Lee Sin General Guide by tradtrad
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Old School Lee (S4)
Lee Sin Build
Late Game + Situational
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 (Bronze, about 150) but I rarely see Lee Sins in ranked let alone good ones.
Seal of Armour x9: These are so important on pretty much any champion apart from certain supports. Early on armor is so important and with madreds razor you should be close to 100 (Level 5-8)
Marks of attack damage 6 or 9: I prefer 9 flat ad marks but some prefer 3 armor pen or even 9. These work well with his ult and his q. If the enemy are tanky take armor pen.
Glyphs of magic resist x9: They are the best choice as Magic resist is hard to obtain in Lee's build, aswell as this not only AP champs have AP abilities, some abilities which scale of ad do magic damage which is really confusing at first but Magic Resist Glyphs are definitely the choice here.
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.
With the new changes to masteries in Season 4 it has all changed so I will try my best to show you the best masteries with Lee Sin.
1 in Double Edged Sword - This is a risky mastery as it makes you take more damage but deal more too, hence the name.
4 in Sorcery - Cooldown is a good stat to get on Lee Sin as it isn't incorporated in his build, unless you get The Black Cleaver. Fury is useless as in Season 3, who wants 5% attack speed? thats less than 1/2 a dagger.
1 in Expose Weakness - Pretty standard as it follows the path of the AD tree. Lee Sin does play a support kind of role late game and uses his moves to do damage as well as his auto attacks, this is why it is good as it marks an enemy for your carries to do more damage to them.
3 in Brute Force - Scaling attack damage this isn't very noticable in game but it really does make a difference with that 10 attack damage at level 18, the only problem is some games don't last long enough to make full use of this mastery.
1 in Spell Weaving - My god this is a devastating mastery, in lane and in jungle, extra spell and auto attack damage? Yes please! Although it is only 3% with Lee's combo that is quite alot considering he has 7 moves instead of 4.
1 in Martial Mastery - 5 Attack damage at level one, that's an additional 180 coins pretty much (360 for long sword).
3 in Executioner - This mastery is undebatable. It scales harmoniously with his Q, increased damage to taregts below 50% health, although at first this doesn't seem like a lot, scaling with everything else you have it adds up. This mastery works like this: Lets say Lee Sin hits an enemy target with his Q (for this lets just say the enemy has 0 armor and lee sin has 0 armor pen) he deals 100 damage, however with this mastery he deals 120.
3 in Warlord - Another percentage based stat but this one scales the best into late game as it scales of current AD, so instead of having 100 AD you get 105. Pretty self explanatory and it makes a tanky Lee Sin more dangerous.
3 in Devastating Strikes - Personally I don't really like this mastery but it's is the only way to get to the bottom of the tree. Because you only have about 10% armor pen without any items that only gets you to 10.6, if you build a Last Whisper then it gets to something like 38.
1 in Havoc - 3% damage dealt from all sources, pretty sweet considering all his moves and his autos. Any actives that you have and of course your ult. Lets say you deal 3000 damage, that will turn to 3090, not much but worth it. Thats 90 attack damage which can bethe difference between a kill and an escape.
Before I get onto the defence part I want to say I only take 9 in defence so that Lee is safer in the jungle and has quicker clear times with Bladed Armour.
2 in Recovery - Some minor Health regen? Why not. Especially in jungle when you're roaming around. The enchanted armor also scales into late game as it is a percentage boost rather than a flat amount. This makes it really strong.
2 Tough Skin + 1 Bladed Armor - This really helps in the jungle and increases his clear time at the start by about 10-20 seconds. This is really important.
1 in Oppression - Lee Sin is really important in teamfights and if he focuses the enemy carries which are being locked down by your teams CC this really helps, in addition to this Lee Sin has a slow of his own which increases his damage by 3% and if you use his Q-R-Q combo before your enemy is stopped being airborne then thats another 3% as the damage from the q is applied while in the air.
Hunter Machete + 5 Health Potions
- Pretty standard on any jungler, on top of this it builds into jungling items which increase gold income.
Madreds Razor + Dorans Blade - These items return a set amount of health and with the new changes if you have them together thats 8 health per hit, Madreds also builds in Wriggles Lantern which is the best item on Lee however this can be changed if seen fit by you.
Boots of Speed - These give you movespeed which allows times between camps to be quicker and between camps and ganks too. They also build into second tier boots which are very useful at mid game.
Boots of Mobility or Boots of Swiftness? - I prefer boots of mobility on junglers as roaming is much quicker with the passive, the only time to buy boots of swiftness is if 4 of the enemy have slows or if you get spirit of the Ancient Golem, then you get CC reduction, you can also take very defensive masteries if you take boots of swiftness because it sort of promotes passive play
Wriggles Lantern -
After the patch to Wriggles it isn't worth siting on madreds for the game because it is definitely gold efficient now. The lifesteal and attack speed are perfect with Lee's Passive and W and the free ward is really the cherry on top
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 <15< minutes then it is all you need until late game (along wiht wriggles and boots)
Randuins Omen - This is a really good item on Lee Sin because of the passive and active, the aoe slow works with his Tempest/Cripple. It also has a Autoattack slow which is good because being in the middle of the fight makes you absorb damage, the Omen aso 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 - Only buy this item if you are approx 5/0 out of jungling/laning phase, it helps with pushing and with clear times. It also works well with Randuins Omen Active and his Cripple. So The active of Ravenous Hyrda followed by Randuins Omen is similar to his Tempest/Cripple. However I do not buy this item often but it can be taken over last whisper in late game if the enemy are squishy.
Blade of the Ruined King (BoTRK) - This is another contreversial choice but I think it works well with Lee because of his passive and the Wriggles Lanetern. It has a slowing active like Randuins which is good because is makes full use of the mastery ('Oppression' deals 3% increased damage to units which are movement impaired).
Atma's Impaler - Since the nerf at the start of season 3 it hasn't been seen much but on Lee Sin it is still seen as good if the enemy are build alot of AD, especially if you build Tri Force, Randuins/Frozen Mallet and one of the 2 items which build out of Spectres Cowl. Take this if you are going tank for your team otherwise a Banshees Veil is better as is a Spirit Visage.
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.
Skill Sequence - Source: http://leagueoflegends.wikia.com/wiki/Lee_Sin
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 COOLDOWN: 9 COST: 50 ENERGY
ACTIVE: Lee Sin dashes to target ally, he and the target each gaining a shield that absorbs a certain amount of damage. Each shield dissipates after 5 seconds if not already destroyed. Lee Sin can cast Iron Will within 3 seconds of using Safeguard.
SHIELD: 40 / 80 / 120 / 160 / 200 (+ 80% AP)
Iron Will COST: 30 ENERGY
ACTIVE: For 5 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')
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 and attack speed. The movement and attack 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.
Pros / Cons
-High burst damage
-Lots of utility and movement
-Does magic damage aswell as physical damage
-Good ganks and decent clear time
-Fun to play with cool combos
-Hard to master
-Has to to time moves correctly or drains energy quick.
-Falls of past 20 minutes unless uber fed.
Smite is a necessity in the jungle, if used while your shield is active heals you for a small amount too.
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.
Barrier - ADC's only? Yeah right.This is amazing for baiting or even saving your ***! Do not under estimate the power of this but it doesn't work as well late game.
Ghost - I wouldn't take this spell but its useful against a Singed, Talon or Kennen.
Exhaust - Another great baiting and escaping tool, a slowing effect too. If they are really tenacious and keep chasing you such as a Shaco this is what to take.
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.
Route 1 (Gankig alot): Elder Lizard>Wraiths>Gank>Ancient Golem>Wolves>Gank>Wight>Gank
Route 2 (Mixture): Elder Lizard>Wraiths>Ancient Golem>Gank>Wolves>Wight>Gank
Route 3 (Farming in jungle/Level 6 gank): Elder Lizard>Wraiths>Ancient Golem>Wolves>Base>Wight>Wolves>Golems>Wraiths>Gank (or wolves if not level 6)
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.
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