Originally Posted by Onimallar
Why not make her hybrid? Keep her current ratios but give her:
.1/.2/.3/.4 AD on her shield
.2/.4/.6/.8 AD on her Zenith blade?
makes her a viable bottom tank, top, and increases her jungling.
The early rates are too low to make any differance, the higher rates are too high. To make Leona viable it is not her rates that should be changed, it is her design. With the suggested rate changes and nothing else she is still locked into a single bot lane, she is still easily countered at top making it a bad choice and she would still take half the game to finish the jungle camps. With the suggested “too high” late AD rates if somehow you manage to not get countered you would be just as good as every other champion that can go at top lane (who doesn’t share that risk), unless they are exploited of going full AD, which changes the idea behind Leona entirely.
I think for "damage Leona" to be viable is to not give her a rate on a stat she doesn't need, but to make AP more usefull for her. For example even with the new S3 items (see here: http://www.reignofgaming.net/news/22...ems-patch-nami
not all the information in the link is correct), unlike AP, there are no AD items with mres and the only "AD" items with Armor are Atma and Frozen Fist (which I find as a must have item if playing tanky damage dealer Leona, regardless of AD or AP)... one benefits only from high health (basicly Frozen Mallet only) and the other is actually an AP item that scales off of base AD (regardless of how much bonus AD you have). Leona can easily balance with AP and health/armor/mres while with AD she can’t. Now before you start that I have absolutely no idea what AD Leona is… personally I’ve tried AD offtank builds at top lane on her, but even if I don’t get countered I don’t any reason I should pick her, over Riven for example.
(wall of text incoming... will try to spice it up a bit)
And now on ”how to make her viable with something that works, while not making her OP?” Basically with her current kit she has a nice burst (early to mid game), but other than that she just derps around till cooldowns are up again. I even think that she is a good tank and even a good damage dealer, for the first 9 levels of the game. As I have said before Leona is highly risk based and that is the reason she is not viable apart of pub games. There are 3 scenarios (most common, as electricity/internet running out or getting your internet cables stolen usually applies only to my region in Eastern Europe), 1st of which you fight against opponents who lack the basic concept of “awareness”, “hard cc” and “playing safe against opponents that overpower you in a fight (which you do get a lot in Normal games), in which case both Leona and “someone else” get fed, and their opponents write in the forum that “Leona is fine” (for everyone who feels offended by this… you fill my heart with joy!), or the other (and more often) in which case there is a very boring game in bot lane where nothing happens and Leona suddenly realizes she is no longer a “support”, but a tank without any tanking items, and the 3rd which is a reverse of the 1st. Another tank-ish problem in the second scenario is that she is a threat only when engaging in a fight, till she blows all her cooldowns, usually the moment the teamfight starts.
I think a way to make Leona viable without making her OP is to extend her damage, dealing lower damage initially, but more as the fight goes on, going up considerably. This way she could definitely pose a threat and have a reason to commit in the fight, not only join in, blow cooldowns and be done with it. I did a bit of rework to my suggestions on page 19. I will start with Eclipse. There is already plenty of explanations on why it should be damage over duration, than burst damage so I am not going to repeat them… apart of what I said 2 sentences ago.
Originally Posted by Aurasai
Cost: 60 mana
Active: Leona gains bonus armor and magic resistance for 3 seconds. After 2 seconds she deals damage to enemies within 275 range of her. If Eclipse damages any enemies, 1 additional second is added to the duration, dealing damage again and consuming 10 mana. This abillity can be toggled off.
Armor, magic resistance: 30 / 40 / 50 / 60 / 70
Magic damage: 20 / 40 / 55 / 70 / 90 (+ 10% AP)
Lets give example at level 5 of Eclipse:
with the old Eclipse the damage is 260 (+40% of AP) over 3 seconds. With the new Eclipse over 3 seconds it may trigger up to 2 times dealing 180 (+20% of AP), dealing less damage initially, but more damage afterwards. (90 (+10% AP) each second). Mana consumption is added to deal with the extended duration. The cooldown is also higher as Eclipse goes on cooldown the moment it is no longer active. Now its turn for the passive:
Originally Posted by Aurasai
Leona's spells charge an enemy unit with Sunburn for 2 seconds. Over the duration of the effect targets with sunburn have their magic resistance and armor reduced by 8 and take 10/15/20/25/30/35 (level 1/6/9/12/15/18) (+5% of AP) magic damage each second. Stacks up to 3 times.
About the name, I think sunburn it’s more fitting, but personally I would not give a rat’s arse how it’s called if any of the changes are accepted. Now I looked through a lot of examples and think this would be the most “balanced”. The reason behind Leona doing damage with her own passive instead of someone else like before: I think her flawed passive is the root of all of Leona’s problems. She is chained to a role she was not designed to be. Adding constriction to the design of a champion greatly limits its potential. Allowing Leona to deal damage from her passive would be just enough for her to finish jungle camps faster than it took me to grow long hair and a beard (in tribute to my warrior ancestors), allowing her to be an effective ganker and allow her to be viable at top lane.
Before I go on with the thought process behind the passive rework, I would like to add that I am not looking to improve Leona’s early game as a support in bot lane in any way. I am trying to leave that spot unchanged, as the majority of Leona players would prefer to stay there, while improving her lategame. Another important thing is that the new Eclipse is going to stack Sunlight… a lot. Now I don’t have a personal test server (, Riot,)
I can only guess (by doing some calculations as I am a student with nothing better to do…) how much this would impact her damage output. Partly the reason of the change I am suggesting is to increase it, as it is obviously needed. If the damage is too high Eclipse can just refresh sunlight, instead of stacking it up. One way to fix too many Sunlight procs due to Eclipse is to change it from direct damage to DoT. Now getting to the “technical” stuff:
Once you trigger Sunlight(/burn) the timer starts, on the 1st and 2nd second target will take damage and the passive will end. If you cast 2 spells before the first second, Sunlight will be at 2 stacks until the 2nd second. Basically each stack will be in effect at least once before it is changed, resetting the timer each time. To bring some sense to my explanation:
-cast Q+E instantly damage = 1stack+2stacks+2stacks
-cast E and W activates 1,9 seconds later =1stack+1stack+2stacks+2stacks
-cast Q+E with W activating all in 1 sec =1stack+2stacks+3stacks+3stacks
2 examples of previous “possible passive reworks”:
old Sunlight that Leona can activate: turns out she deals more damage each time Eclipse procs than most champions in the game;
passive stacking up to 3 times over 3 seconds, with an ally able to activate the effect for full damage: imagine Leona doing her burst with 4 spells, stacking Sunlight 3 times and refreshing it, Vayne pops out of nowhere with a random autoattack deals 500 damage to a random 9 lvl squishy instantly disintegrating it, than imagine Leona running around the map at lvl 6+ doing this with a help of a random ally to a random enemy below random enemy turrets;
And now we get to this point:
-the passive should not change how Leona performs at bot lane (if not for the better) – let’s be honest, the killing blow to the enemy champion usually isn’t Leona’s passive so I would not worry about a DoT stealing my kills there.
-the passive should help your allies – the reason it has a armor+mres reduction. Also making your enemies die faster is just as helpful.
-should allow her to perform well in jungle and solo top lane – we got that covered!
-should not do higher damage initially than the old passive – again… Eclipse procing passive more often greatly increases Leona’s damage (example at level 9): 80 damage to 20 per stack per second up to 60 damage per 3 stacks per second
All of these changes will make Leona perform better as a tank, as she will pose a threat to the enemy team and therefore she would have a reason to be attacked and fill the role she was designed for. With most of the new items and masteries from S3 I think her support spot is improved and with the ability of leaving bot lane, she can afford all these shiny new S3 tank/tanky AP items as-well.