Old School Lee (S4) 4.18
Lee Sin Build
Example build (Cheap)
Threats to Lee Sin with this build
|Shaco||He falls off harder than you but at level 2 he will kill you if his boxes are set.Apart from that you counter him, you reveal him and can follow his q with your Q, you can also countergank him so it will be hard for him.|
Introduction to Champion
This is my first proper guide, I have chosen Lee Sin the Blind Monk because he is one of the most fun champions to play but also one of the hardest to master.Lee Sin is tanky bruiser, his early game purpose is to shut down the enemy carries and his late game purpose is to go tankman because he falls off pretty early too. Mid-Late game he acts as a peeler to protect his own carries (he seems to like carries). Lee should be taken if your top laner is AP or squishy, such as wukong or vladimir. Another thing is that Lee Sin is one of the best High ELO champs as he is amazing in teamfights and with a coordinated team. However do not be fooled by this, Lee Sin is also great in Low Elo games, if you master him in Bronze you have a good score almost every game, as well as this you can make the plays so feed your teammates. I haven't played many matches in ranked (Gold, about 400) but I rarely see good Lee Sin players in ranked who impact the game.
Movespeed Lee Sin
+ High sustain and can save allies.
+ High early game scaling, therefore high burst early on.
+ Good CC
+ Lots of utility and mobility
+ Does magic and physical damage.
+ Good ganks and good clear times.
+ Fun to play with cool combos
Lee Sin's Safeguard/ Iron Will is a very strong utility spell due to the dash, lifesteal and shield, this can lead to some crazy plays and escapes with Sightstone. His Tempest does magic damage meaning you have to build some MR against him or it will hurt, and it scales off AD too. With Cripple and Dragon's Rage he has alot of crowd control which will help peel people off your carries in teamfights, however o utilise all this you have to learn him correctly..[/columns]
- Hard to learn.
- Combo's are hard to pull off as everything isn't static in game.
- High energy costs and you have to use his autos between spells.
- Scales badly into late game.
- Cannot carry on his own, but can make his teammates carry by snowballing lanes early.
There are 2 main problems with Lee Sin, due to his kit he will always be fun and strong meaning he WILL BE SUBJECT TO NERFINGall the time, this is very annoying and unfair, similarly to Kha'Zix and Elise. His second problem is th energy cost on his spells.If you use them all back to back it costs 240 energy 3*(30+50).This means you have to auto attack atleast 3 times between to have enough energy, and sometimes you will have to Dragon's Rage away as you run out of energy sicne your ult costs no energy it is a free disengage. Wardjumping is VERY punishing in this aspect too as the energy isn't refunded and neither is the cooldown.
Greater Mark of Attack Damage
Greater Seal of Scaling Health
Greater Glyph of Magic Resist
Greater Glyph of Scaling Magic Resist
Greater Quintessence of Attack Damage
- This is better than 9 armor seals because they got nerfed and aren't as useful, to counter this loss, take Bladed Armor .
x4 - I take 4 of these as they will be good for early ganks, but you don't need that many because the enemy won't do that much damage anyway.
x5 - Very strong on Lee lategame when he falls off making him that tad bit tankier to be that tad bit more durable in fights, they also outperform flat MR at level 7.
Quintessence of Attack Damage x9: I choose these because 3 of his moves scale off AD, I usually prefer these runes over movespeed Quints because there are 2 boots which increase movespeed but none that increase AD or even Armor Pen. Aswell as this he uses alot of auto attacks in the jungle so AD helps him out, with the right runes and masteries you should have about 77/78 AD at level 1.
Double-Edged Sword This is good as Lee Sin is melee and can heal with is w, he also got a buff in his health regen. The risk is worth the reward as you have to get fed early so more damage is good, even if it is at a reckless cost, it also lets you upgrade to the next tiers without having to take 4 points in one of the rows.
Brute Force Very good for your end game scaling although it isn't alot it is better than anything, because you take only 3 points this is why you need double edged sword for your next tier.
Spell Weaving You will literally need to weave your spells with your auto attacks and in trades this is a constant factor for damage as you use both spells and damage. This also lets you get blade weaving.
Martial Mastery +4 AD. Why not. Helps your autos and damage spells.
Executioner This is taken at all costs because it can let you do much more damage the lower the enemy its, it also works in synergy with your Resonating Strike.
Blade Weaving Another mastery which works very well with your combo, this will create more damage for all of your spells do more damage as your bonus AD increases.
Warlord I took this because you will build some AD and I think it would be a waste not to take it, since you build atleast 3 items which give you AD it increases this by 5%.
Devastating Strikes You do Physical damage with your Sonic Wave/ Resonating Strike and Dragon's Rage and magic damage with your Tempest/ Cripple. Your runes also synergise with this.
Havoc Much more damage making you a big threat, ths helps with your end game scaling as well as increasing your damage from spells and auto attacks.
Block Not really good but in trades you can negate up to 10-16 damage which doesn't seem alot but this block isn't affected by armor and magic resist meaning it is after defensive values have been taken into cosideration, so think of it as true armor.
Tough Skin I take this over recovery as I ditched seals of amror, this makes you that little bit less susceptible to damage from jungle camps. vs Recovery This is very good for healing between camps and walking to lanes to gank, this with the buff that Lee sin got.
BASE HEALTH REGEN 6.95 health per 5 seconds ⇒ 8.95 health per 5 seconds
Bladed Armor I take this as i don't take armor seals anymore. This makes up for it as the physical damage you take early on is from camps.
Veteran Scars 36 health isn't that much to be honest but it is alright and is the only decent thing you can take in this tier.
Juggernaut This is the pinnacle of 9 points. That extra 3% hp will turn 1000 hp to 1030, and 3000 hp to 3090, thats already more that double maxed Veteran Scars
x4 Hunter Machete + 4 Health Potions + Warding Totem - Pretty standard on any jungler, on top of this it builds into jungling items which increase gold income. The trinket is good as from level 3 you can ward jump.
Spirit Stone - Since the preseason 4 wriggles lantern has lost its lifesteal, although it is a good choice on some junglers, not Lee sin anymore, buying a spirit stone lets you upgrade into your 1st core item, Spirit of the Elder Lizard
Boots of Speed Get this at an early point so you can upgrade it later. Really important for movespeed on Lee Sin.
Spirit of the Elder Lizard - This is the main build item because of it's stats. The true damage works well with red buff and many a kill has been secured by it, the cooldown reduction and damage is also good and are 2 key stats on Lee.
Last Whisper - When I first saw this item i thought what trash, but then I realised the monster scaling it has, for 2300 gold and it has a decent build path, Lee Sin needs armor penetration which scales to keep him relevant, you should get this as his power falls off to keep him in the game.
Sightstone This gives you alot of mobility, for example the "inSec" can be performed with a this, you can also use it as a free escape and greater energy and cooldown costs using safeguard. There isn't much point in upgrading it to Ruby Sightstone until your last item since you don't gain much.
Ruby Sightstone - Well grants an extra ward some health, very good for mobility, with this item you can upgrade your Warding Totem into a Greater Vision Totem which doesn't have to be wasted for wardjumps, or you can get an Oracle's Lens.
Trinity Force - With the new meta Tri force is becoming more and more suited to Lee Sin, however you do lose the mana from it. It is a perfect all round item and if you can get it at <20< minutes then it is all you need until late game. However this is only if your fed and carrying, don't get his every game as it is quite high risk and expensive. It's pretty easy to build due to the low cost of the base items.
Randuin's Omen - This is a really good item on Lee Sin because of the passive and active, the aoe slow works with his Cripple. The Omen also gives you health and armor which is always nice. This is the main reason why I choose it over sunfire cape however SFC is better in lane.
Ravenous Hydra - The active is like a 5th spell, the damage is OMFG and the AOE it bring to the table is just amazing, permanent attack speed boosts from your passive Flurry will proc its respective passive much more dealing more AOE damage, the enemy will also take more damage as your spell weaving and blade weaving proc. Also works very well with Tempest. This is however quite situational and should be bought if your team lacks physical or AOE damage in teamfights.
Spectre's Cowl - The reason why I have put Spectre's Cowl here is because it is really useful early on against pokers in lane such as Vladimir or Kennen. It then builds into items such as Banshees Veil and Spirit Visage. If you are going tanky then take Spirit Visage but if you are being targeted take Banshees Veil.
Banshee's Veil - Banshees Veil did get a nerf but it is still strong, giving heavy magic resist stats and a shield which blocks the first spell coming your way, which is usually a slow/stun. The cooldown on the shield is 40 seconds now. It also has another passive which is health regen, this is good against poke and DOT damage as it reprocs healing you constantly.
- The Black Cleaver is an absolute monster of an item, permanent armor shred and cooldown, some health too, you do mostly physical damage so if you auto your enemy once, then do Sonic Wave- Dragon's Rage- Sonic Wave you will do much more damage, this is a very good choice along with Last Whisper against junglers like Rammus, Malphite and Sejuani.
Items - Boots and enchantments
Mercury's Treads These get you the holy tenacity which you will buy in most games, the magic resist is good too for early game ganks on mid. They are expensive but defiitly worth it. Get these as early as possible as they pay off all game.
Ninja Tabi This is the item you get if their jungler is auto attack based and the toplaner is AD, also a good choice if the enemy midlaner is AD. The armor will be good in the jungle too for fighting and clearing camps.
Boots of Mobility Boots of mobility are very good early game, this is because of the movespeed outside of combat, this helps ganking and general movement around the map and between camps, it's also cheap as hell (only 800 gold). However there are better options late game as defensive stats will prove better and you will be in combat alot in teamfights and objectives. However if someone is chasing you and you do break combat for 5 seconds they won't be catching you. Buy them early and sell them later on.
Ionian Boots of Lucidity The reason why I don't like this on Lee Sin is because you can get cooldown from his build elsewhere without compromising so much more, also the masteries give 5% CDR already. Ontop of this Lee Sin already has very low cooldown and since CDR is % based the lower the cooldown is already the less time it will take off the initial cooldown.
Boots of Swiftness I rarely get these because they aren't very good at anything, they are only usefull if every single one of the enemy only have a slow, thinking Olaf top, Zed mid etc. The stats it gives are only good for champs who scale of movespeed permanent such as Hecarim or Udyr.
I haven't put Berserker's Greaves and Sorcerer's Shoes in the section because you should never build them you aren't a mage or a auto attack based champion.
Enchantment: Homeguard Get this if you are fighting all the time and have to keep going back to base due to deaths or recalls, this will help you get back into the fight, it is also a good option with teleport as you can teleport and then run out at 1000 movespeed, other than that get if if your defending your base.
Enchantment: Furor I don't really like this enchantment because it doesnt bring too much to the table, the only time I buy it is when I have Trinity Force, your Sonic Wave proc's the movespeed.
Enchantment: Captain What it says on the tin, if you're the captain of the team you should buy this, if you make the calls on initiations, pushes, fights, and retreats get this. If you don't get this ask your support to get it, it's lovely.
Enchantment: Alacrity The 20 increased movespeed is quite good, it doesn't really have any downsides either, to be honest this is the very last thing you get. This is better for a solo assassin type play style where you go high risk roaming on your own and get caught in sticky situations.
Enchantment: Distortion This is usually what I get if I take Flash or Ghost, reason being it kind of makes Ghost OP as a 40% movespeed boost through units is kinda broken, good vs Udyr and Trundle. You can also avoid some issues with facechecking bushes as you can wardjump ghost out. The 20% decreased time on displacement summoner spells is also very good, especially flash. As for Flash the 30% movespeed doesn't seem alot but if your slow for that 1 second and you flash out, it negates the slow pretty much and lets you keep going.
After using an ability, Lee Sin's next 2 basic attacks within 3 seconds gain 40% attack speed and return 15 energy each.
This is very good in trading, always use it to gain energy back and you will clear camps faster too
Q = Sonic Wave RANGE: 975 COOLDOWN: 11 / 10 / 9 / 8 / 7 COST: 50 ENERGY
ACTIVE: Lee Sin shoots a wave of sound in a line, dealing physical damage to the first enemy it hits and granting true sight of it for 3 seconds. If Sonic Wave hits, Lee Sin can cast Resonating Strike within the next 3 seconds.
PHYSICAL DAMAGE: 50 / 80 / 110 / 140 / 170 (+ 90% bonus AD)
Resonating Strike RANGE: 1100 COST: 30 ENERGY
ACTIVE: Lee Sin dashes to the enemy marked by Sonic Wave, dealing physical damage including 8% of the target's missing health. Minions and monsters take a maximum of 400 damage.
PHYSICAL DAMAGE: 50 / 80 / 110 / 140 / 170 (+ 90% bonus AD) (+ 8% target's missing health)
COMBINED DAMAGE: 100 / 160 / 220 / 280 / 340 (+ 180% bonus AD) (+ 8% target's missing health)
I always take Sonic/Wave Resonating Strike first as it gives vision, deals physical damage based on missing health and is an amazing gap closer. If used right with the passive then it can win a 1v1. It is also good for ganking as it has a decent range and a short charge time. Max this as quickly as possible, NO EXCEPTIONS!
W = Safeguard RANGE: 700 COST: 50 ENERGY COOLDOWN: 14
ACTIVE: Lee Sin dashes to a target ally. If the ally is a champion, they and Lee Sin receive a shield that lasts 2 seconds and Safeguard's cooldown is halved. Lee Sin can activate Safeguard on himself to receive the shield, and can cast Iron Will.png Iron Will within 3 seconds.
SHIELD: 40 / 80 / 120 / 160 / 200 (+ 80% AP)
Iron Will COST: 30 ENERGY
ACTIVE: For 4 seconds, Lee Sin gains bonus life steal and spell vamp.
LIFE STEAL & SPELL VAMP: 5 / 10 / 15 / 20 / 25%
I take this at level 3 after because it is another dash as well as a shield to yourself and an ally. It could save them from ignite or let you catch up to an escaping enemy. In addition to this it's seconds part (Iron Will) gives you spell vamp and lifesteal. If you use smite while this is active it heals you for a % based on the level of the skill. You can also jump to wards to get away however this is tricky for beginners because it requires a 5th move (usually under the thumb; 'C' or 'V')Remember that the cooldown isn;t halved if you don't dash to a champion as is the energy cost, so ne wary of this
E = Tempest RANGE: 350 COOLDOWN: 10 COST: 50 ENERGY
ACTIVE: Lee Sin smashes the ground, dealing magic damage to all nearby enemies and granting true sight of them for 4 seconds. If Tempest hits an enemy, Lee Sin can cast Cripple within the next 3 seconds.
MAGIC DAMAGE: 60 / 95 / 130 / 165 / 200 (+ 100% bonus AD)
Cripple RANGE: 500 COST: 30 ENERGY
ACTIVE: Lee Sin cripples all enemies marked by Tempest, reducing their movement speed. The movement speed recover over 4 seconds.
SLOW: 20 / 30 / 40 / 50 / 60%
This is AOE damage, take this at level 2 for quicker clear times. However if one of your buffs gets stolen it is wiser to take w at level 2. This move has to be activate once to be able to use the second part, an AOE slow. This move is good for trading or for kiting/catching opponents. It is also good for peeling your enemies off your carries. Another thing about this is that it does magic damage so enemies need Magic Resistance to defend themselves which is pretty good as it stop them building pure armor
R = Dragon's Rage RANGE: 375 COOLDOWN: 90 / 75 / 60 COST: NO COST
ACTIVE: Lee Sin launches a powerful roundhouse kick, dealing physical damage to a target champion and knocking it back 1200 units over 1 second. Enemies the target collides with take the same damage and are knocked airborne for 1 second.
PHYSICAL DAMAGE: 200 / 400 / 600 (+ 200% bonus AD)
This is a nuke of an ult which scales more than 100% with your attack damage, it can be used to defend yourself or kill an enemy, they will never see the Q-R-Q combo coming, the Q-R-Q combo is you landing your first q on your enemy, you then kick the with your ult and subsequently catch them again with resonating strike (second q). It is also a knock-up and disrupts teamfights as well as damaging all enemies behind the kicked one for the same amount.
Source from lolwiki as of 4.8.2014 and patch 4.13
Smite is a necessity in the jungle, if used while your Iron Will is active heals you for a small amount too. Use your Sonic Wave Smite Resonating Strike combo for max damage.
Flash is always taken lane or jungle or even mid, with 2 dashes he is hard to catch or evade but with 3, its impossible
Ignite is very good if you intend on counter jungling, it is also good against champions such as Warwick, Fiddlesticks, Dr Mundo, Nasus and Olaf.
In lane options:
Teleport - Do not under estimate this spell, take it if the enemy has alot of sustain such as Shen, Vlad or Cho. The cooldown is also lowered when used on towers.
Ghost - I wouldn't take this spell but its useful against a Singed, Talon or Kennen. Also MLG PRO for Movespeed Lee Sin.
Exhaust - Another great baiting and escaping tool, a slowing effect too. If they are really tenacious and keep chasing you such as an Udyr or Trundle this is what to take.
Route 1 (Mixture): Elder Lizard>Wraiths>Ancient Golem>Gank>Wolves>Wight>Gank
Route 2 (Farming in jungle/Level 6 gank): Elder Lizard>Wraiths>Ancient Golem>Wolves>Base>Wight>Wolves>Golems>Wraiths>Gank (or wolves if not level 6)
A basic gank route for Lee Sin, always start on botlane side for a harder leash
Summary + Teamwork
Early Game, 0-10 minutes:
-Shut down carries
-Give blue to mid
Mid Game, 11-25 minutes:
-Start building Health, Armor and Magic Resistance
-Start playing like a second support
-Stay in jungle and farm, farm, farm!
Late Game, 26+ minutes
-Tank/Offtank if someone like Shen is in top
In teamfights go straight for their ADC/Mid. They are your primary target, if they are someone like Kassadin or Talon who get quite beefy try to zone them out. Remember to lay out your moves equally apart so that you get maximum benefit. Use Randuins omen at start and then your Tempest Cripple about 3 seconds later, this will give the enemy a slow that lasts 5 seconds.
Tips and Tricks
1. Has a very wide hitbox so it travels further than it looks, use this to your advantage.
2. Reveals enemies which are stealthed such as Shaco and Teemo
1. Will follow an enemy an indefinite length across the map, this means that it will do the same thing as Vi ult. If you are traveling towards them you will hit them if they flash or jump or anything. The only way this can be stopped is by being hit with a displacement ability. Which also negates the damage.
2. It does damage based on how much health the enemy is missing, this is why Q-R-Q is such a good execution combo. In the jungle try to go Q-AA-AA-E-Q for most damage possible.
Or w-aa-w-Q-smite-aa-aa-e-q, for a fast sustained clear of big buffs.
1. Gives a small shield on cast, this will give a shield to an ally but not to wards,you can jump to wards though and other targetable objects such as Demacian Standard and Dark Passage.
2. Using this on a non champion target will not refund energy and cooldown, unless it is Dark Passage as this counts as you Safeguardng to Thresh.
List of things you can Safeguard to:
-Any allied champion in range
- Stealth Ward, Vision Ward, Warding Totems
- noxious traps
- Demacian Standard
- thorn spitter/ vine lasher
- H-28G Evolution Turret/ H-28Q Apex Turret
- Jack In The Box
- Cell Division
- Dark Passage
- Mirror Image
- Children of the Grave
- Omen of Death/ Omen of Famine/ Omen of War/ Omen of Pestilence
(Also note all the non champs can be teleported to.)
This is my first guide that I have actually put effort into, I hope you like it and that you have learnt something, please leave some feedback and feel free to add me (EUW>EpilepticRabbit). I am pretty good at Lee Sin and have a youtube account too called 'tradtrad100'.My Channel with some plays. Check me out on twitch too user is same as In game name. I don't stream much though.
Ummmm.. thats it guys I hope you liked the guide.
P.S don't forget to like and leave feedback. There's also a link to my top lane trundle guide http://www.mobafire.com/league-of-legends/build/an-in-depth-guide-to-trundle-gold-standard-374463
10/9/14 - Added some tags, items being changed.
14/9/14 - Updates Runes and Masteries.
15/9/14 - Updated Items and bettered some of the coding.