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Recommended Items
Spells:
Flash
Exhaust
Items
Ability Order
Sunlight (PASSIVE)
Leona Passive Ability
Threats & Synergies
Janna
She counters you very hard. She can knock you up with her ult and her Q. She is difficult to counterplay. You can however time your E properly so that it hits your target after you get knocked up. You will be knocked up/back but then still be pulled to your target.
This is a Work in Progress
Chapters I am planning on adding:
Runes
Masteries
Items
Skill Sequence
Spells
Summary
Pros/Cons
Detailed Matchups
Team Fighting
Tips and Tricks
About the Author
and maybe a few others that I haven't thought of yet
I would really appreciate any feedback you can give me, good or bad. Feel free to put me on blast (be mean) if you think this guide sucks.


+Tanky
+Easy to pick up
+A lot of hard CC
+Great All-in potential
+Good early game damage
+Works well with several ADC's
+Good snowball potential
+Good roaming
+Low cooldowns on her stun
+Can instantly kill a ward with AA-Q-AA combo
+Good burst with passive
Cons
+Not the best in terms of defense
+Short range
+Low Mobility
+Almost no damage after the very early game
+Ultimate can be difficult to land
+Doesn't have any poke
+Not as good when behind
+Passive is useless when alone









I max in the order of R>W>Q>E. I never stray from this order because it is the most effective and efficient way to increase your tankiness and CC output. Maxing Q after W is better than maxing E because it allows you to stun enemies much more frequently.


Exhaust is a great summoner spell for supports because so much of your time is spent fighting the enemy ADC and protecting your carries from the biggest threat to them...burst damage.
Exhaust does it all. Slows the enemy, lowers their resistances, lowers their attack speed, and most importantly, reduces their TOTAL damage output by 40%. This summoner spell saves lives. Although it can be used offensively to chase down opponents, it is ideally used defensively. But, you know, kills are kills, don't let that free gold get away if it comes down to saving your exhaust or burning it.

Increases your early kill potential at the cost of almost all of your defensive capability. Ignite is very risky on supports because if you don't get kills with it then you have basically wasted one of your summoner spells. Ignite doesn't scale into the late game as well either because it deals flat, true damage, instead of reducing enemy stats by percentages. Also, giving up defense on Leona is a very bad idea as she lacks it already. Her all-in potential is good enough without ignite.
TL;DR You NEED flash. Exhaust is better on supports than ignite so take it.
If you are on Blue side...
This is my favorite side to be on for bot lane because you can place a pink in the tri-brush and defend it easily. The other spot I recommend warding is dragon pit. You should place the ward a little closer to the pit than where the crab buff goes when it is killed. This way you have vision of dragon's HP, the entrance to the enemy jungle, and a large portion of the river.
this ward will give you enough time to back off of you enemy, even if you are pushed to their tower. If possible, have your ADC place the pink in the tri because ideally you should save yours for when your jungler calls for dragon. I don't recommend warding the bush that's really close to lane because this doesn't give you enough time to react to ganks. The only time you should ward this bush is if they have a jungler who can jump walls easily such as


When you are Purple/Red side...
The only difference for ward placement when it comes to being on Purple side is that you shouldn't pink the Blue side tri. If you do you won't really be able to defend it and it will be a waste of 100g. If you are getting camped by the enemy jungle or mid laner and they are diving you or you expect them to then you should pink the tri that is near your tower.(this will happen if you are playing against



When to ward...
You want to minimize the amount of experience you miss out on by leaving lane to ward. You can do this by waiting for the melee and siege minion to die and then going to ward while the caster minions are dying. Casters give the least amount of experience so missing them isn't too bad.
Warding when it's dangerous to do so...
It is not a good idea to leave lane to ward when you are pushed to your tower because you are far from the safety of the minion wave. If you are Red side then you can walk past your tower, through the tri and place a ward over the wall near dragon. If you are on Blue side you can ward the tri fairly safely. If you really need vision on dragon then you can place a ward over the wall of the pit. This isn't as efficient because it doesn't grant vision of the river, but if you are in a situation where just warding is dangerous then you need every advantage you can get.
But it's the jungler's job to ward dragon...
NO NO NO NO NO
It's the jungler's job to secure objectives, that's true. But you are constantly closest to dragon so you should be the one warding it. If the enemy tries to go for dragon it is bot lane's job to stall them until their jungle gets there. Also, if you start relying on others to ward things in Solo Q you're going to be seeing a lot of "DEFEAT" screens and not a whole lot of "VICTORY" screens.



When the fight is going in your favor...
If your team is winning the fight then it is your job to lock down anyone trying to escape. This is done fairly easily as you have a root and a stun on relatively short cooldowns. Try to feed your team as many kills as you can, as a support this is your chance to turn a good play into a great play.
Quick Tip:Continue chasing other targets immediately after you CC the first. You don't have damage so helping finish them off is almost pointless.
When you are losing the fight...
This is a tougher situation for Leona because she is primarily an offensive support. This doesn't mean that she is useless for disengaging though. A cool trick that I like to do when two or more people are chasing my team is to walk back and then stun the one with the most damage. After they are stunned I use my


Another trick you can use is to sacrifice yourself by giving the enemy team a guaranteed kill by walking in a more dangerous direction. The most effective way to do this is to run in a direction perpendicular to the direction your team is going. For example, when you are running down mid lane, heading towards your base, you can cut to the right or left (late game you should go towards dragon pit so that the enemy team isn't in position to do Baron after they kill you. If it's early game then you should head towards Baron if it isn't up or if you think they won't be able to do it.) Although it is less effective you can just dive back into the enemy team and pop your

Added "Pros/Cons" and "Masteries"
Added "Summoner Spells" section
3/24/15
Added a little to the "Masteries" section
Added the "Edit Credit Section"
Added the "Skill Sequence" section
3/25/2015
Added "Team Fighting" section
Added "Warding during the Early Game" section
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