Dark Horses: Jungle Leona (unofficial)
Our Solari in the jungle? Yep, and she rocks it!
#Pros
- Absolutely terrifying gank power
- Very tough to kill with Cinderhulk
- Solar Flare has better cooldown than other jungle tank ultimates (except Rammus)
- Pretty decent at counterganks
- Allows you to "trick-pick" by duping the enemy support into taking a Leona lane counter, then countering their counter
#Cons
- Terrible clear speed without Immolation
- Reliant on Gromp starter
- Has no objective control on her own
- Cannot fend off invaders well on her own
- Cannot invade or counterjungle well
The key thing about Jungle Leona is that when she ganks, generally something happens. Either your team could get a kill, or at the very least that Solar Flare could force a Flash-burn. And Leona can afford to be a little frivolous with her Solar Flares because the cooldown of 90 seconds is very generous for a gank-tank. The problem with Jungle Leona, though, is that compared to Nautilus and Sejuani, she's not as good at damage. She's definitely sturdier, though, and her crowd control with 40% CDR can be awe-inspiring.
Give it a whirl, and I'm sure you'll enjoy it.
Personal Masteries: 0/24/6 Personal Runes: AR red, HP/lvl yellow, MR/lvl blue, HPR purple
tends to be the route I go when I feel the need to steal away Leona (like they 1st pick graves) and I am jungling. If they are full AD I trade out the 2 MR items for
and
(if their only magic damage threat is like they have a corki ADC I might keep locket and just drop banshees for warmogs)