Leona

The Radiant Dawn

How this differs from the live game

  • In a human life, the sun never changes, neither does she

Build

Support
Summoners
FlashExhaust
Start420g
Sight Ward3Vision WardHealth Potion2Yellow Trinket
Core6,850g
Philosopher's Stone1Sightstone2Boots of Mobility3Shurelya's Reverie4Runic Bulwark5
Full build13,100g
Boots of MobilityRuby SightstoneShurelya's ReverieRunic BulwarkLocket of the Iron SolariRanduin's Omen
Situational
Mercury's TreadsNinja TabiMikael's CrucibleFrozen HeartGuardian AngelThornmail

Runes and masteries

Runes
  • x9Mark of Magic PenetrationMark
  • x9Seal of ArmorSeal
  • x9Glyph of Magic ResistGlyph
  • x3Quintessence of GoldQuint
  • Magic Penetration +9.00
  • Armor +9.00
  • Magic Resist +12.60
  • Gold +3.00 / 10s

Magic penetration marks fit the actual spell damage on Q, W, E, and R; AD marks do not improve those formulas. Armor seals and MR glyphs cover lane trades and all-ins, while gold quints were a real Season 3 support choice because Leona spends heavily on wards and aura items.

Rune page

Support

Statistics

  • Magic Penetration+9.00
  • Armor+9.00
  • Magic Resist+12.60
  • Gold+3.00 / 10s
Masteries30 points0 / 21 / 9
Offense0
0/1
0/4
0/4
0/2
0/4
0/4
0/1
0/3
0/1
0/1
0/2
0/2
0/3
0/1
0/1
0/3
0/4
0/1
Defense21
0/1
0/3
4/4
0/2
3/3
1/3
0/1
2/2
0/2
1/1
1/1
1/1
3/3
3/3
1/1
0/3
0/1
0/1
1/1
Utility9
1/1
0/3
3/3
0/1
1/1
3/3
0/3
0/2
0/4
0/1
0/3
1/1
0/2
0/4
0/3
0/1
0/1
0/3
0/1

21/9/0 with 21 Defense and 9 Utility is the support-tank page: Leona needs to survive after Zenith Blade commits her. Utility gives Flash cooldown, mana sustain, ward value, and Biscuiteer for lane staying power.

Skill order

ultimate at 6, 11 and 16

Sunlight

Shield of DaybreakQ
EclipseW
Zenith BladeE
Solar FlareR
  • Shield of Daybreak (Q) takes points at levels 1, 14, 15, 17, 18.
  • Eclipse (W) takes points at levels 3, 4, 5, 7, 9.
  • Zenith Blade (E) takes points at levels 2, 8, 10, 12, 13.
  • Solar Flare (R) takes points at levels 6, 11, 16.

Max W first for the resist steroid and AoE damage after engaging, then E for lower cooldown and better catch damage, with Q maxed last because its stun duration is already the point. Start Q at level 1 for invade/brush threat, then E at level 2 for the full engage pattern.

Alternative — Take E at level 1 instead of Q only when your lane is forcing an immediate level-1 catch from range; the max order remains W then E then Q.

Why these items

Openingsall within the 475 starting gold

  • Sight Ward3Vision WardHealth Potion2Yellow Trinket

    Wards and sustainDefault support start: three Sight Wards, one Vision Ward, and two Health Potions gives lane coverage and enough sustain to threaten repeated all-ins.

  • Faerie CharmSight Ward2Health Potion3Yellow Trinket

    Faerie Charm economy startUse this when you want an earlier Philosopher's Stone and expect a slower lane where mana regeneration matters more than a level-1 pink ward.

  • Crystalline FlaskHealth Potion3Yellow Trinket

    Flask lane startUse Crystalline Flask into heavy poke lanes where repeated health and mana refills are worth delaying early vision purchases.

Corein buy order

  • 1

    Philosopher's Stone700gPhilosopher's Stone supplies the gold-per-10 and regen that let a warding support function without farm.

  • 2

    Sightstone800gSightstone is the essential Season 3 support purchase because it turns recall cycles into repeatable vision control.

  • 3

    Boots of Mobility1,000gBoots of Mobility let Leona leave lane, threaten mid, and set up deep vision before fights.

  • 4

    Shurelya's Reverie2,100gShurelya's Reverie turns the Philosopher's Stone into a real engage and disengage active for a champion who wants to force range.

  • 5

    Runic Bulwark2,950gRunic Bulwark was the premier team aura item, giving Leona and nearby allies the mixed defenses needed for mid-game fights.

Situationalonly when the game asks for it

  • Mercury's Treads1,200gBuy Mercury's Treads instead of Mobility Boots when the enemy team has enough crowd control that you cannot reliably start or peel fights.

  • Ninja Tabi1,000gBuy Ninja Tabi instead of Mobility Boots against double AD lanes or fed basic-attack carries.

  • Mikael's Crucible2,500gMikael's Crucible is worth buying when one allied carry is being locked down by stuns, slows, taunts, fears, silences, blinds, or roots.

  • Frozen Heart2,900gFrozen Heart is the armor/CDR answer when the enemy team is built around attack-speed carries and you can stand near them.

  • Guardian Angel2,750gGuardian Angel is a late-game option when you must be the first body in and one death would decide the fight.

  • Thornmail2,200gThornmail is for games where a fed physical auto-attacker is hitting you often enough that pure armor and reflected damage matter more than team auras.

Build

Top lane
Summoners
FlashTeleport
Start440g
Doran's ShieldYellow Trinket
Core8,500g
Sunfire Cape1Frozen Heart2Runic Bulwark3
Full build15,375g
Ninja TabiSunfire CapeFrozen HeartRunic BulwarkRanduin's OmenSpirit Visage
Situational
Mercury's TreadsBanshee's VeilThornmailLocket of the Iron SolariGuardian Angel

Runes and masteries

Runes
  • x9Mark of Magic PenetrationMark
  • x9Seal of ArmorSeal
  • x9Glyph of Magic ResistGlyph
  • x3Quintessence of Movement SpeedQuint
  • Magic Penetration +9.00
  • Armor +9.00
  • Magic Resist +12.60
  • Move Speed +4.50%

Magic penetration marks are for Leona's actual damage pattern: Q, W, E, R, and Sunlight procs are magic damage, while she has no AD ratios. Armor seals and MR glyphs cover top-lane trading, and movement speed quints help a melee tank force E/Q angles.

Rune page

Top lane

Statistics

  • Magic Penetration+9.00
  • Armor+9.00
  • Magic Resist+12.60
  • Move Speed+4.50%
Masteries30 points9 / 21 / 0
Offense9
0/1
0/4
4/4
0/2
0/4
4/4
0/1
0/3
0/1
1/1
0/2
0/2
0/3
0/1
0/1
0/3
0/4
0/1
Defense21
0/1
0/3
4/4
0/2
3/3
1/3
0/1
2/2
2/2
1/1
0/1
1/1
3/3
3/3
0/1
0/3
0/1
0/1
1/1
Utility0
0/1
0/3
0/3
0/1
0/1
0/3
0/3
0/2
0/4
0/1
0/3
0/1
0/2
0/4
0/3
0/1
0/1
0/3
0/1

This is a corrected 9/21/0 page: 9 offense reaches Arcane Knowledge for her magic damage, and 21 defense reaches Honor Guard. The rejected extra points in Defender and Reinforced Armor are removed, leaving exactly 30 points.

Skill order

ultimate at 6, 11 and 16

Sunlight

Shield of DaybreakQ
EclipseW
Zenith BladeE
Solar FlareR
  • Shield of Daybreak (Q) takes points at levels 1, 14, 15, 17, 18.
  • Eclipse (W) takes points at levels 3, 4, 5, 7, 9.
  • Zenith Blade (E) takes points at levels 2, 8, 10, 12, 13.
  • Solar Flare (R) takes points at levels 6, 11, 16.

Max W first for the resist steroid and wave/trade damage, then E for lower engage cooldown and more magic damage, with Q last because one rank already gives the stun. The first three points give Leona her level 2 all-in pattern and then the defensive tool she needs to lane.

Alternative — Max E before W only when you are ahead or facing a lane that cannot punish repeated all-ins; otherwise W max was the safer top-lane order.

Why these items

Openingsall within the 475 starting gold

  • Doran's ShieldYellow Trinket

    Doran's Shield startDefault into basic-attack harass or bruisers; the health regen and attack block let Leona reach early armor and health without being forced out.

  • Crystalline FlaskHealth Potion3Yellow Trinket

    Flask sustain startUse into poke or mana-taxing lanes where repeated W/E trades matter more than Doran's immediate combat stats.

  • Cloth ArmorHealth Potion5Yellow Trinket

    Cloth armor startBest into heavy physical lanes where rushing armor is the only way to survive the first buys.

Corein buy order

  • 1

    Sunfire Cape2,650gSunfire Cape gives health, armor, and constant melee-range damage so top Leona can farm and contribute without AP investment.

  • 2

    Frozen Heart2,900gFrozen Heart supplies armor, mana, cooldown reduction, and the attack-speed aura she wants against Season 3 physical carries.

  • 3

    Runic Bulwark2,950gRunic Bulwark was a premier Season 3 teamfight tank item, adding mixed defenses and a strong aura once lane ends.

Situationalonly when the game asks for it

  • Mercury's Treads1,200gBuy Mercury's Treads instead of Ninja Tabi against heavy magic damage or crowd control.

  • Banshee's Veil2,750gBuy Banshee's Veil when one hostile spell decides whether you can engage or survive the fight.

  • Thornmail2,200gBuy Thornmail against fed auto-attack carries who are ignoring your frontline.

  • Locket of the Iron Solari2,225gBuy Locket of the Iron Solari when your team needs an earlier grouped-fight shield before expensive late-game armor.

  • Guardian Angel2,750gBuy Guardian Angel when you are the primary initiator and one revive can force the enemy team to overcommit.

One build, written by a player. Newest first.

Write a Leona build
Support Leona Season 3by CounterSnipeWritten by a player, not generated · its own page

Build

Support
Summoners
FlashExhaust
Start325g
Rejuvenation BeadSight WardHealth Potion2
Core22,225g
Doran's Shield1Sightstone2Aegis of the Legion3Boots of Speed4Boots of Mobility5Mercury's Treads6Ninja Tabi7Ruby Sightstone8Runic Bulwark9Randuin's Omen10Warmog's Armor11Abyssal Scepter12Guardian Angel13Mikael's Crucible14
Full build16,885g
Mikael's CrucibleGuardian AngelAbyssal ScepterWarmog's ArmorRanduin's OmenRunic Bulwark

Runes and masteries

Runes

      Rune page

      Support

      Statistics

        Masteries30 points0 / 21 / 9
        Offense0
        0/1
        0/4
        0/4
        0/2
        0/4
        0/4
        0/1
        0/3
        0/1
        0/1
        0/2
        0/2
        0/3
        0/1
        0/1
        0/3
        0/4
        0/1
        Defense21
        0/1
        3/3
        4/4
        0/2
        3/3
        2/3
        0/1
        2/2
        0/2
        1/1
        0/1
        1/1
        3/3
        1/3
        0/1
        0/3
        0/1
        0/1
        1/1
        Utility9
        1/1
        3/3
        3/3
        0/1
        1/1
        1/3
        0/3
        0/2
        0/4
        0/1
        0/3
        0/1
        0/2
        0/4
        0/3
        0/1
        0/1
        0/3
        0/1

        Not the author's. This is a 0/21/9 tank support page for the author's Sightstone into Aegis/Runic Bulwark, Randuin's Omen, Warmog's Armor, and Guardian Angel build. The utility points support Flash, roaming with Boots of Mobility, warding, and mana sustain while the defense tree makes Leona durable enough to engage. Inferred from the build and text they did publish.

        Skill order

        ultimate at 6, 11 and 16

        Sunlight

        Shield of DaybreakQ
        EclipseW
        Zenith BladeE
        Solar FlareR
        • Shield of Daybreak (Q) takes points at levels 1, 8, 10, 12, 13.
        • Eclipse (W) takes points at levels 2, 4, 5, 7, 9.
        • Zenith Blade (E) takes points at levels 3, 14, 15, 17, 18.
        • Solar Flare (R) takes points at levels 6, 11, 16.

        Not the author's. This maxes W first for the defensive engage pattern implied by the heavy aura/tank build, then Q for more reliable lockdown, with E left for last after the early gap closer. Inferred from the build and text they did publish.

        Why these items

        Openingsall within the 475 starting gold

        • Rejuvenation BeadSight WardHealth Potion2

          StartThe opening as the guide publishes it.

        Corein buy order

        • 1

          Doran's Shield440g

        • 2

          Sightstone800g

        • 3

          Aegis of the Legion2,150g

        • 4

          Boots of Speed325g

        • 5

          Boots of Mobility1,000g

        • 6

          Mercury's Treads1,200g

        • 7

          Ninja Tabi1,000g

        • 8

          Ruby Sightstone1,700g

        • 9

          Runic Bulwark2,950g

        • 10

          Randuin's Omen3,125g

        • 11

          Warmog's Armor3,000g

        • 12

          Abyssal Scepter2,560g

        • 13

          Guardian Angel2,750g

        • 14

          Mikael's Crucible2,500g

        Notes

        the author's own words

        Support Leona Season 3 — rated 8.6/10 from 15 votes on MOBAFire.

        What the guide does not publish: the guide shows its rune page as an image and never names the runes; the guide never fills in an ability sequence.

        Build by CounterSnipe, written in Season 3 and transcribed from [MOBAFire's League Classic library](https://www.mobafire.com/league-of-legends/build/support-leona-season-3-271286).

        Abilities

        per rank
        P

        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.

        Q

        Shield of Daybreak5 ranks

        Leona uses her shield to perform her next basic attack, dealing bonus magic damage and stunning the target.

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

        Eclipse5 ranks

        Leona raises her shield to gain Armor and Magic Resistance. When the duration first ends, if there are nearby enemies she will deal magic damage to them and prolong the duration of the effect.

        Damage
        60 / 110 / 160 / 210 / 260 + 40% AP
        Cooldown
        14s
        Cost
        60 Mana
        Range
        450
        E

        Zenith Blade5 ranks

        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.

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

        Solar Flare3 ranks

        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.

        Explosion Damage
        150 / 250 / 350 + 80% AP
        Cooldown
        90 / 75 / 60s
        Cost
        100 / 150 / 200 Mana
        Range
        1200

        Matchup against

        62 champions, one-on-one
        • Ahri

          AhriUnfavoured

          Ahri wins the 1v1 because she can kite Leona's single engage with Spirit Rush and punish every missed Zenith Blade with ranged magic and true damage.

          Watch for Spirit Rush lets Ahri dodge Zenith Blade or Solar Flare and keep damaging you while staying outside your Q range.

          How to beat

          Hold just outside Charm range and do not throw Zenith Blade while Spirit Rush is available unless Ahri has already used a dash. Bait Charm first, then engage immediately with E into Q and save Solar Flare for after her first dash rather than opening with it.

          Later Ahri still controls the side lane because Leona cannot reliably force her to stay, but Leona is far more valuable in grouped fights if she locks Ahri before a reset angle. Protect carries from Charm picks and use Solar Flare to punish Ahri after she spends Spirit Rush aggressively.

          • Stand behind minions when fishing for E so Charm cannot start the trade.
          • If Ahri ults sideways to dodge Zenith Blade, delay Solar Flare until the dash ends.
          • Do not chase through Orb of Deception's return path; the true damage is where short trades turn bad.
          BuyBanshee's VeilMercury's TreadsRunic Bulwark
        • Akali

          AkaliEven

          Leona can stun Akali through her burst windows, but Akali's shroud, spell vamp, and repeated Shadow Dance charges make the duel swing on whether Leona locks her before she resets spacing.

          Watch for Twilight Shroud denies clean target access and lets Akali wait out Eclipse while preparing another Mark of the Assassin proc.

          How to beat

          Do not spend Shield of Daybreak into Twilight Shroud unless Akali is revealed and committed to a mark proc. Keep Eclipse for the moment she dashes in, then Q immediately and use Solar Flare on your own feet if she tries to continue through the stun chain.

          Later Akali is the stronger side-lane duelist once she has damage and sustain, while Leona's job is to reveal, pin, and peel her in teamfights. Group around vision and force Akali to enter through your Q and R instead of chasing her in fog.

          • If Akali marks you with Q, back up until the mark is close to expiring before she can dash for the proc.
          • Solar Flare centered on yourself catches Shadow Dance follow-up better than a max-range cast.
          • Do not waste Zenith Blade blindly into shroud; losing E gives Akali a free all-in.
          BuyBanshee's VeilSpirit VisageTwin Shadows
        • Alistar

          AlistarEven

          Neither tank kills the other quickly, and the duel is mostly a cooldown trade where Alistar's sustain and ultimate fight Leona's lower-cooldown lockdown.

          Watch for Unbreakable Will removes your crowd control and heavily cuts the damage during your only real kill window.

          How to beat

          Trade short with Q after Alistar uses Headbutt or Pulverize, then back away before Trample and Triumphant Roar erase the exchange. Do not commit Solar Flare and Zenith Blade together while Unbreakable Will is ready; force his ultimate first, wait it out, then re-engage if he cannot reset.

          Later Neither champion should be side-laning to kill the other, but Alistar is better at breaking a single engage while Leona is better at starting one from range. In teamfights, hold Q for Alistar after he dives or use Solar Flare past him onto carries instead of dumping everything into his ultimate.

          • If Alistar uses Headbutt to disengage you, do not immediately E back into Pulverize range.
          • His heal makes poke trades meaningless unless you can chain CC for allies.
          • Solar Flare is better after Unbreakable Will than before it.
          BuyInnervating LocketSoul Shroud
        • Amumu

          AmumuUnfavoured

          Amumu outdamages Leona in an extended melee fight with Despair and Tantrum while matching her engage with stronger area control.

          Watch for Despair punishes Leona for staying in melee after her stun chain ends, especially because she lacks sustained damage to race it.

          How to beat

          Keep the fight short: block Bandage Toss with movement or minions, answer with E-Q only when his Q is down, and leave before Despair burns through your health. If he holds Curse of the Sad Mummy, do not chase into point-blank range unless you have Eclipse active and enough health to survive the counter-lockdown.

          Later Amumu is a stronger grouped teamfight initiator if he lands Curse on multiple targets, but Leona can pick cleaner single targets before he arrives. In side lane he wins the long brawl, so Leona should disengage and force fights around vision where her single-target CC can stop his entry.

          • Do not stand still after Zenith Blade; Amumu wants you close for Despair.
          • If Bandage Toss misses, that is your best window to stun and walk out.
          • Solar Flare can interrupt his approach before he gets a multi-target Curse.
          BuySpirit VisageRunic BulwarkMercury's Treads
        • Anivia

          AniviaUnfavoured

          Anivia wins because she outranges Leona, can interrupt approaches with Flash Frost and Crystallize, and forces Leona to kill her twice through Rebirth.

          Watch for Crystallize cuts off Zenith Blade follow-up or escape routes and leaves Leona trapped inside Glacial Storm.

          How to beat

          Approach from angles where Anivia cannot wall you against terrain, and do not cast Zenith Blade until Flash Frost has been used or is clearly dodged. If you reach her, save Q for after she tries to kite rather than spending every stun before Rebirth triggers.

          Later Anivia dominates side waves and terrain control, while Leona contributes by finding flank engages before Anivia sets up Glacial Storm. In teamfights, do not tunnel the egg unless your team can finish it; otherwise peel and re-engage after her wall is down.

          • Zenith Blade can get you killed if it pulls you through Glacial Storm into a wall trap.
          • Solar Flare is your best way to force Flash Frost defensively before committing E.
          • Killing Anivia's first health bar is not a win if your cooldowns are gone for Rebirth.
          BuyBanshee's VeilSpirit VisageMercury's Treads
        • Annie

          AnnieUnfavoured

          Annie's long range, instant Pyromania stun, and Tibbers burst let her win unless Leona reaches her after the stun stack is spent.

          Watch for Pyromania turns Disintegrate, Incinerate, or Summon: Tibbers into instant crowd control that stops Leona's engage and front-loads Annie's burst.

          How to beat

          Track Annie's stun counter and do not engage when Pyromania is ready unless she is already low enough to die during your chain. Bait the stun with movement at Zenith Blade range, then go in while it is down and use Eclipse before Tibbers lands if she still has ultimate.

          Later Annie remains dangerous in teamfights because one Tibbers stun can beat Leona to the engage, but Leona can punish her lack of mobility when Flash is down. In side lane Annie clears and threatens burst; Leona should group, flank, and force Annie to choose between stunning the tank or saving peel for carries.

          • A visible four-stack stun means you wait; Leona cannot outplay instant Tibbers at point blank.
          • If Annie spends Molten Shield only for durability, her stun count changes, so recheck before engaging.
          • After Tibbers is down, kite away from the bear instead of standing in its damage during your cooldowns.
          BuyBanshee's VeilMercury's TreadsRunic Bulwark
        • Ashe

          AsheEven

          Ashe wins if she keeps Leona slowed at range, but Leona wins hard when Zenith Blade or Solar Flare starts a clean stun chain.

          Watch for Frost Shot keeps Leona from walking into Q range or leaving after a failed Zenith Blade.

          How to beat

          Do not walk straight at Ashe through Frost Shot and Volley; use brush or fog to shorten the gap. Bait Volley first, then threaten Zenith Blade, and save Solar Flare either to force her Flash or to follow Enchanted Crystal Arrow after its stun ends.

          Later Ashe is the stronger side-lane kiter in open space, while Leona is more valuable in teamfights if she starts on Ashe before sustained arrows matter. Buy time for your backline and use flank angles because front-to-back walking into Frost Shot is losing.

          • Boots of Swiftness matter more than raw armor if Ashe is winning through perma-slow spacing.
          • If Enchanted Crystal Arrow is down, Ashe has no hard stop for your E-Q chain.
          • Do not cast Zenith Blade from maximum range after Volley slow unless Ashe has no Flash or peel.
          BuyBoots of SwiftnessNinja TabiRanduin's Omen
        • Blitzcrank

          BlitzcrankEven

          The duel is close because both champions are melee lockdown supports, with Blitzcrank threatening stronger pick control while Leona has steadier defensive stats during Eclipse.

          Watch for Rocket Grab decides the spacing by pulling Leona into Blitzcrank's full combo or by punishing her if she misses Zenith Blade.

          How to beat

          Stand behind minions until Rocket Grab is used, then step forward and trade with E-Q while his best displacement is down. If he grabs you while Eclipse is ready, activate it before Power Fist lands and turn the fight instead of panic-running.

          Later Neither is a real split-push duelist, but Blitzcrank's hook can create picks before Leona gets a clean engage. In teamfights, Leona should punish missed Rocket Grab instantly or counter-engage when Blitz pulls a target into his team.

          • Being grabbed is not always bad if Blitz pulls you into Q range while your team is nearby.
          • Do not Solar Flare during Mana Barrier unless you are sure the shield will not stall the kill.
          • E after Rocket Grab misses; E before it gives Blitz a clean hook angle.
          BuyInnervating LocketAegis of the Legion
        • Brand

          BrandUnfavoured

          Brand wins by punishing Leona's linear engage with high magic damage and percent-health burn before she can finish him alone.

          Watch for Blaze adds percent-health damage to every spell, making Leona's tank stats less decisive in extended trades.

          How to beat

          Keep enough side movement to dodge Pillar of Flame and do not engage after Brand has already tagged you with Blaze. Wait for Sear or Pillar of Flame to miss, then engage immediately and keep the fight short; if the first stun chain does not force him low, back out before Pyroclasm and burn finish you.

          Later Brand is far more dangerous in grouped fights if Leona stacks with allies for Pyroclasm bounces, but he is vulnerable to being pinned before casting. Leona should flank from fog, force his Flash, and avoid standing near carries after he ults.

          • If Brand lands any spell first, assume the trade is worse because Blaze is already ticking.
          • Do not fight him in a minion clump when Pyroclasm is available.
          • Solar Flare after Sear misses gives Brand the least room to answer your E.
          BuyBanshee's VeilSpirit VisageRunic Bulwark
        • Cho'Gath

          Cho'GathUnfavoured

          Cho'Gath wins extended duels because his silence interrupts Leona's chain, his knockup controls the ground, and Feast gives him true-damage execute pressure.

          Watch for Feral Scream silences Leona during her engage window, stopping Shield of Daybreak or Eclipse timing and letting Cho'Gath control the trade.

          How to beat

          Do not open with Zenith Blade if Cho'Gath is facing you with Feral Scream ready; bait the silence at edge range first. Commit only after he misses Rupture or spends Feral Scream, then Q quickly and disengage before Feast range becomes lethal.

          Later Cho'Gath owns the side lane once stacked and farmed, while Leona is better used as a teamfight starter or peel tool. In grouped fights, avoid dumping all CC into his health stack unless catching him prevents a Rupture or Feast on a carry.

          • Rupture under your Zenith Blade landing spot can chain you before you ever Q.
          • Track Feast execute range; Eclipse does not solve true damage.
          • If he uses Feral Scream on the wave or another target, that is your short trade window.
          BuyWarmog's ArmorSpirit VisageBanshee's Veil
        • Corki

          CorkiUnfavoured

          Corki wins by kiting with Valkyrie while shredding Leona with mixed damage, armor reduction, and ranged poke.

          Watch for Valkyrie breaks Leona's engage range and leaves a damaging trail if she follows through it.

          How to beat

          Threaten from brush or fog so Corki has less time to Valkyrie before Zenith Blade connects. Do not chase through Valkyrie's fire; if he uses it defensively, reset and look to engage while it is down, preferably after dodging Phosphorus Bomb or Missile Barrage poke.

          Later Corki is the stronger side-lane and siege damage threat, while Leona's value is forcing him to use Valkyrie before a real teamfight starts. Hold Solar Flare for his landing spot or for after Valkyrie, not where he is standing when he still has it.

          • Gatling Gun makes armor-only buys less reliable because it reduces your armor during the duel.
          • A missed Zenith Blade gives Corki several free autos and missiles before you can threaten again.
          • If Valkyrie is down, Corki is much easier to chain from Solar Flare into E-Q.
          BuyRanduin's OmenBanshee's VeilNinja Tabi
        • Dr. Mundo

          Dr. MundoUnfavoured

          Dr. Mundo wins because Leona lacks the sustained damage and healing reduction to cut through Sadism while he grinds her down with cleavers and Burning Agony.

          Watch for Sadism restores enough health during the fight that Leona's single crowd-control rotation rarely converts into a kill.

          How to beat

          Dodge Infected Cleaver before engaging, because the slow lets Mundo choose whether the fight continues. If he uses Sadism, disengage and re-enter only after the regeneration window is mostly gone; trying to burst through it alone is usually losing.

          Later Mundo is the better side-lane drain tank, while Leona is more useful locking targets for teammates who can apply damage or Grievous Wounds. In teamfights, do not spend everything on Mundo unless stopping him protects a carry; look past him for softer targets when possible.

          • Shield of Daybreak can interrupt his chase briefly, but it does not stop Sadism healing.
          • If Cleaver hits before you cast Eclipse, Mundo can keep you in Burning Agony range.
          • Leona wants an ally with healing reduction; alone, Executioner's Calling is awkward but specifically addresses Sadism.
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        • Evelynn

          EvelynnEven

          Leona can punish Evelynn hard when she reveals herself, but Evelynn's camouflage and burst let her choose the opening if Leona lacks vision or cooldowns.

          Watch for Shadow Walk lets Evelynn start the duel on her terms and avoid Leona until Zenith Blade or Solar Flare is poorly timed.

          How to beat

          Keep the fight near wards or allies so Evelynn cannot get the first hit for free. When she appears, activate Eclipse immediately, hold Q until after Ravage commits her in melee, and use Solar Flare if she tries to Dark Frenzy out after Agony's Embrace.

          Later Evelynn is scarier in side lanes and fog picks, while Leona is stronger in structured teamfights where her reveal setup and instant CC punish Evelynn's dive. Group around vision, force Evelynn to enter through the frontline, and peel her burst off carries.

          • A ward item is a matchup item here because Shadow Walk changes who gets the opener.
          • Do not throw Solar Flare blindly into fog unless it confirms Evelynn for your team.
          • If Evelynn ults first, wait out the slow before chasing with Zenith Blade.
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        • Ezreal

          EzrealUnfavoured

          Ezreal wins by poking from range and using Arcane Shift to deny Leona's only reliable melee kill window.

          Watch for Arcane Shift dodges Zenith Blade or exits after Shield of Daybreak, resetting the duel before Leona can finish her chain.

          How to beat

          Pressure from fog and do not cast Zenith Blade until Arcane Shift is down or Ezreal is boxed against terrain. Walk unpredictably to deny Mystic Shot cooldown resets, then Solar Flare after Arcane Shift rather than before it if he still has room to blink.

          Later Ezreal controls side lanes and poke setups better, while Leona is valuable when she forces him to Arcane Shift defensively before a teamfight. In grouped fights, use Solar Flare to zone his escape path and peel if he kites backward rather than overchasing.

          • Minions can block Mystic Shot, but they do not stop Arcane Shift from escaping your engage.
          • If Ezreal uses Arcane Shift forward, punish immediately with E-Q before he has cooldown resets.
          • Do not let repeated Mystic Shots start the duel at half health.
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        • Fiddlesticks

          FiddlesticksUnfavoured

          Fiddlesticks wins if he lands fear into Drain, but Leona can flip the fight by interrupting Drain or catching him before Crowstorm channels matter.

          Watch for Drain heals Fiddlesticks through Leona's damage unless Shield of Daybreak or Solar Flare interrupts it quickly.

          How to beat

          Stay outside Terrify range until you are ready to commit, then engage only if you can Q his Drain immediately. If he channels Crowstorm from fog, use Solar Flare or Zenith Blade to stop or lock him as he arrives; do not stand in the storm after your interrupt is gone.

          Later Fiddlesticks has the stronger surprise teamfight ultimate, while Leona is the cleaner point-and-click answer once he appears. Side-lane duels are vision dependent, so Leona should ward flanks and save Q for Drain rather than spending it on the first contact.

          • If Terrify is down, Fiddlesticks is much easier to interrupt and kill.
          • Never use Q before Drain unless you are sure the stun chain will finish him.
          • Spread away from teammates when Crowstorm starts so your peel does not become a clumped fight.
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        • Gangplank

          GangplankUnfavoured

          Gangplank wins because Remove Scurvy breaks Leona's crowd-control chain and his sustained physical damage plus poke outlast her low solo damage.

          Watch for Remove Scurvy cleanses Shield of Daybreak or Solar Flare and heals, denying the exact lockdown Leona needs to win.

          How to beat

          Bait Remove Scurvy with Q or Solar Flare before committing the rest of your control. If he cleanses early, re-engage while it is down; if he holds it, keep trades short and avoid eating repeated Parrrley before you can all-in.

          Later Gangplank is the better side-lane scaling damage threat, while Leona brings more reliable teamfight initiation if she does not waste CC into Remove Scurvy. In fights, force his cleanse with one layer of CC, then coordinate follow-up rather than trying to solo kill him.

          • Do not stack Solar Flare and Q at the same time; one Remove Scurvy can erase the whole engage.
          • Parrrley poke matters before the duel starts, so do not wait at low health for a perfect E.
          • Cannon Barrage can turn your escape path into a slow field after a failed engage.
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        • Garen

          GarenUnfavoured

          Garen outlasts Leona's low solo damage, shrugs off short trades with Perseverance, and wins once Demacian Justice turns the health race into an execute.

          Watch for Demacian Justice executes you after you spend your crowd control and cannot finish him first.

          How to beat

          Stay just outside Decisive Strike range and hit him often enough with Zenith Blade or Solar Flare splash to delay Perseverance. Commit only after he wastes Decisive Strike to enter or disengage, then stun him during Judgment and walk out before the spin finishes. If you cannot keep his passive down, do not take the duel.

          Later Garen wins the side lane because Leona cannot force lethal through his sustain and execute. Leona is far better in teamfights: ignore the solo chase, lock Garen after he enters, and use Solar Flare on his carries instead of trying to kill him.

          • Tag him with any damage before backing off so Perseverance does not reset the lane.
          • Save Shield of Daybreak for after Decisive Strike lands or expires; using it into his silence window wastes your best peel.
          • Eclipse should be active before Judgment starts, not after he has already spun through you.
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        • Gragas

          GragasUnfavoured

          Gragas has better poke, sustain, disengage, and burst spacing, so Leona struggles to stay on him after the first stun.

          Watch for Body Slam stops Zenith Blade follow-up or creates distance after your engage, denying your full trade.

          How to beat

          Hold a diagonal angle so Barrel Roll cannot both zone you and cover his retreat. Bait Body Slam first; if he uses it aggressively, Zenith Blade after the collision and chain Shield of Daybreak into Solar Flare before he walks out. Do not all-in while Explosive Cask is ready unless you can pin him against terrain or force it defensively.

          Later Gragas still controls side-lane spacing, but Leona's teamfight engage is more reliable if she does not get displaced first. Look for flanks or fog-of-war Solar Flare so Explosive Cask cannot instantly split your team from the target.

          • Do not Zenith Blade in a straight line through a placed Barrel Roll unless you are ready to eat the slow.
          • If he channels Drunken Rage in your range, that is your cleanest stun window.
          • Solar Flare after Body Slam is safer than opening with it while he can dash out.
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        • Heimerdinger

          HeimerdingerUnfavoured

          Heimerdinger's turrets and grenade punish Leona for walking in, and she lacks the sustained damage to clear his setup before losing the trade.

          Watch for CH-1 Concussion Grenade stuns or blinds you during your engage, letting turrets fire while your damage window disappears.

          How to beat

          Do not fight in a prepared turret nest; pull him away from H-28G Evolution Turrets or clear one turret at a time with minion help. Commit only when Concussion Grenade misses or is used on the wave, then Zenith Blade directly onto him and use Solar Flare before he can kite back through more turrets. If the setup is intact, the correct play is to leave.

          Later Heimerdinger is still awkward for Leona in a side lane, but Leona contributes more decisive initiation in grouped fights. Force fights away from his established zone or use Solar Flare to start before turrets and grenade control the choke.

          • Count turret positions before engaging; one turret is manageable, two or more usually is not.
          • A missed grenade is a larger opening than a missed rocket volley.
          • Eclipse should absorb turret fire during the entry, not be saved for the retreat.
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        • Janna

          JannaFavoured

          Janna can disengage once, but in a forced isolated duel Leona's repeated hard crowd control eventually catches and kills her low-damage kit.

          Watch for Monsoon knocks you away after Zenith Blade and resets the distance you spent cooldowns to close.

          How to beat

          Walk up patiently rather than throwing Zenith Blade at max range into Howling Gale. Bait Eye Of The Storm or Howling Gale with movement, then engage after the tornado is released or shield is down. Save Solar Flare for after Monsoon if possible, because that gives you the second catch she cannot answer.

          Later Janna should never be side-laning into Leona, but if caught alone she dies unless Monsoon creates an escape path. In teamfights, Leona must force Janna's ultimate early, then re-engage or peel while Janna's reset is unavailable.

          • Do not stack Zenith Blade and Solar Flare before Monsoon; make her answer one engage at a time.
          • Approach from brush so she has less time to charge Howling Gale.
          • If Zephyr is down, her escape speed drops enough for Shield of Daybreak to matter.
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        • Jarvan IV

          Jarvan IVUnfavoured

          Jarvan IV has stronger base dueling, armor reduction, and an arena that prevents Leona from simply walking out after her crowd control ends.

          Watch for Dragon Strike lowers your Armor before his sustained physical trade and makes your Eclipse window less efficient.

          How to beat

          Stay outside Demacian Standard plus Dragon Strike line and make him spend the knockup before you commit. If he flags aggressively, activate Eclipse before the combo lands, then stun him after the knockup to cut his follow-up autos. Save Solar Flare for the Cataclysm arena so he cannot freely finish the trapped fight.

          Later Jarvan wins most side-lane duels, but Leona can match or exceed his teamfight lockdown if she reaches priority targets first. In grouped fights, peel his Cataclysm target or counter-engage his backline while his escape combo is spent.

          • Do not stand between Jarvan and his flag; it gives him the cleanest knockup path.
          • Shield of Daybreak after Martial Cadence lands reduces his follow-up, not the opening hit.
          • If Cataclysm traps your carry, stunning Jarvan is usually better than chasing his team.
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        • Jax

          JaxUnfavoured

          Jax blocks Leona's empowered attack with Counter Strike and then outscales her with repeated Empower and Grandmaster's Might trades.

          Watch for Counter Strike dodges Shield of Daybreak's attack and can stun you after you have already committed.

          How to beat

          Do not use Shield of Daybreak into Counter Strike; wait out the dodge stance, then stun as it ends or after he jumps. Use Zenith Blade only when Leap Strike is down or when you can immediately chain Solar Flare to stop his chase. Short trades are acceptable early, but extended melee range heavily favors Jax.

          Later Jax dominates the side lane once finished and Leona cannot hold him alone. Teamfight him by layering crowd control after Counter Strike ends and keeping him off carries instead of dueling him front-to-front.

          • Your Q is an auto attack; Counter Strike can deny the stun if timed well.
          • If he Leap Strikes before using Counter Strike, kite back until the dodge ends before re-engaging.
          • Frozen Heart effects matter because Jax needs repeated attacks to win.
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        • Karthus

          KarthusFavoured

          Leona can survive Karthus's close-range damage long enough to interrupt his spacing and kill him, though she must respect Death Defied after the takedown.

          Watch for Death Defied lets Karthus keep casting after death, turning a won duel into a trade if you stay in Defile and Lay Waste.

          How to beat

          Walk in with Eclipse already active and force him to place Wall of Pain defensively. Zenith Blade through the wall only if you can immediately Shield of Daybreak and move unpredictably between Lay Waste casts. After he dies, leave his body instead of celebrating inside Defile.

          Later Karthus is not a side-lane duelist into Leona if she reaches him, but his teamfight damage is much higher even when killed. Leona should engage him only when the team can survive Death Defied or when stopping Requiem wins the fight.

          • Shield of Daybreak interrupts Requiem if you are in range before the channel completes.
          • Sidestep after every auto; isolated Lay Waste punishes standing still.
          • Do not use Solar Flare after he is already in Death Defied unless it saves an ally immediately.
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        • Kassadin

          KassadinUnfavoured

          Kassadin's magic damage reduction, silence, and Riftwalk mobility make it difficult for Leona to land a full combo or finish him before he escapes.

          Watch for Riftwalk dodges Solar Flare or exits after Zenith Blade, breaking your only real kill window.

          How to beat

          Hold your engage until after he uses Riftwalk for damage or positioning, then Zenith Blade where he lands rather than where he started. If Null Sphere is ready, expect your follow-up timing to be delayed by silence, so use Eclipse before entering. You win only if you chain crowd control while Riftwalk is down or mana-stacked too expensive.

          Later Kassadin wins side-lane control because Leona cannot pin him consistently. In teamfights, save crowd control for his post-Riftwalk landing spot and protect carries from his entry rather than chasing him through multiple blinks.

          • Do not open Solar Flare from vision if Riftwalk is available; he can leave the center before it matters.
          • Eclipse before Null Sphere avoids being silenced out of your defenses.
          • Repeated short chases favor Kassadin because your cooldowns are longer than his mobility.
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        • Katarina

          KatarinaFavoured

          Leona's targeted stun and layered crowd control shut down Death Lotus and deny Katarina the uninterrupted burst she needs.

          Watch for Death Lotus deals its damage while you are in melee range unless Shield of Daybreak or Solar Flare cancels it immediately.

          How to beat

          Do not spend Shield of Daybreak just to start if Death Lotus is available; hold it as the interrupt. Let her Shunpo in or step close for Sinister Steel, then stun the ultimate and follow with Zenith Blade or Solar Flare as she tries to leave. If she uses Shunpo defensively first, that is the commit window.

          Later Katarina avoids Leona in side lanes unless she can clean up a low-health target. In teamfights, Leona is one of the best answers: mark Katarina's position and hold one hard CC until Death Lotus begins.

          • A held Q is more threatening to Katarina than an early Q trade.
          • Solar Flare can interrupt Death Lotus if Q is unavailable, but do not overlap both interrupts.
          • After Shunpo is used, she has no clean way out of Zenith Blade range.
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        • Kayle

          KayleUnfavoured

          Kayle kites Leona with Reckoning and Divine Blessing, then uses Intervention to deny the only burst window Leona can create.

          Watch for Intervention makes Kayle immune during your stun chain, wasting Leona's committed cooldowns.

          How to beat

          Stay out of Righteous Fury poke until you can engage from brush or fog, because walking straight at her gives her too many free attacks. Bait Reckoning or Divine Blessing first, then Zenith Blade in and hold Solar Flare until after Intervention starts or ends. If she has ultimate and space behind her, do not expect a solo kill.

          Later Kayle wins the side lane once her sustained ranged damage is online. Leona's value is in teamfights: force Intervention on the wrong target or wait it out, then re-lock the carry she was trying to protect.

          • Do not full-combo into Intervention; make her press it, then layer the next CC after it fades.
          • Boots or speed actives matter because Reckoning plus Divine Blessing decides whether you ever touch her.
          • Righteous Fury turns her into a ranged champion for the duel, so respect minion-wave poke before engaging.
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        • Kennen

          KennenUnfavoured

          Kennen's range, Lightning Rush escape, and repeated Mark of the Storm stuns let him kite Leona and punish every failed engage.

          Watch for Slicing Maelstrom stacks Mark of the Storm while damaging you, often stunning you inside his best damage zone.

          How to beat

          Do not chase through open lane while he has Lightning Rush; force it with movement or Solar Flare threat first. Engage only after Lightning Rush is down, then use Shield of Daybreak quickly before he can stack a third mark. If he turns on Slicing Maelstrom, either stun and leave its radius or commit only if he is already low enough to die.

          Later Kennen is safer in side lanes because Leona cannot consistently catch him. In teamfights, Leona should either start on him before Slicing Maelstrom reaches the backline or hold CC to stop his entry after Lightning Rush.

          • Track your Mark of the Storm count; taking the third mark during your engage loses the trade.
          • Solar Flare behind Kennen can catch the exit from Lightning Rush better than aiming at his current spot.
          • Mercury's Treads are especially valuable because his stun chains decide the fight.
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        • Kog'Maw

          Kog'MawEven

          Leona wins if she reaches Kog'Maw cleanly, but Bio-Arcane Barrage and Void Ooze can kill or kite her before the second crowd-control cycle.

          Watch for Bio-Arcane Barrage gives Kog'Maw enough range and percent-health damage to burn Leona before she can stay attached.

          How to beat

          Stay outside extended Bio-Arcane Barrage range until it is down, or engage from fog so he cannot pre-kite. Avoid walking through Void Ooze in a straight line; if he misses it, Zenith Blade immediately and chain Q into Solar Flare. After killing him, step away from Icathian Surprise instead of following the corpse explosion.

          Later Kog'Maw outscales the side-lane duel if he has space, but he dies fast to coordinated hard engage. Leona should be the first lock in a teamfight, forcing defensive peel before Bio-Arcane Barrage melts the frontline.

          • Void Ooze on the ground is often the real disengage, not the damage spell.
          • Do not chase his passive explosion through a narrow path after winning.
          • Randuin's and Frozen Heart effects are strong because his damage window is attack-driven.
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        • Lee Sin

          Lee SinUnfavoured

          Lee Sin has stronger early dueling, shields, sustain windows, and displacement, so Leona cannot win extended fights at equal footing.

          Watch for Dragon's Rage kicks you away after you engage, denying follow-up and setting up his execute damage or escape.

          How to beat

          Stand behind minions to make Sonic Wave unreliable, and do not Zenith Blade after him while Resonating Strike is available unless you can stun immediately. If he uses Safeguard defensively, wait out the shield before committing damage. Your best chance is to catch him after he misses Q or spends W, then keep him stunned during Eclipse's resist window.

          Later Lee Sin is still better in isolated skirmishes, though his side-lane scaling is not as oppressive as true carries. In teamfights, Leona should punish his dive after Dragon's Rage or lock the target he tries to protect, not chase him through wards and jumps.

          • A missed Sonic Wave is your clearest engage signal.
          • Do not let him kick you out of Solar Flare follow-up; hold R until after Dragon's Rage if possible.
          • Stunning him during Flurry slows his energy return and weakens the next spell cycle.
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        • Lulu

          LuluEven

          Leona can kill Lulu if she lands a clean engage, but Glitterlance, Whimsy, shields, and Wild Growth can deny enough time for Lulu to kite out.

          Watch for Whimsy disables or speeds away at the exact moment Leona needs to finish her crowd-control chain.

          How to beat

          Approach from brush and force Glitterlance before using Zenith Blade; eating the slow on the way in makes the engage too easy to kite. If Whimsy is used for speed instead of polymorph, commit immediately and stun her before Help, Pix! plus Wild Growth buys too much time. Save Solar Flare for after Wild Growth knockup or for the path she must take to escape.

          Later Lulu should not win long side-lane fights if Leona catches her, but she usually survives by disengaging rather than dueling. In teamfights, Leona must either force Wild Growth on Lulu or switch targets once she commits it to a carry.

          • Do not overlap Q with her Wild Growth knockup; wait to regain control and stun after.
          • If Pix is on an ally, Lulu's trade pattern changes and her self-shield is delayed.
          • Mercury's Treads cut both Glitterlance slow and Whimsy control.
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        • Lux

          LuxEven

          Lux wins at range, but Leona wins the duel if she dodges Light Binding and reaches Lux before the full spell rotation lands.

          Watch for Light Binding roots you during the approach and sets up Lucent Singularity plus Finales Funkeln before you can stun her.

          How to beat

          Move laterally at the edge of Zenith Blade range and make Lux spend Light Binding before you commit. If Binding misses or hits a minion first, engage immediately and keep moving after Q so Lucent Singularity does not zone your retreat. Use Solar Flare either to start from outside Binding range or to catch her after Flash-like repositioning is unavailable.

          Later Lux avoids side-lane duels and plays for picks and waveclear. Leona is stronger in decisive teamfight starts, but she must not engage through Light Binding into a choke without vision.

          • Minions can absorb Light Binding's first hit, changing whether Zenith Blade is safe.
          • Do not walk predictably after Illumination marks you; Lux wants one auto then laser line.
          • Banshee's Veil can turn her pick combo into a free engage.
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        • Malphite

          MalphiteUnfavoured

          Malphite's armor, shield, attack-speed reduction, and Unstoppable Force make him too durable for Leona to kill while he slowly wins the tank duel.

          Watch for Ground Slam reduces your attack speed, cutting the value of Shield of Daybreak follow-up and any sustained melee trading.

          How to beat

          Break Granite Shield with a small spell tag before considering an all-in, otherwise your combo mostly hits the shield. Do not chase after Seismic Shard steals your movement speed; wait for it to expire, then engage while Eclipse is active. Save Solar Flare to interrupt his retreat or to punish after Unstoppable Force is down, because you cannot stop the dash itself.

          Later Malphite wins the isolated tank side lane through durability and better damage scaling with armor. In teamfights, Leona should peel or counter-engage after Unstoppable Force lands, then lock whichever carry Malphite's team is trying to follow up on.

          • You cannot crowd-control Malphite out of Unstoppable Force once it starts.
          • Ground Slam makes extended auto trades worse than short CC trades.
          • Refresh damage onto him before Granite Shield comes back, or the duel resets in his favor.
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        • Malzahar

          MalzaharUnfavoured

          Malzahar wins the honest duel because Nether Grasp locks Leona inside Null Zone while Malefic Visions and Voidling damage keep ticking through her defenses.

          Watch for Nether Grasp: suppresses Leona long enough for Null Zone and Malefic Visions to finish the trade before she can use her second stun.

          How to beat

          Stay outside 550 range until Malzahar has used Malefic Visions or Call of the Void on the wave, then engage immediately with Eclipse already running. Save Shield of Daybreak for after Zenith Blade connects so you can interrupt his follow-up positioning, but do not all-in while Nether Grasp is up unless you can kill before the channel matters.

          Later Malzahar is still better in a side-lane duel because suppression punishes Leona's single-target commit, but Leona is much better as a front-line teamfight starter. Force fights where an ally can break or punish Nether Grasp instead of dueling him alone.

          • Do not stand in Null Zone during Nether Grasp; that is the kill pattern.
          • Call of the Void is a better engage window than Malefic Visions because it costs him his silence zone.
          • A spell shield can eat Nether Grasp or the spell before it, but track Voidling and E ticks before trusting it.
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        • Master Yi

          Master YiEven

          Leona can lock Yi down and punish Meditate, but if her crowd control is spent before Highlander he runs her down with sustained attacks.

          Watch for Highlander: lets Master Yi ignore slows and extend the fight after Leona's stun chain ends.

          How to beat

          Hold close enough that Alpha Strike cannot be used only as a disengage, but do not spend Shield of Daybreak before he commits. Let him Alpha Strike first if possible, cast Eclipse during the untargetable window, then stun him out of Meditate or immediately after he reappears.

          Later Finished Yi wins the side lane if Leona cannot chain him near allies, especially with lifesteal and attack speed. In teamfights Leona's job is to keep Q and R for Yi's entry rather than starting on the enemy front line.

          • Do not ult before Alpha Strike unless he has no target to dodge with.
          • Shield of Daybreak cancels the value of Meditate if you save it.
          • Frozen Heart and Thornmail matter more than extra health once Yi has on-hit damage.
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        • Miss Fortune

          Miss FortuneFavoured

          Miss Fortune has strong ranged damage, but she lacks a real escape and Leona can interrupt Bullet Time with any clean engage.

          Watch for Bullet Time: wins the fight only if Leona is already slowed or too far away to stop the channel.

          How to beat

          Avoid lining up behind minions for Double Up and walk out of Make It Rain before using Zenith Blade. Once Make It Rain is down or she steps into E range, engage with Eclipse active and hold Shield of Daybreak or Solar Flare to cancel Bullet Time.

          Later Miss Fortune should not match Leona alone; she wins by standing behind a team and channeling Bullet Time through Leona's engage path. Leona should flank or force her to use the channel defensively, then stun her out of it.

          • Zenith Blade breaks Strut by tagging her before she can kite freely.
          • Never let Make It Rain force your E from max range; wait out the slow first.
          • Any Leona hard CC cancels Bullet Time, so do not overlap Q and R needlessly.
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        • Morgana

          MorganaUnfavoured

          Morgana's Black Shield denies Leona's engage pattern, and Dark Binding into Tormented Soil punishes every missed Zenith Blade.

          Watch for Black Shield: blocks Shield of Daybreak, Zenith Blade's lockdown, and Solar Flare's stun until the shield is broken.

          How to beat

          Hold just outside Dark Binding range angles and do not throw Zenith Blade into an obvious Black Shield. Bait Black Shield with movement or Solar Flare edge pressure, then engage after it expires; if she lands Dark Binding first, Eclipse and walk out of Tormented Soil instead of trying to win from behind.

          Later Morgana is not a clean side-lane killer, but she still stops Leona from forcing a solo pick. In teamfights, make Black Shield early by threatening another carry, then switch targets or wait for allied magic damage to break it.

          • Black Shield blocks the disable, not your physical position, so a bad E can still drag you into danger.
          • Do not stack on top of Morgana during Soul Shackles unless your stun is ready to stop her second proc plan.
          • Mercury's Treads help against Binding, but they do not solve Black Shield.
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        • Nasus

          NasusUnfavoured

          Nasus outscales Leona in a duel because Wither ruins her spacing while Siphoning Strike, lifesteal, and Fury of the Sands beat her low sustained damage.

          Watch for Wither: removes Leona's ability to disengage or weave attacks while Nasus walks her down.

          How to beat

          Fight only in short trades before Nasus has stacked Siphoning Strike heavily, using Eclipse for the first Q trade and backing away before Wither fully ramps. If he casts Fury of the Sands, disengage with Solar Flare defensively and wait it out rather than trading inside the aura.

          Later Nasus wins the finished side lane decisively unless Leona is only buying time under structures. In teamfights, Leona should ignore killing him and instead peel his Wither target or start on Nasus's backline before he reaches carries.

          • Do not stand in Spirit Fire while trading; the armor shred makes his Q far more punishing.
          • Solar Flare is often better used to create distance from Fury of the Sands than to start the duel.
          • Armor helps, but no item makes Leona win a long stacked Nasus fight.
          BuyFrozen HeartRanduin's OmenNinja Tabi
        • Nidalee

          NidaleeEven

          Nidalee wins if she keeps range with spears, traps, and cougar movement, but Leona wins hard when Zenith Blade catches her before she can reset.

          Watch for Javelin Toss / Takedown: long-range spear damage sets up a cougar-form execute before Leona can force a fair melee trade.

          How to beat

          Do not chase through brush or trapped paths; make Nidalee come close enough that Zenith Blade cannot be sidestepped for free. Engage after she uses Pounce or after a missed Javelin Toss, and chain Q into Solar Flare before Primal Surge gives her time to kite back out.

          Later Nidalee is better in split-map poke and side pressure, while Leona is better in full teamfights if she denies Nidalee space to throw spears. Use wards and hard engage to collapse on her rotations instead of walking at her through brush.

          • Bushwhack's shred makes even Leona's resistances feel fake; avoid fighting after stepping on it.
          • A missed spear is your clearest timer to walk forward.
          • If Nidalee swaps to cougar to finish you, Shield of Daybreak can turn the all-in immediately.
          BuyMercury's TreadsSpectre's CowlTwin Shadows
        • Nunu & Willump

          Nunu & WillumpEven

          Neither champion kills the other quickly, but Nunu's Ice Blast kiting and Consume sustain can outlast Leona unless she interrupts Absolute Zero and keeps the fight away from minions.

          Watch for Absolute Zero: forces Leona either to spend hard CC to cancel it or lose the fight to the charged burst and slow.

          How to beat

          Fight away from minion waves and jungle monsters so Consume cannot reset his health bar mid-trade. Save Shield of Daybreak or Solar Flare for Absolute Zero, and only commit after Ice Blast is down so he cannot kite out during Eclipse.

          Later Nunu rarely wants a side-lane duel with Leona, and neither is a strong solo finisher when fully built. In teamfights Leona should cancel Absolute Zero and start fights on Nunu's carries, while Nunu tries to Blood Boil a marksman and peel.

          • If Consume has a nearby target, your all-in is much weaker.
          • Do not use both Q and R before he channels Absolute Zero.
          • Boots of Swiftness are specifically useful if Ice Blast is deciding whether you can ever reach him.
          BuyMercury's TreadsBoots of SwiftnessSpectre's Cowl
        • Olaf

          OlafUnfavoured

          Olaf is a nightmare duel because Ragnarok ignores Leona's crowd control and Reckless Swing cuts through her tank stats.

          Watch for Ragnarok: makes Olaf immune to Leona's stuns and lets him run her down during the only window she normally controls.

          How to beat

          Before level 6, take very short trades after he misses Undertow and back out before Berserker Rage ramps. After Ragnarok, do not all-in unless he is already low; use Solar Flare before he ults or after it ends, and kite away from picked-up axes.

          Later Olaf wins the side-lane duel and can ignore Leona to reach carries. In teamfights Leona should either force Ragnarok early with a fake engage or bypass him entirely and lock down his backline once his ult path is committed.

          • Reckless Swing is true damage, so stacking only armor does not answer him.
          • Do not chase over Undertow axes; repeated slows are how he wins without spending flash.
          • Your CC is valuable only before Ragnarok or after it expires.
          BuyRanduin's OmenWarmog's ArmorBoots of Swiftness
        • Pantheon

          PantheonUnfavoured

          Pantheon's targeted stun and repeated Spear Shot trades beat Leona before she can make her lower damage matter.

          Watch for Heartseeker Strike: deals heavy champion damage during Aegis of Zeonia's stun window and punishes Leona for engaging straight at him.

          How to beat

          Do not let him soften you with free Spear Shots before the duel; either fully disengage or commit when his passive block is down. Use Eclipse before his stun lands, then sidestep or stun during Heartseeker Strike so he cannot channel the whole cone into you.

          Later Pantheon is less threatening in a pure finished-tank side lane than early, but he still has better kill pressure if Leona is isolated. In teamfights Leona outscales as reliable engage and peel, especially if she forces Pantheon to dive into layered CC.

          • Remove Aegis Protection with a basic attack before using Shield of Daybreak if you can.
          • If he uses Aegis of Zeonia first, cast Eclipse immediately before Heartseeker Strike lands.
          • Armor is efficient, but health is needed because his combo is front-loaded.
          BuyNinja TabiGlacial ShroudRanduin's Omen
        • Rammus

          RammusEven

          This is a low-damage tank duel where Rammus can force Leona to waste time attacking into Defensive Ball Curl, but Leona can control his movement and avoid extended reflected damage.

          Watch for Defensive Ball Curl: makes Leona's basic attacks and low damage trade poorly while Rammus waits out her cooldowns.

          How to beat

          Do not keep autoing into Defensive Ball Curl unless you are finishing him; stun, back off, and re-engage once it ends. Stop Powerball with Shield of Daybreak or Solar Flare when possible, and avoid taking a long Tremors fight near structures or minion waves.

          Later Neither tank should be trying to kill the other in a side lane; Rammus has better pick movement, while Leona has cleaner ranged engage. In teamfights, peel his taunt target or counter-engage after Powerball commits.

          • Q can deny Powerball's impact if he enters stun range.
          • Puncturing Taunt makes Thornmail-style punishment worse for Leona if she keeps attacking.
          • Do not fight under Tremors when a turret is also involved.
          BuyMercury's TreadsLocket of the Iron SolariGuardian Angel
        • Ryze

          RyzeUnfavoured

          Ryze's point-click Rune Prison and repeated spell rotations outdamage Leona while keeping her from choosing the terms of the fight.

          Watch for Rune Prison: roots Leona at 550 range and lets Ryze unload Overload, Spell Flux, and Desperate Power before she reaches him.

          How to beat

          Approach from fog or brush rather than walking through his cast range, and do not use Zenith Blade until Rune Prison is down or he is already inside Solar Flare threat. If Desperate Power is active, stall with Eclipse and disengage unless your first stun chain will kill him.

          Later Ryze wins isolated fights once he has mana, cooldown reduction, and spell vamp. Leona should force teamfights from angles where Rune Prison on her is not enough to stop allied follow-up, and she should buy magic resistance rather than trying to duel through his rotation.

          • Spell Flux lowering magic resist makes the second half of his combo much scarier.
          • Do not stand near minions during Desperate Power if you can avoid bounce and splash value.
          • A spell shield can block Rune Prison, but Ryze can also break it with a cheaper spell first.
          BuyBanshee's VeilMercury's TreadsSpectre's CowlForce of Nature
        • Shaco

          ShacoEven

          Shaco can avoid and reset Leona's engage with Deceive and Jack In The Box, but he dies quickly if she catches the real body in a stun chain.

          Watch for Deceive: dodges Zenith Blade or Solar Flare and reopens the fight from Leona's back for Backstab damage.

          How to beat

          Do not throw Zenith Blade at max range while Deceive is available; hold it until Shaco appears or uses the blink offensively. Sweep around boxes mentally by avoiding obvious choke points, then use Shield of Daybreak on the real Shaco and stop attacking if Hallucinate makes the clone trade favorable.

          Later Shaco is better at side-lane picks and escapes, while Leona is much more reliable in grouped fights. Force him to enter controlled vision and save CC for his post-Deceive position, not the first shadow he shows.

          • Jack In The Box fear can interrupt your engage path before Zenith Blade matters.
          • Backstab means turning to run after he appears can cost more health than stunning immediately.
          • When Hallucinate is active, target selection matters more than using every cooldown instantly.
          BuyNinja TabiRanduin's OmenSightstone
        • Shen

          ShenEven

          Shen and Leona are both low-damage tanks, with Shen's sustain and shields offset by Leona's stronger stun chain.

          Watch for Shadow Dash: taunts Leona out of her chosen trade timing and lets Shen walk away or drag her into bad terrain.

          How to beat

          Take short trades after Feint is used, and avoid spending all crowd control into his shield. If he misses Shadow Dash, punish with Zenith Blade into Q; if he holds it, keep enough distance that he cannot taunt you under turret or through minions for free.

          Later Shen is more useful in side lanes because Stand United lets him pressure and still join fights, while Leona is stronger when already grouped. Match him only to interrupt or delay, and save Solar Flare for his team after he ults in.

          • Do not judge the duel while Feint is absorbing your full combo.
          • Shadow Dash can make you waste Shield of Daybreak timing if he taunts during your wind-up.
          • You cannot reliably stop Stand United alone unless your hard CC is ready during the channel.
          BuyMercury's TreadsRanduin's Omen
        • Singed

          SingedUnfavoured

          Singed wins by refusing a normal fight, slowing Leona with Mega Adhesive, flinging her into Poison Trail, and outlasting her during Insanity Potion.

          Watch for Fling: turns Leona's engage into Singed's positioning tool, throwing her behind him into Poison Trail and away from escape.

          How to beat

          Do not chase through Poison Trail; hold ground and force Singed to walk into you if he wants damage. Engage only after Mega Adhesive is down or when Fling cannot put you under turret, and disengage during Insanity Potion instead of trying to burst through the stats.

          Later Singed is far better in side lanes because Leona cannot stop his wave movement alone. In teamfights, Leona should protect carries from Fling angles and start past Singed when his disruptive cooldowns are not controlling the choke.

          • If you Zenith Blade into him while Fling is ready, you may deliver yourself behind his team.
          • Mega Adhesive makes missed engages unrecoverable.
          • Magic resistance helps against poison, but positioning matters more than any single item.
          BuyBoots of SwiftnessMercury's TreadsForce of Nature
        • Sion

          SionUnfavoured

          Sion's point-click stun, shield burst, attack damage steroid, and Cannibalism sustain give him the better extended duel.

          Watch for Cannibalism: turns the fight after Leona's initial crowd control by letting Sion lifesteal back through her low sustained damage.

          How to beat

          Break or wait out Death's Caress before committing your full combo, because letting him detonate the shield for free wins the trade. Use Eclipse before Cryptic Gaze lands, then disengage when Cannibalism starts unless you can chain CC long enough to finish him.

          Later AD Sion wins the side-lane duel hard if he can attack continuously, while AP-style shield burst still punishes Leona's engage. In teamfights Leona should deny his access to carries with stuns rather than spending everything trying to kill him first.

          • Do not spend Solar Flare into a fresh Death's Caress shield unless it secures the break and follow-up.
          • Cryptic Gaze is point-click, so sidestepping is not the answer; timing Eclipse is.
          • Grievous Wounds is valuable only if your team can keep hitting him during Cannibalism.
          BuyThornmailRanduin's OmenExecutioner's Calling
        • Sivir

          SivirEven

          Sivir can block Leona's first engage tool and kite with On The Hunt, but she is vulnerable if Spell Shield is baited before Zenith Blade or Solar Flare.

          Watch for Spell Shield: deletes one key Leona ability and can completely flip the all-in if it blocks Zenith Blade, Shield of Daybreak, or Solar Flare.

          How to beat

          Threaten with movement and minor spell timing until Spell Shield is used, then engage during its cooldown. Avoid eating both passes of Boomerang Blade while walking in, and use Solar Flare either to force Spell Shield or to catch her after On The Hunt speed is committed.

          Later Sivir is stronger in grouped fights if she enables her whole team with On The Hunt, but she should not be comfortable alone once Spell Shield is down. Leona's job is to create a two-step engage: make the shield come out, then lock her down with the next CC.

          • Do not open with your most important cooldown into an obvious Spell Shield.
          • Fleet of Foot and On The Hunt make max-range Zenith Blade unreliable; close distance from fog first.
          • If Spell Shield blocks Q, you still used your auto reset timing but got no stun, so back off unless allies are already there.
          BuyNinja TabiRanduin's Omen
        • Skarner

          SkarnerUnfavoured

          Skarner wins the extended melee because his shield, attack-speed steroid, and Energize cooldown cycling outlast Leona's short burst and crowd control.

          Watch for Crystalline Exoskeleton keeps Skarner fast and shielded, letting him stay in melee after Leona's stun chain ends.

          How to beat

          Do not take a pure slap fight while his W shield is healthy; tag him with Zenith Blade or Solar Flare only when you can immediately break distance or fight near allies. If he wastes Crystalline Exoskeleton to approach and it falls off, commit with Eclipse already running and use Q to stop his first chase reset. Save Solar Flare for after Impale if the duel turns into a long chase.

          Later Skarner is the better side-lane duelist and can drag Leona into losing positions with Impale. In teamfights Leona is more reliable at starting from range, so force grouped fights and peel his suppress target instead of matching him alone.

          • If W is still shielded, your combo mostly buys time rather than winning damage.
          • Q after Impale ends prevents him from immediately sticking with Crystal Slash and autos.
          • Do not Zenith Blade through him unless you know his shield is down; it delivers you into his best range.
          BuyNinja TabiWarden's MailRanduin's Omen
        • Sona

          SonaFavoured

          Leona wins if she ever connects because Sona is fragile and has no real escape from a chained E, Q, and R engage.

          Watch for Crescendo stops your engage or disengage window and can turn a clean all-in into Sona kiting away.

          How to beat

          Hold outside her poke range until Zenith Blade or Solar Flare is ready, then commit decisively rather than trading autos. Bait Crescendo by stepping forward with Eclipse, then either re-engage after it misses or use Solar Flare first so she cannot cast before the stun lands. If she has Power Chord primed, expect your follow-up damage to be reduced and do not split your combo.

          Later Sona does not want the side lane against Leona, but her grouped aura and Crescendo value can outscale a random 1v1. In teamfights, flank or flash past the front line and force her to spend Crescendo defensively.

          • Count her spell casts; a primed Power Chord makes your burst look worse than expected.
          • Solar Flare before Zenith Blade is safer if Crescendo is up.
          • Do not let her reset the fight with repeated W casts; all-in or leave.
          BuyMercury's TreadsBanshee's Veil
        • Soraka

          SorakaEven

          Leona can lock Soraka down, but Soraka's silence, self-healing, armor buff, and Wish can deny the kill unless Leona times the engage well.

          Watch for Infuse silences Leona and can stop the Q or Solar Flare follow-up that makes her engage lethal.

          How to beat

          Do not open with Zenith Blade if Soraka is holding Infuse and you need a guaranteed Q afterward; walk in with Eclipse when possible and force the silence first. Commit after Infuse is used, then chain Q into Solar Flare so she cannot freely heal through the first burst. If Wish is still up, plan to kill through two health bars or disengage after drawing it.

          Later Soraka still avoids side-lane duels, but finished items make her very hard for Leona to solo kill through Wish. In teamfights, Leona should lock Soraka before she can cast Infuse or Wish, or use the engage to force those cooldowns for a stronger damage threat.

          • Infuse before your Q turns your engage into a weak body-block.
          • Astral Blessing's armor matters because much of Leona's follow-up is basic attacks.
          • If Wish is available, hold Solar Flare until after the first heal when possible.
          BuyMercury's TreadsMikael's CrucibleBanshee's Veil
        • Taric

          TaricUnfavoured

          Taric wins the tank support duel because his stun, armor aura, heal, and mana-scaling autos give him better sustained melee damage than Leona.

          Watch for Dazzle gives Taric the first controlled trade and lets him answer Leona's all-in before her Eclipse value decides the fight.

          How to beat

          Avoid standing in melee long enough for repeated Gemcraft autos; Leona's best trade is a short Eclipse, Q, and walk-away pattern. Bait Dazzle from max range, then Zenith Blade back in while it is down and use Solar Flare to prevent Taric from spacing out for Imbue value. If he has Shatter aura up and heal ready, do not expect a clean solo kill.

          Later Taric remains the better isolated brawler, while Leona has stronger long-range engage in grouped fights. Do not side-lane into him for kills; force teamfights where Solar Flare reaches carries and Taric must use Dazzle defensively.

          • His Shatter armor makes your auto-heavy finish much weaker.
          • If Dazzle is up, Zenith Blade usually starts an even trade at best.
          • Save Q to interrupt his chase after Radiance rather than spending it into his full defensive window.
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        • Teemo

          TeemoUnfavoured

          Teemo wins by blinding Leona's Q attack, kiting with Move Quick, and wearing her down with Toxic Shot and traps.

          Watch for Blinding Dart can make Shield of Daybreak miss its stun window and removes Leona's cleanest way to hold him in place.

          How to beat

          Do not engage with Q while blind is available; start with Solar Flare or Zenith Blade, wait out Blinding Dart, then use Q after the blind expires. Hold brush or fog so Teemo cannot freely kite at 500 range, and activate Eclipse before crossing mushroom zones. If Move Quick is active and Solar Flare is down, do not chase in a straight line.

          Later Teemo controls side lanes with Noxious Trap and wins extended isolated kiting patterns. Leona is much better grouped, where she can sweep paths, force him to reveal, and lock him before he spreads poison across the fight.

          • Q is an empowered basic attack, so blind ruins your stun timing.
          • Solar Flare first is often better than Zenith Blade if Teemo is ready to blind.
          • Mushrooms make re-engaging worse; choose one committed fight, not repeated chases.
          BuyMercury's TreadsBoots of SwiftnessSpectre's CowlBanshee's Veil
        • Tristana

          TristanaUnfavoured

          Tristana wins a played-well duel because Rocket Jump and Buster Shot deny Leona's melee uptime while Rapid Fire outdamages her at range.

          Watch for Buster Shot knocks Leona out after Zenith Blade or Q and can completely reset Tristana's spacing.

          How to beat

          Do not throw Zenith Blade while both Rocket Jump and Buster Shot are available unless Solar Flare can force a stun first. Try to bait Rocket Jump with a forward walk and Eclipse, then engage the landing spot with Solar Flare into Zenith Blade. Once you are on her, use Q after she commits Buster Shot or just before she can jump away.

          Later Tristana becomes one of the hardest side-lane marksmen for Leona to solo because her range grows and her disengage stays reliable. In teamfights, Leona should engage from fog or flash range and force Tristana to spend Buster Shot before your carries commit.

          • Zenith Blade into ready Buster Shot usually loses the trade.
          • Her Rocket Jump landing slow can keep you out of Q range after you connect.
          • Late levels make her range advantage much worse than it looks early.
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        • Tryndamere

          TryndamereUnfavoured

          Tryndamere wins because Leona can delay him with stuns but cannot kill through Undying Rage or match his sustained critical damage afterward.

          Watch for Undying Rage denies Leona's burst finish and lets Tryndamere spend the rest of the duel cutting her down.

          How to beat

          Fight only in short windows before he builds high Fury; Eclipse early, Q his first melee commit, and back out before repeated crits decide it. If he uses Spinning Slash aggressively, Solar Flare behind yourself to punish the chase rather than chasing him. Once Undying Rage is active, stop spending damage and use Q or Solar Flare to run out the duration.

          Later Tryndamere dominates the side lane and Leona should not answer his split push alone. In teamfights, Leona's job is to chain crowd control during or after Undying Rage and keep him off carries until the invulnerability ends.

          • Do not blow Solar Flare as a finisher into Undying Rage.
          • Low-health Tryndamere is more dangerous because Battle Fury raises his crit chance.
          • Q after Spinning Slash is your best way to stop the all-in from continuing.
          BuyNinja TabiWarden's MailRanduin's OmenThornmail
        • Twisted Fate

          Twisted FateFavoured

          Leona wins the direct duel if she reaches Twisted Fate because his damage is telegraphed and he has no instant dash to escape her crowd control chain.

          Watch for Gold Card from Pick A Card stops Leona's approach and buys Twisted Fate the space to land Wild Cards or walk away.

          How to beat

          Watch Pick A Card and do not Zenith Blade into a locked Gold Card unless Solar Flare is already landing. Bait the card at the edge of its range, then engage while W is cycling or after he throws it. If he channels Gate, hold crowd control to interrupt or punish the arrival rather than spending everything early.

          Later Twisted Fate avoids side-lane 1v1s by playing the map with Gate and Destiny, but he still loses if Leona catches him alone. In teamfights, Leona should threaten fog engages that force him to use Gold Card defensively instead of setting up picks.

          • A visible locked Gold Card means your first engage is probably stopped.
          • Solar Flare can punish Gate channel or arrival timing.
          • Do not chase through minion waves where Wild Cards can soften you before contact.
          BuyMercury's TreadsBanshee's Veil
        • Twitch

          TwitchEven

          Leona wins if she catches Twitch before he stacks poison, but Twitch wins if Ambush lets him open first and kite with Venom Cask into Expunge.

          Watch for Ambush gives Twitch the first shot and positioning, often starting the duel with Deadly Venom stacks before Leona can target him.

          How to beat

          Respect fog and do not face-check without Eclipse, because Twitch's best duel starts while invisible. If he appears with Spray and Pray, move sideways out of the line and use Solar Flare to stop his firing window before Zenith Blade. Commit only when Ambush has just been used or revealed; otherwise he can reset the spacing before your Q lands.

          Later Twitch becomes far more dangerous in grouped fights because Spray and Pray pierces through Leona into her backline. Leona's role is to buy detection, hold hard CC for his reveal, and force him to ult defensively instead of free-firing.

          • Venom Cask slow makes missed Zenith Blade almost unrecoverable.
          • Expunge is strongest after several autos; early CC matters more than late CC.
          • If Ambush is down, Twitch is much easier to pin than most marksmen.
          BuyNinja TabiWarden's MailRanduin's OmenSightstone
        • Vayne

          VayneUnfavoured

          Vayne is built to beat tanks in isolated fights, and Condemn plus Tumble prevent Leona from keeping enough contact to win.

          Watch for Condemn knocks Leona out of melee and can stun her against terrain, ending the engage outright.

          How to beat

          Never Zenith Blade toward a wall angle if Condemn is ready; approach diagonally or fight in open space. Try to force Tumble first with Solar Flare pressure, then use Zenith Blade after she commits direction and Q before the next reposition. If Final Hour is active, do not chase invisibility blindly; wait for her to reveal and chain CC in one burst.

          Later Vayne wins the side lane hard once she has items because Silver Bolts shreds Leona's health regardless of defenses. In teamfights, Leona must engage from fog or layer CC after Vayne tumbles, then let teammates provide the damage.

          • Open space is much safer than river or lane walls because Condemn loses stun threat.
          • Final Hour Tumble breaks your target tracking; hold Q until she reappears.
          • Armor helps against autos, but Silver Bolts means items alone do not solve the duel.
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        • Veigar

          VeigarEven

          Leona can kill Veigar if she gets through Event Horizon, but a well-placed cage lets Veigar land his burst before she reaches him.

          Watch for Event Horizon blocks Leona's engage path and stuns her if she crosses the edge, setting up Dark Matter and Primordial Burst.

          How to beat

          Do not cast Zenith Blade through the cage edge; wait for Event Horizon to drop or use Solar Flare from outside it. Step forward to bait the cage, back off, then re-engage while it is down and chain Q before Veigar can reposition. Eclipse before the burst lands, because his damage is mostly magic and front-loaded.

          Later Veigar's full combo can still remove carries, but Leona remains a strong answer because he is immobile when Event Horizon is down. In side lane the duel is cage-dependent; in teamfights Leona should force his cage defensively and then start on a higher-value target or re-engage him.

          • Zenith Blade movement can carry you into the stun wall if you aim carelessly.
          • Solar Flare outranges his comfortable cage punish window.
          • Banshee's Veil can block the spell that starts his combo, but cage positioning still matters.
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        • Warwick

          WarwickUnfavoured

          Warwick wins the sustained melee through Eternal Thirst and Hungering Strike healing while his suppression prevents Leona from controlling the full exchange.

          Watch for Infinite Duress suppresses Leona long enough for Warwick to heal, damage, and keep her from using Q or Solar Flare at the key moment.

          How to beat

          Avoid long auto trades; your winning pattern is short Eclipse trades that deny him repeated passive healing. If he holds Infinite Duress, keep enough health that the suppress does not put you into Blood Scent chase range, then Q him as soon as it ends. Commit only when Hungering Strike is down or when you have enough nearby damage to finish through the heal.

          Later Warwick remains a better side-lane duelist and can force Leona to waste time in fights she will not finish. In teamfights, Leona should peel Infinite Duress targets when possible and counter-engage after Warwick commits his ult.

          • His healing makes low-damage tank trades favor him over time.
          • Q cannot stop Infinite Duress once it has started; use it after the suppress ends.
          • Grievous Wounds helps the duel, but Leona usually needs a teammate to apply it efficiently.
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        • Wukong

          WukongUnfavoured

          Wukong's armor shred, Decoy mind game, and Cyclone damage give him better skirmish tools than Leona in a fair melee duel.

          Watch for Decoy wastes Leona's Q or Solar Flare target window and lets Wukong re-enter with cooldowns while she is exposed.

          How to beat

          Do not instantly Q after Zenith Blade if Wukong still has Decoy; pause long enough to confirm the real champion or force him to use it. Activate Eclipse before Nimbus Strike lands, then save Solar Flare for after Decoy or to stop Cyclone's chase path. If Crushing Blow has just reduced your armor, disengage rather than extending into his best damage window.

          Later Wukong is stronger in side-lane duels and also brings huge teamfight disruption with Cyclone. Leona should either peel his dive off carries or engage before he finds a flank, since matching him alone gives him too much time to outdamage her.

          • A wasted Q into Decoy usually loses the whole trade.
          • Cyclone keeps damaging while knocking up, so do not stand and trade through it.
          • Eclipse before Nimbus Strike reduces the burst that sets up Crushing Blow.
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        • Zilean

          ZileanEven

          Leona can lock Zilean down if she reaches him, but Time Warp and Chronoshift make it difficult to finish him cleanly.

          Watch for Chronoshift cancels Leona's kill payoff by reviving Zilean after she spends her crowd control and burst.

          How to beat

          Do not spend everything into an obvious Chronoshift unless forcing it is the goal. Bait Time Warp by walking forward, then engage once the slow or speed-up has been used and chain Q after Zenith Blade to prevent an immediate escape. If Chronoshift lands, step away during the revive timer and re-engage with Solar Flare or Q as he returns.

          Later Zilean rarely wants a pure duel, but his revive becomes much more valuable than Leona's solo kill pressure in grouped fights. Leona should force Chronoshift on a poor target, disengage briefly, then re-engage when the protected champion revives in a predictable spot.

          • Time Warp makes missed Zenith Blade fatal because you cannot stick afterward.
          • Do not ignite all cooldowns into Chronoshift unless your team can camp the revive spot.
          • Time Bomb damage is delayed, so Eclipse can be timed before detonation.
          BuyMercury's TreadsBanshee's VeilMikael's Crucible
        18
        Attack damage
        109
        Ability power
        0
        Armor
        217.8
        Magic resist
        97.1
        Attack speed
        0.933
        Cooldown reduction
        10%
        Critical strike chance
        0%
        Move speed
        380
        Yellow Trinket
        18

        Click an item to leave it out of the numbers.

        Resources

        Health
        4,018.56
        Health regen
        34.3 / 5s
        Mana
        955
        Resource regen
        32.6 / 5s

        Offense

        Attack range
        125
        Crit chance
        0%
        Crit damage
        200%
        Life steal
        0%
        Spell vamp
        0%

        Penetration

        Armor pen, flat
        0
        Armor pen, percent
        0%
        Lethality
        0
        Magic pen, flat
        9
        Magic pen, percent
        0%

        Ability damage

        at this build's ranks
        • Q

          Shield of Daybreakrank 5/5

          Damage
          160
        • W

          Eclipserank 5/5

          Damage
          260
        • E

          Zenith Bladerank 5/5

          Damage
          220
        • R

          Solar Flarerank 3/3

          Explosion Damage
          350

        Before the target's resistances — Classic ships no damage type on these formulas.

        Auto-attack DPS

        at level 18
        scales with level
        Damage per second101.7
        Attacks per second
        0.933
        Average hit
        109
        Normal hit
        109
        Critical hit
        218
        Armor after penetration
        0
        Magic resist after penetration
        0
        Time to kill
        9.8s

        Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.

        18
        Attack damage
        109
        Ability power
        18
        Armor
        347.8
        Magic resist
        152.1
        Attack speed
        0.933
        Cooldown reduction
        40%
        Critical strike chance
        0%
        Move speed
        397.1
        Yellow Trinket
        18

        Click an item to leave it out of the numbers.

        Resources

        Health
        3,935.36
        Health regen
        28.3 / 5s
        Mana
        1,355
        Resource regen
        19.6 / 5s

        Offense

        Attack range
        125
        Crit chance
        0%
        Crit damage
        200%
        Life steal
        0%
        Spell vamp
        0%

        Penetration

        Armor pen, flat
        0
        Armor pen, percent
        0%
        Lethality
        0
        Magic pen, flat
        9
        Magic pen, percent
        8%

        Ability damage

        at this build's ranks
        • Q

          Shield of Daybreakrank 5/5

          Damage
          165
        • W

          Eclipserank 5/5

          Damage
          267
        • E

          Zenith Bladerank 5/5

          Damage
          227
        • R

          Solar Flarerank 3/3

          Explosion Damage
          364

        Before the target's resistances — Classic ships no damage type on these formulas.

        Auto-attack DPS

        at level 18
        scales with level
        Damage per second101.7
        Attacks per second
        0.933
        Average hit
        109
        Normal hit
        109
        Critical hit
        218
        Armor after penetration
        0
        Magic resist after penetration
        0
        Time to kill
        9.8s

        Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.

        18
        Attack damage
        109
        Ability power
        0
        Armor
        77.8
        Magic resist
        52.5
        Attack speed
        0.933
        Cooldown reduction
        0%
        Critical strike chance
        0%
        Move speed
        335
        18

        Resources

        Health
        1,996
        Health regen
        24.3 / 5s
        Mana
        955
        Resource regen
        19.6 / 5s

        Offense

        Attack range
        125
        Crit chance
        0%
        Crit damage
        200%
        Life steal
        0%
        Spell vamp
        0%

        Penetration

        Armor pen, flat
        0
        Armor pen, percent
        0%
        Lethality
        0
        Magic pen, flat
        0
        Magic pen, percent
        0%

        Ability damage

        at max rank
        • Q

          Shield of Daybreakrank 5/5

          Damage
          160
        • W

          Eclipserank 5/5

          Damage
          260
        • E

          Zenith Bladerank 5/5

          Damage
          220
        • R

          Solar Flarerank 3/3

          Explosion Damage
          350

        Before the target's resistances — Classic ships no damage type on these formulas.

        Auto-attack DPS

        at level 18
        scales with level
        Damage per second101.7
        Attacks per second
        0.933
        Average hit
        109
        Normal hit
        109
        Critical hit
        218
        Armor after penetration
        0
        Magic resist after penetration
        0
        Time to kill
        9.8s

        Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.

        18
        Attack damage
        109
        Ability power
        70
        Armor
        223.8
        Magic resist
        211.5
        Attack speed
        0.933
        Cooldown reduction
        0%
        Critical strike chance
        0%
        Move speed
        335
        18

        Click an item to leave it out of the numbers.

        Resources

        Health
        3,911.81
        Health regen
        41.3 / 5s
        Mana
        955
        Resource regen
        40.6 / 5s

        Offense

        Attack range
        125
        Crit chance
        0%
        Crit damage
        200%
        Life steal
        0%
        Spell vamp
        0%

        Penetration

        Armor pen, flat
        0
        Armor pen, percent
        0%
        Lethality
        0
        Magic pen, flat
        0
        Magic pen, percent
        0%

        Ability damage

        at this build's ranks
        • Q

          Shield of Daybreakrank 5/5

          Damage
          181
        • W

          Eclipserank 5/5

          Damage
          288
        • E

          Zenith Bladerank 5/5

          Damage
          248
        • R

          Solar Flarerank 3/3

          Explosion Damage
          406

        Before the target's resistances — Classic ships no damage type on these formulas.

        Auto-attack DPS

        at level 18
        scales with level
        Damage per second101.7
        Attacks per second
        0.933
        Average hit
        109
        Normal hit
        109
        Critical hit
        218
        Armor after penetration
        0
        Magic resist after penetration
        0
        Time to kill
        9.8s

        Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.