This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
We recommend you take a look at this author's other builds.
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






Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Spells:
Flash
Exhaust
Ability Order
Sunlight (PASSIVE)
Leona Passive Ability
Introduction



I will warn you that this guide is not an exhaustive guide for the player that is new to playing support. I do not explain topics such as warding, target prioritizing, or baron/dragon control, etc. This guide is focused on







Invasion
If you are invaded, either




If your team does the invading, either




Leashing
It happens occasionally that your team will not leash for your jungler. If that is the case your

Enemy Harassment
If the enemy lane will be poking from a safe distance during early levels (ex.






Standard Lane Initiate



This combo is your bread and butter during lane. You will land 3 spells on the enemy which will apply

If you can catch the enemy without using

Teamfight Initiation




This combo will allow you to initiate on an enemy team. If your



As



You take



Lastly, you are a support. It's your job to stay relevant with little to no CS, and while


The masteries reinforce our goal of early game survivability.




















This combination should look familiar to everybody. It gives a good combination of mobility and disable and should be the pick for 90% of supports. Explaining it farther is probably a waste of both my and your time so lets move on to the other possible spells.







Any other summoner spells are either not viable on Leona or are for very specialized team plans (


As with any support your early goal is to obtain gold income from






That being said, remember that wards are of utmost importance. If you want to know why wards are important this is the wrong guide. I am taking for granted that you have at least some rudimentary knowledge of how and why to use wards. I will say that you should
Starting Items


sight ward
These items allow you to ward once while giving you some good mobility for avoiding harass and pressuring the enemy. The health potions will allow you to heal up the damage you will take from your level 3+ harassing. You can get away with 1 ward because you will most likely not be pushing the lane toward the enemy turret early. Later when you have more dominance that ward will be important because it will have to last you until you head back.
Core Items


These three items will form the core of your build. They give you everything you need as a tanky support.
The philosopher's stone will build into shurelia's reverie which is a must have item for all teams.







Boots



The choice of boots is one that must be made every game based on how the game is going. If the enemy is doing lots of magic damage or has lots of cc that is keeping you from being effective,



Aura Items
zeke's herald


These are the only 3 aura items that I would recommend on Leona, and they all fill a certain purpose. It will be up to you to decide if you should pick up one of these during the game or forego the aura for the tank items listed later.
zeke's herald - is useful when your team has a lot of champions that will benefit from attack speed and life steal like









Tanky Items










Wards
sight ward





I cannot emphasize enough the importance of warding.
Pregame (level 1-2)
At this point you are your weakest. Your best bet is to try to control your bush and wait to level up. If things get dicey stick with your adc, you don't want to get caught out.
Early Game (level 3 -> dragon contesting)
Once you hit level 3 you will most likely be able to start harassing the enemy yourself using your combo. This is when

Midgame (when dragon is starting to be contested -> end of laning)
During the midgame you will lane much like you did during the early game, but you will want to be pushing out. Fortunately

Late Game (end of laning -> nexus explodes)
At this point you should be grouping with some or all of your team and working on objectives, pushing, and whatever else your strategy dictates. During teamfights you can play 1 of 2 roles depending on the circumstances and your team comp. You can either be the initiator or the peeler. I find that



Just generally try to get into the middle of fights, pop your items, land your spells, and draw as much fire as you can. I have a motto as

Good Lane Partners
Generally you want a high-mobility high-busrt lane partner in order to capitalize on your ability to initiate and disengage.

















Weak Lane Partners
Carries that want to play passively and farm or cannot contribute to lane fights very well do not allow




















Strong Against



















Weak Against




















And I have heard rumblings of


This is my very first guide put out. I chose

-11/28/2012

Changed Masteries around a bit -Customtm
Rewrote some basic lane matchups to be more specific

You must be logged in to comment. Please login or register.