How to Counter Leona – League of Legends

How to Counter Leona  – The Radiant Dawn Cost: 4800 LP or 880 RP

Statistics

Health 430 (+87/level) Attack Damage 55 (+3/level)
Health Regen. 9.0 (+0.85/level) Attack Speed 0.625 (+2.9%/level)
Mana 235 (+4o/level) Armor 18 (+3.1/level)
Mana Regen. 7 (+0.7/level) Magic Resist 30 (+1.25/level)
Range Melee Move Speed 335

 

Abilities

Sunlight
Sunlight

Passive: Leona’s abilities apply sunlight to hit enemies. When allies attack these enemies, the sunlight is consumed, dealing 20/35/50/65/80/95/110/125/140 magic damage. This damage is considered damage dealt by the ally and applies to their magic penetration.

Shield_of_Daybreak
Shield of Daybreak

Cool down: 11/10/9/8/7
Cost (mana): 45/50/55/60/65
Magic Damage: 40/70/100/130/160 (+30% AP)
Active: Leona’s next basic attack uses her shield, stunning the target hit for 1.25 seconds.

Eclipse
Eclipse

Cool down: 14
Cost (mana): 60
Armor: 25/35/45/55/65 (+20% bonus armor)
Magic Resist: 25/35/45/55/65 (+20% bonus MR)
Magic Damage: 60/110/160/210/260 (+40% AP)
Active: Leona gains a shield, adding to her armor and magic resist for 3 seconds. After 3 seconds, the shield bursts and deals damage to those around her. If it hits anyone, she keeps the bonuses for 3 additional seconds.

Zenith_Blade
Zenith Blade

Range: 700
Cool down: 13/12/11/10/9
Cost (mana): 60
Magic Damage: 60/100/140/180/220 (+40% AP)
Active: Leona thrusts her sword, dealing damage to all hit and dashing to the last enemy hit. The enemy is stunned while she travels to the target.

Solar_Flare
Solar Flare

Range: 1200
Cool down: 90/75/60
Cost (mana): 100
Magic Damage: 150/250/350 (+80% AP)
Active: Leona summons sunlight to the ground. After a .625 second delay, it hits, stunning all hit and slowing others in the area for 1.5 seconds.

 

Strengths

Weaknesses

  • Very tanky
  • 3 CC abilities – able to chain CC
  • AOE CC
  • Can catch people out of position and initiate team fights
  • Effective shield
  • No sustain
  • Falls off if no kills early (tankiness later depends on items)
  • Needs team follow-up
  • Ranged stuns are skillshots – must hit Zenith Blade to be effective

Leona is one of the supports I hate laning against in the bottom lane. Her ability to stun and CC either the opposing support or ADC is unmatched by any, and she works incredibly well in a kill lane. She can also set up Jungler ganks incredibly well, as she can close the gap quickly and chain CC her target while the Jungler is entering the lane. However, playing this champion requires much skill and game knowledge, as one wrong stun can lead to a counter gank or Leona getting caught out in bad positioning while the opposing team rolls her.

A good Leona will never go in unless she is sure she can net a kill or if the Jungler is close to back her up. She can either Zenith Blade in and use Shield of Daybreak to stun the target again, utilizing her chain CC abilities to shut down a target for an extended period of time while her team secures the kill, or she can use one of her stuns to dive in while she is vulnerable, and then instigate a chase to kill her while her team counters the counter-initiate. Be wary for Leona’s who dive in while at low health, since it can be deceiving how easy it is to kill her with her shield and 2 other stuns at her disposal. Unless the Leona is plain terrible, a low health dive often means she is baiting a counterattack and the rest of her team is nearby. Also, the mere presence of Leona in lane, zoning by hiding in bushes and walking within stun range can be something to be wary about, since she may be setting up a gank.

However, if you ward well and keep track of where the enemy team is at all times, you can avoid engages in which the rest of her team can follow up. Additionally, you can avoid being zoned by her lane presence by knowing you are safe from any additional opposing team members. Leona will always try to zone you out of CS by walking in and out of stun range, but wards can let you know that she will not actually go in for a stun even if she is in range. Lastly, preventing Leona from getting assists early in the game will make it harder for her mid and late game to initiate fights, since her ability to tank relies on her items as the rest of your team builds up their stats.

Leona_1

Picking against a Leona

Because Leona is so great at initiating and has so much CC, one of the main attributes to counter her is good disengage. There are other qualities that can help you out in lane as well, but Leona is especially weak to champions who can void out her stuns by resetting fights. She is also weak to certain poke compositions, as she has no means for sustain in lane.

Disengage: Leona’s game is initiate and kill, or zone by making the opponent scared of an initiation and allow her ADC to CS easier than the opponent. The easy answer to initiation strength is disengage strength. Champions that can push Leona back, prevent her from a chain CC, or her teammates from following up excel against Leona. She alone does not have much damage, so you can either choose to disengage completely, or to prevent the rest of her team from joining the engage, thereby isolating Leona to be killed alone.

Counter-Initiate: This attribute applies because Leona’s long distance CC is all skill-shot based. One of the best ways to beat Leona is to counter-initiate on her and her team if she misses one of her big skills. This way, you are choosing the target of the fight initiation instead of her, and the fight is more likely to go in your favor.

Poke: During the lane phase, Leona has absolutely no form of sustain for herself or for her ADC. Champions with long range auto attacks or abilities can use this to zone her back by poking her from a safe distance to a point where she will be too low to initiate in the first place. Do not try to poke her when her W is activated, as she will not take much damage and there is a high possibility she will be initiating you soon.

Assassins: While assassins are not good against Leona, they can take advantage of a trigger-happy Leona by going in on her ADC while she initiates on a team. Due to the nature of her Zenith Blade taking her all-in to the fight, the ADC can sometimes be left unguarded. Leona usually uses her CC as offensive CC rather than peeling CC, and a good assassin can take advantage of this to delete the ADC if she leaves him vulnerable.

Morgana: While Morgana isn’t really a champion attribute, she has one skill that no other champions have, and that is her black shield. Not only does this save the target from stuns, it also mitigates magic damage which can be quite large from an all-in Leona initiation. Her multiple stuns, coupled with her shield burst and Sunlight damage can add up very quickly, and Morgana’s black shield can prevent the CC as well as most of the damage.

Bonus Item Counter: Although wards are good to use in all situations, you can use them to ensure that there are no other Leona allies to follow up on an initiation, thereby preventing her from zoning and playing mind games with her lane presence. You can also set up counter initiations from your Jungler if you are able to tell who can and cannot join Leona in a fight if she decides to go all in.

Some Champions that are Good Vs Leona in Lane: Janna, Lulu, Alistar, Morgana, Zyra and Lux (if you don’t get caught and poke well)

Some Champions that are Good Vs Leona in Fights: Zed, Fizz, Kassadin (all assassins), All Champions Above

Laning-phase

During the laning phase, a good Leona will zone you and your ADC out of CS and experience by the simple fact that she could all-in you and bring team help to take you down. You will want to ward well in lane to ensure that the opposing Jungler is not nearby, since Leona’s will often not go all-in unless they know they will be able to secure a kill. If there is a chance that she will go in and simply be killed herself, she will likely just walk around near you to try and scare you without actually jumping in. Wards will help you know which of these two mindsets the Leona is taking. You can also use wards to tell when she activates Eclipse in a bush, as she usually uses this before she is about to engage.

You should always take advantage of Leona if she misses her skills. Pre-6, Leona can be counter-initiated if she misses her Zenith Blade, as she has no additional forms of ranged CC she can use to threaten you back. Though you do not typically want to play aggressive against Leona while her Zenith Blade is up, if she misses it, then it is Leona hunting season as her main threat is gone. Ranged pokes are great for this counter-initiation, as you can still avoid her melee-range stun. After level 6, do not use this tactic, as she still has her ultimate to stun you from a distance.

If you do happen to be caught out by Leona’s abilities, it is best to save the disengage to be used on anyone who follows up. For example, if Leona stuns your ADC, you will want to stop her ADC from following up with damage, rather than hitting Leona and letting her ADC pile on more. The same goes if their Jungler joins the fight. Wards will always help you decide who to go after if her initiation is successful. Sometimes, you will want to push Leona back though, if there are too many people following up and you just want to stop her from a chain CC. One tip that is good to know is that Janna’s Tornado can actually interrupt Leona’s Zenith Blade if timed correctly. This is very hard to do, but if timed right, it is a case in which you will want to CC Leona instead of someone who is following up. You have to hit her with the Knockup between when she hits her target and when she has completed her dash. Keep in mind the stun is still applied, but she will not be near her target to chain CC her next ability.

Essentially, you win lane against Leona by poking her if she misses a skill, warding to avoid zoning, and disengaging when she engages.

Continue Reading


Featured Articles:


Around the web


Get Widget