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Spells:
Flash
Exhaust
Ability Order
Sunlight (PASSIVE)
Leona Passive Ability
Introduction
The only Tank i normally play is Jungle Ramass(Rammus) and every other Tank was boring for me, until i meet her. She has a good initiate, 2 Stuns of of em on a mediocre cooldown, her W gives nice survability and her passive adds greetly up over the course of time.
This is how i play Leona and i think how she should be played.
I saw people going AP with her(with and without Lichbane), but lets be serious, she has terribad AP-Ratios, please never go AP with her, thank you.
In this Guide i will go over 3 different build: How i play her at the moment, i fully theoretical Trinitycooldownreductionoff-tankbuild, and a Jungleset-up, but she is a very slow jungler...
So i hope your enjoy your read, and sorry for my bad english, but we are not here for grammarflaming, right?

Leona's damaging spells affect the target with Sunlight for 3.5 seconds. When allied champions deal damage to those targets they consume the Sunlight debuff to deal 20 / 35 / 50 / 65 / 80 / 95 / 110 / 125 / 140 additional magic damage. Leona is unable to activate the additional damage herself.
Not the best Passive, but its still decent and the dmg adds up to a good amount.

Leona's next basic attack will deal additional magic damage and stun the target for 1.25 seconds.
Cost: 45 / 50 / 55 / 60 / 65 mana
Cooldown: 12 / 11 / 10 / 9 / 8 seconds
Magic Damage: 40 / 70 / 100 / 130 / 160 (+0.3 per ability power)
A stun is always nice, so is hers.

Leona raises her shield to gain bonus Armor and Magic Resistance for 3 seconds. When the effect ends she deals magic damage to nearby enemies and prolongs the effect for a bonus 3 seconds if any enemies are struck.
Armor & Magic Resist Bonus: 30 / 40 / 50 / 60 / 70
Magic Damage: 60 / 110 / 160 / 210 / 260 (+0.4 per ability power)
Cost: 60 mana at all levels
Cooldown: 14 seconds at all levels
Makes Leona tanky for 6 Seconds and gives her a nice little semi-burst.

Leona projects a solar image of her sword, which deals magic damage to all enemies in a line. When the image fades, the last enemy champion struck will be briefly immobilized and Leona will dash to them.
Cost: 60 / 65 / 70 / 75 / 80 mana
Cooldown: 13 / 12 / 11 / 10 / 9 seconds
Magic Damage: 60 / 100 / 140 / 180 / 220 (+0.4 per ability power)
She has a stun, one skill makes her more tanky, what elses we need? Something to initiate, say hello to her


After a brief delay, Leona calls down a beam of solar energy dealing damage and slowing enemies by 80% for 1.5 seconds. Enemies in the center of the beam are stunned instead of slowed.
Cost: 100 / 150 / 200 mana
Cooldown: 105 / 90 / 75 seconds
Magic Damage: 150 / 250 / 350 (+0.8 per ability power)
Range to Center of AoE: 1200
Her ult isnt that strong but her other spells are, but its still a stun/slow and thats always nice.

All her spells deal magic dmg on a low AP-Ratio, and there are no good defensive Marks in the Game, so we get magic pen marks.
9x

Will help troughout the game+the enemy AD-Carry in the Lane.
Another option is 9x

9x

Why per lvl and not flat ones? Per lvl surpass the flat ones at lvl 10.
- Thats maybe a little bit "late" because some people want that mres early, but lets look at at the current Meta-setup: A good solo-top char(Leona is not), AP-Carry mid, Support&AD-Carry bot, and a (jungle) tank. Leona cant be top because most other solo-top chars will sweep the floor with her, she cant be mid for obvious reasons, her jungle is slow(NEARLY lvl 5 with both buffs at minute 6) so the only place she has is bottom lane(and with a good Lanemate she WILL dominate).
- So you got flat mres against a supporter and a ad-carry, good job(What i want to say is you dont need that early m-res so much in the laning phase)!
- The late-game of most mages is much more stronger then their early game spells, because of the lvl(when your mres gets better then the flat ones they have their first spell at lvl 5) from the spells and the AP they have. Dont get me wrong they hurt in the early game too, but in the late game much more.
3x

For Quints you can basicly take whatever you like, but i like the movementspeed they give you.
You can choose:

Flash is OP, it lets you close the distance in a Teamfight if your E is not enough, its also nice for flashing over Walls.
or

Ghost is nice better for chasing, but Flash gives more utility for other nice tricks, so choose wisely.
and

I took Exhaust over Ignite for 2 Reasons:
Most of the time there will be alrdy 2 Ignites on your Team, thats more then enough. And Exhaust is rarely taken but so strong, it completly shuts down a Autoattack-carry and hurts casters aswell, also the slow-down gives your Team time to close the distance to land the finishing blow.
or

If you prefer Ignite, take it over Exhaust.
Not good options:

You are not the Support and your other choices are more superior.

Leona only has a tiny bit Manaproblems and that few Manaproblems are gone with Philostone.

Fortify is a very situational, i dont recommend to take it.

If they waste a CC on you, good job you did your Job! If they focus you while you are CCed and die it should give your Team enough time to do the rest, your life in trade for an Ace, i call that fair. So Cleanse i not needed.

Heal is a wasted Summoner, the +HP you get rarely saves you, and never saves you in late-game, a smart Enemie who knows you has heal wont engage you if its a fight where both of u got low HP, and there are better Options, so dont take it.

Teleport can be nice for strong Pushers like Sivir or some solo-laners, again, there are better options.
Do NOT take:

It wont make much of a difference and other choices are superior.

I will explain this for newbies(hell i even saw some lvl20's with Revive...]
Revive is a BAD BAD BAD Summoner, there are only a few Champions who can use it.
Why is Revive a bad choice?
Your Summonerspells should help you IN Fights, Xin-Zhao chasing you and just used his gap-closer(a skill where you get closer in a blink of an eye to the Enemie, your Zenith Blade is a gap-closer too) give him a Stun in the Face and Flash away or Exhaust him after the Stun weared out. 3 Enemies going to gank you? Flash over the Wall, bamm you are save.
Also you should play with the mind-set not do die.
Also if you die and the Teamfight is still going, most of the Time you wont make it in Time.
Exceptions to that are Pantheon and Twisted Fate, both of them have a Global Ultimate where they could join a Teamfight right away again.
Thats what i am using. The 21 in defense are self-explanatory, if u like dodge seal's make sure to change the masteries, im not a fan of them. The 9 in offense because of Archaic Knowledge, Sorcery for lower cooldowns and improved Exhaust.
If u prefer 0/21/9 go for that. Change to Nimbleness if you took Dodge Seal's.
Because of Eclipse its also possible to ignore the Defense-tree and go for 9/0/21 or 0/9/21. Again, change to Nimbleness if you took Dodge Seal's.
- Start with:
Regrowth Pendant
(Health Potion)
- After that we buy following:
Philosopher's Stone
Boots
Heart of Gold
HoG gives a nice HP Boost and we will keep it long enough that it pays itself out, same for Philo Stone.
- The next time we come back(or if you already have enough gold) we buy:
Mercury's Treads if they have 5 or more hard CC's(so dont count slows) if not, buy
Sorcerer's Shoes.
Theres also the option to upgrade your Philosopher's Stone toEleisa's Miracle and still buying
Sorcerer's Shoes, but we will sell
Eleisa's Miracle later.
- If they have lot of AoE's get
Aegis of the Legion if not get
Giant's Belt or in case of 3 or more AD Champs
Chain Vest first, then finish your
Sunfire Aegis and if you dont buyed
Aegis of the Legion yet get it now. Sunfire will greatly increase our dmg, the number itself maybe seems small, but dont forget it hit multiple targets, but the longer the game goes the more mres the Enemy get, so we get the Sunfire early, even if they have more magic dmg.
After our core is finished we can branch out and buy one of the following items:
If they have more magical dmg, typical:


If they have more physical dmg, but thats rare:


After that go for

Now you can just build accordingly to the Enemy!
Do you alrdy Tank em easily but your team lacks dmg? Get an







REMEMBER: Always buy 1 or 2 Sight Ward's when you have the Gold left over if you are in the Well, also in case of an Enemy invis champ get an Oracle's Elexir.
Why

Because your spells HURT, but they scale bad with AP, and besides Leona's Q Stun (and her ultimate) the only Threat she has is dmg.
Possibility of buying


If your Team lacks dmg(like a tanky-team overall) you could always build a


The important part is the 20 magic pen, you know how Armor/effective health works?
Every point in armor is like "i have 1% more live for physical or magical dmg" 100 Armor=100% more Life, 50% Reduction. 300 armor=300% more Life, 75% Reduction.


Conclusion:For the price of 1500 Gold,

Why no Cooldown Reduction or Trinity?
We want to build Leona as a full-tank, her spells have to long Cooldowns so trinity is not worth it, and the only nice "pure-tank" Item that gives good amounts of CD Reduction is




Why


Frozen Mallet is a stronger single-target slow.
Leona has 3 AoE spells and one single target spell, all of em on a mediocre cooldown, so in the end you get more from


At lvl 2 we take

After that we max out


After





Also Note: In Solo-Lane she wastes her passive.
Anyways, move to the bot-lane with a strong early-game character, let your carry get most of the last-hits, but not all, you need some too. But your Lanemate&you should try to get Championkills anyways, dont harass to much, your nukes arent that strong and u waste your Mana, but always use a Ability to harass when you have full Mana. As soon as you can buy Philosopher's Stone ask your lanemate if he can hold the lane so you can go back to buy it, then head back to your lane. For Laneclashs use your







Basicly, the Goal of her Laning-Phase is to land enough kills/assists with him to get a Gold&EXP-Advantage.
Also ward the Dragon at this point of the Game.
IF u still want to solo:
Just concentrate on last-hits until you are lvl 3/4, at this lvl you can harass with the same combination as in duo-laning and when the Enemy is low enough go for the kill, but as i said a decent Solo-top char will zone you out and probally kill you, the only Hope you have in this case is your Jungler.





Dont use your




The use of




Besides Teamfights, clear the jungles that nobody else needs, push a few lanes, Ward Baron/Dragon/Buffs and do the usual stuff.
Basicly its a try to make Leona more dmging for all the People out here who think there should be no new "pure tanks".

If you build Cooldownreduction, you will lose your Tankyness except in a few rare cases.
So we combine them both, with Cooldown Reduction Leona has a nice spammability of her spells for good dmg and she can utilize


Runes:
We use the same Runes as in the "normal" Build.
Masterys:
In this case we go 9/0/21
Items:
Again Philopher's Stone and







Now build depended on the enemy team, a possibility for even more dmg is any health items with


Trinity usage:
Ok lets recap what our cooldowns are now:




Teamfights:
Dont initiate, let your real tank initiate. In the fight try to focus the squishie but dont nuke him down, try to "rotate" your spells, Trinity has a 2 second cooldown on himself, so use a new ability every 2 seconds, our






Thats just the best case scenario, most of the time you need to spamm your



Changelog:
1.0-Puplished Guide.
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