So has anyone else tried Leona top after the mini-rework? Its a whole lot stronger now.
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rush depending on match-up, grab the others later (except RoA if you didn't grab it first). You end up exceptionally tanky for the damage you deal, and have very good single target burst/dps maxing Q first after the changes.
She lost base damage with the rework, but gained a pretty sizable amount of scaling with minor AP investment. With the changes that made Abyssal a better tank item, rather than AP, the chunk of AP it grants, along with the MR reduction makes you do pretty incredible damage if you use hybrid reds/quints.
Any losing match-up basically isn't, since she assists ganks so incredibly well that a jungler would be a fool not to try a few times. Hell, even the support roaming top lane usually provides enough damage to net a kill even when you're behind. Not to mention she's among some of the strongest TP gankers/flankers in the game.
I use hybrid Reds/Quints, as stated above. This makes her base damages, as well as the damage provided by sunfire/IBG, really shine, which is then pushed even further by Abyssal and Roa (if you bought one early). AD reds/quints are another option, as her double auto reset makes her early trading with them extremely strong. Reds+quints gives you a total of 255 damage every time you use Q. At level 1.
For glyphs/seals, I use scaling armor/MR. Due to W, you don't really suffer from the lack of either stat early on, and they both very quickly outscale their flat counterparts. They also do a little double-dipping for your W scaling, and make you a little less gimped for going a pure HP item (as far as defenses) like RoA, Warmog's, or even Titanic Hydra, if you're into that.
Your first and foremost job is to survive in fights to lock targets down. These let you have extra versatility without giving too much up.
RoA isn't needed, but if you can make it past the catalyst stage of building it without setting yourself behind, you gain a pretty obscene amount of damage and sustain. Essentially infinite mana too.
Sunfire/IBG are pretty standard; if there isn't much AD on the enemy team, these still let you dive like crazy, deal a ton of damage, and survive (and even 1v1) those pesky marksmen.
Abyssal is arguable, but I prefer it due to the hefty 60 MR you get from it, as well as the absurd damage boost it gives you and your team, as far as magic damage goes. CDR is really nice too.
The best part about Leona in teamfights is that, when you're diving the enemy ADC, your armor is going to be so high that they won't be burst healing like they're all used to now, giving you plenty of opportunities to use your absurdly low stun CD to pummel them now. Even if they run, E-> Q -> ult -> Q lets you Q -> E -> Q again shortly after. That's usually a dead ADC unless their team all turns on you (the tank), which should let your team roll over them.
**I'm in no way claiming that this is 'viable', just that it got a whole lot more fun (and powerful) than before the mini-rework. **
She still suffers from level 2-5 if she's against a bully (you win hard if they get cocky by a creep wave though). However, if your jungle attempts to gank, you're pretty much going to get a kill, no matter what the match-up is.
, perma slow Leona is fun if you can get it.
, give s good source on constant tick damage