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Patch 16.2.1
Identify the enemy carry and make their life miserable. You win by forcing favorable fights with and peeling for your own carry using and if the enemy tries to dive.
The ultimate vanguard. You are the 'go' button for your team. You dive into the thick of it, lock down a priority target, and soak massive damage while your team procs your passive.
Damaging spells mark enemies. Allies consuming this mark deal extra damage. You cannot proc this yourself. In lane, space out your abilities slightly to let your ADC proc multiple marks for maximum burst.
An auto-attack reset that stuns. Use this to instantly clear wards (AA -> -> AA). It has a very short cooldown, so use it multiple times in a single extended fight.
Flat damage reduction plus resists. The key mechanic: if it hits an enemy when it explodes, the buff lasts 3 more seconds. Always stay in range of a minion or champion to ensure that refresh.
Your main gap closer. It hits all enemies but only dashes you to the LAST champion hit. You can use this to thin waves while engaging, but be careful not to accidentally dash to a support if you intended to hit the ADC.
A massive AOE stun/slow. The center is a stun, the outer ring is a slow. Use this to start fights or to chain CC a target you've already hit with .
Look for a high-priority target (ADC or Mid) and hit them with . Follow up with to keep them in place. Use to soak the initial burst. Once your main target is dead or CC'd, stay near your ADC and use to peel divers.
If your ADC is extremely fed and the enemy has assassins (like Zed or Rengar), do not engage. Save every ability to peel for your carry.
The bread and butter. Cast while flying through the air with so the damage reduction is active the moment you land. Stun with , then drop centered on them while they are stationary.
Leona can kill a fresh stealth ward before it turns invisible. Stand on the ward, auto once, immediately reset with , then auto again.
Use to slow or stun a target from distance. This makes landing guaranteed. Follow up with the rest of your kit to keep them locked down for 3+ seconds.
If you hit Level 2 first, you can E-Flash to catch enemies off guard. The E-Flash buffer is much faster than Flashing then pressing E.
| Spike | Why |
|---|---|
| Level 2 | You have your full engage kit ( + ). If you hit this before the enemy, you can almost always force a Flash or get a kill. |
| Level 3 | With unlocked, you become significantly harder to kill in the 2v2, allowing you to take aggressive tower dives. |
| Level 6 | gives you a massive range increase for your engage. You no longer need to land to start a fight. |
| Level 11 | Second rank in puts the cooldown low enough that you can use it for almost every skirmish on the map. |