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Pros
+Lots of CC+Can both peel and engage +Low skill floor, Reasonably high skill ceiling +Long range AoE stun +Naturally Tanky +Strong all in, can engage easily |
Cons
-Melee, no Poke-Not much natural sustain, no shields, heals or movement speed buffs -No 'true' CC (knockups, displacements, things that can't be cleansed or affected by tenacity, such as ![]() |
_
-
Block
reduces the damage of the enemy Marksman in lane.
-
Enchanted Armor
works well with
Eclipse, and increases my overall tankiness.
-
Unyielding
helps reduce the damage I take from my enemies, and coupled with
Block
in lane, reduces the enemy Marksman's threat.
-
Veteran Scars
Allows me to tank more damage in fights.
-
Hardiness
, which offers an extra 5 armor, helping to reduce the damage from the enemy Marksman.
-
Resistance
offers some tankiness against the enemy support, albeit only 2 Magic Resistance.
-
Perseverance
gives some solid extra sustain in lane.
-
Legendary Guardian
, as it gives a very large amount of extra resistances, especially in teamfights.
-
Tenacious
, as it helps me get my own CC off, and escape from bad fights or skirmishes.
-I take
Fleet of Foot to help me outrun my opponents.
-
Scout
allows me to ward brushes from a bit further away (which can help a lot against champions with pulls or CC, such as
Thresh or
Blitzcrank).
-
Summoner's Insight
lets me use my
Flash and
Ignite/
Exhaust more often, which can help a lot in fights and skirmishes.
-
Alchemist
and
Culinary Master
give me more sustain in lane.
This is my 0/21/9 runepage. It is strong in all situations, and offers both lots of defense stats, which are essential on
Leona, as well as sustain and ulitity. However, there are some mastery pages that can be stronger than 0/21/9 in certain situations.
.
.
This is my 0/9/21 rune page. I take this when there isn't much need for me to be tanky (not often) or when I need some extra utility.
-
Greed
,
Scavenger
,
Wealth
and
Bandit
all give extra gold generation, which is essential to build my important items.
Wealth
also allows me to buy an extra
Total Biscuit of Rejuvenation at the start of the game.
-
Inspiration is helpful when I am not getting much experience in mid-late game.
-
Intelligence
is very good very good, because not only does it reduce the cooldown on
Leona's spells, but also reduces the cooldown on her activated items such as talisman of ascension, which play a great part in her utility.
-
Wanderer
is very helpful in getting back to lane and sometimes chasing, and acts like a mini
Mobility Boots.
.
..
This is my 9/21/0 page. I take this when I want to get early kills for my Marksman, as well as be tanky.
-
Sorcery gives some very helpful CDR.
-
Expose Weakness
lets me help my Marksman/Team do more damage to a target.
-
Brute Force
gives me some extra attack damage, which is very nice in early fights, as well as allowing me to get
Martial Mastery
.
-
Martial Mastery
, the main reason I sometimes go 9/21/0. The extra 4 AD lets me do a lot more damage with my AA>Q>AA combo, and helps win early fights at bottom lane.
Defense
-

-


-


-

-

-

-

-

-

Utility
-I take

-



-




-


This is my 0/21/9 runepage. It is strong in all situations, and offers both lots of defense stats, which are essential on

.
.
Other Options
This is my 0/9/21 rune page. I take this when there isn't much need for me to be tanky (not often) or when I need some extra utility.
-






-

-


-


.
..
This is my 9/21/0 page. I take this when I want to get early kills for my Marksman, as well as be tanky.
-

-

-


-

This is my normal rune page for

Reasoning
9x

Other Options:
- 9x greater mark of hybrid penetration helps me do more damage with both my AAs and spells. These would be good against low damage lane opponents, and scale pretty well into mid-late game.
- 9x

.
Reasoning
I have recently swapped from 9x






9x


.
Reasoning
3x


Other Options:
- 3x


.
Reasoning
9x

Other Options:
- 9x


.













I always take




Starting Items
With this item I generally go with ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
With this item I go 2x ![]() ![]() ![]() ![]() ![]() |
With this item I take 3x ![]() ![]() ![]() ![]() _ |



_
Early Game





targon's braceI sometimes upgrade my









_
Mid Game
talisman of ascension I have explained why I like to swap to and use this item at the bottom of this section.
face of the mountain In patch 4.5, both talisman of ascension and face of the mountain cost more, but face of the mountain has better useful stats, while talisman of ascension doesn't. I think this item is now viable when you have to be both tanky and peel for your carries.












_
Boots and Enchantments









_
Situational (Late Game Items)
All of these items are worth buying in certain situations.















_
face of the mountain vs talisman of ascension:Why I swap to Talisman of Ascension
face of the mountain offers 500 health, 10% CDR, 20 health per 5 seconds, the passive Spoils of War, and the active Deadly Phalanx.
talisman of ascension offers 20% CDR, 10 health and 15 mana every 5 seconds, 2 gold per 10 seconds, the passive Favor, and the main thing I buy it for, the 40% movement speed increase to nearby allies for 3 seconds.
Not including the passives and actives, face of the mountain is more gold efficient than talisman of ascension, however, in teamfights you will generally be peeling for your carries, in which case, the 20% CDR is more useful than 500 health and 10% CDR, as you will not be taking much damage. Instead, you will be focusing on getting the enemy front line off from your carries, which is where the 10% extra CDR comes in handy.
The passive from


The main reason I swap to talisman of ascension is the active. The 40% movement speed increase to all nearby allies for 3 seconds allows you to engage or disengage a teamfight or catch a member of the enemy team out, and it also lets you peel for all of your team, unlike Deadly Phalanx, which only lets you peel for one person, and doesn't help you engage/disengage a teamfight or catch an enemy.
However, face of the mountain is still a viable option, and should be bought when you need to both be tanky and able to peel for your team.
_
: Why I upgrade my Sightstone last
I dont upgrade to







Tips and Tricks
- It is best to let your marksman consume any many charges of

- Any allied champion damage will consume the charge, so it can be consumed by things such as


- It is best to stay with an ally as


_

Tips And tricks
-


- Because



_


Tips and Tricks
- The enemy will assume you are trying to engage if you use

- If you need to engage suddenly, it is best to wait for your


_


Tips and Tricks
- This spell will only lock onto and immobilize the champion it hits last. This means it can't be blocked by the enemy's tanks. You can use this to lock onto the enemy back line in teamfights.
- You can stand behind your minions and be able to engage with




_


Tips And Tricks
-

- The spell only stuns in the middle. On the outside are only slowed by 80%. You should always aim to stun the enemy's most important players if you have a choice.
- I take a point in
Shield of Daybreak at level 1, because it is strong CC, as well as an AA reset, and therefore strong in level 1 and 2 fights.
- I get a point in
Zenith Blade at level 2, because it is a very useful gap closer and CC, and I like having a point early.
- I max my
Eclipse first because the tankiness and AoE damage from it outweighs having shorter cooldowns on my CC.
- I now max my
Shield of Daybreak second (changed from maxing
Zenith Blade second) because when I am peeling for my team I prefer having a short cooldown on a 1.25 second stun over a 0.5 second immobilize. However,
Zenith Blade can also be maxed second, if you feel you need a shorter cool down on your main gap closer.
- I put points in my
Solar Flare whenever I can, because it is my strongest spell and ranking it up reduces the cooldown and increases the damage significantly.

- I get a point in

- I max my

- I now max my



- I put points in my

Warding is one of the most important things a support does, and although this is a
Leona guide, warding will be very similar on all supports.

1. The tri-brush is a very good place to ward for both teams, giving blue a lot more safety at all times and helping purple out when they are pushed. For blue side, this is an excellent place to put a
Vision Ward.
2. This is another excellent place to ward for both teams, as junglers will almost always need to pass over ward 1 or ward 2 when ganking. Sometimes, purple team can put a
Vision Ward down here, but it isn't as strong as the tri-brush (1) is for blue team.
3. This is the poor man's warding spot. I will usually put a ward here on both teams if I don't have enough wards to place in both spot 1 and 2. However, this isn't as safe as having 2 wards down, and a
Vision Ward placed here will be destroyed pretty quickly.
4 and 5. These are good places to ward for both teams as it will let you see your lane opponents if they are in that brush, and will also help to prevent lane ganks. I suggest warding in the centre of the brush to get vision of the whole thing.
6. This is where blue side can ward if they need to see dragon and there is an enemy
Vision Ward at spot 2. It also allows one to check
dragon without having to spend time running around and possibly getting caught out.
7. This is where I ward as purple side if I am pushed to my turret and am expecting a 3 or 4 man tower dive.
8. This is an aggressive ward placement as blue team if my jungler needs vision of their blue buff.
9. This is where I sometimes ward as blue side if I am pushed to my turret and am expecting a 3 or 4 man tower dive.
In the Early to Mid game, you really want to be trying to ward everywhere you plan on going as a team. For example, if you were invading the enemy
red buff, you should be warding around all the nearby brushes that come from the enemy base to the Buff. However, there are certain places it is good to ward when taking
dragon.
.
1. The obvious place for both teams to ward
dragon. A
Vision Ward is often placed here to deny vision to the enemy.
2. A good place to ward, as most of the time the enemy team will come from their base or mid lane when going to
dragon, and warding here will help to reveal them when they are close by.
3. Another good place to ward, providing vision similar to spot 2, but a slightly better place to ward for blue team, as it will reveal purple team as they come from their base.
4. This is where blue team should ward if they need to ward
dragon quickly and relatively safely, as it can be done over the wall.
5. This is where purple team can ward if they think the enemy is over the wall.
6. This is a good place to ward as purple team when the enemy has just recalled and you want to have lots of prior knowledge on if blue team will contest
dragon or not.
7. A good place to ward for vision of blue team if they are contesting.
8. A good place to ward if blue team is coming from the bot lane route.
9. I like to ward here was blue team if I think the enemy is coming from bot lane.
10. Warding here provides vision in a large area and gives blue team some vision of purple team's fastest route to
dragon.
11. Similar to spot 10, but gives vision closer to the enemy base, giving blue team more reaction time.
12. Another ward close to purple team's base. Good for giving blue more time to react to a contest.

Warding in Laning Phase
: Blue side and Purple side
Reasoning
1. The tri-brush is a very good place to ward for both teams, giving blue a lot more safety at all times and helping purple out when they are pushed. For blue side, this is an excellent place to put a

2. This is another excellent place to ward for both teams, as junglers will almost always need to pass over ward 1 or ward 2 when ganking. Sometimes, purple team can put a

3. This is the poor man's warding spot. I will usually put a ward here on both teams if I don't have enough wards to place in both spot 1 and 2. However, this isn't as safe as having 2 wards down, and a

4 and 5. These are good places to ward for both teams as it will let you see your lane opponents if they are in that brush, and will also help to prevent lane ganks. I suggest warding in the centre of the brush to get vision of the whole thing.
6. This is where blue side can ward if they need to see dragon and there is an enemy


7. This is where I ward as purple side if I am pushed to my turret and am expecting a 3 or 4 man tower dive.
8. This is an aggressive ward placement as blue team if my jungler needs vision of their blue buff.
9. This is where I sometimes ward as blue side if I am pushed to my turret and am expecting a 3 or 4 man tower dive.
Early-Mid Game
In the Early to Mid game, you really want to be trying to ward everywhere you plan on going as a team. For example, if you were invading the enemy


Warding for Dragon
.

1. The obvious place for both teams to ward


2. A good place to ward, as most of the time the enemy team will come from their base or mid lane when going to

3. Another good place to ward, providing vision similar to spot 2, but a slightly better place to ward for blue team, as it will reveal purple team as they come from their base.
4. This is where blue team should ward if they need to ward

5. This is where purple team can ward if they think the enemy is over the wall.
6. This is a good place to ward as purple team when the enemy has just recalled and you want to have lots of prior knowledge on if blue team will contest

7. A good place to ward for vision of blue team if they are contesting.
8. A good place to ward if blue team is coming from the bot lane route.
9. I like to ward here was blue team if I think the enemy is coming from bot lane.
10. Warding here provides vision in a large area and gives blue team some vision of purple team's fastest route to

11. Similar to spot 10, but gives vision closer to the enemy base, giving blue team more reaction time.
12. Another ward close to purple team's base. Good for giving blue more time to react to a contest.


Thank you to all those who commented for their feedback, I appreciate it a lot.
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