♥ Vulnerable to Poke
♥ Can't Provide Sustain to Allies
♥ Has to Make Risky Plays
Leona doesn't have early game mobility. She's really slow until you get boots. She's also very vulnerable to poke in the early laning phase. Being poked out early by a Zyra or Morgana. Her Eclipse gives her armor and magic resistance, which helps with the poke, but you're still vulnerable until level 3. As Leona you have to dive on enemies with your abilities and engage in fights. Once you're in, it's hard to get out without using Flash or winning the fight. Another thing with Leona is you can't provide sustain for your team. She has some sustain with her Eclipse but she doesn't have a heal or shield for allies.
Aftershock is the main rune you want to take on Leona. After you immobilize an enemy target, your magic resistance and armor are increased by 35 - 80% because of your bonus magic resistance for 2.5 seconds. After the 2.5 seconds, it explodes and deals 25-120 (+8% of your bonus health) magic damage. You could also take Grasp of the Undying. It increases your health and deals extra damage every 4 seconds after you damage an enemy.
Demolish can help you push faster. When you're near a tower, the rune charges up a powerful attack against it. Font of Life is also a good option. Font of Life provides your ally with healing if they attack an enemy that's marked.
Out of all of the options, Bone Plating is the best rune to take. It gives you a lot of sustain. After taking damage, their next 3 attacks deal 30 - 60 less damage. You can also take Second Wind. After taking damage, you heal back health over time.
After using a summoner spell, you gain 15% Tenacity and Slow Resistance for 10 seconds. This adds to her engage because you can use Flash or Exhaust then use Zenith Blade. You can also take Overgrowth for the additional permanent health when a minion or monster dies nearby.
Unique takedowns reduce the cooldown on your ultimate. Leona has one of the shortest ultimate cooldowns as support. Her ultimate Solar Flare is the best for teamfights and engages. Plus, it's really fun to use.
Taste of Blood
For extra healing, you can take Taste of Blood. When you damage a champion, you heal. Since Leona goes in a lot, the extra healing comes in handy. You can also take Sudden Impact. It gives you 7 lethality and 6 magic penetration when you dash, blink or teleport to an enemy champion.
This is my favorite rune to take on supports. Biscuit Delivery restores 10% of your missing mana and health for 15 seconds. It also increases your mana cap by 50. You get 3 biscuits in total. 1 every 2 minutes. I take this on Leona if there's a lot of poke.
After 12 minutes, you gain a pair of Slightly Magical Boots. They give you a little more movement speed than normal Boots of Speed. Leona isn't the fastest champion, so I usually take these for the extra movement speed. You can also take Cosmic Insight for the 5% CDR, 5% max CDR, 5% summoner spell CDR, and 5% item CDR.
♥ Passive: Sunlight
When Leona hits an enemy with a damaging spell, they're affected with Sunlight for 1.5 seconds. When an ally damages a marked enemy, they consume the debuff and can deal an additional deal 25 - 144 (at levels 1 - 18). The amount is increased every 2 levels and Leona can't activate the additional damage.
♥ Shield of Daybreak
When activated, Leona's next basic attack deals an additional 10 / 35 / 60 / 85 / 110 (+30% of ability power) magic damage and stun the enemy for 1 second.
Leona raises she shield, which grants her 8 / 12 / 16 / 20 /24 damage reduction for 3 seconds. She also gains 20/25/30/35/40 (+20% of bonus armor) bonus armor and 20 / 25 / 30 / 35 / 40 (+20% of bonus magic resistance) magic resistance. When the ability ends, Leona deals 60 / 95 / 130 / 165 / 200 (+40% of ability power) magic damage to nearby enemies that are stuck.
♥ Zenith Blade
Leona sends out her sword and deals damage to all enemies in a line. She then dashes to whoever is the last to get hit. It deals 50 / 90 / 130 / 170 / 210 (+40% of ability power) magic damage. The enemy is rooted for 0.5 seconds.
♥ Solar Flare
After a small delay, Leona calls down a beam that 100 / 175 /250 (+80% of ability power) magic damage. Enemies in the center are stunned for 1.5 seconds and enemies around the center are slowed by 80% for 1.5 seconds.
Ignite deals damage 70 - 410 true damage on a targeted enemy champion for 5 seconds and applies grievous wounds, which reduces all healing received and regeneration rates by 40%. Ignite helps in teamfights, and with champions that heal like Dr. Mundo and Vladimir. I take this for the kill potential and for the Grievous Wounds.
Flash teleports your champion wherever your cursor is. On Leona, this is a great engage and escape. You can use Flash with Zenith Blade, Shield of Daybreak and Solar Flare.
Exhaust slows down a targeted enemy champion for 30% of their movement speed, and reduces their damage by 40% for 3 seconds. I bring this spell if I'm up against Draven or Jhin. This spell also helps with her Zenith Blade engage.