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    6 Best ADCs for Leona to Follow Up Her Engages

    Samira follows Leona into close range, Miss Fortune fires from behind her, and Ashe can start the catch herself. Six ADC picks, with the positioning and escape decisions each pairing demands.

    Leona in gold armor holding a long sword and a sun-shaped shield against a glowing sky
    Riot Games

    Leona hits Zenith Blade. Her ADC is still under the turret, collecting a stacked wave. By the time the marksman walks into attack range, the stun is over and Leona is fighting two people. The skillshot connected; the engage failed before it was cast.

    Samira is our first choice with Leona if you can manage her close-range combos. Miss Fortune is the more straightforward pick for a decisive level-six follow-up. Lucian, Tristana, Draven, and Ashe complete this shortlist of the best ADCs for Leona. Each solves a different part of the same problem: delivering useful damage while Leona is committed, without treating every forward dash as an order to die beside her.

    These are editorial recommendations based on current kits and practical lane requirements, not a duo win-rate ranking. The ADC farms; Leona plays support.

    Leona’s partners are compared by how they reach her engage and handle the remaining enemy response. This guide assumes normal PC bot lane with Leona on support income and the ADC collecting the minions. Riot's 26.18 notes.

    Read the engage from the ADC’s position

    Leona can reach someone her partner cannot attack yet. Before choosing a combo, check these four moments in order.

    Before E: clear a path for the damage

    Look at the ADC’s feet, not just the target’s health bar. Are they moving forward with Leona, or stepping back to secure a last hit? Is a large enemy wave between them and the fight? Are the spells they need actually available?

    Zenith Blade damages enemies along its line and carries Leona to the last enemy champion struck. Minions do not stop it. Another champion farther along the line can change where she lands, so the nearer opponent is not necessarily her final target. Those rules make E good at reaching behind a wave; they do not make that wave harmless to the ADC following on foot. Riot’s Leona ability descriptions

    Thin a dangerous wave before committing, or fight when the enemy walks toward yours. If the lane is about to reach level two, have both players in position before the level arrives. A level advantage loses much of its value when the ADC spends it walking from the wrong side of the lane.

    On contact: separate the root from the stun

    Leona’s E briefly roots its final champion target; Q empowers her next attack to stun. They are different effects. A rooted opponent cannot move normally but can still attack and cast many spells. Reaching them with E does not silence their response.

    Solar Flare adds another distinction at six: its center stuns, while the surrounding area slows. A glancing R is not the same setup as a center hit. Use the outcome you actually see. Do not assume a target is helpless because some part of the circle touched them.

    An E into Q is the basic close-range catch. R can start a fight from farther away, extend control after the catch, or stop the second opponent from joining in. Avoid dumping every control effect onto a target at once when staggering them would give the ADC more time to attack. This is a timing judgment, not a promised number of seconds: effects can overlap, miss, or be shortened.

    During the catch: spend Sunlight while it is there

    Leona’s damaging spells apply Sunlight for 2.5 seconds. Another allied champion’s damage consumes the mark for additional magic damage; Leona cannot trigger it herself. That is why damage arriving promptly matters beyond the attacks the ADC would normally get. A partner who cannot reach the marked target is also leaving passive damage unused. Sunlight’s duration update

    Attack during the control chain when it is safe. Do not delay all damage until Leona has finished casting. Conversely, do not walk through the other opponent’s threat just to collect one mark. Sunlight improves a coordinated trade; it does not make an impossible approach worthwhile.

    After the first burst: decide whether the fight continues

    Eclipse gives Leona damage reduction, armor, and magic resistance. It explodes after three seconds; hitting an enemy extends the armor and magic resistance for another three. Activate it for the damage she is about to take, rather than burning through the initial window while she is still searching for an angle. The timing is defined in Riot’s current tooltip and its version-16.17 client spell values.

    If the target survives, remember that E has no return trip to the ADC. Check whether the ADC can keep hitting and who is free to retaliate. Once the pair has spent its immediate damage, using the next control spell to cover a retreat may accomplish more than using it to chase.

    ADCWhat you are committing toCheck before following
    1. SamiraClose-range attacks and a Style comboCan she approach without spending every safety tool?
    2. Miss FortuneA protected Bullet Time angleWho can still reach and interrupt her?
    3. LucianPrompt double-shot trades with VigilanceIs the dash needed to enter or to escape?
    4. TristanaA champion bomb and a possible jump resetCan she actually finish the bomb’s stacks?
    5. DravenRepeated prepared axe attacksAre his position and axe catches compatible?
    6. AsheA slow or arrow that helps Leona approachWho protects Ashe after Leona goes forward?

    1. Samira: the closest fit, with no free ultimate

    Samira with a dark braid and an eyepatch tossing a coin at a tavern table, with her sword over her shoulder
    Samira can approach an immobilized target, but she still has to build her own Style combo. Artwork: Riot Games.

    Samira has a useful answer to the gap between Leona’s arrival and the ADC’s first attack. Her passive attack can dash toward an immobilized enemy until she reaches attack range. She must still be close enough to target them; it cannot carry her into a fight across the lane. Once there, she can mix attacks with abilities at close range.

    Two common assumptions spoil this pairing. First, Leona does not provide a knockup. Samira only prolongs airborne control when the enemy is already knocked up; Leona’s root and stuns do not become airborne effects. Second, an ally landing crowd control does not give Samira an instant Inferno Trigger. She needs S Style, built by alternating qualifying attacks and abilities rather than repeating the same hit.

    Use the first catch to begin that sequence. If Samira can start attacking through her passive approach, she may be able to keep Wild Rush for a better position instead of spending it immediately. E dashes through an enemy, including structures, and lands her farther into the fight. It cannot target Leona as a friendly escape route. A reset also needs an enemy champion to die within three seconds of Samira damaging them; it is not awarded just for completing the dash.

    The opponent Leona did not catch deserves a glance before Samira commits. Blade Whirl destroys enemy missiles, not every form of crowd control. Alistar’s ground-based Pulverize can still knock her up if he reaches her. Against that response, a successful E on the ADC may be the beginning of a bait rather than permission to spend everything.

    Pick Samira when you want to fight alongside Leona and can track Style, target access, and the remaining interruption. If you are still learning those decisions, Miss Fortune asks for less combo management. If Samira is already your pick and the support is undecided, our Samira support guide compares her other partners.

    2. Miss Fortune: stay behind the engage

    Miss Fortune with flowing red hair and a black pirate hat aiming two pistols amid stormy ships
    Miss Fortune wants a firing angle behind Leona, not a matching position beside her. Artwork: Riot Games.

    Miss Fortune does not need to occupy the same patch of ground as Leona. That is the attraction. A well-placed Solar Flare can hold enemies inside Bullet Time’s cone while Miss Fortune channels from behind the fight. Make It Rain can help prepare the first catch by slowing the target, or make the retreat out of the cone harder. Miss Fortune’s ability descriptions and damage types

    Before six, expect something less spectacular. Leona’s catch creates time for attacks and Double Up. Miss Fortune should already be close enough to contribute them; the later ultimate combo does not excuse spending the early lane too far back to trade. Make It Rain costs 80 mana, so using it on every speculative E angle can leave her short for the engage both players finally want.

    At six, choose the channel position before pressing R. If Leona catches the ADC but Alistar remains beside Miss Fortune, Headbutt can knock her away and interrupt the barrage. Alistar can also cleanse disabling effects with Unbreakable Will, so simply putting a stun on him is not a complete answer when his ultimate is ready. Wait for the displacement to be spent, stay beyond his approach, or have a second ally cover him. Headbutt and Unbreakable Will

    Keep the damage types straight when judging the follow-up. Bullet Time deals physical damage; Make It Rain and a triggered Sunlight mark deal magic damage. Leona’s spell effects do not change the barrage’s damage type.

    Choose this pairing for a clear teamfight job: aim across the caught enemies and keep the interruption away from your channel. Once that firing position becomes unsafe, preserving Miss Fortune matters more than chasing every survivor.

    3. Lucian: Leona can trigger Vigilance

    Lucian in a dark coat firing glowing pistols at spectral figures surrounding him
    Leona’s immobilization can enable Lucian’s Vigilance without an allied heal or shield. Artwork: Riot Games.

    Lucian does not require an enchanter to activate the relevant part of his passive. A nearby enemy champion being immobilized enables Vigilance, making his next two basic attacks deal bonus magic damage. Riot added that trigger in patch 13.12, and it remains in his current passive description. Leona’s E root and Q stun qualify; the slow on Solar Flare’s outer area does not.

    That gives the duo more than a generic burst combination. Leona starts the immobilization, and Lucian can weave his ability-triggered double shots into the opening. If Ardent Blaze has already marked the enemy, allied damage to that mark supplies another route to Vigilance and gives Lucian a brief movement-speed boost.

    His 500 attack range makes preparation important. Move up while the opponent is busy with a last hit, rather than asking Relentless Pursuit to repair the entire distance after Leona lands. If Lucian can reach the target without E, keeping the dash lets him dodge the other laner’s response. If he has to dash forward, check where that leaves him when Leona’s Q ends.

    Lucian is appealing when you want to punish a catch without deciding in advance that the trade must end in a kill. He can contribute a short burst and keep a dash available to leave. Leona cannot retreat just as easily, so aim remaining damage at the opponent preventing her exit instead of chasing a sliver of health elsewhere.

    At six, The Culling offers damage from farther away, but each shot hits the first enemy in its path. Leona’s E passing through a wave does not give Lucian’s ultimate the same collision rule. Change the firing angle or use the closer attack sequence when minions would take the shots intended for her target. The Culling’s current tooltip

    4. Tristana: earn the jump back

    Tristana, a purple-skinned yordle with white hair, saluting while carrying a cannon with a glowing muzzle
    A completed champion bomb can refresh Rocket Jump; a partially stacked one is not an exit. Artwork: Riot Games.

    Tristana supplies a very literal commitment: she can jump into the area Leona has secured, apply Explosive Charge, and use Rapid Fire to help build the bomb. The appeal is the second jump. Champion takedowns and maximum-stack bomb detonations on champions refresh Rocket Jump. Her attacks and abilities increase the bomb to a maximum of four stacks.

    Leona’s control buys time to complete those hits. It does not complete them for Tristana. A bomb that expires below maximum stacks does not earn the same reset, and detonating a bomb on a minion is not the champion-bomb condition. Watch the actual stacks and cooldown before planning the next jump.

    Land beside Leona where you can hit the bombed target. Jumping behind both enemies turns a missed follow-up into a much longer walk home. If the target can disengage before the last stacks arrive, start with attacks and keep Rocket Jump available. The reset is a reward you can earn, not a requirement to jump first.

    Tristana also changes the wave once she has E. Her attack kills cause splash damage around the dead unit, so collecting last hits can damage neighboring minions and work against a freeze. Tell Leona when the plan is to hold the wave and when it is to push it through. Otherwise, she may wait for an opponent to step into a long lane while Tristana steadily removes that lane.

    At six, Buster Shot can repel someone chasing the duo. It can also push the intended victim away from Leona. Treat the knockback as a positioning decision, not a mandatory extra button in every damage combo. Tristana’s jump and ultimate deal magic damage, while the active bomb deals physical damage; the reset requirement is about the bomb’s stacks and target, not the damage type.

    5. Draven: have the axes ready when she lands

    Draven with swept-back dark hair and a mustache wielding two oversized curved axes in an arena
    Draven’s prepared axes reward a catch within reach; an awkward catch marker can pull him out of the trade. Artwork: Riot Games.

    Draven can make Leona’s first stun expensive without waiting for level six. Spinning Axe adds physical damage to his attacks, and catching the ricochet readies another axe. He can hold two at once. Leona’s job is to keep the opponent accessible; Draven’s is to arrive prepared to use the time.

    Watch the catch markers before calling the engage. If Draven must step backward to recover an axe just as Leona dashes forward, the duo is moving apart at the important moment. Wait until he can move toward the target without surrendering his next useful attack, or accept that he may need to drop an unsafe axe.

    Blood Rush helps him close distance, and catching an axe refreshes its cooldown. Neither fact makes it free to spam: it still costs mana. Plan the approach before Leona goes in rather than relying on repeated W casts to keep an enemy reachable after a poor start.

    Stand Aside is valuable when the first target survives. Its knock-aside and slow can disrupt someone following Leona out, giving Draven a way to end the exchange that is not another forward step. Keep it when that response is more useful than adding it immediately to an already-stunned target.

    Choose this lane if you already manage axes comfortably and want the threat of repeated attacks throughout the early lane. Picking Draven solely because Leona has stuns skips the difficult half of the pairing: keeping his movement, catches, and target access working together.

    6. Ashe: let the ADC start the catch

    Ashe with white hair and a dark hood drawing an icy blue bow above a snowy valley
    Ashe can slow the approach or supply the first ultimate, leaving Leona a follow-up decision. Artwork: Riot Games.

    Ashe offers a different answer to Leona’s engage range. Her attacks slow, and Volley also applies Frost Shot. A connected slow can let Leona walk closer before committing Zenith Blade. At six, Enchanted Crystal Arrow can supply the initial stun, allowing Leona to place the next control effect on a target that is already caught.

    This does not mean Ashe should take an unsafe attack merely to start something. Her 600 attack range helps her threaten last hits from farther away than the short-range picks above, but she still needs a route back after applying the slow. Try the setup when the opponent steps toward the wave, not after chasing them past their support.

    The duo can change the order of its ultimates. Ashe’s arrow can start the catch, or Leona’s successful control can help line up the arrow. If one enemy is already unable to escape, consider holding the other ultimate for the teammate coming to save them. Extending control on the first target is not automatically better than preventing the second opponent from reaching Ashe.

    Her drawback is what happens when Leona leaves. Ashe has no dash, and Leona cannot instantly return from an E to stand beside her. Against a team that can dive Ashe, a fight played around her position may be better than a hunt through the enemy backline. Keep Leona close enough to use Q or R on the attacker, and attack the enemy the pair can safely reach.

    Pick Ashe when you want the marksman to help create the opening, with Leona choosing whether to follow. If staying beside Ashe is the job your team needs more often, compare the options in our Ashe support guide.

    A failed E does not obligate the ADC to Flash forward

    Return to the opening example. It is level four. Miss Fortune is collecting a large wave under her turret; Leona lands E on the enemy ADC beyond that wave. The enemy support has not spent their engage spell. Miss Fortune is too far away to attack immediately and has no Bullet Time yet.

    Flashing forward would put both allies in a fight they had not prepared. Instead, Miss Fortune should remain on the safe side of the wave. If she can place Make It Rain on the enemy pursuing Leona without exposing herself, the slow may help Leona retreat. Take a reachable attack if it is safe, but do not chase past the enemy support to justify the initial E. Leona should use her remaining control to get out, not assume the ADC’s missing damage is about to arrive.

    A slow might not save Leona. If helping requires handing the opponent a second kill, keep Miss Fortune alive and collect the wave. Fix the next engage: thin the wave, get the ADC alongside the approach, and signal the target before casting.

    That is the standard to use for all six picks. Before you ask whether Samira, Draven, or Tristana has enough damage, ask whether their next attack will actually reach the enemy Leona has chosen.