- เทียร์
- T2
- อันดับ
- #38
- อัตราชนะ
- 52.11%
- อัตราเลือก
- 0.55%
Sona ถูกจัดอยู่ในระดับ T2 ตามข้อมูล ARAM Mayhem ปัจจุบัน ดูไกด์แชมเปี้ยน

Leona ถูกจัดอยู่ในระดับ T2 ตามข้อมูล ARAM Mayhem ปัจจุบัน
Leona the Radiant Dawn
Yes, if your team has damage ready to follow her engage. Pick Leona when you need a hard frontliner who can start fights, lock one target down, and make messy brawls easier to read. The tradeoff is that she does very little alone, so a clean engage can still fail if your carries are clearing waves or too far back.
Your job is to create a short, brutal window where one enemy cannot play the game. Look for a carry, enchanter, or overextended bruiser, then chain your crowd control while your team unloads damage. If you dive too deep without a second wave behind you, you become a tanky distraction instead of a real threat.
Engage when an enemy steps past their frontline, uses a key escape, or clumps near your team’s damage zone. Start only if your backline is in range to hit the target you catch. If your team is low, scattered, or stuck clearing minions, hold your engage and threaten space instead.
No. Snowball is great when it tags a high-value target and your team can immediately follow, but it is terrible when it drags you into five enemies with no backup. Use it to punish isolated champions, force panic movement, or extend after another teammate starts the fight. If the mark lands on a tank standing in front of their whole team, you can simply not take it.
Go in with your defensive tools already planned, not as an afterthought. If you are starting the fight, activate your durability before the enemy burst lands and angle toward a wall, brush, or your team’s damage line for a retreat path. The tradeoff is that using everything early makes you harder to kill now, but leaves you weaker if the fight resets.
Focus the enemy who actually dies during your crowd control chain. That is often a marksman, mage, or support, but sometimes it is a bruiser who has already spent their defensive cooldowns. Do not tunnel the flashiest carry if they are impossible to reach; locking down the nearest killable target is usually better than missing a hero play.
Play slower and become a peel tank instead of forcing full commits. Stand near your carries, punish enemies who dive them, and use your engage as a counter-engage tool after the enemy spends mobility. The tradeoff is that you give up some initiative, but you stop handing the other team free kills through unsupported dives.
Peel by saving crowd control for the champion trying to reach your carry. If an assassin, diver, or bruiser commits forward, stun or root them in your team’s damage and body-block their path afterward. This is less flashy than diving the enemy backline, but it often wins fights because your damage dealers stay alive long enough to clean up.
Leona usually likes augments that help her survive the first burst, stick to targets, or reward repeated crowd control. If your team already has enough engage, value defensive or peel-oriented choices more; if your team lacks a starter, prioritize tools that help you reach the first target safely. Avoid greedy damage choices unless the lobby is slow enough that you can actually brawl for extended trades.
Most games, yes, because your value comes from living long enough to apply multiple rounds of control. Build for the damage type that is actually killing you, not just the champion names on the loading screen. If enemies ignore you and melt your carries, consider utility and aura-style tank choices that protect the team instead of only padding your own durability.
Against poke, do not bleed health by standing in the open waiting for the perfect engage. Use minions, brush, and side angles to shorten the distance, then engage when a poke champion steps forward to cast. If you miss the engage, back out quickly; walking slowly through repeated skillshots is how Leona loses before the real fight starts.
Force them to spend disengage before you commit your full chain. Walk forward, threaten with ultimate or Snowball, and let your team pressure until the enemy uses a knockback, speed boost, shield, or cleanse effect. Once those answers are down, your next engage is much harder to stop, but if you rush the first attempt you may waste everything into their best counterplay.
The biggest mistake is engaging because you can, not because the fight is winnable. Watch your team’s position, enemy cooldowns, and whether your target is killable before you go in. A second common mistake is using every crowd control tool on a tank while the enemy carries free-hit from behind.
When behind, stop forcing deep engages and look for short picks near your tower or your strongest teammate. Your crowd control is still valuable, but your health bar may not survive a full dive into the enemy backline. Make the enemy overstep first, lock down that target, then reset instead of chasing into another losing fight.
A good engage has three parts: a reachable target, nearby allied damage, and an exit or follow-up plan. If you catch someone your team can hit, you force a fast numbers advantage and make the next few seconds simple. If any part is missing, wait, posture, or peel instead; Leona is strongest when she chooses the fight, not when she flips it.