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Spells:
Teleport
Flash
Ability Order
Sunlight (PASSIVE)
Leona Passive Ability
Introduction
I don't claim to be the best, nor do I assume it.
This may not be the best guide out there, nor do I claim that to be true, but this is how I play

This guide is focused on building Leona as a tank, following her original design plan. I have messed around with AP Leona, and it isn't nearly as fun as being a constant pain in the enemies butt.
Let's start off with my rune selection.
Greater Mark of Magic Penetration x9
Greater Quintessence of Magic Penetration x3
Greater Seal of Evasion x9 or
Greater Seal of Armor x9
Greater Seal of Magic Resist x9
Magic Penetration, is simply amazing on Leona. It makes all of her abilites that much harder, and allows her
Sunfire Aegis to do a little bit more damage, since she's going to be in the middle of the battle, trying to control the fight as much as possible.
You could switch out the Dodge runes, for the Flat Armor runes, but I feel that the Dodge helps her out more late game, while the Flat Armor buffs her early game.





Magic Penetration, is simply amazing on Leona. It makes all of her abilites that much harder, and allows her

You could switch out the Dodge runes, for the Flat Armor runes, but I feel that the Dodge helps her out more late game, while the Flat Armor buffs her early game.
0/21/9
Is a fairly common mastery page set up for tanks. You can swap points around for personal preference, but I have found that these work best for my play style.
Strength of Spirit is nice to have, because it gives your fairly decent mana pool at end game, adding a little extra HP/5 that could very well save your life.
Everything else is pretty self explanatory, seeing as the mastery's synergize well with her role as a tank.
Is a fairly common mastery page set up for tanks. You can swap points around for personal preference, but I have found that these work best for my play style.
Strength of Spirit is nice to have, because it gives your fairly decent mana pool at end game, adding a little extra HP/5 that could very well save your life.
Everything else is pretty self explanatory, seeing as the mastery's synergize well with her role as a tank.


Grab a Philosopher's Stone to make harassment a bit easier to deal with, and having to worry less about last hitting.



At this point you start building against what will be doing the most damage to you.
Heavy AD enemy comp?





Grab


(This will give you an awesome AoE slow for chasing, and for running away.)
Building a

more unkillable with the amazing passive.
Next grabbing a

Finishing off with


By this point, with a good team, and in my experience, you should be an unkillable machine.
Tons of Magic damage in enemy comp?
The only difference between here, and the above paragraph, is that you build your





Balanced enemy comp?
Grab



Alternatives
I find that

AD Carry wrecking your face?
Get

Tired of that first CC?
Get

Dying first getting on your nerves?
Get


Get


You want to level
Shield of Daybreak and
Eclipse fairly evenly.
While putting one point into
Zenith Blade at level three, and not touching it again, till level 12 & 13 to even out the damage with you Q&W abilities.
This allows your stun, and your Armor/MR steroid, to be on a low CD, allowing you to mitigate more damage, and disrupt fights easily at low levels.
Level your ultimate whenever you can, as it is easily my favorite tank ult in the game. It's plethora of uses is amazing, and I absolutely love killing someone with it as they start running away.


While putting one point into

This allows your stun, and your Armor/MR steroid, to be on a low CD, allowing you to mitigate more damage, and disrupt fights easily at low levels.
Level your ultimate whenever you can, as it is easily my favorite tank ult in the game. It's plethora of uses is amazing, and I absolutely love killing someone with it as they start running away.
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