// Recommended builds

The best trait and item combination at every level, 2 stars, by effective health.

Level 6Sterak's GageWarmog's ArmorBloodthirster10,941effective health
CalculatorFind the comp
Level 7Warmog's ArmorSpirit VisageDragon's Claw13,492effective health
CalculatorFind the comp
Level 8Warmog's ArmorSpirit VisageDragon's Claw13,932effective health
CalculatorFind the comp
Level 9Warmog's ArmorSpirit VisageDragon's Claw13,932effective health
CalculatorFind the comp
Level 10Warmog's ArmorSpirit VisageDragon's Claw13,932effective health
CalculatorFind the comp

Every level and star level below

// Top items

What each item adds on its own, in effective health, with no other item.

Sterak's Gage+1,625
Warmog's Armor+1,501
Spirit Visage+1,080
Gargoyle Stoneplate+1,058
Bloodthirster+1,040
Crownguard+1,014
Steadfast Heart+970
Protector's Vow+872
Evenshroud+826
Ionic Spark+690
Sunfire Cape+653
Dragon's Claw+626

Builds by level

Every combination of Leona's own traits that a comp of the chosen level can reach, ranked by the effective health of its best defensive build under the chosen incoming damage stream (half physical, half magic). Numbers open the Tank Calculator with the same inputs. Levels 4 to 7 only use champions you can find at that level: up to 2-costs at level 4, 3-costs at levels 5 and 6, 4-costs at level 7.

Level
Stars
Damage per second
Debuffs on the tank
/ 20
#TraitsBest buildEffective health · no itemsEffective health · with buildDeathOpen
Defender 6Solar 3Warmog's ArmorSpirit VisageDragon's Claw4,38013,932dies at 23 sCalculatorFind the comp
Defender 6Warmog's ArmorSpirit VisageDragon's Claw4,18613,492dies at 23 sCalculatorFind the comp
Defender 4Solar 3Sterak's GageWarmog's ArmorBloodthirster3,65710,941dies at 18 sCalculatorFind the comp
Defender 4Sterak's GageWarmog's ArmorBloodthirster3,49610,507dies at 18 sCalculatorFind the comp
Solar 3Defender 2Sterak's GageWarmog's ArmorSpirit Visage3,1999,508dies at 16 sCalculatorFind the comp
Defender 2Sterak's GageWarmog's ArmorSpirit Visage3,0579,181dies at 15 sCalculatorFind the comp
Solar 3Sterak's GageWarmog's ArmorGargoyle Stoneplate2,8708,719dies at 15 sCalculatorFind the comp
No traitsSterak's GageWarmog's ArmorGargoyle Stoneplate2,7448,428dies at 14 sCalculatorFind the comp

// Cast timeline

0.92 smana lock per cast
0.92 scast windoweffect 0.25 s

From the mana bar filling until mana can come in again. No mana comes in during this time.

0 / 90mana at start / to cast
+5mana per attack
0.65attacks per second
0.29 sattack delay: from the start of an attack until it hits
0.33 safter the hit until it can cast or attack again
0.0 s0.65 attacks/s0/90
  • attack animation
  • attack lands
  • attack recovery
  • cast window (mana locked)
  • effect

First cast at 26.77 s with 0.65 attacks per second. Items, traits and damage taken change the mana pace; the cast, effect and channel windows do not.

Step by step, in words
  1. Mana reaches 90/90: the cast starts and the mana lock goes on (no mana from attacks, ticks or damage taken).
  2. 0.00 to 0.92 s: cast window. The unit plays its cast animation and its return to idle; it cannot auto attack.
  3. 0.25 s: the ability's effect fires (projectile launch, damage, shield...).
  4. 0.92 s: unlock. Mana starts again (overflow kept) and a fresh attack starts from zero; it lands at 1.20 s at base attack speed (the attack delay is 19% of the attack animation).
  5. Attack loop: the attack lands at 19% of the attack animation (mana granted) and unlocks at 40%; a cast that becomes possible at the landing starts at that unlock point, cutting the rest of the attack.
  6. Mana gain: 5 per attack; combat starts at 0/90.
  7. Overflow is banked: mana past 90 from attacks or regen is kept through the cast (88/90 plus 5 casts and comes back with 3). Same rule for every champion; only the amounts differ by role.

// Itemized Roles

Main TankSituationalWarmog's ArmorGargoyle StoneplateSpirit Visage

1-cost AP Tank (game role tag). Tanks take the frontline item set. Mana lock 0.92 s per cast; tanks fill mainly from damage taken (1% of pre-mitigation and 3% of pre-shield damage per hit, capped at 50), so the lock length matters more than item mana. The classic main tank trio: a huge Health pool, resists that grow as more enemies focus the tank, and healing amplification to stay standing longest.

Main Tank picks can also serve as a Support Tank, holding debuff auras on the carry's side of the board.