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Spells:
Teleport
Flash
Ability Order
Sunlight (PASSIVE)
Leona Passive Ability
Lore
Leona’s parents were traditional Rakkor, both bred for the heat of battle. To them, Leona was a problem child. She was capable of fighting as fiercely as any other – including her childhood friend, Pantheon – but she did not share their zeal for killing. She believed that the true worth of a soldier lay in her ability to defend and protect. When it came time for her Rite of Kor, a ceremony in which two Rakkor teens battle to the death for the right to bear a relic-weapon, Leona refused to fight. For this, the Rakkor leaders ordered her execution, but when they tried to strike the fatal blow, sunlight burst forth, bathing Mount Targon in light. As it faded, Leona stood unharmed and her executioners lay unconscious around her. The Solari immediately claimed Leona, demanding that her sentence be repealed. She donned the golden armor of the Solari and they bestowed upon her the sword and shield passed down from the ancient sun-warrior of legend. The Solari helped Leona focus her abilities, and when she was ready she left to join the League of Legends.
“The sun’s rays reach all of Runeterra, so too must the image of its champion.” –- Leona
Sunlight (Passive)
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.
Simply makes your teammates hit harder
Shield of Daybreak (Q spell)
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)
This is just a stun, when you click it your next auto attack deals more damage, and stuns.
Eclipse (W spell)
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.
Cost: 60 mana
Cooldown: 14 seconds
Armor & Magic Resist Bonus: 30 / 40 / 50 / 60 / 70
Magic Damage: 60 / 110 / 160 / 210 / 260 (+0.4 per ability power)
This is a shield, that gives you armor and magic resist, and after some secs you will deal damage
Zenith Blade (E spell)
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.
Range: 700
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)
This spell is what makes you so good at starting fights, use W charge in with E, use Q and then finish up with R, and if the enemys arent dead yet, your teammates will finish them up
Solar Flare (R spell)
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.
Range to Center of AoE: 1200
Cost: 100 / 150 / 200 mana
Cooldown: 105 / 90 / 75 seconds
Magic Damage: 150 / 250 / 350 (+0.8 per ability power)
An aoe stun and slow, if the enemie are outside the cirkle they will get slowed, if they are inside they are stunned.
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.
Simply makes your teammates hit harder
Shield of Daybreak (Q spell)
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)
This is just a stun, when you click it your next auto attack deals more damage, and stuns.
Eclipse (W spell)
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.
Cost: 60 mana
Cooldown: 14 seconds
Armor & Magic Resist Bonus: 30 / 40 / 50 / 60 / 70
Magic Damage: 60 / 110 / 160 / 210 / 260 (+0.4 per ability power)
This is a shield, that gives you armor and magic resist, and after some secs you will deal damage
Zenith Blade (E spell)
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.
Range: 700
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)
This spell is what makes you so good at starting fights, use W charge in with E, use Q and then finish up with R, and if the enemys arent dead yet, your teammates will finish them up
Solar Flare (R spell)
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.
Range to Center of AoE: 1200
Cost: 100 / 150 / 200 mana
Cooldown: 105 / 90 / 75 seconds
Magic Damage: 150 / 250 / 350 (+0.8 per ability power)
An aoe stun and slow, if the enemie are outside the cirkle they will get slowed, if they are inside they are stunned.
I take Greater mark of Insight runes, they give magic pen, and sins your attacks does magic damage, and it seems to be a good choose.
I take Greater seal of evasion runes, because the dodge runes are good with the nimbleness talent under the Defensive tree.
I take Greater glyph of warding runes, because of the increased Magic res, which is always good.
I take Greater Quint of Fortitude runes, because the extra hp you get is just nice as tank, not much to say.
So overall I take runes for survivability, and that is, what a tank is supposed to do.
You could argue that some armor runes instead of dodge runs could be good, or some hp runes instead of the magic pen could be good.
Choose yourself. I just think this is the way to go.
I take Greater seal of evasion runes, because the dodge runes are good with the nimbleness talent under the Defensive tree.
I take Greater glyph of warding runes, because of the increased Magic res, which is always good.
I take Greater Quint of Fortitude runes, because the extra hp you get is just nice as tank, not much to say.
So overall I take runes for survivability, and that is, what a tank is supposed to do.
You could argue that some armor runes instead of dodge runs could be good, or some hp runes instead of the magic pen could be good.
Choose yourself. I just think this is the way to go.
I normally take Flash and Teleport, It is just a good combo for when you start a fight or something
Ghost, If you want, Imo flash is better
Ignite, you are not here for the dmg.
Fortify, sure can save a game sometimes
Cleanse, can be good, if you don’t like being cced
Heal, can be good sometimes, but I would rather take something else
Exhaust, nah you got to stuns, don’t need it
Clarity, you are not every mana dependent
Clairvoyance, leave it to the supporters
Smite, you’re not jungling bro
Rally, nah why?
Revive, I don’t think anyone should ever take this
Ghost, If you want, Imo flash is better
Ignite, you are not here for the dmg.
Fortify, sure can save a game sometimes
Cleanse, can be good, if you don’t like being cced
Heal, can be good sometimes, but I would rather take something else
Exhaust, nah you got to stuns, don’t need it
Clarity, you are not every mana dependent
Clairvoyance, leave it to the supporters
Smite, you’re not jungling bro
Rally, nah why?
Revive, I don’t think anyone should ever take this
Okay items
As you can see i start of with a it gives a good amount of hp, armor, and health per 5 sec.
When i first head back to base i buy me a pair of and if i got enough money a
And remember to have one or two wards with you, just to insure your not getting ganked, and be aware of where you enemies are.
For boots i take because of the Tanacity and the mr.
After i normally go for a but if their team is heavy on Ap champs i go for a
Okay why? because it gives Health, Ap and slowes your enemies on your every attack, whats not to like about it?
The rest of the build is really up to what teams your up against.
If the enemy team are heavy AD champs, buy and
What suits you best.
As you can see i start of with a it gives a good amount of hp, armor, and health per 5 sec.
When i first head back to base i buy me a pair of and if i got enough money a
And remember to have one or two wards with you, just to insure your not getting ganked, and be aware of where you enemies are.
For boots i take because of the Tanacity and the mr.
After i normally go for a but if their team is heavy on Ap champs i go for a
Okay why? because it gives Health, Ap and slowes your enemies on your every attack, whats not to like about it?
The rest of the build is really up to what teams your up against.
If the enemy team are heavy AD champs, buy and
What suits you best.
All in all i like playing Leona, she is a very fun champ to play.
So yeah if you like this build leave a rating, or a comment.
And please if you don't like something, feel free to make a comment about what you think i should change.
I am maybe gonna make an Ability power build for her, just for the lols, so yeah. Would love if you gave me some feedback.
So yeah if you like this build leave a rating, or a comment.
And please if you don't like something, feel free to make a comment about what you think i should change.
I am maybe gonna make an Ability power build for her, just for the lols, so yeah. Would love if you gave me some feedback.
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