Guide Leona League of Legends S6

Sunlight

(Passive): Leona's spells charge any enemy unit damaged with Sunlight for 3.5 seconds. When allied champions deal any damage to those targets they consume the Sunlight debuff to deal 20 / 35 / 50 / 65 / 80 / 95 / 110 / 125 / 140 additional magic damage. This additional damage is counted as the ally's damage and it will benefit from their magic penetration. Leona is unable to activate the additional damage herself.

Tips :


I shine!

The power of a lightbulb at your fingertips

Leona's passive acts a little like Lux's , the difference being that it is your allies who activate the mark of Sunlight.

It is an excellent passive in the lane phase which gives a supplementary burst to your AD carry against the target you are attacking. Take not that the supplemenary damages inflicted by the mark are magic not physical, so is more interesting when an AD carry takes little magic resistance on a botlane.

The activation of the mark is not a priority for your ally's damages, because of this you cannot unfortunately 'steal' a kill by activating on a target with little life.

It is also an excellent way of pushing a lane easily with a champion who has few skills in AoE (Corki) since you can mark a group of sbires just with your Eclipse (Z).

In the lane phase, try to place the passive on the target after each attack from your carry, due to this he will receive a lot of magic damages in a small amount of time. The timing is certainly not always evident, but if it well done then it will make your enemies cry. In teamfight, try to touch a maximum of targets by diving into the pile so that your mates can inflict more damages!


Shield of Daybreak (Q)

Active: Leona's next basic attack will deal additional magic damage and stun the target for 1.25 seconds.

    Tips :


    Shield of light, yellow force!

    Leona clearly works for EDF

    The Shield of Daybreak is a short distance stun which lasts 1.25 seconds. It also places a Sunlight on your target.


    Draw me a sun beneath your feet.

    It is a very good control skill that works perfectly with Leona's Zenith Blade . You can use it in a combo after the E or simply go looking for the enemy to duel to put pressure on him.

    Aso note that it resets the timer on the auto-attack which allows you to quickly link two hits. Its cooldown reduces with each upgrade, very useful, especially with a bit of CDR.


      Damage: 40 / 70 / 100 / 130 / 160 (+ 30% AP)

    Eclipse (W)

    Active: Leona gains bonus armor and magic resistance for 3 seconds. When the effect ends she deals magic damage to enemies within 275 range of her. If Eclipse damages any enemies, the bonuses remain for an additional 3 seconds.

    Cooldown: 14

    Cost: 60 mana

      Tips :


      This light reminds us of the logo of our dear site.

      A luminous eclipse

      This ability is a real advantage for Leona, it allows you to go into fights and be as tanky as you need to touch all the enemies around you. Also, it applies your passive to all the units touched, which is really perfect in a teamfight! As illustrated below, the range of the ability is quite big and you won't have any problems placing it.


      A very pretty light AoE.

      In the lane phase you could use it to help push the lane more quickly with your AD carry since, I repeat, it applies your passive to all units touched. It will therefore be very easy to quickly finish the creeps so as to make your opponents lose a maximum of them in case of a back.

      Fortunately, it is not only a crude way of pushing the lane. Eclipse is excellent because it buffs your armour and magic resistance for 3 seconds before it goes off. If you touch a single enemy unit you win 3 extra seconds for these bonuses. It is essential to have the timing right to profit from these 6 seconds of buff which will make you so tanky that you will become a real monster to you opponents.

      The combo used the most with this ability requires you to charge your ability and in the following 1/2 seconds use your Zenith Blade to engage with the opponent! This way you already profit from the armour and magic resistance bonuses and once arrived at face to face with your opponent you will gain an extra 3 seconds while your AD carry can enjoy themselves.

      Eclipse possess quite a high cooldown in early game (14 seconds without CDR) so be careful to not just use it however you want. Your opponents are generally on the lookout to know if you have used it or not, which will give them the chace to harass you during this time seeing as you will be more vulnerable.


        Armor, magic resistance: 30 / 40 / 50 / 60 / 70

         

        Damage: 60 / 110 / 160 / 210 / 260 (+ 40% AP)

         

      Zenith Blade (E)

      Active: Leona projects a solar image of her sword, dealing magic damage to all enemies in a line. The last enemy champion struck will be immobilized and Leona will dash to them.

      Range: 700

      Cost: 60 mana

        Tips :


        Come back!

        One blade to rule them all

        The Zenith Blade is Leona's main engage spell . We can compare it to Amumu's Bandage Toss, the difference being the ability to cross units and bring you back to the first champion touched.

        As we can see in the image below, the spell has quite a good range and can let you engage quite quickly once in the bush for example, all while surprising your opponent. The last champion touched will find himself immobilised for 0.5 seconds , which is sufficient to place the start of your burst from your allies. Note that your passive will apply itself to all units touched by the Zenith Blade.


        Some possible ranges.

        Askill that will expose you enormously to enemy assaults if you have just used it badly or if you are completely alone. Keep in mind that the Zenith Blade does not return in a teamfight and that Leona does not possess an escape (except her flash). Ensure that your allies are really ready to follow you in case of a quick 'surprise' engage so that you don't get completely distroyed. Also, always activate your Eclipse when you jump into the pile, this will make you more tanky and increase your chances of survival.

        Try to always place your Shield of Daybreak after this skill to apply maximum controls on your target and really nail him. With this combo you will hold your opponent next to you for practically 2 seconds , so you can really hit him with heavy damages. Because of this, always target an opposing AP or AD carry, to hit him before her knows what's coming.

        Zenith Blade won't draw the sbires or neutral monsters to you but will go through them, inflicting damages and applying the passive to them.


          Damage: 60 / 100 / 140 / 180 / 220 (+ 40% AP)

          Cooldown: 13 / 12 / 11 / 10 / 9

        Solar Flare (R)

        Active: Leona calls down a beam of solar energy to a target location. After a brief delay, it deals magic damage to all enemies within 250 range and slows them by 80% for 1.5 seconds. Enemies within 100 range are stunned for 1.5 seconds instead of slowed.

        For the duration, the beam also grants vision in a radius of 350.

        • Range: 1200
        Tips :


        Child of the sun, you will cross the earth, the sky...

         

        The Solar Flare is not the lesser of Leona's abilities! As its name suggests, we send out a real beam into the faces of the opponents.

        The range of the spell is quite big and allows you quite a big field of action, especially the botlane. However, you need to know that it requires a little channeling time before it can be cast, of around 0.5 seconds. We generally attempt to cast it when out of the opponent's vision, in a bush for example...

        It is an absolutely fantastic engage ability. If you manage to anticipate the trajectory of your enemies a little you can place it in the best way and overwhelm the maximum number of opponents. It is excellent when the opposing team is grouped for example, that will let you use the stun, which is at the centre of the spell, on more people. In the opposite scenario, those around it who are touched will be slowed by 80% for 1.5 seconds, which is a lot and a big handicap.

        There are several schools of thought for the ideal level of the spell. Some choose to cast it first to engage and the enter into the heap onto target that are already in trouble. Others prefer to go into a fight with a Zenith Blade and then use the ultimate. Both solutions are possible but the first is safer because if you completely miss your Solar Flare you are behind with your allies, in the second scenario you will not have a margin of error.

        Also note that the targeted area to cast your ultimate gives you vision at the moment you cast it. If you think that your opponents are in the bush then in casting your spell you will give vision to your team of what is inside the bush.


          Damage: 150 / 250 / 350 (+ 80% AP)

        Pros

         

        - Very good ability to engage

        - A lot of controls

        - Very tanky

        Cons

         

        - You don't have a lot of mobility

        - No sustain