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Recommended Items
Spells:
Flash
Exhaust
Items
Ability Order
Sunlight (PASSIVE)
Leona Passive Ability
Introduction

Hi! I'm OhHellNoo (yes that's my actual name for League of Legends.) I recently joined MOBAFire and decide to do a guide on one of my favorite champions






―Leona
On the upper slopes of Mount Targon, the warriors of Rakkor live and breathe only for war. However, Targon's peak is reserved for a special group of Rakkor who answer to a "higher" calling. Members of this group, called the Solari, retire their mantles of war, choosing instead to devote their lives to reverence of the sun. According to legend, the Solari were formed by a warrior who could call the raw might of the sun down upon his enemies in combat. He claimed Mount Targon's summit, the point on Valoran closest to the sun, for his solar devotion, a tradition which generations of Solari have preserved to this day. Though they maintain their reverence, no other warrior possessed the gifts of the founder – until








There were these sun people, you see, that were all war-like and were devoted to the sun. They were called the Solari, and the Solari believed the founder has magical sun powers that he could use to kill people in battle (for some reason I find this man looking like













Pros
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+ Tanky, especially with ![]() + Tons of CC with her stun ![]() ![]() ![]() + Has decent burst with her ![]() ![]() ![]() + Even more burst if her AD Carry can proc her ![]() + Aggressive early game. + Great initiation. + Can go okay with some AD Carries/extremely well with most AD Carries. + Abilities have fairly low CD. + Fun and easy to learn. |
- Two of her skills, ![]() ![]() - No sustain, so you need to avoid getting poked or else you're going to be too low to engage. - Low movement speed. Her shield and armor are really heavy. :( - Missing CC can pretty much screw you over. - Requires you to play smart. You are going to need to know when and how to engage. - Her team must be doing well. - She's a kill focus support. - Can't do much else if she's forced to play passive. - ![]() - Her passive, ![]() ![]() |

Runes










Pretty much a tradition 0/9/21 mastery tree. Grab






Take

























Still, if I had 5% CDR from IRL

This mastery leans more into tankyness instead of utility. Instead of having a bit more CDR and roaming ability, you get some Armor and Magic Resist for early/mid game. Even though






This is the MOST offensive/aggressive mastery you can go (I'm pretty sure you caught on to that since you see the 5 points in offense.) The damage boost from










Instead of taking










You can probably change


You can also get





I'm pretty sure wards are suppose to give you vision, but if you somehow don't have any, you can probably waste






If you die, you die, so probably don't take

Keep in mind your a tank, so CC won't be the worst thing you will experience, so no use for





Unless you're planning to make some epic plays like "teleporting to the enemy nexus and then juking people with


You are a support, so I wouldn't get



Being a tank, you can survive loads of damage, so you wouldn't need


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An early
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Use this for warding one of the double bushes in the lane or warding
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Grabbing one of these early as possible is going to help you build into your core, gives some early game gold, and gives some sustain. Later I'll explain when to choose
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Instead of grabbing a
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Again, always have some
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Helps gives some sustain, and sort of helps build into a
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Five
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After grabbing either your
![]() ![]() ![]() |
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Again,
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If you the river or
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You really need to grab this ASAP in order to provide your team some vision. If you grabbed a
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Unless you jungler plans to get this, grab a
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talisman of ascension/face of the mountain
The actives on these are going to be beneficial for engaging/disengaging and teamfights in general. The CDR each of them give is pretty nice as well.
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Since
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If any AA champions such as
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This is my far the BEST Armor item you can get. You get loads of Armor and Health. The active gives some nice CC, which you can activate when engaging in teamfights so you can land your
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Even though you have
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I'm not the biggest fan of the 400 mana, but the Armor is really nice, and the aura buffers the enemy team's damage. Similar to
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If someone on the enemy team builds
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This is the BEST Magic Resist item you can get. 20% CDR? 400 Health? 55 Magic Resist? 20% increased healing? Yes, yes, yes, and maybe. Sadly
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The passive on
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- On Summoner's Rift, assuming

- The speed boost on talisman of ascension will be beneficial for the whole team when initiating or disengaging.

- On Summoner's Rift, assuming Targon's Brace's user kills the most valuable minions available, it provides 8.9 gold per 10 seconds to the user and 12.2 gold per 10 to the lane partner before the 35-minute mark. After 35 minutes, it provides 11.1 gold per 10 to the user and 14.4 gold per 10 to the lane partner. -League of Legends Wikia... again.
- You don't get as much gold, but your AD Carry gets some gold and sustain... IF and ONLY IF you and your AD Carry can stay in lane forever. If your against some heavy poke champions such as

- The active on face of the mountain should be use when your below 50% your health to make the shield useful.

Passive


This is pretty much like











Q




This is






W










E




Keep in mind, this is a skill shot, so if you're not good at them, you might be out of luck. Other than that, this skill is amazing for initiation as it is both a gap closer and a momentary snare. With this and





R


This is probably









Take

Next take

Take


After you max


After maxing out


And as with all ults, take

Instead of maxing




By increasing



You may be thinking "Hey, at max level

Well, it's not terrible but let's look at some more features of each skill...

CD: 11/10/9/8/7
Damage: 40/70/100/130/160
Stun Time: 1.25
Cost: 45/50/55/60/65

CD: 13/12/11/10/9
Damage: 60/100/140/180/220
Snare Time: 0.5
Cost: 60
As you can see, the damage of




You can max out






Supports will generally go bottom lane with an AD Carry and sit in the brush , aiding their laning partner when necessary, else-wise harassing the enemy lane."
So keep in mind what was stated up there throughout the whole game. Failing to do any of these things could cost you the game.
During the early game, set up a tent and camp the brush as much as possible to have some lane pressure. Unlike





1. You're a sitting duck. You can probably get hit by



2. Most likely the enemy duo will know where you are in the brush, and would ward that brush. You can probably get rid of the ward with AA,


3. Unless they know you can't win any engagements/trade off, the enemy duo will try to avoid you. Not a bad thing, but your jungler can't gank if the minion wave ends up being pushed to their turret. Also if the lane is pushed too hard, that leaves you vulnerable to be ganked (then again you shoulda warded

Once you're level 3, you can play aggressive by engaging if there is an opportunity. Play aggressive, but DO NOT PLAY RECKLESS! You want to capitalize from advantages and opportunities, not feed because disadvantages. Because you want










Long story short, play aggressive and start engaging at level 3. If your AD Carry gets a few kills while the other AD Carry has little to none, you can probably engage more often and more importantly win your lane. Try not to let your AD Carry die or low enough they have to recall so you won't lose your turret. You become an extremely potent initiator and threat with

Few important things to keep in mind if you plan to engage:
1. LET YOUR AD CARRY AND JUNGLE KNOW! Number one thing about support: communication with the whole team can either make or break this game. Tell your jungler and AD Carry that when you ping, that's the go-to signal to engage.
2. IS THE ENEMY JUNGLER IN THE VICINITY? You should probably have vision of any possibly entrances to your lane 24/7. I can't remember how many times
3. ANALYZE WHAT COULD HAPPEN AND WHAT TO DO IF YOU DO ENGAGE! This is where that "playing smart" prerequisite comes into play. If you're dumber than a brick and failing school, you probably shouldn't even be playing League. Go study or something. If you have all B's or something, you should know when to engage. If you're some crazy yet awesome combination of Albert Einstein, Sherlock Holmes, Phoenix Wright, and Professor Layton, you're a pretty smart cookie and probably have better things to do besides play League. If you don't know any of these people, Google them. Back to the point, if you know you can win an engage, you should probably engage and get your AD Carry as much gold as possible. As the thingy said, "supports create advantages and opportunities for their teammates to capitalize on." If you know you can't engage, then don't engage and wait for the right moment. You might be thinking, "But wait, when do I know I can engage?" Very good question. Think things through and analyze the current situation, know what to do during the engagement, and predict what happens after the engagement. Both you and your AD Carry should try to keep these things in mind:
2) Any CC/Abilities should we be wary of?
3) How much health/mana do we have vs. how much health/mana do they have?
4) What Summoner Spells do we have up vs. What Summoner Spells do they have up.
5) If an engagement goes wrong, can we get back to our turret safe and sound?
6) Can we turret dive? Would it be even worth?
7) What do we do, and who do we focus/engage on?

1. Farm. If one of your lanes is really behind in CS or has no kills, now is his time to catch up. Keep in mind if one of your teammates freezes lane, he's still open to a gank and his laning opponent is free to take objectives, roam, etc.
2. Ward. Due to the changes of S4, everyone has to contribute to warding. If your team is behind, they cannot afford getting caught and losing more objectives.
3. Defend turrets. If you are losing, one of the worse things you can do is lose another turret. Losing one turret gives the other team some global gold and more control over the map.
4. Take objectives if possible. If you or your team knows you can grab at least one turret or maybe

1. Take objectives if possible. Again, taking one turret can increase your control over the map, while taking

2. Farm. More CS, the better.
3. Ward. You still don't want to get caught, and you especially don't want the other team sneak

4. Defend turrets. You don't want to throw now do you?
If your AD Carry is farming/pushing, stay with him and protect him (and maybe get some gold with your








During the late game, laning isn't as important anymore. A huge number of turrets should be destroyed (unless it's a one-sided affair.) Everybody should have their core items (and most likely Homeguard) and be ready to get into some team fights.
Try not to get caught while warding and clearing wards. If you get caught and die, you may have cost the game for your team or make things much more difficult. Because of the temporary 4v5 situation, the enemy team has a chance to grab objectives such as



Do I really need to make a sub-section about inhibitors? Just kill it and you can siege better with supper minions. Probably better getting inhibitor than

Once in the late game, it's vital to not lose







If your team decides to go for

1) Is everyone on our team alive?
2) Is everyone on the other team alive?
3) Should we just push one lane or something instead of grabbing

4) Is this warded?
5) If the enemy team decides to invade us, do we stand a chance against them?
6) Does our jungler have

Before team fights, try to stay near your carries to peel for them if they get focused but at the same time prepare to take any possible body shots. It's better for your carries to stay healthy than yourself. Try not to clump together so you won't get hit by any skill shots with a large diameter such as




Basically, you want something like this...

Once your team decides they want to engage, open up with your talisman of ascension for an extra speed boost so your teammates can follow you up. If you got face of the mountain instead, use it first for some extra damage since it's passive acts like a 2nd









talisman of ascension -->


The best way to engage if you need to protect your carries from dangerous threats. Save your



talisman of ascension --> (







This is pretty much the best way to initiate IF your team can peel for your carriers and you want to:

You get it?
































































































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