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Leona

Champion guide

Patch 26.15

Leona

The Radiant Dawn

  • Tank
  • Support
  • Mana

Three lockdowns in one kit and enough armor to survive the answer. When Leona gets her hands on a target, the question isn't whether they die, only how fast.

Where these numbers come from

They are pulled from the mode's own files for patch 26.15, the one currently live. The source is community-run rather than an official Riot API, and the game shifts with community votes, so a gap with your own game is always possible.

Base stats

Health
517+87
HP regen (per 5s)
9.85+0.85
Mana
275+40
Mana regen (per 5s)
7.7+0.7
Attack damage
58+3
Attack speed
0.625+2.9 %
Armor
25.1+3.1
Magic resist
31.25+1.25
Attack range
125
Move speed
335

Abilities

Leona — Sunlight

Passive

Sunlight

Damaging spells afflict enemies with Sunlight for 3.5 seconds. When allied Champions deal damage to those targets, they consume the Sunlight debuff to deal additional magic damage.

  • Leona Q — Shield of DaybreakQ

    Shield of Daybreak

    5 ranks
    Cooldown
    11/10/9/8/7 s
    Cost
    45/50/55/60/65 Mana
    Range
    100
    Damage
    40/70/100/130/160 (+30 % AP)

    The next basic attack deals an additional 40/70/100/130/160 (+30 % AP) magic damage and Stuns an enemy for 1.25 seconds.

  • Leona W — EclipseW

    Eclipse

    5 ranks
    Cooldown
    14 s
    Cost
    60 Mana
    Range
    450
    Damage
    60/110/160/210/260 (+40 % AP)

    Gains 30/40/50/60/70 bonus Armor and Magic Resist for 3 seconds. When the effect ends, nearby enemies struck take 60/110/160/210/260 (+40 % AP) magic damage and Leona retains her bonus Armor and Magic Resist for 3 seconds.

  • Leona E — Zenith BladeE

    Zenith Blade

    5 ranks
    Cooldown
    13/12/11/10/9 s
    Cost
    60 Mana
    Range
    875
    Damage
    60/100/140/180/220 (+40 % AP)

    Strikes all enemies in a line dealing 60/100/140/180/220 (+40 % AP) magic damage. The last enemy Champion struck will be briefly Rooted and Leona will dash to them.

  • Leona R — Solar FlareR

    Solar Flare

    3 ranks
    Cooldown
    90/75/60 s
    Cost
    100/150/200 Mana
    Range
    1,200
    Damage
    150/250/350 (+80 % AP)

    Calls down a radiant beam of solar energy dealing 150/250/350 (+80 % AP) magic damage and Slowing enemies by 80% for 1.5 seconds. Enemies in the center of the flare are Stunned.

In short

Leona is the most violent engage support on the roster. Zenith Blade pulls her onto whoever it catches, Shield of Daybreak stuns on the next auto, and Solar Flare stuns again from most of a screen away. Chained together, that's more crowd control than any early-game carry survives.

Her Sunlight passive rewards coordination: every ability she lands marks the target, and it's your ally who detonates the damage. Leona on her own accomplishes very little. Leona with a carry who follows up is a death sentence. What she has no answer for is her own commitment, because she cannot leave. Engage with nobody behind you and you die in the middle of their team, which is the main way this champion loses games.

Strengths and weaknesses

Her level two is the strongest in the mode. The moment you hold Zenith Blade and Shield of Daybreak, you can pin a target long enough for your carry to empty a full rotation into them. Eclipse hands you armor and magic resist during the entry, so you survive the return damage most supports would not. And your ultimate opens fights from range you don't even have to walk into.

The flaws are structural. No mobility outside the engage, no heal, no shield for anyone else. You don't protect, you attack. Your mana disappears if you throw abilities out for nothing. And an enemy composition holding a spell shield or a strong disengage neutralises your entire kit without spending a single item slot.

Laning phase

Don't look for a trade before level two. Put your first point in Shield of Daybreak to contest a minion or interrupt a cast, then wait for Eclipse or Zenith Blade. The real spike is holding two abilities: at that point walk up the side of the wave and fire Zenith Blade the instant the enemy carry commits to an auto attack animation, because they can no longer step aside.

Always chain in the same order: Zenith Blade to arrive, Eclipse raised to eat the return damage, Shield of Daybreak to extend the lockdown. Burn the stun on arrival and they simply walk out while you're on cooldown. And check where your carry is before every engage, because without her your passive never detonates and you've only donated your body.

Power spikes

Level two is your first genuine spike and it matters more than any item you will buy. Level six is the second: Solar Flare lets you open on the mid lane from the river, or cut off an escape after the first dragon. That's the moment a good Leona tilts three lanes at once.

After that your curve is a utility tank's, not a damage dealer's. Aegis and then Runic Bulwark change how the whole team survives, and Sunfire Cape makes simply standing on someone painful. Never build offensive power on her: your job at thirty minutes is to lock three targets down and stay upright while everyone else does the hitting.

Teamfights and positioning

You go in first, but not from anywhere. Look for the angle that puts you on the enemy carry without walking through their entire front line. Zenith Blade locks the last champion it hits, so don't fire it through a wall of minions and tanks if you're hunting a specific target.

Solar Flare is your best long-range opener, but only the centre stuns and the edge merely slows: lead the target's path, never aim at their feet. Once you're in the middle of them, stop trying to survive and start trading time. Every second you're alive should be a second one of them is locked down. A Leona who dies after stopping their initiator did the job she was picked for.