
1 ratings
1 total votes
Overview
Leomord Roam is an aggressive fighter who excels at initiating fights, peeling for teammates, and disrupting enemy backlines. With Barbiel, he gains exceptional mobility, powerful crowd control, and high sustained damage, making him a strong playmaker throughout the mid and late game. He performs best when creating space for allies and punishing enemy positioning.
Strengths
- Strong engage and teamfight initiation. - High mobility after summoning Barbiel. - Excellent at chasing and finishing low HP enemies. - Good frontline with fighter durability. - Flexible playstyle: engage, peel, or dive enemy backline. - Can snowball games through proactive roaming and objective fights.
Weaknesses
1. Weak in the early game and has limited pressure before reaching level 4. 2. Relies heavily on his Ultimate (Barbiel) to become aggressive and roam effectively. 3. Can be punished by burst damage and execute effects like Sky Piercer. 4. His engage is easier to avoid with good dodging, especially Flicker and other mobility skills. 5. Becomes less threatening if his Ultimate is baited out or wasted. Needs good timing and positioning to fully impact teamfights and rotations.
Anti CC Roam
This build is designed to make Leomord a durable frontline roamer while still dealing consistent damage and creating pressure throughout the match. Tough Boots (Encourage) provide crowd control reduction and magic defense, while Encourage increases nearby allies' damage during fights and objective contests. Thunder Belt is the core item of this build. It grants true damage after using skills, increases durability, and permanently gains Hybrid Defense through successful attacks, allowing Leomord to scale defensively as the game progresses. Brute Force Breastplate improves both survivability and mobility by granting Hybrid Defense and Movement Speed during combat, making it easier to engage, chase, and reposition. Guardian Helmet provides massive HP and regeneration, allowing Leomord to recover quickly after fights without constantly recalling. Chastise Pauldron offers additional durability and constant pressure in teamfights, helping Leomord stay in the middle of fights while wearing down nearby enemies. Immortality gives Leomord a second chance in crucial late-game teamfights, allowing him to absorb more enemy resources and potentially re-engage after reviving. Conditional Equipment Dominance Ice is usually my first defensive item after Roam Boots when facing strong healing or lifesteal heroes such as Alice or healer supports. It provides anti-heal, attack speed reduction, and extra durability. Radiant Armor is chosen against sustained magic damage dealers when additional magic durability is needed. Antique Cuirass is rarely used in the current meta but remains a good option against heroes who rely on repeated physical skill damage. Blade Armor is selected when the enemy Marksman uses a Trinity Build, helping reduce their effectiveness while reflecting damage during prolonged fights. Overall, this build emphasizes durability, sustained teamfight presence, and consist
Roam Tank
I choose the Tank Emblem to maximize Leomord's durability as a roamer while maintaining consistent pressure throughout the game. Firmness grants extra Physical and Magic Defense, helping Leomord survive early-game trades and invades. Tenacity provides increased Hybrid Defense when HP is low, allowing him to stay alive longer while initiating fights or protecting teammates. Concussive Blast adds bonus area damage after basic attacks, improving wave clear, poke, and overall damage during skirmishes without sacrificing tankiness. This emblem setup focuses on survivability, sustained frontline presence, and reliable damage, making it well-suited for an aggressive Leomord Roam playstyle.
Battle Spell
Revitalize is my preferred battle spell because it gives Leomord extra sustain, allowing me to bait enemies into using their skills and spells while I stay alive longer in fights. It helps me survive extended engagements and pressure opponents more effectively. In rare situations, I also use it to provide healing support for my team during teamfights.
Early Game lvl 1-3
Leomord is still weak before reaching Level 4, so avoid forcing risky fights early. My usual priority is to help the Jungler first by using Skill 1 to assist with the first buff and secure a safe start. After that, I often babysit Mid Lane to help maintain good tempo, since roaming decisions usually begin from controlling the middle of the map. From there, I rotate to Gold Lane or EXP Lane depending on which side needs more help. Focus on giving vision, protecting teammates from early invades, and punishing enemies who overextend. The main goal is to keep your team stable and ready for the first Turtle, not to chase kills.
Mid Game (After Level 4)
**Dominant Phase Name: Mid Game (After Level 4)** Once Leomord unlocks Barbiel, he becomes a strong initiator and frontline fighter. Rotate frequently with your team to contest Turtle, push towers, and invade the enemy jungle when possible. Use your Ultimate to enter major fights with Barbiel active, then use Skill 2 to push enemy backliners or crowd-control targets into your allies for a better follow-up. Prioritize protecting your damage dealers while looking for opportunities to disrupt the enemy backline if they are out of position.
Late Game
In the late game, every teamfight can decide the match. Do not worry about KDA as long as you are protecting your team and making the right plays. Your decision-making is what will win the game, whether that means starting a fight, peeling for your carries, or rotating to the side of the map that needs help most. Unlike a pure tank or support, a roam fighter can move wherever the team needs pressure, so stay flexible and be ready to rotate at any time. Focus on controlling vision around Lord, absorbing enemy cooldowns, and creating space for your carries to deal damage safely. If you successfully force key enemy skills before the fight begins, your team will have a much better chance of winning the objective.
General Tips
Roam Leomord can still create pressure while looking for solo picks on squishy heroes like mages and marksmen. If the enemy EXP laner is low on HP and out of position, you can chase them down to secure the kill. Even so, your biggest strength still comes from good Ultimate timing, since entering a fight with Barbiel ready gives you much more impact. Your main combo is to use Ultimate first, then Skill 2 to get onto Barbiel, and follow up with Skill 1 to finish or pressure the target. Rotate efficiently, watch the minimap constantly, and stay aware of objective timings so you can choose the right moment to engage or disengage.
Best With Gord
100% co-op win rate
**Compatibility: 5/5 Stars** Leomord Roam works well with almost any team composition because he provides frontline presence, crowd control, and space for his teammates to deal damage. He is especially effective when paired with heroes that can quickly follow up on his initiation or take advantage of the pressure he creates. His best partners are burst mages, marksmen, and assassins who can eliminate enemies while Leomord keeps them occupied. Rather than carrying fights alone, Leomord creates opportunities for his teammates by disrupting enemy positioning and absorbing key cooldowns.
Watch Out For Belerick
60% counter win rate
Leomord can fight most heroes, but he struggles against heavy crowd control, displacement, and heroes with high mobility. If his Ultimate is interrupted or his engage is avoided with Flicker or mobility skills, his impact in teamfights is greatly reduced. He is also vulnerable to burst damage and Execute effects, especially after committing with Barbiel. Good positioning, patience, and choosing the right moment to engage are essential to avoid being countered.