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Leona Build Guide by

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Leona the Gold Digger

Last updated on July 17, 2011
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.


Brute Force
Improved Rally

Offense: 0

Veteran's Scars

Defense: 21

Expanded Mind
Blink of an Eye
Mystical Vision
Presence of the Master

Utility: 9

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This Leona build is designed to counter the potential farming issues Leona can have. While it may not have what are often considered traditional choices, I explain why those aren't a big loss for the potential here to really fill the holes Leona's design comes with. The most important thing is how you start off, so I'll put that kind of in two places, one of which here:

First off, I take Teleport and Flash, as is described later.
Then, at the start of the round, I pick a lane (top or bottom), but do NOT go down it. I buy the Health Potion and the Cloth Armor, and WAIT FOR 40 GOLD TO TICK. Then I pick up the faerie charm, and Teleport to the front line, and you won't have missed any minion kills.

Make sure you communicate to your teammates that you are NOT AFK. They will get upset if you don't. Also, this obviously precludes early ganks. I feel that doing so is ok, because Leona is susceptible to getting hit pretty hard early on if something goes wrong.

Why do this? Well, with the Magic Resist runes + Cloth Armor, you're actually a pretty tough cookie early on. You also have the health potion to allow you to erase any mistakes by the time your teleport is back up in a few minutes. At that point, you go back and get your Philosopher's stone, and start building your Heart of Gold.

The rest of the build is explained below, and as the name of this build indicates, you'll have +14 gold per 5 for a long portion of the game, and that's great!

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Magic resist runes, because the build doesn't emphasize it, and so those few points of Magic Resistance actually go a long way towards damage reduction. The gold per 5 is because it complements the build really well.

Well, put bluntly, 100ish HP is a lot of the start of the game, admittedly, but this build packs in early resists and armor sufficient to offset that loss dramatically. Second, if you don't have a gold generating build, you will notice it. This allows you to itemize quite rapidly, and by the time you're rocking 3000+ HP, the health runes just aren't cutting it, but the resists are. (You don't need armor runes, because this build has armor covered quite well, and diminishing returns makes them a little pointless by the end).

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Pretty typical 21/9 build, but emphasizing two important things:

Greed for the gold production, because you're going to want it for this build to complement all your other G/5 items and runes.

Secondly, the XP masteries. This is because if you ever leave lane to gank, or get pushed out, you don't want to fall behind in XP. A tank who is underleveled is drastically less useful.

The dodge is important, because this is one of those areas that I think this build shines. You end up with an 18% dodge chance. That's great throughout the whole game.

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As has been made quite clear, it's aimed towards getting gold, and for dodging as well. However, it is also designed to keep movement of the enemy team a priority for you. Frozen mallet is better than the magic equivalent, in my opinion, because you're going to use almost all your abilities in a combo together, and so the slow from that item will be pretty much gone by the time the stun wears off, or shortly thereafter. Frozen mallet keeps it on. Also, mana isn't an issue in this build, as I've found by playing it.

Randuin's Omen helps out a lot in team fights for damage reduction and getting kills.

Guardian angel is great, because you can do your job even more with it. If you're facing a really heavy AD team, Thornmail can be considered in place of it.

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Skill Sequence

Other people have a tendency to emphasize the stun ability for the sake of cooldown reduction. In the first 20 minutes of the game, I don't see Leona having as many opportunities to walk in and place a melee stun ever 8 seconds. She, however, benefits dramatically early on from having improved farming ability, so I choose emphasizing Eclipse. It also really helps with tanking, because of the huge increases in armor/resists, and the damage is actually really good chase damage, and pairs well with Flash to become a human grenade.

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Summoner Spells

Teleport because the beginning of this build requires it so that you don't fall behind.
Flash because it's really useful defensively and offensively.

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Make gold, itemize quickly, and hopefully just be so over-itemized compared to your opponents, that you make the mid-game period hell for them. You'll be able to turret dive, soaking up hits for a partner, with ease for extra kills, which means extra gold.

It's a fun, and different way to play Leona, and as a further bonus, the runes are really inexpensive!