Don't let Alistar engage your adc (interrupt his engage attempt with Q if possible). If you engage, engage on enemy adc with E or on Alistar with Q or on 20% hp Alistar with E. Don't be too optimistic while finding moments to all in. Mostly the one who engages, loses the trade if doesn't oneshot enemy adc. Don't go close to enemy turret - beware of Alistar's Flash + Q + chain CC. When Alistar gets (or recalled and can buy) Mobiboots, ping your midlaner to be ready for his roam. When you see Alistar comboing you, press W before getting CCed. Remember that Alistar without both R and Aftershock is squishy, can interrupt your E engage but can't interrupt your Q or R engage.
Amumu
Stand in front of your adc (or both behind minions) not to let Amumu Q engage on him. You win pre-6 all ins. Focus Amumu after level 6 only if you are able to kill him in 1 chain CC, else (if he casts R and gets Aftershock) you lose the trade and might die. Especially in lategame, expect his Flash + Q + R engage potential - stand either far in front of your carries, or ping them to stay far from Amumu.
Ashe
Try to dodge Ashe's W. Engage on her before she pokes you and your adc to too low HP. In later phases of game, respect her R. Block it for your carries if you can and if it's shot in their direction.
Bard
After engaging on Bard, kite him and try to get behind him - he will try to stun both you and your following adc, additionally he will try to put speedbuff on his escape way. Don't engage on Bard who is close to walls or turrets that can be used for escape. Respect his potential to tunnel himself and enemy jungler or midlaner to create 3v2 situation. Ping Bard's roams for your teammates.
Blitzcrank
Don't let Blitzcrank grab your adc but remember that your adcs often have dashes ready so you don't have to stand in front of them in all cases. The best situation for your engage is when Blitzcrank's grab is on cooldown. Usually you should focus his adc - Blitzcrank doesn't provide him much protection.
Brand
You usually should engage on Brand. While engaging on Brand lane, you have to beware of 1 thing: getting hit by W/E/R and then by Q - so you have to kite to make his Q miss. After level 6, fight nearby your minions to prevent Brand R bouncing between you and your adc.
Braum
Be patient. Don't greed. You are stronger if you don't fall behind. Punish Braum's mispositioning by killing him in chain CC unexpectedly - "out of nothing". Play around big cooldowns of his shield and Guardian rune. Remember that cooldown of his R is higher than yours.
Camille
Focus Camille's adc. Don't let Camille stun your adc (stand between him and the wall she uses for engage).
Dr. Mundo
Don't feed early and you win. You lose trades only if you engage and don't kill the enemy.
Fiddlesticks
Usually you should focus Fiddlesticks while engaging 2v2. After level 6, ward places that can be used by Fiddlesticks for engage (often bushes, raptor camp etc.). Use R-stun on Fiddlesticks who is casting his R.
Galio
Never engage on Galio. If you see Galio casting his R, stun him (if you have enough time) to interrupt him.
Gragas
Don't let Gragas engage on your adc. Engage on his adc or Gragas without E (dash) or Gragas without Aftershock. When you engage, usually you should have Aftershock ready.
Janna
Respect that Janna can use a tornado to interrupt your engage. Engage on Janna only if enemy adc is ready or if you already have R. You and your adc have to be very skilled in switching focus situationally for killing at least one of Janna + adc duo. Remember that in this matchup, there is very helpful being able to cast R on E-rooted Janna (-> 100% kill). Engage on her adc if Janna is far from him or out of position to cast disengage spells.
Karma
Don't greed for Relic Shield stacks. Let Karma lane push if they want. Kill Karma when she gets under your turret around levels 3-5. After getting early kill against Karma lane, the rest of laning phase will be much easier for you.
Kayle
Get lead pre-6. Then just respect Kayle's R shield, but in most cases it is not strong enough to make enemies survive 2v2 fights.
Kennen
Don't let Kennen poke you down with Qs. Try to get lead pre-6, later either oneshot him in chain CC before being able to cast his R, or just don't engage on him. In later phases of game, positionate yourself between Kennen and rest of your team to be able to Q him when he wants to engage on your team.
Lulu
Respect her early poke potential - don't push when it's useless. Win lane pre-6 somehow - if you aren't strong enough to 2v2 in lane, wait for her to push and kill her or her adc under your turret. Respect her polymorph.
Lux
Dodge Lux Qs. Engage on her adc. Engage on her only if her Aftershock is on cooldown or when you dodged/will dodge her Q.
Maokai
Engage his adc. Don't greed for killing Maokai when you aren't 100 % sure it's freekill - respect his health, healing and Aftershock.
Morgana
Dodge Morgana's Q root. Respect her E spellshield. On levels 1-2, watch what spells she used - if she didn't take E, you can easily engage and win 2v2. Whenever you engage, use E only (without instant Q try). She uses E on the engaged target. Then either break spellshield with magic damage (your W + Passive), or target the second champion. Then use Q stun and just kill it. Whenever you initiate with R and Morgana is close, remember that you have to R multiple champions. Respect Morgana's Zhonya/Stopwatch.
Nami
Be realistic. Don't overgreed for a wanted kill. Find a good opportunity for engage. Then kill the enemy. You have to succeed - you want to snowball the game against Nami lane, not to waste mana and Ignite for nothing. Remember that you have to dodge Nami's Q for a cleaner and more guaranteed engage.
Nautilus
Don't let Nautilus engage on your adc. Respect the damage Nautilus has. You can kill Nautilus only if his Aftershock is on cooldown. You can engage high-hp Nautilus only if your Aftershock is ready.
Neeko
Try to dodge her root. Don't get confused by Neeko's clone - don't engage on Neeko who is stupidly running it down to you because it will probably be the clone. If you see Neeko casting ulti and running to your teammates, use CC to stop her.
Ornn
Don't engage stupidly. Respect Ornn's sustain and damage. Don't engage to enemies close to walls Ornn's "pillar" - he can knock you up easily then. Mostly you should focus his adc. When you are close to Ornn casting his R, use stun on him just before he's able to recast his ulti and knock up your allies.
Pantheon
Don't underestimate his early damage and movement speed. If he jumps on your adc, at the first phase focus his adc to make him unable to follow Pantheon's engage. Your CC has much lower cooldown so you try to make fight long, whereas Pantheon wants one quick burst and kill or getting out.
Poppy
Engage on Poppy's adc only when she's far from him or when she doesn't have W (antidash ability) ready. Engage on Poppy only when she doesn't have W or Aftershock. Don't stand in front of your turret or walls when she wants to engage you.
Pyke
Focus Pyke's adc. Protect your adc from being pulled by Pyke. Ping your midlaner when Pyke is missing. Don't feed Pyke in early game and he becomes pretty useless.
Rakan
If you aren't able to kill Rakan in 1 chain CC (which is very hard), don't even try it and rather focus his adc. Respect Rakan's W - remember that this spell can be interrupted by your CC if you cast it fast enough. In later phases of game, stand in front of your team to be able to Q Rakan who is trying to go in. Remember - you have to Q instantly, because if he charms you first, you aren't able to cast it and stop him.
Rell
Your pre-6 is stronger, just don't get out of mana and abuse your early strength. Use positioning to defend your adc from potential Rell engage - in both lane and lategame. Engage 2v2 when enemies make a big positioning mistake and are unable to disengage effectively. Snowball the game safely.
Renata Glasc
Don't eat much poke lvl1. Respect Renata's ability to interrupt your E. Respect her revive ability. In most cases if you focus her adc and play it properly, Renata shouldn't be able to do that much with that, the enemy carry should die in 1 CC chain or flash out.
Senna
Senna is pretty easily killable, but has much lane sustain and poke. Avoid trading her, dodge her roots, wait for a good opportunity to kill her (often 3v2 situation).
Seraphine
Engage when you are sure you can get a kill on enemy botlane - short trades are favorable for Seraphine lane. Don't make mistakes, finish the game quickly enough to not getting outscaled.
Sett
Respect Sett's early damage, his movement speed, Hexflash and W shield. Often you can go 2 Adaptive Force + 1 Armor rune in lane against him. Try to wait with using Q on low hp Sett to kill him in stun before he shields himself. Sett running from Leona is easily stunnable, Sett who lost early game usually loses the game.
Shaco
Start with red trinket. Expect Shaco boxes in river bushes after you pull for jungler or in lanebushes. Watch Shaco's manabar to see whether he casted Boxes into areas without your vision. Don't chase Shaco or his adc without red trinket or perfect knowledge of position of his boxes. Don't E on Shaco who is pretty close to his turret - he can use Q under turret, becomes unvisible and you dash under enemy turret and take turret shots. Remember that Shaco has only 1 relevant CC spell - boxes, so often you can kill his adc if your adc is not low hp (-> won't be killed by Shaco).
Shen
Respect Shen's AoE anti-AA ability. Don't Q enemies when it can be blocked by him. Use CC on Shen who casts his R to interrupt his teleport. Mostly, try to engage on his adc.
Soraka
In the early laning phase, don't get poked down but force Soraka to use Qs and hit nothing. Mostly, focus Soraka first (her adc only if you have enough damage to kill him fast enough). Snowball the game before she outscales you.
Tahm Kench
Play the game slowly, you outscale unfed Tahm and he's pretty useless in lane unless you heavily underestimate his engage potential. Whenever he starts a fight, stop Tahm's engage on your adc or engage his adc to force him to defend. In longer fights, wait with using Q when Tahm has low hp. Use it right before he will use Grey health to disable this ability and kill him in stun.
Taric
Engage situationally. Don't greed, respect Taric's stun and healing. After level 6, engage only enemy champions that you can burst before Taric's R saves them. Remember that Taric's R has much longer cooldown than yours.
Teemo
Don't use Q when you are blinded. Don't greed. Respect Teemo's movement speed and Q (blind). After level 6, respect Teemo's mushrooms. Use red trinket or Control wards when it's necessary to clear some area from mushrooms.
Thresh
Don't let Thresh hook your adc. If you see Thresh going in to use E (flay) your adc, stop him with your Q. Respect Thresh's disengage potential. You can kill his adc only if you get to that adc and either fullcombo him, or Thresh is not in safe position (so he can't lantern adc to safe position). Remember that you can't kill Thresh when his Aftershock is ready.
Trundle
Don't underestimate Trundle. Don't let Trundle take trades. Fight Trundle lane only when you are able to oneshot one of them.
Veigar
Respect Veigar's stun. Don't misposition while low hp. Don't eat his poke. Don't let him get ahead. Better go 50-50 lane than greed for snowball and end up inting.
Vel'Koz
Focus Vel'Koz usually. Don't make engages that don't end up killing him or his adc. In later phases of game, have R ready for stunning him when he starts casting his R, or just oneshot him (which can be often harder than expected = risky).
Volibear
Don't let him get ahead. Interrupt his engages with your stuns if you aren't able to counterengage, all in his adc and kill it.
Xerath
Don't eat poke. Kill Xerath in early as much as possible but don't overgreed and be realistic whether your adc can follow you. In some occasions you can focus Xerath's adc.
Yuumi
Remember that you can punish Yuumi when she steps out of her adc and you chain CC her if you use CC properly and she doesn't react fast enough (usually try to engage her if she stands right between you and her adc). Eat some poke that goes on your adc from Yuumi not to make your adc get poked down. Try to find enemy adc's misposition and all in him if you have enough damage. Often you need having Ignite ready for this.
Zilean
Don't eat poke, don't get stunned. Be pacient, wait for a good opportunity to engage. Try to win pre-6, Zilean provides more later but often he can't bear your snowball.
Zyra
Focus Zyra first. Try not to fight between many plants and minions. Don't eat her root. If she manages to push you, wait for her misposition under you turret and kill her there.
Aphelios
On level 1 let Aphelios poke by using his range, don't expect him to have high all in damage. In early, engage on low HP enemies instead of trying to 100-0. Later Aphelios becomes stronger, but unless he's fed, he needs time to apply his damage. When equipped with Gravitum, let Aphelios first root enemy so your CC combo is guaranteed to hit. Especially in later phases of game, stay relatively close to Aphelios - he's immobile and squishy - can't follow you deep in enemy backline, can't survive all enemy assassins or fed bruisers coming to kill him.
Ashe
In early laning phase, let Ashe poke, then go in for guaranteed kill - enemy dies in one long CC chain. Ashe shouldn't permapush - you can't engage or chase under enemy turret. After hitting level 6, let Ashe hit her R before your use of CC combo; her R is easier to hit. In later phases of game, stay close enough to Ashe to be able to defend her from enemies and to be able to focus together the same target.
Brand
Let Brand poke before going in. Unless you can free trade, wait for at least level 3 before engaging as Leona; Brand needs all abilities to fulfill his damage potential. Usually you play Leona + Brand as strongside lane so try not to roam too much. Stay in front of Brand in fights - Leona is a meatshield and CC machine, the Brand just applies the damage and procs Leona's passive. To make his damage even higher, you have a snowball build option - Abyssal Mask as your 2nd/3rd "classic item" (not counting wards, supp item and boots).
Caitlyn
Let Caitlyn use her range for poke before going in. In most lanes, it's better to play with Caitlyn very slowly - let her farm, build CS advantage, use your and her positioning to zone enemies from some minions, go in for short trades or - when enemies lost a lot of HP by poke - to kill them. In later phases of game, you have high burst potential but still have to respect Caitlyn's limited follow potential - she's pretty immobile. Protect her from enemy engages, try to catch enemies to 100-0 them in one CC combo, or play 5v5s with patience - Caitlyn needs time for autoattacking and casting Q / W spells.
Cassiopeia
Respect the fact that on level 1 your duo is useless. Later on, for any engages, Cassio needs mana and to be in range to follow you. Cassiopeia is weak against poke from long range, her short range limits her, but once your duo sticks to an enemy, you 100-0 him in CC chain; waiting for enemy in dewarded bushes often leads to facecheck and guaranteed kill.
Corki
Corki, unless he's playing into hardCC like Thresh or Nautilus, is pretty independent, just has no damage in early so don't expect 2v2 kills for you. Try to let Corki farm, wait for mid-late game, then he gets strong and gets package so you should win fights around objectives.
Draven
Play for Draven. Try not to roam, try to get him ahead in early and stay close to him in mid-late game. Once your CC chain connects, if Draven is in range to follow, you should get a kill or a big outtrade. Respect his immobility when you're trying to find an engage opportunity.
Ezreal
Ezreal has a weak early game; you should let him farm, if he manages to poke enemy to low HP, then you can all in him. Don't engage in minion waves (unless enemy has like 15 % HP); Ezreal needs to hit Qs, minions eat this spell. In Ezreal lane, you can often spend some time roaming. After Ezreal gets level 6, your all ins become much stronger, after he gets items, he doesn't even need R to follow your engages - when he's ahead. Before going in 5v5s, it's often good to let Ezreal poke enemies first.
Graves
Respect that Graves can't cast autoattacks on enemies through enemy minions. Graves has short range, but he's good at following your engage when he's close enough. In early game, your all in isn't as strong as later so just try to let him farm, scale, take trades if you're winning them before the final all in.
Heimerdinger
Be patient. Start the lane by playing for getting pressure, help Heimer slowly build the CS lead and as your lane is becoming stronger and stronger, since one point you're able to get some 2v2 kills too, later even some 100-0 ones. Heimer just needs time; you can often abuse some cheesy strategies, hiding in bushes with Heimer's turrets (this can kill some off guard enemies even in lvl1 lanebush). You want to transform this lane lead into neutral objective control and winning teamfights.
Jayce
Jayce is a scaling, mana hungry champion, struggling into poke heavy lanes. Protect him early, let him scale. Go in only if you see enemies make huge mistake - like Kaisa walking to range of both of you, having 60 % HP - you want free kills like that but you don't want trades. In later phases of game, create frontline for Jayce and let him poke before 5v5 teamfight starts.
Jhin
Respect Jhin's autoattack stacks when going for trades or kills. Jhin that has to recharge his gun is useless; most engages basically end when Jhin uses his 4th shot. On early levels, try to apply some poke and trade damage before going in. Respect Jhin's W cooldown - it should be ready when you go in (Q aswell) so you CC chain the enemy and maximize the damage dealt (including Leona passive stacks). Try to protect Jhin in mid-late game; he's pretty fast, but once he gets caught, he can instadie. In some fights after Jhin has level 6, you can use his ult after taking primary fight that causes enemy to lose majority of HP - once Jhin survives, he can shot the enemies with R from long range, Leona just CCs the low HP targets.
Jinx
Jinx is hypercarry champion - play around her, let her farm in early, defend her from incoming 2v2/2v3 engages or 2v2 poke (like Karma RQ). Jinx is immobile and can't follow your engages deep into enemy backline, but her range is long and once you give her enough time to cast autoattacks, she deals tons of damage. Jinx has a very strong scaling, but even when relatively unfed, after reaching level 6 your lane has pretty decent 2v2 potential. Especially in later phases of game, stay close to Jinx, be ready to protect her, stunlock enemies that are in her autoattack range.
Kai'Sa
Respect Kaisa's shortrange. Your botlane duo has a very strong 100-0 potential, often underestimated by enemies. Remember that for letting Kaisa hit W or many Q stacks, you shouldn't fight in enemy minion wave. After Kaisa hits level 6, you often can try to get some catches on randomly split enemies, especially when moving between lanes or against isolated splitpushing sololaners.
Kalista
Try to play around Kalista, make her ahead in early game and snowball this lead. Don't roam much. Your lane is strong during entire laning phase when you don't eat too much poke or when Kalista doesn't get engaged on extremely stupidly. Your all ins are very strong, After Kalista gets level 6, when her R is up, you can walk up against enemy frontline, dive into enemy backline (if you stay in her R range), tank multiple turret shots etc. and you survive all by being saved by Kalista R; or you can use this ability to initiate the fight.
Karma
Let Karma poke lvl1. Your botlane has an extremely strong early game - you should outtrade basically anyone, the CC chain your combo provides is massive. Just protect Karma from getting 100-0 deleted (for example after she uses RQ and doesn't have RW and enemies have engage support). Try to transform your strength from botlane into getting neutral objectives and turret advantage; Karma herself doesn't have that good scaling in most cases so she needs to fully utilize midgame snowball.
Karthus
Let Karthus focus on farm and poking enemies. Protect him from big engage and poke abilities of enemy botlane. Once an enemy has low HP, you can simply engage on him and let Karthus Q him to death. (Similarly if you get lvl2 or lvl3 faster than enemy botlane, this can happen too.) After lvl6, Karthus can die before casting his ult so you don't have to care about his surviving when trying 2v2 engages. In midgame-lategame, you're still trying to play around Karthus, but you know he's pretty easily killable and sometimes he can even intentionally come 1v5 into enemy just to deal as much damage as possible.
Kennen
Not good duo. AD Kennen needs time to apply damage and lacks range, Leona lacks range too and wants to all in. So just try to let Kennen farm, don't go in too early because in that case you lose that trade. Protect Kennen from enemy engage, especially when his speedy form is on cooldown.
Kindred
Play lane patiently. Let Kindred slowly apply poke damage, don't go in before enemy is oneshottable (unless you go for winning trade against very weak lane like Taric + Ezreal, engaging on Taric out of position etc.). After Kindred reaches lvl6, play around her R. You know that if she's close to dying (or you, standing close to her), she uses the ulti to stay safe. Additionally, if your team members and enemy team members both stand in Kindred ult, time your remaining CC spells to start when the Kindred ult is ending, so the enemies are stunned or ignited and your teammates are untouched and ready to get the easy kills.
Kog'Maw
Try to protect Kog from enemy engage and poke. Be his meatshield, always ready to help. Play for him, let him farm in early. Together you have pretty solid damage output, however the Kogmaw is immobile and squishy so when you go in, you have to know what you're doing; the mistake can be punished by death of your hypercarry and once Kog falls far behind, the way back to becoming strong is very hard.
Lucian
Lucian's range is very short, but his damage output and mobility are decent. That's why you want to avoid getting poked early, instead, you want Lucian to poke enemies by his Q and then you can all in vulnerable enemies, get some kills and get ahead. Lucian + Leona is a typical strongside, snowball heavy lane. Fed Lucian deals tons of damage, Leona standing nearby CCs all enemies that come close. Even when Lucian isn't that ahead, the ability of your duo to 100-0 an enemy is still there.
Lux
Let Lux poke. You usually want to scale instead of hunting 2v2 kills; the pre-6 damage output of your lane is pretty low, but after poking enemies down to like 40 % HP, your engage might have a chance to get the kill. As the game progresses, Lux's long range damage and your duo's CC become stronger and stronger, you only have to protect Lux from enemy hard engage, let her poke and in the right time you can go for catches or 5v5s.
Miss Fortune
MF is currently pretty weak on early levels. She can poke with her E, but your lane usually doesn't have enough damage for getting 2v2 kills and you're happy when you're not losing too much farm. After level 6, everything changes. The combo of your ultimate abilities is massive, especially in lower elos, and can instaget 2v2 kills or win big teamfights - Leona only has to set up the engage in MF's R range and MF has to be ready to ult. Remember as a Leona player that your ult has shorter cooldown so you can't permaspam it without looking whether MF's R is ready.
Neeko
AD Neeko is a champion that needs longer fights/chases to apply the damage. In early game she's pretty weak unless enemy makes a big mistake you can punish. Let her farm early, stand close to her later on so she isn't abandoned in teamfights. Use her mobility and damage outputs for some surprising catches on enemies during midgame.
AP Neeko works in lane basically as a poke mage, your all in pre-6 is pretty weak, similarly to Veigar. After level 6, your duo becomes much stronger, but when you aren't fed, there is not much 100-0 potential; you often need to engage on lower HP targets or to have 3rd ally that helps you get the kills. In mid-late, you protect Neeko from enemy engage, hardpoke or CC lock that could interrupt her all in.
Nilah
Don't leave botlane. Just stick to Nilah, enjoy the passive XP bonus she gives. You don't need to force engages that much - sooner or later your XP advantage makes you able to win 2v2 fights. Snowball your XP and gold lead, don't die, protect your adc and get free, controlled victory.
Orianna
Let Orianna farm and poke enemies on early levels. Strength of your duo arrives much later, after Orianna gets the levels, gets the damage and the potential for getting kills grows. Later on, in engages, the properly executed Leona + Orianna combo can be massive. The champions work amazing together, besides classic use of abilities there's an option to put Orianna's ball on Leona briefly before Leona's E engage onto a group of enemies.
Quinn
Quinn is not at a good spot in botlane meta; she needs XP, her range is short and her application of damage is slow unless she's fed. Try to make her farming safe, don't go in unless enemies make huge mistake (your botlane's damage is low and hard to deal thanks to range and mobility). After she gets level 6, you both can roam, get some catches on split, low HP enemies and start playing like Quinn is sololaner.
Samira
Your botlane is very weak lvl1, sometimes strong lvl2 and very strong lvl3+... if you're able to find the engages on enemy and if the Samira is in range to follow them. Your duo has incredibly strong all ins, however you struggle against poke or heavy tankiness, when you aren't allowed to successfully engage. If it's possible, you should stay on botlane and take fights, get ahead and just snowball. Even in later phases of game, your duo simply wants to go in and destroy the teamfight before you get poked down.
Senna
Senna should farm in this lane (Leona isn't Tahm or Nautilus that can farm and play with fasting Senna). Your early game is very weak, even the level 6 doesn't change much. Play around Senna's range, poke and trade potential, make sure she scales, punish just the biggest enemy mistakes, when they have low HP and walk to you. Remember that if you stand right between Senna and your enemies, she can Q through you which heals you and Senna and damages the enemies. Play the mid-late fights slowly. Unless you catch inting enemy carry champion coming to frontline, let Senna cast the Qs and autoattacks, give her time, protect her from anyone trying to engage on her.
Seraphine
Let Seraphine poke on early levels. Your all ins aren't that strong, but against low HP enemies they can bring you some kills occasionally. However, your goal is to play for scaling into very strong teamfights; the Seraphine's ulti is massive, her shielding and healing from W also; these spells can instawin the teamfights for your team and the amount extra gold from kills or CS diff from early game isn't that relevant, just make sure enemy botlane doesn't get ahead.
Sivir
Let Sivir poke early, don't expect her to have that much damage in 2v2 all ins. Engage only on vulnerable, low HP enemies. Focus on farm. Sivir should be fine when you sometimes go roam (when lane isn't pushing to enemy), she's strong when it comes to midgame teamfighting, at this point she helps your catch potential by casting R for you and your teammates so you can all in and focus down targets you want.
Swain
Unless enemy makes a big mistake, you don't have much 2v2 kill potential on early levels, however, your goal is to reach level 6. At this point, everything changes. Protect Swain from getting deleted 100-0, besides that, any longer fight, 2v2, or even 2v3, you take, you should win (if Swain has R ready). The strength is not in damage coming from 1 combo; enemies just slowly, painfully die to guaranteed, unescapable damage coming from combination of Swain, Leona and her passive. Your lane is snowball heavy, use it to win before the game comes to extreme late game where your power falls off.
Taliyah
Taliyah + Leona are basically lane bullies. Taliyah applies poke damage, then your job is to all in in range Taliyah can follow. Don't engage behind minions. Use the early strength to snowball the game, beware of enemy ganks that can ruin your pressure and give unwanted gold to your enemies.
Teemo
Botlane Teemo needs long fights to apply his damage, whereas Leona wants to engage and burst. Together it doesn't work much. Try at least to make Teemo farm safe and scale. Unless an enemy hardints, you can't get 2v2 kills. Later on, protect Teemo from enemy hard engage, try to bait enemies into his mushrooms.
Tristana
Tristana + Leona botlane has a very strong engage and 2v2 kill potential since lvl2. On early levels, when Tristana is unfed, it's often better to let her poke a little or to go for a little "primary trade" before actually engaging for getting a kill, however, when Tristana actually gets ahead, it's very hard to stop her. Your lane is strong at destroying enemy turrets which even deepens enemy gold deficit and helps you snowball, forces you to go to other lanes and making same thing as on botlane, meanwhile you can also take some neutral objectives too. However, don't become too greedy, don't give shutdowns, don't engage too deep. Your team needs Tristana in entire fight, trading fed Tristana for unfed toplane tank isn't worth.
Twisted Fate
Very matchup dependant lane. Protect TF from big poke/engage abilities, always try to focus enemy adc. In teamfights, focus carries, unless TF buys Rapidfire Cannon and goldcards someone out of position your team can focus and 100-0.
Twitch
Twitch needs time to autoattack and apply his passive stacks. He has problems with enemy heavy poke or engage, so try to protect him in early to give him some time to scale; punish only big enemy mistakes, wait for later phases of game or for your jungler's help. In mid-late fights, your job is to create frontline and stunlock enemies so Twitch has time to autoattack them before they dash/flash/run too far and Twitch R ends.
Varus
Play early levels safe, you both need lvl3+ to be champions and to be able to punish enemy mistakes, win trades etc. Respect Varus' immobility - don't dive too far; overall in early, try to let him apply some poke damage, then you can all in and have much higher chances of getting kills. It's better not to get kills than force stupid fight and die. Since level 6, your all in is very strong, you can stunlock enemy forever. Varus R is usually better start of engage than Leona E/R. In mid-late fights, stand close to Varus to protect him; give him space, time and stunned targets for his autoattacking.
Vayne
Don't force plays in early too much. You can just sometimes punish big enemy mistakes and wait for later phases of game; Vayne isn't early game champion. Slowly but surely your adc is becoming stronger, after lvl6 your kill potential against most botlanes should rapidly grow. Vayne is a monster in lategame teamfights, just don't dive too deep, use your CC to setup kills for her, try to protect her from assassins like Khazix or Zed.
Veigar
Let Veigar scale. Any kills you get in early 2v2 are just a nice bonus. After level 6, your kill potential is much higher, you can 100-0 enemies in one CC chain. Play around Veigar's cage; anyone stunned or getting caught inside should get guaranteed CC by Leona. In later phases of game, keep playing around the Leona + Veigar teamwork in teamfights or while using cage to zone enemies from defending their turret.
Vel'Koz
Pre-6, let Velkoz poke down enemies first, then go in when enemies have reduced amount of HP and Velkoz is close enough and has all abilities ready to follow you. Don't go in before you both reach level 3.
After lvl6, you can just all in an enemy (unless he's full tank) anytime you both have ults ready. In teamfights it looks similarly. You can let Velkoz poke before 5v5 starts, but in the end you most likely want to focus some of enemies, engage on them and Velkoz follows it with his ult.
Viktor
Let Viktor farm and scale. Don't force 2v2 fights, you are significantly weaker in most matchups. Protect Viktor from enemy engages or big poke, play patiently, so Viktor can safely survive early and arrive to his lategame powerspikes. When you don't dive too deep into enemy backline and don't leave him, together you are really strong in teamfights. His E doublehits enemies you stun, his spells proc your passive, together you have a big control over teamfight, can zone some enemies out etc.
Vladimir
Let Vladimir farm. Your combo simply doesn't have damage in the early game - don't try to 2v2 unless an enemy turboints. In later phases of game, Vladimir isn't dependant on you - you can often roam, not to care that much about him during teamfights etc. - he just always has the same "standard level" - and when you find a good engage on 3 or more people that he can follow, he just deletes them.
Xayah
Xayah + Leona botlane can be strong against enemies that are trying to go in her (like Nautilus, Kaisa etc.), but it's a very bad botlane for some offensive creativity (vs. Janna, Caitlyn etc.); the Xayah simply doesn't have range, mobility and early damage to follow Leona's engages. In case you're playing against long range poke or disengage, just focus on letting Xayah farm, don't try too hard to go in. In 5v5s, try to let enemies come into you instead of chasing them with Xayah.
Xerath
Xerath + Leona botlane has no damage early. Just scale, protect Xerath entire game and hope he gets to the state when his damage becomes relevant. At that point, you're pretty strong together; Leona zones enemies out, Xerath pokes from long range or hits enemies stunned by Leona. However, for botlane Xerath it's much harder to get to this point than for midlane one.
Yasuo
Your botlane has a decent damage output, but especially in early game it requires some time for Yasuo to deal the damage. Since lvl2 you can be trying some trades, using Yasuo's dashes and high HP regen. The lane can surprise enemies with the mobility and "unescapable damage", procing Leona's passive. After laning phase, things get harder. You can catch someone, but the classic 5v5s are more about the Yasuo and champions with knockups than about Leona. You can just protect him by good positioning and Knight's Vow and try to find an engage your team (including Yasuo) will be able to follow.
Ziggs
Let Ziggs poke before you go in. Damage of your botlane is massive, you can take some 2v2 kills or force enemies to recall on 10 % HP. Your goal is to snowball the game by taking turrets with Ziggs passive and W. Try to protect Ziggs basically in entire game - he's very squishy and his damage (and low amount of deaths) is extremely important for snowballing the game properly.
Synergies
IdealStrongOkLowNone
Aphelios
On level 1 let Aphelios poke by using his range, don't expect him to have high all in damage. In early, engage on low HP enemies instead of trying to 100-0. Later Aphelios becomes stronger, but unless he's fed, he needs time to apply his damage. When equipped with Gravitum, let Aphelios first root enemy so your CC combo is guaranteed to hit. Especially in later phases of game, stay relatively close to Aphelios - he's immobile and squishy - can't follow you deep in enemy backline, can't survive all enemy assassins or fed bruisers coming to kill him.
Ashe
In early laning phase, let Ashe poke, then go in for guaranteed kill - enemy dies in one long CC chain. Ashe shouldn't permapush - you can't engage or chase under enemy turret. After hitting level 6, let Ashe hit her R before your use of CC combo; her R is easier to hit. In later phases of game, stay close enough to Ashe to be able to defend her from enemies and to be able to focus together the same target.
Brand
Let Brand poke before going in. Unless you can free trade, wait for at least level 3 before engaging as Leona; Brand needs all abilities to fulfill his damage potential. Usually you play Leona + Brand as strongside lane so try not to roam too much. Stay in front of Brand in fights - Leona is a meatshield and CC machine, the Brand just applies the damage and procs Leona's passive. To make his damage even higher, you have a snowball build option - Abyssal Mask as your 2nd/3rd "classic item" (not counting wards, supp item and boots).
Caitlyn
Let Caitlyn use her range for poke before going in. In most lanes, it's better to play with Caitlyn very slowly - let her farm, build CS advantage, use your and her positioning to zone enemies from some minions, go in for short trades or - when enemies lost a lot of HP by poke - to kill them. In later phases of game, you have high burst potential but still have to respect Caitlyn's limited follow potential - she's pretty immobile. Protect her from enemy engages, try to catch enemies to 100-0 them in one CC combo, or play 5v5s with patience - Caitlyn needs time for autoattacking and casting Q / W spells.
Cassiopeia
Respect the fact that on level 1 your duo is useless. Later on, for any engages, Cassio needs mana and to be in range to follow you. Cassiopeia is weak against poke from long range, her short range limits her, but once your duo sticks to an enemy, you 100-0 him in CC chain; waiting for enemy in dewarded bushes often leads to facecheck and guaranteed kill.
Corki
Corki, unless he's playing into hardCC like Thresh or Nautilus, is pretty independent, just has no damage in early so don't expect 2v2 kills for you. Try to let Corki farm, wait for mid-late game, then he gets strong and gets package so you should win fights around objectives.
Draven
Play for Draven. Try not to roam, try to get him ahead in early and stay close to him in mid-late game. Once your CC chain connects, if Draven is in range to follow, you should get a kill or a big outtrade. Respect his immobility when you're trying to find an engage opportunity.
Ezreal
Ezreal has a weak early game; you should let him farm, if he manages to poke enemy to low HP, then you can all in him. Don't engage in minion waves (unless enemy has like 15 % HP); Ezreal needs to hit Qs, minions eat this spell. In Ezreal lane, you can often spend some time roaming. After Ezreal gets level 6, your all ins become much stronger, after he gets items, he doesn't even need R to follow your engages - when he's ahead. Before going in 5v5s, it's often good to let Ezreal poke enemies first.
Graves
Respect that Graves can't cast autoattacks on enemies through enemy minions. Graves has short range, but he's good at following your engage when he's close enough. In early game, your all in isn't as strong as later so just try to let him farm, scale, take trades if you're winning them before the final all in.
Heimerdinger
Be patient. Start the lane by playing for getting pressure, help Heimer slowly build the CS lead and as your lane is becoming stronger and stronger, since one point you're able to get some 2v2 kills too, later even some 100-0 ones. Heimer just needs time; you can often abuse some cheesy strategies, hiding in bushes with Heimer's turrets (this can kill some off guard enemies even in lvl1 lanebush). You want to transform this lane lead into neutral objective control and winning teamfights.
Jayce
Jayce is a scaling, mana hungry champion, struggling into poke heavy lanes. Protect him early, let him scale. Go in only if you see enemies make huge mistake - like Kaisa walking to range of both of you, having 60 % HP - you want free kills like that but you don't want trades. In later phases of game, create frontline for Jayce and let him poke before 5v5 teamfight starts.
Jhin
Respect Jhin's autoattack stacks when going for trades or kills. Jhin that has to recharge his gun is useless; most engages basically end when Jhin uses his 4th shot. On early levels, try to apply some poke and trade damage before going in. Respect Jhin's W cooldown - it should be ready when you go in (Q aswell) so you CC chain the enemy and maximize the damage dealt (including Leona passive stacks). Try to protect Jhin in mid-late game; he's pretty fast, but once he gets caught, he can instadie. In some fights after Jhin has level 6, you can use his ult after taking primary fight that causes enemy to lose majority of HP - once Jhin survives, he can shot the enemies with R from long range, Leona just CCs the low HP targets.
Jinx
Jinx is hypercarry champion - play around her, let her farm in early, defend her from incoming 2v2/2v3 engages or 2v2 poke (like Karma RQ). Jinx is immobile and can't follow your engages deep into enemy backline, but her range is long and once you give her enough time to cast autoattacks, she deals tons of damage. Jinx has a very strong scaling, but even when relatively unfed, after reaching level 6 your lane has pretty decent 2v2 potential. Especially in later phases of game, stay close to Jinx, be ready to protect her, stunlock enemies that are in her autoattack range.
Kai'Sa
Respect Kaisa's shortrange. Your botlane duo has a very strong 100-0 potential, often underestimated by enemies. Remember that for letting Kaisa hit W or many Q stacks, you shouldn't fight in enemy minion wave. After Kaisa hits level 6, you often can try to get some catches on randomly split enemies, especially when moving between lanes or against isolated splitpushing sololaners.
Kalista
Try to play around Kalista, make her ahead in early game and snowball this lead. Don't roam much. Your lane is strong during entire laning phase when you don't eat too much poke or when Kalista doesn't get engaged on extremely stupidly. Your all ins are very strong, After Kalista gets level 6, when her R is up, you can walk up against enemy frontline, dive into enemy backline (if you stay in her R range), tank multiple turret shots etc. and you survive all by being saved by Kalista R; or you can use this ability to initiate the fight.
Karma
Let Karma poke lvl1. Your botlane has an extremely strong early game - you should outtrade basically anyone, the CC chain your combo provides is massive. Just protect Karma from getting 100-0 deleted (for example after she uses RQ and doesn't have RW and enemies have engage support). Try to transform your strength from botlane into getting neutral objectives and turret advantage; Karma herself doesn't have that good scaling in most cases so she needs to fully utilize midgame snowball.
Karthus
Let Karthus focus on farm and poking enemies. Protect him from big engage and poke abilities of enemy botlane. Once an enemy has low HP, you can simply engage on him and let Karthus Q him to death. (Similarly if you get lvl2 or lvl3 faster than enemy botlane, this can happen too.) After lvl6, Karthus can die before casting his ult so you don't have to care about his surviving when trying 2v2 engages. In midgame-lategame, you're still trying to play around Karthus, but you know he's pretty easily killable and sometimes he can even intentionally come 1v5 into enemy just to deal as much damage as possible.
Kennen
Not good duo. AD Kennen needs time to apply damage and lacks range, Leona lacks range too and wants to all in. So just try to let Kennen farm, don't go in too early because in that case you lose that trade. Protect Kennen from enemy engage, especially when his speedy form is on cooldown.
Kindred
Play lane patiently. Let Kindred slowly apply poke damage, don't go in before enemy is oneshottable (unless you go for winning trade against very weak lane like Taric + Ezreal, engaging on Taric out of position etc.). After Kindred reaches lvl6, play around her R. You know that if she's close to dying (or you, standing close to her), she uses the ulti to stay safe. Additionally, if your team members and enemy team members both stand in Kindred ult, time your remaining CC spells to start when the Kindred ult is ending, so the enemies are stunned or ignited and your teammates are untouched and ready to get the easy kills.
Kog'Maw
Try to protect Kog from enemy engage and poke. Be his meatshield, always ready to help. Play for him, let him farm in early. Together you have pretty solid damage output, however the Kogmaw is immobile and squishy so when you go in, you have to know what you're doing; the mistake can be punished by death of your hypercarry and once Kog falls far behind, the way back to becoming strong is very hard.
Lucian
Lucian's range is very short, but his damage output and mobility are decent. That's why you want to avoid getting poked early, instead, you want Lucian to poke enemies by his Q and then you can all in vulnerable enemies, get some kills and get ahead. Lucian + Leona is a typical strongside, snowball heavy lane. Fed Lucian deals tons of damage, Leona standing nearby CCs all enemies that come close. Even when Lucian isn't that ahead, the ability of your duo to 100-0 an enemy is still there.
Lux
Let Lux poke. You usually want to scale instead of hunting 2v2 kills; the pre-6 damage output of your lane is pretty low, but after poking enemies down to like 40 % HP, your engage might have a chance to get the kill. As the game progresses, Lux's long range damage and your duo's CC become stronger and stronger, you only have to protect Lux from enemy hard engage, let her poke and in the right time you can go for catches or 5v5s.
Miss Fortune
MF is currently pretty weak on early levels. She can poke with her E, but your lane usually doesn't have enough damage for getting 2v2 kills and you're happy when you're not losing too much farm. After level 6, everything changes. The combo of your ultimate abilities is massive, especially in lower elos, and can instaget 2v2 kills or win big teamfights - Leona only has to set up the engage in MF's R range and MF has to be ready to ult. Remember as a Leona player that your ult has shorter cooldown so you can't permaspam it without looking whether MF's R is ready.
Neeko
AD Neeko is a champion that needs longer fights/chases to apply the damage. In early game she's pretty weak unless enemy makes a big mistake you can punish. Let her farm early, stand close to her later on so she isn't abandoned in teamfights. Use her mobility and damage outputs for some surprising catches on enemies during midgame.
AP Neeko works in lane basically as a poke mage, your all in pre-6 is pretty weak, similarly to Veigar. After level 6, your duo becomes much stronger, but when you aren't fed, there is not much 100-0 potential; you often need to engage on lower HP targets or to have 3rd ally that helps you get the kills. In mid-late, you protect Neeko from enemy engage, hardpoke or CC lock that could interrupt her all in.
Nilah
Don't leave botlane. Just stick to Nilah, enjoy the passive XP bonus she gives. You don't need to force engages that much - sooner or later your XP advantage makes you able to win 2v2 fights. Snowball your XP and gold lead, don't die, protect your adc and get free, controlled victory.
Orianna
Let Orianna farm and poke enemies on early levels. Strength of your duo arrives much later, after Orianna gets the levels, gets the damage and the potential for getting kills grows. Later on, in engages, the properly executed Leona + Orianna combo can be massive. The champions work amazing together, besides classic use of abilities there's an option to put Orianna's ball on Leona briefly before Leona's E engage onto a group of enemies.
Quinn
Quinn is not at a good spot in botlane meta; she needs XP, her range is short and her application of damage is slow unless she's fed. Try to make her farming safe, don't go in unless enemies make huge mistake (your botlane's damage is low and hard to deal thanks to range and mobility). After she gets level 6, you both can roam, get some catches on split, low HP enemies and start playing like Quinn is sololaner.
Samira
Your botlane is very weak lvl1, sometimes strong lvl2 and very strong lvl3+... if you're able to find the engages on enemy and if the Samira is in range to follow them. Your duo has incredibly strong all ins, however you struggle against poke or heavy tankiness, when you aren't allowed to successfully engage. If it's possible, you should stay on botlane and take fights, get ahead and just snowball. Even in later phases of game, your duo simply wants to go in and destroy the teamfight before you get poked down.
Senna
Senna should farm in this lane (Leona isn't Tahm or Nautilus that can farm and play with fasting Senna). Your early game is very weak, even the level 6 doesn't change much. Play around Senna's range, poke and trade potential, make sure she scales, punish just the biggest enemy mistakes, when they have low HP and walk to you. Remember that if you stand right between Senna and your enemies, she can Q through you which heals you and Senna and damages the enemies. Play the mid-late fights slowly. Unless you catch inting enemy carry champion coming to frontline, let Senna cast the Qs and autoattacks, give her time, protect her from anyone trying to engage on her.
Seraphine
Let Seraphine poke on early levels. Your all ins aren't that strong, but against low HP enemies they can bring you some kills occasionally. However, your goal is to play for scaling into very strong teamfights; the Seraphine's ulti is massive, her shielding and healing from W also; these spells can instawin the teamfights for your team and the amount extra gold from kills or CS diff from early game isn't that relevant, just make sure enemy botlane doesn't get ahead.
Sivir
Let Sivir poke early, don't expect her to have that much damage in 2v2 all ins. Engage only on vulnerable, low HP enemies. Focus on farm. Sivir should be fine when you sometimes go roam (when lane isn't pushing to enemy), she's strong when it comes to midgame teamfighting, at this point she helps your catch potential by casting R for you and your teammates so you can all in and focus down targets you want.
Swain
Unless enemy makes a big mistake, you don't have much 2v2 kill potential on early levels, however, your goal is to reach level 6. At this point, everything changes. Protect Swain from getting deleted 100-0, besides that, any longer fight, 2v2, or even 2v3, you take, you should win (if Swain has R ready). The strength is not in damage coming from 1 combo; enemies just slowly, painfully die to guaranteed, unescapable damage coming from combination of Swain, Leona and her passive. Your lane is snowball heavy, use it to win before the game comes to extreme late game where your power falls off.
Taliyah
Taliyah + Leona are basically lane bullies. Taliyah applies poke damage, then your job is to all in in range Taliyah can follow. Don't engage behind minions. Use the early strength to snowball the game, beware of enemy ganks that can ruin your pressure and give unwanted gold to your enemies.
Teemo
Botlane Teemo needs long fights to apply his damage, whereas Leona wants to engage and burst. Together it doesn't work much. Try at least to make Teemo farm safe and scale. Unless an enemy hardints, you can't get 2v2 kills. Later on, protect Teemo from enemy hard engage, try to bait enemies into his mushrooms.
Tristana
Tristana + Leona botlane has a very strong engage and 2v2 kill potential since lvl2. On early levels, when Tristana is unfed, it's often better to let her poke a little or to go for a little "primary trade" before actually engaging for getting a kill, however, when Tristana actually gets ahead, it's very hard to stop her. Your lane is strong at destroying enemy turrets which even deepens enemy gold deficit and helps you snowball, forces you to go to other lanes and making same thing as on botlane, meanwhile you can also take some neutral objectives too. However, don't become too greedy, don't give shutdowns, don't engage too deep. Your team needs Tristana in entire fight, trading fed Tristana for unfed toplane tank isn't worth.
Twisted Fate
Very matchup dependant lane. Protect TF from big poke/engage abilities, always try to focus enemy adc. In teamfights, focus carries, unless TF buys Rapidfire Cannon and goldcards someone out of position your team can focus and 100-0.
Twitch
Twitch needs time to autoattack and apply his passive stacks. He has problems with enemy heavy poke or engage, so try to protect him in early to give him some time to scale; punish only big enemy mistakes, wait for later phases of game or for your jungler's help. In mid-late fights, your job is to create frontline and stunlock enemies so Twitch has time to autoattack them before they dash/flash/run too far and Twitch R ends.
Varus
Play early levels safe, you both need lvl3+ to be champions and to be able to punish enemy mistakes, win trades etc. Respect Varus' immobility - don't dive too far; overall in early, try to let him apply some poke damage, then you can all in and have much higher chances of getting kills. It's better not to get kills than force stupid fight and die. Since level 6, your all in is very strong, you can stunlock enemy forever. Varus R is usually better start of engage than Leona E/R. In mid-late fights, stand close to Varus to protect him; give him space, time and stunned targets for his autoattacking.
Vayne
Don't force plays in early too much. You can just sometimes punish big enemy mistakes and wait for later phases of game; Vayne isn't early game champion. Slowly but surely your adc is becoming stronger, after lvl6 your kill potential against most botlanes should rapidly grow. Vayne is a monster in lategame teamfights, just don't dive too deep, use your CC to setup kills for her, try to protect her from assassins like Khazix or Zed.
Veigar
Let Veigar scale. Any kills you get in early 2v2 are just a nice bonus. After level 6, your kill potential is much higher, you can 100-0 enemies in one CC chain. Play around Veigar's cage; anyone stunned or getting caught inside should get guaranteed CC by Leona. In later phases of game, keep playing around the Leona + Veigar teamwork in teamfights or while using cage to zone enemies from defending their turret.
Vel'Koz
Pre-6, let Velkoz poke down enemies first, then go in when enemies have reduced amount of HP and Velkoz is close enough and has all abilities ready to follow you. Don't go in before you both reach level 3.
After lvl6, you can just all in an enemy (unless he's full tank) anytime you both have ults ready. In teamfights it looks similarly. You can let Velkoz poke before 5v5 starts, but in the end you most likely want to focus some of enemies, engage on them and Velkoz follows it with his ult.
Viktor
Let Viktor farm and scale. Don't force 2v2 fights, you are significantly weaker in most matchups. Protect Viktor from enemy engages or big poke, play patiently, so Viktor can safely survive early and arrive to his lategame powerspikes. When you don't dive too deep into enemy backline and don't leave him, together you are really strong in teamfights. His E doublehits enemies you stun, his spells proc your passive, together you have a big control over teamfight, can zone some enemies out etc.
Vladimir
Let Vladimir farm. Your combo simply doesn't have damage in the early game - don't try to 2v2 unless an enemy turboints. In later phases of game, Vladimir isn't dependant on you - you can often roam, not to care that much about him during teamfights etc. - he just always has the same "standard level" - and when you find a good engage on 3 or more people that he can follow, he just deletes them.
Xayah
Xayah + Leona botlane can be strong against enemies that are trying to go in her (like Nautilus, Kaisa etc.), but it's a very bad botlane for some offensive creativity (vs. Janna, Caitlyn etc.); the Xayah simply doesn't have range, mobility and early damage to follow Leona's engages. In case you're playing against long range poke or disengage, just focus on letting Xayah farm, don't try too hard to go in. In 5v5s, try to let enemies come into you instead of chasing them with Xayah.
Xerath
Xerath + Leona botlane has no damage early. Just scale, protect Xerath entire game and hope he gets to the state when his damage becomes relevant. At that point, you're pretty strong together; Leona zones enemies out, Xerath pokes from long range or hits enemies stunned by Leona. However, for botlane Xerath it's much harder to get to this point than for midlane one.
Yasuo
Your botlane has a decent damage output, but especially in early game it requires some time for Yasuo to deal the damage. Since lvl2 you can be trying some trades, using Yasuo's dashes and high HP regen. The lane can surprise enemies with the mobility and "unescapable damage", procing Leona's passive. After laning phase, things get harder. You can catch someone, but the classic 5v5s are more about the Yasuo and champions with knockups than about Leona. You can just protect him by good positioning and Knight's Vow and try to find an engage your team (including Yasuo) will be able to follow.
Ziggs
Let Ziggs poke before you go in. Damage of your botlane is massive, you can take some 2v2 kills or force enemies to recall on 10 % HP. Your goal is to snowball the game by taking turrets with Ziggs passive and W. Try to protect Ziggs basically in entire game - he's very squishy and his damage (and low amount of deaths) is extremely important for snowballing the game properly.
Flash is necessary for support Leona.
Enemies in defense often flash out with low hp remaining so you have to follow with your flash and kill them. In some situations you can use "flash in E" combo (flashing to target direction during start of casting E -> instant E from new location; however this mechanic is hard with normal cast on E and should be practiced in Practice tool).
Also, Leona lanes are usually camped by enemy junglers so you sometimes can use flash defensively (however, some 2v3 fights are winnable).
Ignite is currently the most powerful Leona support spell.
Leona has to create lead in the early game - enemy supports usually scale better and as you know, in soloQ enemy teams are often outclassing your teammates so you have to make something to improve your win potential.
Remember that especially against enchanting supports (Nami, Janna, Karma etc.) you should use your Ignite only when you are sure that enemy can't escape. Trading Ignite for enemy Flash without killing him is often not worth it because in next 3 minutes you don't have kill potential.
Remember that if you play Leona + Yasuo botlane, Yasuo should have Ignite, you should have Exhaust or Heal.
Runes - primary tree
Aftershock
Leona as a champion wants to engage, give some kills to her carries and then - if possible - survive and get out. Aftershock can provide her some tankiness (reliably) and bonus damage.
Glacial Augment is also a viable option, though its efficiency is less predictable; especially if enemies dash or flash from the slow zone, the rune doesn't have enough impact on the fight - which makes Glacial Augment more likely a situational choice pickable specifically against dashless botlanes.
Damage from Electrocute, Predator, Dark Harvest or Press the Attack is currently too low to be viable for Leona. It only makes her squishy and grants extra damage in maximum equal to 1 Leona's autoattack. However, with Aftershock, she can survive enough to use 2-3 autoattacks more than without it. Grasp of the Undying doesn't pay off too - it would require Leona being in a lane full of trading, but Leona doesn't have enough mana for permanent trades, so she just wants to all in once or twice, get kills and go base. Guardian is useless because Leona goes in whereas her ADC stands back and deals damage from backline, so Guardian doesn't pop off.
Resolve tree
Take Font of Life instead of Demolish. Font of Life helps you winning 2v2 fights and getting lead, whereas Demolish requires having lead and pressure to be used and its impact is often pretty low. Additionally, you often let your ADC take full plate gold and only in some cases you push the turret too. Remember that Shield Bash doesn't work on Leona W.
Take Second Wind to heal back after being in combat. Leona is a melee champion - she often takes some poke. And when she all ins, she needs to regenerate her health in combat. Heal from Font of Life is in almost all games 200-300 % of amount of damage shielded by Bone Plating.
Bone Plating can be good only against Blitzcrank (and somehow might be viable against Nautilus and Thresh) because in this matchup there is guaranteed that all stacks of Bone Plating will be used in fights.
Conditioning is not as powerful as the Second Wind because Conditioning rune is more late game focused which doesn't help Leona much. Leona has to win laning phases.
Use situationally Overgrowth or Unflinching.
Against heavy CC enemy teamcomps containing for example Morgana take Unflinching.
When enemies don't have enough CC to make Leona useless, take Overgrowth for HP to improve her tankiness which is useful in midgame and lategame fights.
Runes - secondary tree, shards
Precision tree runes are most likely the strongest on Leona in current meta, but the Inspiration tree ones are another, early game focused option.
Some enemy teamcomps still contain the champions from older high elo metas (Ryze, Kaisa, Alistar, ...). In games against these short range, often pokeless champions, the mobility and snowball-focused Domination tree runes may be still viable.
Precision tree
Triumph + Legend: Tenacity are strong against heavy CC teamcomps, especially those containing many roots and stuns. Also these runes make you survive fights much better, escape from enemy catches etc
Inspiration tree
A combination of Biscuit Delivery + Time Warp Tonic can be very strong for early game snowball. It's important to buy Refillable Potion during laning phase and to hold this item as long as possible (until like 22-30 min). The extra movement speed can be used for engage, in-combat mobility or disengage. The extra mana granted by Biscuits is also nice. However, these runes are significantly weaker in later phases of game.
Domination tree
As secondary runes, use Cheap Shot + Relentless Hunter in Domination tree for games against shortrange ADC, melee support or for fullroaming. Cheap Shot's extra damage and Relentless Hunter's out of combat damage both improve Leona's engages, 2v2 and roaming potential.
Shards
Take 1 Adaptive Force / Ability Haste rune + 2 situational defensive runes (usually 1 Armor rune + 1 Magic Resist rune).
Remember that Leona cancels auto attack animations in her AA + QAA + AA combo, so you don't need extra attack speed; your auto attacks are fast enough already thanks to this ability. Adaptive force rune is stronger for instant bursting an enemy, CDR is better in long fights or combined with Anathema's Chains for permastunning enemy carry.
Leona has "medium" base HP, uses Overgrowth and buys some extra HP in items. That's why you don't need extra HP instead of Armor or Magic Resist in runes; this HP rune is good for squishy enchanting supports who have lower HP so percentage of these bonus HP in total HP of squishy supports is higher than defense possibly gained by Magic Resist and Armor runes.
Against enemy teamcomps that lack magic damage and contain Pantheon, Pyke or Sett support, use 1-2 offensive runes and 1-2 Armor runes. Against heavy magic damage teamcomps use 2 Magic Resist runes.
Items
Classic buy for a melee tanky support. Use only 0-1 Steel Shoulderguards stack for the first minion wave, save as much as possible for second minion wave to get level 2 faster than enemies (if it is possible - which is not for example against Thresh + Jinx).
In most games, Steel Shoulderguards is better than Relic Shield. In the early game, when you go in, you use auto attacks a lot and have only 3 abilities (no R). Only if you expect that the laning phase is unwinnable - or freewin anyway - you can go for Relic Shield and have better lategame, though this support damage boost is nothing compared to damage of other roles in that later phases of the game.
Buy boots and cheap items according to your situation, planned buildpath and available gold. Think about your gameplan - what you will do in next few minutes. Will enemy support all in you (often Thresh, Blitzcrank, Alistar)? You need HP to survive engages on you or blocking engages on your adc. Is enemy midlaner ungankable (Azir, Vladimir etc.)? You can't roam so you don't have to rush tier 2 boots that fast. Is enemy botlane easily killable (often Sona + Kaisa, Nami + Jhin etc.)? You need having movement speed (boots) for engaging them and killing them many times. You can't roam and can't all in? Focus on farm.
Boots of Swiftness are better than Boots of Mobility if you have lane-oriented gameplay, and want to be strong in teamfights. Boots of Mobility are good only for roaming and if you buy them during early game, you should sell them during midgame and buy different T2 boots. And - as written above - in many games you just can't roam so in that cases buying Mobis is a big mistake. Specifically against Morgana, consider buying Mercury Treads, against full AD teams, consider buying Plated Steelcaps. Remember that using Relentless Hunter (as Secondary Domination rune) gives you pretty much Movement Speed for initiation so in case of playing with this rune you don't even need Mobis that much.
Remember: Buy red trinket while shopping and having warding in support item available already.
These are examples of situationally viable core builds. Use the buildpath that fits best in your current game. Evenshroud is generally ok, cheap, tanky item that supports your team's damage a little. Locket of the Iron Solari is cheap, defensive, teammates-protecting item that can be pretty strong especially against AoE bursts (Karthus, Orianna, Lux etc.). Care - some champions can buy antishield item (Qiyana), some champions ignore or destroy shields (Pyke R, Blitzcrank R). Radiant Virtue is more expensive item good for playing long fights. In games where enemies don't have enough damage to delete your teammates (unless they turboint) and the fights are longer, this item provides much healing and ability haste for you and your teammates after casting your R. The disadvantages are the higher cost, no protection against extreme burst for your teammates (for this purpose Locket is much better) and no help with bursting the enemies (for this purpose Evenshroud is much better). Anathema's Chains is an item used (binded) against biggest threat of enemy team or - especially in early game - against enemy ADC so he is permaCCed, easy to kill and can't get kills. Often viable against Samira, Draven, Kog'Maw, Yasuo, Yone etc. Sunfire Aegis is pretty expensive item, potentially viable for snowballing, giving some extra damage but no protection for teammates.
Knight's Vow is an item protecting your selected teammate (usually carry champion) from both burst and poke damage - viable as "second Locket". Frozen Heart is strong against heavy autoattacking teamcomps containing 2 or more attack speed reliant champions (Yasuo, Kayle, Kindred, Azir, Jinx etc.). Zeke's Convergence can help a little in offense, however, this extra damage is often hard to proc or irrelevant. Thornmail is pretty expensive, armor and HP heavy, antihealing item. Usually it's better not to build it; your allies often have antiheal so for you it's better to have only Ignite or Bramble Vest + Ignite. The extra antiheal provided by Thornmail is often pretty inefficient since your team often has Ignites, other heavy antiheal items or just can kill someone in 1 permastun you grant. Abyssal Mask and Force of Nature are situationally viable against heavy AP teamcomps; Force of Nature especially against poke. Though the current "strength" and selfish character of these items often makes them pretty bad option even in these conditions.
Occasionally, when enemy team has much healing and your team lacks antiheal, you can buy antiheal item (Oblivion Orb or Bramble Vest, later you can upgrade it).
Knight's Vow is often better to be built before Zeke's Convergence to protect your fed carries as much as possible in current assassin meta.
Never have Boots of Mobility and Knight's Vow at the same time - damage to your partner slows you.
Buying (or upgrading later on) the Wardstone is good and possible only in long games with high importance of vision and after your level 13. Going for this item is just an option when you have nothing else good to buy and the bonus vision synergizes with your team's playstyle.
If you have no gold for buying full 3rd "normal item" before the last, game winning fight, just consume Elixir of Iron. Sometimes, buying Spectre's Cowl also can work against heavy AP teams - or Winged Moonplate for supporting your engage potential.
Sheen or Phage are very situationally viable as early game heavy snowball items, can be combined with Oblivion Orb or Sunfire Aegis, also can be sold later (to not occupy the item slot), because Leona can't effectively build them into an item good for her. All these items can work only in very specific scenarios, where early botlane lead is very big and its snowball is the team's main win condition.
Abilities
Ability Sequence
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Take Q level 1 in most cases. E should be better against ranged botlanes, but in real situations it mostly has no value. Squishy ranged enemy support or adc is sometimes stupid enough to come close into your autoattack range - and in this situation Q is much stronger than E. Also, if you hit E lvl1 on enemy ranged botlane, you most likely lose that trade. So having E on lvl1 only really very rarely can be useful.
Personally I recommend having all Leona spells onnormal cast. It is a little slower and makes "flash during E cast" combo harder to do, but it gives you exact knowledge of all ranges and sometimes also more time to think about what you want to do instead of instant casting spells without thinking.
Learn how to use combos (Practice tool can help you with it):
AA + QAA + AA (good for destroying wards or for maximalizing damage in combat)
E + AA + QAA + AA (classic all in combo, rooting and stunning enemy for a long time, often forces summoner spells or leads to a kill)
E + QAA + AA (all in against enemies with flash up who you want to die instantly without using flash)
E + flash during start of E cast (enemies can't react with flash on this combo - E is instant)
E + QAA + R in Q duration (for permastunning enemy - very strong initiation combo)
E + R in E duration (+ AA) + QAA + AA (pretty safe, unexpected for enemies)
R + E + QAA + AA (initiating with R should be used only if you are 100 % sure that you hit enemy champion correctly; you need enemy to move in 1 direction or be already stunned by someone else to know properly his position and stun him with R; wrong use of R initiation can cause many problems with escaping enemies or lack of CC in 5v5 fight opened by enemies reengaging on you)
✦ Use W defensively - especially against damage over time (DoT) spells like Cassiopeia Q, Kaisa Q, while diving Heimerdinger and his turrets, while diving enemy in a minion wave etc. Do not overuse W for defensive purpose in lane - Leona is very mana hungry champion.
Use W offensively after being sure that E hits enemy champion. If you start combo with W and then try to use E, you make enemies know that you want to engage, so they go back instantly. Additionally, casting W without hitting E makes you lose W mana for free.
✦ Occasionally, when you have to shove minion waves, use W or E to help your adc kill minions faster. A good ADC with waveclear spell (Ashe W, Caitlyn Q, Jinx prolongued autoattacks etc.) will wait for your W or E and then kill minions with the applied Leona Passive.
Teamfights
✦ Before the teamfight starts, think about what you want to do. Generally, try to focus enemy carries and defend your carries from enemy initiation. For example if enemy team has Sejuani, Rakan etc., stay in front of your carries to protect them from possible enemy engage.
Remember cooldowns of enemy flashes. Flashless enemy carry champions, caught out of position, are the easiest targets for you.
✦ If you are the one who wants to engage and start fight, always remember that with Relentless Hunter you are faster than your teammates. Your teammates always have to be in position for following your engage.
Use engage with R mostly as a rare option - when many enemies are on 1 place and your team is ready to fight, you can R first. But usually starting teamfights with R is risky - R stun is the longest from Leona's CC kit, but pretty hard to hit on randomly moving enemies.
Waiting with R, defensive Flash or Flash + Q for the best time often pays off more than just using everything as soon as possible.
✦ If enemy has mage with Damage over Time ultimate (Vel'koz, Fiddlesticks etc.), you should keep R or Q ready and use it to interrupt its casting. If enemy has Yasuo, you sometimes can CC him right when someone in your team is knocked up so he can't use R.
✦ When your team starts Baron Nashor, Dragon or Rift Herald and enemy jungler is coming, try to zone him out or CC chain him to prevent the steal.
Extra tips
✦ On level 1, watch out where enemy jungler started (usually one of his sidelanes helps him and comes to his lane later and with lower hp, mana or both). According to enemy jungler's start and champion you can predict when he ganks botlane. Especially when you are on red side, remember that enemy Jarvan or Elise can gank you on lvl1 if they started on red buff. If enemy jungler started botside and doesn't go for lvl1 gank, most likely he won't gank bot before 3:30. If enemy jungler started topside, he might gank bot around 2:45. Watch the minimap and place wards when you think that enemy jungler will gank bot soon. While warding river bushes, you can ping your adc to go with you and help you. In case of enemy jungler waiting in bush, he won't initiate on 2 people if enemy botlaners are far.
✦ Don't permapush botlane. You can use ping to persuade your adc not to shove minion waves (or in some different situations to shove minion waves), because you can't engage onto enemies when they are too close to their turret. You also can't engage onto enemies when they are standing in a big minion wave. Remember that even a little minion wave can reduce damage output of your botlane by intercepting/absorbing spells like Ezreal Q, Kaisa W or some Q shots, Ashe W etc. if enemy ADC is behind them.
✦ Use lane management for creating enough space for you to engage and get kills - if it's possible. In some situations you don't have to get kills or plates to get lead. Remember that CS difference can put you ahead too. If you freeze lane (enemies have more minions than you, minions push towards you, your minions are killed by enemy minions) and zone enemy adc from CS, your adc can get ahead too without fighting. Overall, Leona's positioning in lane is very important - can force enemies to take an unfavorable fight, can force flashes, Leona can stay in bush and surprise enemies coming from base, can deny enemy warding of important bushes by instant destruction of wards etc.
✦ If botlane is warded by enemies and your jungler wants to gank, use pings to tell him where enemy wards are before he arrives at your lane.
✦ Roam only when you go from base or when your ADC has a frozen lane so he can (or soon will be able to) farm safely under turret.
Author
LimTheDestructor, European high elo Leona main,
best Leona world
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