This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
![](https://www.gravatar.com/avatar/5426d7d6cf124c7e2ed3d2c44591ef78.jpg?d=http%3A%2F%2Fwww.mobafire.com%2Fimages%2Fnoavatar.png&t=1541026987)
![](/images/mf-thumb-icon.png)
![](/images/mf-thumb-icon.png)
![](/images/mf-thumb-icon.png)
![](/images/mf-thumb-icon.png)
![](/images/guides/vote-popup-heart.png)
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Recommended Items
Runes:
+8 Ability Haste
+6 Armor
+6 Armor
Items
Ability Order
Sunlight (PASSIVE)
Leona Passive Ability
Threats & Synergies
Lucian
Lucian is very strong early game and can easily follow up on Leona's engage to burst down targets.
Lucian
Lucian is very strong early game and can easily follow up on Leona's engage to burst down targets.
Champion Build Guide
![](/images/spacer.png)
![](/images/spacer.png)
Laning
Leona can start engaging on most lanes around level 2 -4.
- Taking fights at numbers advantages AKA setting your jungler up for an easy gank is the best way to gain a lead.
- Ganks are easily avoided by not standing far up the lane for no reason.
- Stay in lane early game, getting levels is important and you can start to roam once you complete
Mobility Boots
Mid Game
- Be near the lane your ADC is farming in, get wards near that area to protect your ADC & Team.
- When you can move with your jungler to gank a lane or start a fight in the Jungle.
Avoid moving alone or starting fights without allies nearby. - Carry multiple
Control Wards to deny vision from the enemy to easily catch them out.
Late Game
- Late Game
Leona can start fights, but if you have other engage on your team such as
Malphite,
Rammus, etc. You can let them start fights and then disrupt them with your
cc.
- Carry multiple
Control Wards to deny the enemy vision on
baron or around it.
- Don't get caught out, and be in the correct places around the map depending on the game state.
![](/images/spacer.png)
Sawyer Nelson
This guide was written by Sawyer Nelson on October/10th/2018 for free, with the purpose of educating those interested. If you want to show your appreciation you can do so by Donating via [PayPal] or following Sawyer's Social Media:
![]() |
![]() ![]() ![]() ![]() |
|
Pros + Great Engage + Low Cooldowns on CC + 3 ![]() + Strong Early - Mid Game |
Cons - Low Mobility - No Escape - Needs follow up on ![]() - Bad when team is losing |
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![]() |
IGNITE![]() |
![]() |
FLASHFlash is standard on most champions,![]() ![]() ![]() ![]() |
These Runes provide
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
AFTERSHOCK
|
Aftershock gives ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
BONE PLATING
|
![]() ![]() |
CHRYSALIS
|
+50HP Level 1, is the entire purpose of this rune. Basically every single Solo queue match will be determined off an early fight and having this extra HP can make all the difference, to live off on a couple of HP can prevent a reset, a good gold trade, or a ![]() ![]() |
UNFLINCHING
|
![]() ![]() ![]() |
MAGICAL FOOTWEAR
|
![]() ![]() |
COSMIC INSIGHT
|
![]() ![]() If you are against literally 4-5 AP Champions you could swap ![]() ![]() |
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![]() ![]() This ability is on a fairly short cooldown, but you have to be in range to get it off twice during a fight. So be mindful of it's cooldown after your initial engage. This ability is impossible to miss especially with ![]() |
![]() ![]() |
![]() ![]() ![]() ![]() ![]() To land this ability is fairly similar to a hook since the cast location will change depending on what side of the map you are on. When on Blue side ( Bottom looking up) ![]() ![]() ![]() This ability also works as a projectile, it is very, very slow moving but has a large range. You can make use of this when casting from the fog of war, if you ever move right up to the enemy they will simple walk away but when casting ![]() |
![]() ![]() ![]() This is ![]() ![]() ![]() |
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
Basic combo:
Q
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
This combo will initially stun the target you want to engage on, setting you up for an unmissable E
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
Catch
E
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
When you catch an enemy out with E
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
Highest Damage Combo
It's rarely optimal for
![](/images/spacer.png)
![](/images/spacer.png)
Auto Attack > Q
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
This will most likely give the enemy an opportunity to
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
This combo requires to to be fairly close to the target you want to engage on, but will leave them very little options to get away. Make sure to ping a lot when attempting a play like this. It will happen quickly and the more you communicate the faster your allies can follow up on your
![](/images/spacer.png)
Quicksilver Sash /
Cleanse
Be mindful when spending abilities on a target with
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
Starting items for
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
If you are winning and don't have boots from
![](/images/spacer.png)
![](/images/spacer.png)
If you are playing for Bot Lane and your ADC than targon's brace,
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
So after 10 minutes when you get free boots from
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
A majority of Mid Game play on ANY Support champion is going to involve a lot of non action, warding, and resetting to different parts of the map.
![](/images/spacer.png)
![]() |
If you recalled around level 4-5, and have enough gold for targon's brace + ![]() ![]() |
![]() |
![]() ![]() ![]() ![]() ![]() |
![]() |
Gives lots of Armor and Magic resist, and adds extra damage to your binded ally (most likely your ADC) when you engage, and a small slow to all enemies around you after you ULT.![]() |
![]() |
Best 3rd item, during the Mid-Late game is the time you will likely be able to purchase ![]() ![]() ![]() ![]() |
![]() |
Gives lot of Magic Resist and some armor, and active gives team a shield based on the casters bonus health & allies level. You want to purchase ![]() ![]() This is the only Magic resist item ![]() ![]() ![]() |
![]() |
As a last item ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() |
The stats offered from ![]() ![]() ![]() ![]() ![]() |
![]() |
QSS lets you instantly cleanse ![]() |
righteous |
This item may seem like a go to for ![]() ![]() ![]() ![]() ![]() |
![]() |
Once you complete the first 3 items ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
The Laning Phase is very black and white for
![](/images/spacer.png)
![](/images/spacer.png)
Level 1 like most melee supports is mostly passive. Against ranged you want to concede the minion wave or you will likely take to much damage. You can aggressively start in in against some ranged matches for an early trade, but it has to be well executed.
A normal lane should play out in which you concede the first minion wave, let it push into you and your ADC, take 2 melee minions with
![](/images/spacer.png)
The more levels you have the more damage your abilities do, and the tankier you are, so you really don't have to all in super early in the match, especially if you don't know the limits of
![](/images/spacer.png)
![](/images/spacer.png)
As you go in you will proc
![](/images/spacer.png)
![](/images/spacer.png)
As a
![](/images/spacer.png)
![](/images/spacer.png)
The best version of this is you observing what camp your jungler is on, seeing that he is pathing bot side, then positioning yourself to
![](/images/spacer.png)
Mid game is when multiple towers go down on the map, or champions start moving around the map.
![](/images/spacer.png)
![](/images/spacer.png)
During the Mid Game GENERALLY you want to be near the lane that your ADC is farming, and put ward around that area. Keep eyes on the minimap to see where you allies are going to potentially assist them and to spot enemy movements. You want to take fights anywhere on the map so long that you have a numbers advantage.
![](/images/spacer.png)
When you are moving around the fog of war play mindfully, think about who can be where you are going, understand the risk, and don't take the risk when it is too high. Would you walk in the enemy jungle when you have no wards in the river, the entire enemy team is missing and your allies won't be behind you? Of course not.
Throughout the Mid - Late game there will be moments of no action in which it is optimal for you to drop 3 wards around an objective, then recall to refresh the ward count on your
![](/images/spacer.png)
It's important if you have a lead to keep the ball rolling on
![](/images/spacer.png)
![](/images/spacer.png)
Late Game your job as Support stays the same, you need to deny the enemy vision with
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
To identify this game state press tab and take note of all champions both allies and enemies levels, amount of kills and deaths, and what items they currently have. This will give you an idea of what champions are strong and which ones are not giving you more insight to craft a better game plan before an engagement.
In the late game fights mean more because champions are more powerful and stay dead for longer. If one team ace's the other they have full reign of the map and are free to take minion waves, jungle camps, Dragon, Baron, Towers, everything. They can take everything that they can for the duration of the death timer. So winning team fights or not losing team fights becomes very important late game.
With that being said the game plan should be obvious when ahead don't miss abilities or misplay in general and lose a fight, and when behind don't take fights and fights that are forced onto your team do your best to counter and disengage.
Roaming on any support is pretty simple, it's when you take a timing window in which your ADC is safe to have an impact somewhere else on the map.
![](/images/spacer.png)
![](/images/spacer.png)
So when should you roam is very, very easy don't over think it, and don't over do it.
- When the Bot Lane wave is pushed into the enemy tower
- When you have recalled and can move to any lane
- When your ADC is dead / recalling and you would be alone bot lane
- When the enemy laners are pushed up
These are all good times to roam, how effective that particular roam will be is affect by literally everything on the map, the minion wave positions in Bot lane & the lane you are ganking, the likelyhood of the gank, the HP, Mana, level values of your ally laner compared to the enemy laner. Moving with your Jungler also helps pull off a gank. Some ADC champions such as
![](/images/spacer.png)
![](/images/spacer.png)
When you do get a roam off, look to either recall and reset bot, or to immediately walk back to the bot lane. Do NOT overstay, get back to your ADC.
When you leave lane you will also be missing Relic stacks so gold, and experience from the minion wave. Basically the longer you stay in Bot Lane the more levels and gold you will have.
Defensive
Defensive warding is warding on your side of the map
Neutral
Neutral Warding is in the river / lane bushes.
Offensive
Offensive warding is warding into the enemies side of the map (past the river).
When you should or shouldn't ward depends on your allies location and the enemies location / potential location. Look at the map and think.
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
Sawyer Nelson
This guide was written by Sawyer Nelson on October/10th/2018 for free, with the purpose of educating those interested. If you want to show your appreciation you can do so by Donating via [PayPal] or following Sawyer's Social Media:
You must be logged in to comment. Please login or register.