Sworn Sword
Updated Apr 18, 2026
Leomord is a jungle fighter built around one temporary unfair state: mounted form with room to keep moving. He is not a blind bruiser and not a reliable first engager. Pick him when your draft can crack the fight open for him, then let the horse finish what your frontline started.
Win Rate
52.37%
Pick Rate
0.76%
Ban Rate
5.56%
Sustained DPS
Emblem
Assassin Emblem
Battle Spell
Sprint
Weak Against
Strong Against
In teamfights, Leomord can cast his Ultimate, then his 1st and 2nd Skills while Barbiel is moving towards him. After mounting, Leomord can use his mounted 1st Skill, 2nd Skill, and Basic Attacks to continue dishing out damage.
Leomord looks flexible on the draft screen because he has burst, chase, and enough durability to survive first contact. That reading is too generous. He is a tempo jungler whose best games are the ones where the enemy backline cannot kite backward in peace.
Pick him when the enemy mid and gold lane are low-mobility damage dealers like Odette, Pharsa, Yve, Cecilion, Layla, or any marksman that wants to hold one line and fire. Pick him when your own draft already has first touch from Tigreal, Khufra, Atlas, Kalea, or a mid laner that forces bodies to stand still. Pick him when your roamer or mid can start the fight half a second before you do, because Leomord's best entry is the second hit, not the first.
Leave him alone when the enemy has layered displacement and point-and-click control. Franco, Akai, Nana, Kaja, and Minsitthar all turn his mounted window into a very expensive jog if you ride in before they show. Leave him alone when the enemy draft has two frontliners and three escape buttons behind them, because that game asks for sustained objective damage, not cavalry cleanup. Leave him alone when your own team has no ranged follow-up. If nobody chips targets into finishing range, Leomord spends too much time looking scary and not enough time killing.
The cleanest way to think about him is simple: Leomord is good when the fight will break formation. He is bad when the fight stays orderly.
The horse is not the hero. The timing is.
Most bad Leomord games come from treating Phantom Steed like a green light to dive. It is not. The ultimate matters because it gives him a short window where he can basic attack while moving, swing in an area, and keep pressure on targets who are already retreating. That means the mounted form is wasted if you spend it on the first full-HP body you see.
Everything else in the kit exists to make that mounted window connect. Momentum softens the approach and buys space. Decimation Assault is not your first damage button, it is your angle fixer. Barbiel's path is not only movement, it is a line that knocks enemies off the lane they wanted to take. Even his passive points to the same idea: Leomord finishes fights better than he starts them.
That is why strong Leomord players look patient before they look flashy. They let the tank eat the first cooldowns, let the enemy marksman drift one step too far backward, then they send Barbiel through the exit route and turn the fight into a chase instead of a brawl. If you play him like a frontliner, he feels fake. If you play him like a mounted closer, the kit suddenly makes sense.
The first five minutes should feel disciplined, not bloodthirsty. You are farming for one clean mounted fight, not trying to prove Leomord can out-skirmish the entire map before his first item.
Leomord's real two-item spike is War Axe plus Hunter Strike, usually somewhere in the 7 to 9 minute window if your first rotation was clean.
War Axe is the item that turns his mounted form from annoying into lethal. Mounted basics and follow-up skill hits stack Fighting Spirit quickly, and full stacks matter because the item stops being a stat stick and starts adding true-damage pressure. Hunter Strike is what makes the whole loop hold together. Once you deal five hits in sequence, the movement-speed burst lets Leomord keep pace with the panic path most carries take after first contact.
That changes his mechanics in a very specific way. Before the spike, Leomord needs allied CC and a mistake from the enemy carry to finish a chase. After the spike, one good slow is often enough. You mount, land the first sweep, proc Hunter Strike, and now the target has to choose between turning to fight a bruiser in motion or burning Flicker just to create breathing room.
This is the part many players misread. Leomord does not become stronger because he suddenly one-shots people. He becomes stronger because he stops dropping contact. That is a much more dangerous breakpoint in solo queue, where one carry walking half a screen too far is often the whole fight.
The wrong reflex is to ult first, ride through the tank line, and trust the horse to sort everything out. The correct play is to make Barbiel cut off the retreat after someone else starts the conversation.
Three rules matter more than combo speed:
Target priority is simple once the fight is open: hit the squishy body that has already lost its exit, then only swap to a frontliner if that frontliner is the one physically blocking your next swing. Leomord is not a tank shredder by default. He is a formation punisher.
Support changes how greedy you can be. If you have Angela or Mathilda attached to the play, you can ride deeper and trust the rescue. If your composition is built around one hard-engage tank and no backline support, stay on cleanup duty and let the first engage happen without you.
Think of Leomord's build as two locked damage slots, one almost-locked survival slot, then a real conversation.
War Axe and Hunter Strike are the default core. They give him the attack, cooldown reduction, chase speed, and extended pressure his mounted form actually converts into kills. The third slot that most often becomes standard is Immortality, not because it wins damage races, but because Leomord spends so much of his value entering after first contact. The revive turns one bad timing mistake into a second chance around Lord or inhibitor fights.
Boots are matchup-dependent, not aesthetic. Take Tough Boots when the enemy draft has layered magic damage, stuns, or slows that stop your mounted path before it starts. Take Warrior Boots when the problem is physical chip and repeated marksman damage, not hard CC. If you cannot identify the real threat, default to Tough Boots. Control usually kills Leomord faster than raw numbers do.
After that, buy for the question the lobby is asking:
What you should not do is chase crit bait or build him like a stationary side-lane duelist. The current Leomord wins through repeated contact, short cooldowns, and just enough durability to survive the ride.
Ulting before the enemy control shows. This is the classic Leomord throw. If Franco hook, Akai ultimate, Nana morph, or Kaja pull is still available, mounted form is not pressure, it is a donation. Wait one beat longer, then ride after the answer is visible.
Using Decimation Assault to start every fight. The dash feels like permission. Usually it is a trap. When you spend S2 just to touch the target, you lose your best angle-adjustment tool before Barbiel even arrives. Use it to fix spacing, not to announce yourself.
Taking objective fights with no ultimate and pretending your kit is complete. Leomord without Phantom Steed can still poke, but he does not control a real jungle fight. If Turtle or Lord spawns while your ultimate is down, trade vision, trade camps, or trade the map. Do not take the coin flip and call it bad luck afterward.
Turning the mounted window into a tank duel. Hitting the nearest body is fine for one swing. Staying there is how Leomord becomes background noise. The job is to bend the fight toward the carry line, not to spend ten seconds proving you can bruise a frontliner.
Locking him into anti-dive drafts and calling it mechanics. Some games are not Leomord games. If the enemy has layered peel, multiple displacements, and a backline that can kite through choke points, the right play was the draft itself. Trying to brute-force that lobby usually ends with good damage numbers and a lost crystal.
Tip
Cast Phantom Steed through the path the enemy carry wants to escape through, not directly at their current model. Barbiel is strongest when it cuts the map in half.
Tip
Mounted basic attacks can keep pressure on two targets at once if you circle the first target instead of tunneling in a straight line. The area swing is part of your damage, not a cosmetic bonus.
Note
If the first Turtle spawns while your ultimate is down, treat that objective as a trade unless your lanes already won the area. Leomord without horse form is a poor neutral-fight liar.
Tip
Sea Halberd is a real mid-game purchase on Leomord, not a late luxury. If Estes or Rafaela is undoing your first catch, buy anti-heal before you buy ego.
Leomord's Basic Attacks and skills grant him 25 Oath Keeper energy each time they deal damage to targets. When the energy reaches 100, his next Basic Attack deals 200% Crit Damage and restores 100 (+10*Hero Level) (+15% Extra Max HP) HP. Leomord's Basic Attacks cannot normally Crit, and every 1% Crit Chance is converted into 1% Crit Damage. Mounted State: Each Oath Keeper energy gain is increased by 200%.
Leomord begins channeling, slowing enemies in the target direction by 25%. When the channeling is complete or interrupted, he thrusts his sword in the same direction, dealing up to 500 (+180% Total Physical Attack) Physical Damage to enemies hit (scales with channeling time; increased to 160% against creeps except the Turtle and Lord) and slowing them by 40% for 1s. Use Again: Cast the skill again to cancel the channeling and immediately perform the thrust.
Leomord charges in a designated direction, dealing 300 (+50% Total Physical Attack) Physical Damage to enemies along the way and slowing them by 30% for 1s.
Leomord summons Barbiel to rush to him, knocking back and dealing 100 (+40% Total Physical Attack) Physical Damage to all enemies in its path. If Barbiel comes in contact with Leomord, they will enter the Mounted State, gaining 50% Movement Speed that decays over 2s. Mounted State: Leomord gains a brand-new set of skills, and his Basic Attack can be used while moving and hits a circular area to deal AOE damage. Leomord also gains 70 Movement Speed and 30 Physical & Magic Defense. This lasts 10s.
In teamfights, Leomord can cast his Ultimate, then his 1st and 2nd Skills while Barbiel is moving towards him. After mounting, Leomord can use his mounted 1st Skill, 2nd Skill, and Basic Attacks to continue dishing out damage.
Poke and zone out enemies with his 1st Skill while clearing minions. When the enemy's HP is close to his Passive's threshold, charge in with his 2nd Skill and finish them off with Basic Attacks.
These heroes have the highest win rates against Leomord in ranked matches. Pick any of them for a statistical advantage in draft.
Leomord performs well against these heroes. Consider picking Leomord when you see them on the enemy team.
Leomord is most vulnerable in the early game, where counters average a 56.0% win rate. As the match progresses, Leomord becomes harder to shut down (53.0% mid, 48.6% late). Prioritize early aggression and ganks to build an advantage before Leomord can scale.
Leomord is vulnerable here
Leomord is vulnerable here
Even matchup phase
Assassin Emblem
Sprint
Assassin Emblem
Sprint
Assassin Emblem
Sprint
Heroes that synergize well with Leomord in team compositions.




Leomord is a fallen knight of the Moniyan Empire who was resurrected by dark magic along with his phantom steed Barbiel. In life, he was one of the empire's greatest cavalry commanders until he fell in battle against the Abyss. The necromancer who raised him bound his soul to eternal servitude, but Leomord's indomitable will broke the chains of control. Now he rides Barbiel across the Land of Dawn as a free revenant, wielding his lance with the same deadly precision he possessed in life, though he can never return to the Moniyan court he once served.
No voice lines available for Leomord yet.