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Recommended Items
Runes:
Spells:
Flash
Ignite
Items
Ability Order
Mirror Image (PASSIVE)
LeBlanc Passive Ability
Hello and thank YOU for clicking on this guide. My name is RAPMONSTA2 and I create champion guides & stream on Twitch. I love League of Legends & also love to share my knowledge in the ever-changing world on the Summoner's Rift. I've been playing League of Legends since season 3. I am a Mid-lane main and my favorite champions include: Ryze, Corki, Cassiopeia, Anivia, Twisted Fate, Orianna, and Fizz. I had a TON of fun making this guide for YOU. Any and all feedback would be greatly appreciated. If you have any questions, feel free to tune into my Twitch stream and ask in the chat. Without further ado, let us get into the guide. |
Flash is a must-have in order to make plays and get out of sticky situations. |
Ignite will give you kill pressure in-lane & counters healers, such as Vladimir and Swain. |
Teleport gets you back to lane quicker and Teleport to other lanes and help turn ganks. |
Cleanse is a MUST when you are vs. Twisted Fate & other heavy-CC champions. |
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Mirror Image (Passive): When LeBlanc drops below 40% health, she becomes invisible for 1 second and creates a Mirror Image that deals no damage for 8 seconds. Remember that you can control the clone by using the “Alt” key and the cooldown on Mirror Image is 1 minute. |
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Sigil of Malice (Q): Sigil of Malice is LeBlanc’s main poke spell. Sigil of Malice deals damage and also marks the target for 3.5 seconds. Damaging the marked target will detonate the mark/sigil and deal additional damage. Remember, you can trigger the mark/sigil with any of your other abilities including Mimic Sigil of Malice. |
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Distortion (W): Distortion is LeBlanc’s gap-closer spell. She is able to dash to a location and deal an AOE damage. She is able to blink back to her original location for 4 seconds. Great tool to juke enemies and use to chain other spells, such as Ethereal Chains and Sigil of Malice. |
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Ethereal Chains (E): Ethereal Chains is LeBlanc’s CC spell. If Ethereal Chains is shackled on its target for 1.5 seconds, they will be rooted for 1.5 seconds and dealt additional damage. Ethereal Chains is a great way to root targets running away and lock down targets. Remember you can double root a target with Mimic. |
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Mimic (R): Mimic casts the most recent used spell by LeBlanc. It applies the same effects but deals modified damage. Mimic Sigil of Malice & Mimic Ethereal Chains deals double damage upon triggering the sigil/mark and rooting. |
When should I go Sorcerer's Shoes? If the enemy team has not yet built MR yet and for the extra magic penetration. |
When should I go Mercury's Treads? If the enemy team has multiple AP champions and/or if you are against an AP-assassin, such as LeBlanc, Katarina, Fizz & etc. |
When should I go Mobility Boots? If you plan to roaming a ton. |
When should I go Ionian Boots of Lucidity? For the additional 10% CDR and the 10% CDR on your Summoner Spells. |
Void Staff When should I go Void Staff? If they enemy team has multiple MR items, then Void Staff is a great choice. |
Liandry's Torment When should I go Liandry's Torment? If the enemy team has multiple champions with high-HP and/or building HP items. The burn from Liandry's Torment will help against champions with a lot of HP. |
Morellonomicon Does the enemy team has HP-healers/HP-sustaining champions? Swain, Vladimir, Soraka, Sona, etc? The Grievous Wounds applied from Morellonomicon’s passive will considerably reduce the healing/HP-sustain. |
Zhonya's Hourglass When should I go Zhonya's Hourglass? Zhonya's Hourglass is great against AD-matchups & burst assassins. Examples would be Zed, Talon, Jayce & Yasuo. There is special case for Fizz. Zhonya's Hourglass will completely negate Fizz’s ult, Chum the Waters. I highly recommend Zhonya's Hourglass against Fizz as you can survive Chum the Waters every time and its makes the Fizz matchup a lot easier. |
Banshee's Veil Are you against an AP-assassin or does the enemy team has multiple AP champions? If so, Banshee's Veil is a great choice. An example where you would go Banshee's Veil would be against LeBlanc mid with a Nidalee jungle. Because of the nerf to Abyssal Mask in Patch 8.6, Banshee's Veil is a better MR item for ranged AP champions than Abyssal Mask. |
Laning: Laning as LeBlanc is focused on being harass/poke-heavy. You are looking to squeeze in Sigil of Malice when the enemy walks up to CS. Try to use your auto attacks to CS instead of wasting spells on the minions. In between the combos listed down below, look to squeeze in Auto Attacks and they are free damage for you and increase your damage output. Pre-6, you are focused on CS to the best of your ability and poking as often as possible. Once you can comfortable doing this, look at my IN-DEPTH LANING section below to see how to set up freezes, slow-pushes, fast-pushing, and other lane manipulation tactics. Post-6: LeBlanc wants to be an assassin and roam. She doesn’t want to be stuck in-lane on wave-clear duty but rather roam around the map and impact other lanes. Look to push out the lane and disappearing into the Fog of War and create Pressure on the map. Look to often gank the side lanes and roam with your jungler. Teamfights: In team fights as LeBlanc, you want to come in from the sides or the flank. Your job is to try to get to the backline and cut off the enemy team’s damage. If you plan on not flanking or looking to combo from the sides, you can look to peel for your ADC with Ethereal Chains and fight front to back. However, I strongly believe that looking to combo from the sides and the flank allows you to apply more pressure on the enemy team.
LeBlanc's has a TON of different/various combos. Each combo can be used to certain scenarios and I will show you some of the most popular and common combos for LeBlanc
Q-R(Q)-W aka MAIN COMBO
Q-W aka POKE COMBO
E-Q-R(Q)-W aka ACCURATE/LOCKDOWN
W-R(W)-Q-E aka AOE
Q-E-R(E)-Q-W aka KITE/DOUBLE LOCKDOWN
Q-E-R(E)-Q-W aka LONG RANGE
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Each lane match-up/game requires different ways to play the laning phase. Down below, I will try to as much information so you can apply this to your gameplay. During the load-in screen, you should be actively thinking how you want to play out the laning phase and come up with a strategy on how to come out with a lead during the laning phase. By planning ahead, you are able to follow guidelines and set yourself up for success because you are actively thinking about what to do next/how to react to certain scenarios.
Laning Phase is one of the most important parts in League of Legends. It is the start of the game and a strong laning phase helps you smoothly transition into the mid/late game.
The Laning Phase composes of CS (creep score), Wave Control, Trading, and Pressure. Most players know only one, two or maybe even three out of the four major components of the Laning Phase. High-elo players understand how to efficiently control all four major components of the Laning Phase and therefore, are able to efficiently play their champions optimally. In this guide, I will break down all four major components of the Laning Phase and hopefully, help you gain LP.
The first phase of Laning is creep score or commonly known as CS. CS is the number of minions that you have collected gold from through last-hitting them. CS will be your MAIN source of gold income and helps you build items.
A perfect CS score at the 10 minute mark will be around 114. The important part of CSing is that you are consistent game-to-game, and that you are building a solid foundation through your mechanics. If you are currently getting around 50 CS at the 10 minute mark, try to improve and get 70+ next game. You can achieve this through optimal back timings, wave control, trading, pressure, and mechanics, all which we will talk about later in this guide.
The second phase is Wave Control. Wave Control or Wave Manipulation is very simple and can be broken down into 2 basic concepts. The wave is either Pushing or Freezing.
Let’s talk about Pushing first because the majority of players will subconsciously just Push the wave without knowing the advantages/disadvantages of Pushing the wave. Pushing the wave is damaging the enemy minions faster than the enemy can, which creates an imbalance of minions for each side. If you have more minions than the enemy, you will create a Push.
Let’s break down the two different types of Push(s): Slow Push vs Fast Push
A Slow Push, simply put is killing the enemy caster minions first. By doing so, you are taking away the damage portion of the enemy minion wave. Remember, caster minions do the damage, melee minions do the tanking, and cannon minions do both. If you kill the caster minions first, you are taking away the damage portion from the minion wave and creating a slow push as the melee minions tank the minion damage. Slow Push(s) usually results in your minion wave stacking and becoming bigger (in numbers) than the enemy minion wave. Slow Push(s) are great if you are trying to roam, base, put down a ward, and/or tower dive. When you create a Slow Push into the enemy, the wave will eventually bounce back and cause a Slow Push back to you. Because of this, you will not lose out of much XP and CS from roaming or basing rather than if you didn’t Slow Push into the enemy tower and based/roamed.
Fash Push is the opposite of a Slow Push, where you are killing the enemy melee minions first. By doing so, you are taking away the tank portion of the enemy minion wave and creating a Fash Push because there are less minions to tank the minion damage. Also, a Fash Push can be created by just killing as many enemy minions as fast as possible. Fast Push(s) are great if the enemy laner just based and you want to deny them CS and XP. It is also great if the enemy is slow and you want to tower dive with your jungler. If you are Split-Pushing, Fast Pushing creates Pressure onto an objective. Also, you can Fash Push to set up vision around your lane if you feel like you may be ganked soon. Remember, Fash Pushing leaves you vulnerable to enemy ganks and it is highly NOT recommended if you are low-HP and/or do NOT have vision on the enemy jungler/laners.
What is important in Wave Control is you want to be conscious on what you want to achieve with the minion wave. Are you close to leveling up? You might want to push to get level 2 before the enemy so you can a more favorable trade. Are you against an assassin who excels in gap-closer? Then you might not want to push and give him a long-lane to gap-close onto you. Are you planning to dive with your teammates? Then you might want to create a Slow Push in advance, so you have a huge minion wave to help with the tower dive.
Pushing the wave will help you gain EXP faster due to the enemy’s minions dying faster. It also creates Pressure in-lane because you can push in the wave and threaten to roam to other lanes or invade the enemy jungle. Lastly, it forces the enemy laner to CS under-tower and have their tower take damage from the minions.
Freezing the minion wave. This is a harder concept for many players to apply to their gameplay. It requires patience and game knowledge. A Freeze is keeping the minions for both sides equal. To create a freeze, you would want to try to keep the number of minions for both lanes equal while last-hitting for CS at the very last possible second. The most optimal position for a Freeze would be right in-front of your tower but just outside your tower’s range. It creates Pressure on the enemy because they have to expose themselves to a gank by being so far up in-lane. Also, they cannot freely trade against you because they are threatened by the Tower. Also, CSing that far up in-lane will also open them up to being ganked. Just from this, a Freeze is great to set-up ganks and/or deny the enemy laner from CSing/trading with you. Freezing the wave is great to limit the gank potential from the enemy jungler, if you are looking to deny XP and/or CS from your enemy laner, and if you want to base. Earlier we talked about Fash Pushing if you are looking to base. An alternative to having an optimal base timing, is to base on a frozen wave that is slightly pushing towards you. Not only do you get an optimal base timing but also get to deny CS/XP.
Let’s say you got a Freeze against you, how do you break a freeze? You can either try to brute force wave-clear and reset the wave OR you can call for your jungler to help push out the wave 2v1 and reset the wave that way. The important part of breaking a freeze and resetting the wave is not just mindlessly pushing without having a reason to push.
The third phase is Trading. Trading is dealing damage between laners. By doing so, you create Pressure by bringing down their HP. Now, you want to do more damage than your opponent in trades. But sometimes, you can get Trades where you take no damage while damaging the enemy laner. How? When the enemy goes to last hit a CS, they are in a vulnerable spot to take a bad trade. At that split-second they must make a decision. Do I go for that CS and take this unfavorable trade or do I forfeit that CS and not take this bad trade? This is what is called Pressure. They are pressured into making an uncomfortable decision in the heat of the moment. Abuse this to get favorable Trades in-lane. 99% of players do not actively look to trade when the opponent is about to go for a last hit on the CS. Trust me, this single concept alone can make your laning phase go from good to great!
The last and final major phase is called Pressure. Pressure is extremely important because it can translate into Tempo. Pressure is created when you push in the wave and look to roam. Now the enemy laner feels pressured because they have to decide, do I CS these minions and be late to the roam or do I leave the CS and match the roam? The opportunity cost created from Pressure can expose players’ flaws and poor understanding of the Macro-game.
All four phases of the Laning Phase are connected to each other and by actively thinking about what you want to achieve in the lane and executing that lane will build a solid foundation so you can smoothly transition into the mid/late game with a lead/advantage.
Other Key Concepts:
Positioning: Ask yourself, should I be sitting in my minion wave or should I standing aside my minion wave? If I am pushed up this far, how exposed am I to being ganked? Based on your answers, you should adjust your positioning to cover your weaknesses.
Build small advantages over the laning phase and they will add up later in the game. If you get a lead, snowball that lead to your advantage by either roaming to other lanes or killing your laner.
Below is a common & difficult matchup to help you understand how to plan out the laning phase, and execute that plan.
Matchup: You are “Twisted Fate” vs an enemy “Fizz”
From prior games and game knowledge: you know that pre-6, Twisted Fate can poke and harass Fizz in-lane. But if you don’t poke/harass Fizz and create pressure in-lane pre-6, Fizz will kill you as soon as he turns level 6 with his ultimate.
How I want to play this matchup pre-6: I want to allow him to push in the wave as soon as the game starts but I want to freeze the wave just outside my tower’s range. I want to create Pressure, where he is forced to overextend in-lane and CS is an uncomfortable spot. This exposes him to an early gank, where he can be set behind. Also, I want to trade every time he goes for a CS but I also want to be aware not to aggro the minions too long because it will break my freeze.
How I want to play this matchup post-6: Now that Fizz is level 6 and has ultimate, if I push the wave and stay in-lane, I will be exposed to being caught by his ultimate. So how do I counter this? I push and look to create pressure by roaming. This covers my worries about being caught by his ultimate if I just sit mid after I push the wave, and at the same time, I create pressure of the map.
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