Let's Talk Leona
Right to it:
~ Have Leona less oppressive and frustrating to play against if you an immobile champion
~ Update Leona to be stronger against mobile champions, would probably include creating an anti-mobility effect
~ Focus Leona as a support-tank, including granting more abilities that help her teammates in some way
~ Her damage will still be high for a support-tank, but even more emphasis on team play and try to increase counter play for the opposition doesn't feel like they die to inevitable doom that they cannot avoid ever, no matter how well they played the situation
~ Try to grant more skill expression for Leona and less about only being about going in and CCing the enemy while face rolling your keyboard, this will add to Leona gaining more support effects
Basic Attack Range: 150 units
Movement: 345 units per second
Sunlight (Passive):
Leona's abilities inflict Sunlight onto struck enemies for 2 seconds, 1 second against minions, that cause other allied champion damage to steal 5-40based on level health as magic damage.[Hidden Passive - Photosynthesis: Plant champions gain 10% increased healing (ally) and size (enemy) from Sunlight, i.e. Ivern, Maokai, Zyra, etc.]
[Hidden Passive - Sun Protection: Champions with sunglasses take 2 less damage from Sunlight, i.e. Vayne, etc.]Shield of Daybreak (Q): Cooldown: 8/7/6/5/4 seconds; Cost: 60/65/70/75/80 Mana; Range: 1200 / 800 units
Passive: If a target has recently used a dash, jump, or teleport near Leona then for the next 1.5 seconds Shield of Daybreak will send out a solar image of her sword to the target, cause Leona to dash to it, and then basic attack it.Active: Leona bashes her target with her shield for her next basic attack to stun the target for 1 second and deal 5/5.5/6/6.5/7%(+2% per 100AP) of the target's maximum health as bonus magic damage on-hit (max 150 against monsters).
Eclipse (W): Cooldown: 14 seconds; Cost: 60 Mana; Range: 1000 / 275 units
Leona charges the target ally champion and herself for 3 seconds granting 10/20/30/40/50(+20%bonus armor) bonus armor and magic resistance for the duration. At the end of the duration the charge erupts dealing 30/50/70/90/110(+20%AP) magic damage against struck enemies, the same enemy can be damaged from two Eclipse at the same time. If the champion's Eclipse damages an enemy then the protection is refreshed for the same duration.When self cast will automatically apply Eclipse to the closest ally champion if an ally champion is within range.
Zenith Blade (E): Cooldown: 12/11/10/9/8 seconds; Cost: 60 Mana; Range: 800 units
Leona sends a solar image of her sword in the target direction dealing 40/70/100/130/160(+40%AP) magic damage to struck enemies and dashing to the last champion struck, ally or enemy.Enemies already inflicted by Sunlight and damaged by Zenith Blade become slowed by 80% for 1.5 seconds.
Solar Flare (R): Cooldown: 120/90/60 seconds; Cost: 100 Mana; Range: 1200 / 250 units
Leona calls down a beam of solar energy after a 0.5 second delay dealing 150/200/250(+80%AP) magic damage against struck enemies and slowing them down by 80% for 1.5 seconds. For the next 3/4/5 seconds Leona gains 75 bonus range to her basic attacks and her damage triggers Sunlight for herself against Sunlight marked enemies.If struck enemies were already inflicted by Sunlight then Solar Flare stuns struck enemies for the same duration instead.
AFTER NOTES:
Sunlight:
The damage goes up, but the quick burst goes down. The Sunlight is no longer consumed and now also heals allies that damage Sunlight enemies, this heal will apply heal/shield effects such as Windspeaker's Blessing. It has been moved into more sustain fighting than burst damage to give the opposition a moment to properly react to what is going on rather than getting instant death.
Shield of Daybreak:
Even more stuns as you rank up this ability! This ability gains an anti-mobility effect of a point and click Zenith Blade if a target recently used a dash, jump, or teleport (would technically trigger from Teleport, but teleports are Flash, Rift Walk, Shunpo, Lissandra Claw, Arcane Shift, etc.) otherwise it is a basic attack stun for 1 second like it is now but deal % max health instead of flat magic damage so it is weaker against squishies and better against tanks as this makes sense for a support gameplay better (supports want to be hitting the tank with their back line).
Eclipse:
Base value went down slightly, but can now also apply to an ally champion. Damage is halved and can be doubled to its current damage if both explosions hit the same enemy, rewards team work, and being able to apply the explosion to an ally adds extra tricks Leona can do which helps with skill expression with E+R changes I made.
Zenith Blade:
Cooldown down slightly, range down slightly, base damage down quite a bit, no longer roots the enemy. Zenith blade has a double use scenario on its own which is being able to dash to the last champion rather than last enemy champion, so she can use it like it is now or she can dash to the last ally champion to help peel and protect, this right here adds a vast ray of dynamic uses already, but there is more. Leona can set up a mobile ally with Eclipse, wait for the explosion for the Sunlight applies, and then Zenith Blade will massively slow her target for a short duration. So there is a lot more options and dynamic gameplay to this ability than "land the skill shot and go ham, or miss and walk around like a goon and a chicken with its head cut off", deciding to apply Sunlight first and then dash for the slow/extra CC, dash to an ally to help peel, protect and save them, or dash to an enemy champion to lock them down and go for the kill.
Solar Flare:
Epicentre stun removed and cooldown increased early ranks to make Leona less early game snowbally with less early game long range engage ultimates, also better synergy with the rest of her kit.
Leona can go for the quick ultimate which is now only the powerful slow and magic damage, or she can make use of the new ally champion Eclipse to apply the Sunlight for her and the ENTIRE area will stun struck Sunlight enemies (she can still stun them landing Zenith Blade), again more options of use for skill expression and less straight forward use cases of "it gets used like this and only like this" and you decide between using it for the slow to get closer to the enemy or wait for your Sunlight to apply first and then stun the enemy, Zenith Blade no longer rooting makes Leona more fair to play against but it will lock-on and follow champions like a Maokai root [same goes for the anti-mobility effect of the Q version of the Zenith Blade dash, but that needs the target to use their mobility already for it to even trigger].