Unterstützer
UnterstützerBuild Leona lane around walk-up Q: own the brush, wait for the cannon or last-hit step, press W before contact, and if you do E, buffer Q on the way in so Zenith Blade finishes the trap instead of announcing it.
Leona is a two-body champion because Sunlight only cashes when an ally can hit the same target, so before every engage ask whether your ADC or jungler can touch the stun chain, not just whether you can reach first.
When the game stops giving clean bot all-ins, stop chasing pretty dives and use Leona the way her better longer games do: R closes the exit or punishes the counter-engage, then you pin the enemy who already stepped into your team’s hands.
Peel once the fight has already chosen its first body for you. If their diver, bruiser, or support is the champion stepping into your ADC’s space first, that is usually your Leona fight; stun that body, let your team cash Sunlight, and use R to cut off the second wave or punish the escape after they commit. You can still start fights yourself when their carry is truly exposed and your team can reach on contact, but if getting to the backline means leaving your ADC alone or spending E through a frontliner, the cleaner play is usually to pin the threat that already crossed the line.
Damaging spells afflict enemies with Sunlight for 1.5 seconds. When allied Champions deal damage to those targets, they consume the Sunlight to deal additional magic damage.
Leona uses her shield to perform her next basic attack, dealing bonus magic damage and stunning the target.
Leona raises her shield to gain Damage Reduction, Armor, and Magic Resist. When the duration first ends, if there are nearby enemies, she will deal magic damage to them and prolong the duration of the effect.
Leona projects a solar image of her sword, dealing magic damage to all enemies in a line. When the image fades, the last enemy champion struck will be briefly immobilized and Leona will dash to them.
Leona calls down a beam of solar energy, dealing damage to enemies in an area. Enemies in the center of the area are stunned, while enemies on the outside are slowed.