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Choose Champion Build:
Spells:
Exhaust
Flash
Ability Order
Flurry (PASSIVE)
Lee Sin Passive Ability
Introduction

Hey Guys, This is my Jungle an Lane Lee Sin Guide. I know that there are many Lee Sin Guides out there, but the aim of this guide is to provide much more detailed information than other guides. In my eyes, every champion should have a a guide on mobafire for them that's at a rating of 90%+ and at the moment, there isn't one, and I plan on this guide being the first. This is the second full day that the guide has been up and I already have been experiencing some technical difficulties that I'm not quite sure how to fix so please bear with me, if the guide seems a little disorganized for SOME reason(my guide has been rearranging itself). So I really hope you enjoy Lee Sin and learn more than just Lee Sin from this guide.
______________________________________________________________________________________________
On a side note, I'd love to make this guide more organized, but sadly I have no real knowledge of how to do so. This is my second guide ever so If you have any way to help me format this, please put a comment down below since every help guide I've read hasn't exactly shown a way to reformat into that columned format that EVERY SINGLE top guide has(which baffles me to no end why everyone likes that format and it's basically become generic, to me at least.) So yeah, feel free to help me out with that.
ANOTHER NOTE:
I am no 1800+ ELO player so if you happen to see something that doesn't look right, please help me correct it to make anyone looking at the guide understand the game and Lee Sin better.
______________________________________________________________________________________________
NOTE: I got rid of the quick/basic overview of the guide, since it's kinda pointless, if someone can just look at the top of the guide for the same exact information. If a few people specifically request it, I will be sure to put it back up.
NOTE:
I'm not motivated to update this guide anymore since I'm just getting troll voted down. Many of the reasons that I'm getting for down votes are just childish and opinionated. I'd love to work hard on this guide but if no one will look at it anyways, I might as well just stop right here.(11/18)
Lane
Pros:
-
Great Damage
Good Sustain
Good Farming
Good Utility
Good Poke
Good Escapes
Great Dueling(1v1ing)
Great Early/Mid Game
Cons:
-
Falls off Late Game
Reliant on Items to do decent damage late game
Has a Learning curve
Fairly Weak to Range in Lane
Requires Adept Positioning
Jungle
Pros:
-
Great Jungle Speed
Good Ganks
Great Counter Jungle
Good Dragon Control skill set
Great Dueling(1v1ing)
Great Early/Mid Game
Cons:
-
Falls off Late Game
Reliant on Items to do decent damage late game
Has a Learning curve
Requires Decent Skill Shooting
Requires Adept Positioning
So to summarize, Lee sin falls off late game, he takes some time to learn(through experience), and you need to be able to position yourself well(as with all champions). With all of this in mind, you have to work to maximize your pros and minimize your cons. What do I suggest? you really should take advantage of how strong you are early on to make your late game better. You also need to just play Lee Sin a good amount to get a feel for his skill set and learn his role and positions. Even after your champion falls off at late game, you should always use your skills and knowledge to make that late game better.
Lane
Jungle
Please Note:You don't HAVE to play using my masteries, these are just my recommendations. I would give you more alternatives, but honestly, nothing matches up to these mastery pages in my honest opinion. Please feel free to experiment with different pages, and if something works out really well for you, please comment to help this guide out.
Lane
My Recommendations and Explainations:
Marks:
Greater Mark of DesolationGreater Mark of Desolation
These provide a nice early/mid game damage boost where, combined with armor pen quints, let you do true damage to people stupid enough to not bring cloth armor to lane against you(and do considerably more damage vs early armor stackers),and deal true damage to minions(for last hits.)
Seals:

These provide some decent armor for early/mid game. These will help you against the probable tanky dps top solos and will help you take less damage during ganks(yours or theirs).
Glyphs:

These provide a good amount of MR later on for any magic damage soaking.
OR
Greater Glyph of Acumen(Sorry no pic of this on mobafire)
(+2.2 energy)
Flat 20 energy is a very good substitute if you're not a fan of the 24 MR at level 18. This helps you a lot, even with fast energy regen. Mostly, it helps you spam harass a bit more.
Quintessences:
Greater Quintessence of Desolation Greater Quintessence of Desolation
Brings you up to 31 Armor Pen (with marks and masteries) and gives you some early/mid game dominance.
Alternatives:
Marks:

Gives you 9 damage at level one. Not sure if it gives better damage at level one(compared to armor pen marks) but it does give you a tiny bit extra sustain(with your W's lifesteal).
Seals:

Combined with the dodge mastery, and ninja tabi, you get very high dodge and can go faster with the mastery to chanse and run. It's not exactly "reliable" since it's chance, but it's still a good substitute for flat armor in lane.
Glyphs:

Gives 13 MR level one. Could be useful if you're sure that the person you're going up against is going to be a harass type with magic damage.
Quintessenceses:

This gives you 7 AD at level 1 and it actually is more damage efficient than armor pen early on but falls off soon after.
Jungle
My Recommendations and Explainations:
Marks:
Greater Mark of DesolationGreater Mark of Desolation
Pierces all small camps armor to 0 which makes for true damage hits and faster jungle speed. Also very useful for doing extra damage during ganks.
Mixed with / OR:

If mixed, can stop those annoying 1 hp monsters requiring another hit and slowing jungle time a bit and if exchanged, can speed up your very early stages of jungle slightly, and power up your Q for some extra powered ganks.
Seals:

Gives you the some good armor for help with jungle sustain. During ganks early on, can help you dive to a certain extent. These are mainly used for jungle survival.
Glyphs:

Since you'll be ganking every lane, you'll eventually run into a caster to gank, and these runes do the job of keeping the magic damage early on lower than usual.
OR
Greater Glyph of Acumen(Sorry no pic of this on mobafire)
(+2.2 energy)
These provide 20 energy and are a good substitute for the flat MR. These give your extra Energy for another skill during ganks so it can prove to be very useful.
Quintessenceses:

Give you extra AD for extra sustain at early jungle levels. Since you hit for 7 more damage, it can give you a bit extra lifesteal while also providing 13 extra damage on your Q with it's .9 additional AD ratio.
Alternatives:
Marks:
Can't think of any other DECENT alternatives, comment if you have an opinion.
Seals:
Again, Can't think of decent or reliable alternatives. Giving up armor would force you to build cloth and 5 hps, and I like for you to have many starting options.
Glyphs:

Not a bad choice if you don't think that you'll be fighting any ap early on or if their only ap champ is late game oriented(ex:


Shorter CDs = Higher dps, but what's the cost you might ask? You'll probably run out of energy a lot faster, unless you manage it well. This would slightly increase your jungle speed at low levels but it would diminish over time.
Greater Quintessence of Desolation Greater Quintessence of Desolation
I highly recommend that you either mix in or use AD marks with this because you WILL run into too many 1-3hp jungle creeps and significantly slow down your jungle. Upside though is that you'll do alot more damage against the probable tanky dps up top.
BOTH:

This goes really well with Lee Sin, even if he has a ton of positioning skills to begin with. this can set you up for some pre-6 ganks if you can't get a clear





Alternative:

It's not as good as Flash in my opinion, but it is a bit more reliable, since it has a shorter CD and is much longer in duration(derp). Again, this could set you up for all of your skills and ganks, but it's really not as effective as

(update 11/14): While flash did get nerfed, it's still better than ghost for lee sin. I will admit, however, that it's not a terrible idea to run ghost though. It's just personal preference at this point.
You Might be wondering why I recommend that both lane and jungle carry


Lane:

Such a great summoner for lane. I like to call this the new and improved


Decent Alternatives:

Better than Exhaust at Early game but then falls off soon after, DAMAGE-wise. Why wouldn't it fall of in certain other ways? If their team has 1 or 2 heals, this can really help you focus one person down with the heal reduction. Early on it can add extra damage to your burst, to ensure some kills.
(update 11/14): Added a 5 AD bonus while on CD, so a bit better from that.

You're good at taking towers, so teleport helps you split push. Free towers if no one is paying attention, but if you're playing with better players, obviously it won't work as much. Still, this can help you with getting to certain points on the map such as Sight Wards and help with getting places that you are needed faster.
Others:



(11/14 update): Got a pretty decent buff, not so bad anymore, but still I kinda don't recommend it.



(11/14 update):It's a bit better, but still not the most viable summoner on Lee Sin




Jungle

An Absolute Necessity on a Jungler. You really need this to speed up your jungle and to even survive. You really need this for bigger Jungle Monsters but ESPECIALLY for securing Dragon/Baron. There's a Neat trick you can pull on Buffs/Dragon/Baron, Similar to the Half HP combo(sort of), when it's down to like 20-30% Health, use the first part of









I won't recommend any other Summoners for jungle since you already have 2 if you listened to me about the Necessity of






Recent Nerf:
Bonus AD Ratio Reduced from 1.0 to .9
CD at all Ranks increased by 1 sec

Recent Nerf:
Range Reduced by 50




Skill Combos and Tricks!
Lee Sin is all about pulling combos off with your skills, here are some Tricks you can pull of with all skills with their own respective situations.
There are Utility based ones such as:
Need to get to lane a bit faster?

Need to get out of a "sticky" situation?



Want to deny a creep kill?

Then there's the aggressive and offensive ones:
Need to harass them while they're in tower range?(or not)




They want to fight you while at half health?




Lane:
Can't really see anything being better than this for lane. You need

Jungle Routes and their Skill Sequences:
There are many different starts and skill patterns, so just choose what suits you best.
This is a standard double golem start. You start double golems with






This is a standard Wraith start.






While not a big fan of this,this is a fast jungle speed sequence. Maxing





Both:
This is what you go with if your team is planning to do a level 1 team fight. This allows you to do high damage during the fight and afterward, do high damage to the probable buff that you'll steal after the fight.In lane: the earlier point in
Lane
Starting Items:


Against a normal lane or an aggressive magic lane
OR

Against a weak early lane(like


OR


Against an AD harassment type (like


Early/Mid Game CORE:





The two


Optional Early to Mid Game Buys:

Get this if you either: Know that you'll be building a


Id's get this if I was getting shut down by some other early/mid game oriented AD champion. I'd also get this if I was outclassed by an obviously better laner. It's not too bad since you get a ward that you can use to hop walls with



I'd only get this if you're getting shut down by a early/mid game oriented Magic Damage Champion. It does provide decent damage and good MR along with the 300 Magic damage shield, it's easily an essential item vs casters that have high burst early on.
On a Side note:
You can get the two offensive items if you're dominating everyone, and you need something short term with damage and tankyness.
Jungle
Starting Items and Camps:

At Golems with

OR


At Golems with

OR

At Wraiths with

OR

Any small camp with

or

I didn't Recommend



Early/Mid Game CORE:




(If you don't buy the



It's not that many items mainly due to the fact that I just made this the point where you should be buying a lot of wards to control the map. While you do still buy wards while getting to this point, you really want to buy like 3-5 Sight Wards after hitting this point and maybe an

Woah Buddy, wait a minute, why is

Well, good sir, I will gladly tell you. It's just my personal preference to not build it. It isn't NEEDED since you already clear the jungle extremely fast and have a double smite type technique, but it would also make dragon and baron easier, and it would also speed up your jungle. I just feel that going 1600 gold for an item that i'd probably sell later, isn't that worth it. With that gold I could get




AGAIN it's just my opinion, follow it if you wish to, and don't if you don't agree.
Consumables:
Sight Ward

I think it goes without saying that you NEED these for certain points in the game against varying skill levels of opponents. Obviously, Sight wards to spot ganks that could be coming, and for overall map control. The

Optional Early to Mid Game Buys:

I would get this only if I was getting a lot of the kills during ganks(even if I try to give them away). Like in lane, This provides good extra dps to your skill set and lets you do high damage during ganks.

Provides good damage, and depending on the point in time that you buy this, could be great damage. This give you that extra MR for dealing with those high burst champions(such as



Why I recommend 2 Doran's Blades for BOTH
You have a powerful early game and good scaling with all of your skills, so picking up 1-3

Mid/Late Game CORE for BOTH



These are needed for your late game damage output and tankyness, so you can go in and out of fights, surviving, and to be able to deal good damage to squishies.
You may be asking:
Should I get Fratmas or Atmogs?
Well, there's positives and negatives to both, and I'll properly list them:
What Atmogs has over Fratmas
-
Almost twice as much HP
A bit Cheaper
More HP Regen
-
More Damage
No Farm/Kills/Assists needed to get full effectiveness
40% Slow on attack
More aggressive early game item built into it(allows you to build a

What do I like? In my opinion



Magic Resist
I didn't include any late game options for this category mainly because I only buy:

a Negatron Cloak If I NEED it sometime while I'm building my Atmogs or Fratmas. I'll usually build it into a:

If I even get that far. Mainly you'll only get to atmogs/fratmas with a negatron cloak anyways, but if you want to see my explanation for why I pick


-
You need the movement speed more
You get tons of HP Regen
You don't get a useless stat
It's a bit cheaper


Don't know what to buy next for late game?
I have some suggestions.Armor:





While if I do need more armor, I'll generally always go with


icon=Thornmail size=32]
Again, I'd rather build a

Suggested by Slizer002

In my opinion, I'd say that this is the second best Armor item on lee sin. You get a nice Balance of Armor and MR so it's overall not too bad in the stat department, but the big thing is, you get a revive. The revive may only bring you up to 750 HP, but if you bring

Magic Resist:

Like I said above, not a fan of getting this over


This guy is pretty nice vs a caster who's reliant on some form of CC to get their combo off on you(Ex:









Damage:

While it doesn't provide nearly as much damage, and a bit less lifesteal than




NERF 10/18(Graves Patch):
Gunblade has been nerfed, and many of the stats have been lowered INCLUDING the Damage decreasing by 20 and the lifesteal and spell vamp being reduced by 5%. It's still not a bad item on lee sin, BUT I honestly would rather buy a


Probably the best Damage item for your skills. A possible 100 damage and 25% lifesteal calls for +180 damage on



If you didn't get this 'vibe' from me before, I'm not really a big fan of getting an item with mana on it as Lee Sin. It is still very useful and actually really good, but to me, that mana makes me feel like I'm wasting gold. Well, the reason why this is really good, is mainly since you have a lot of low CD skills so that you can really just keep that +150% AD on at all times. On top of that, It provides a slow sometimes, extra speed, and good amounts of health for more damage on top of the damage you already get from it. I can't really say that I would recommend this if you bought

With a damage item above:

As always, IF their team has, in general, a lot of armor, pick up this quick and cheap item to completely shut down that armor. I would generally get this by itself before one of the damage items listed above, but I always will go for both and not just one or the other.
As with all of the endings of my sections of my guide, test out new builds, you never know what will end up being the new best items for every champion. AND PLEASE let me know if you discover something that should be in this guide.
Lane
Early Game(pre-6): Farm. Poke when you can, and attempt to deny creeps and exp by zoning or using

Early to Mid Game Transition(6-9): Be more Agressive. At this point, you'll want to take some action and force more fights. You still want to farm, but you really want to force them to either die, or curl up in the corner.
Mid Game(9-14): Start more team oriented fights. You really want to be aggressive, but don't be stupid, you're not a tank, you're tanky. You want to get into some 2v2 or 3v3 fights. This is where your damage potential peaks, so take advantage of it.
Mid to Late Game Transition(14-16): You start to fall off at this point, and since you're probably not done with either your


Late Game(16-18): You have fallen off and people have noticed. Your job now is to get good

Jungle
Early Game(1-3): Just Get through your initial small camps with whatever starting items and skills you use. You clear camps fast, so you should have level 3 before anyone else does. All of this is prep for your ganks.
Early Game(3-5):(You can optionally start this phase at level 2) Start ganking. You have so many tools during your early ganks, so make sure you land some good

Early to Mid Game Transition(6-9) Just got your ult and now your ganks are much stronger. You can easily get out of those ****py situations with another escape tool in your arsenal. Depending on where you are in your build at this time, you definitely already will have wards, but you may want to invest more gold into wards and maybe sneak in an


Mid Game(9-14): Keep ganking, keep jungling, and now, start to control Dragon. Dragon is such a crucial part of the game, giving 975 gold(190 to each person, 25 to the killer) which is a lot in a game that requires gold management. ALWAYS time dragon's spawn, a prepared jungler always succeeds. At this point, you'll start falling off, and you'll probably have started build your tanky items. You may even have your


Mid to Late Game Transition(14-16): Keep Dragon controlled, jungle a bit, for buffs and levels, push lanes with your team, initiate team fights, and start worrying about baron. Keep vision on baron at all times or you'll lose. Most of the time, Baron in solo queue means auto win if you have it. You can try split pushing, but you want to make sure you have crucial points warded so you can over-extend to do so.
Late Game(16-18): Keep Baron under control and initiate during team fights. At this point in the game, it's the same as if you played Lane Sin, except you have smite. you must be as useful as you can possibly be during this phase of the game, since you have fallen off, and you need to compensate for that. get your good kicks, and try to do damage to their, squishies preferred, team.
So why IS last hitting so important? Some may think that it's just for a BIT extra gold, when really, it's probably going to be your main source of income.
Here are some numbers to throw around:
(I'll get some pictures to make it look a more colorful.)
(Not sure when or if these amounts cap.)
Melee Minion
22g + 1g per 5min
Caster Minion
16g + 1g per 5min
Siege Minion (Cannon)
27g + 1g per 5min
It starts at a base value and after 5mins these value go up by one gold(Ex: Caster minions give 20g after 20min have passed.)
So if you're still wondering why it's important, up until level 4/5(while soloing approx:5min) regular waves will give 114g and siege waves will give 141g. If you don't miss any last hits or maybe miss one per wave, 3 waves is about the amount that a champion kill gives. So basically, if you're up by say 20 cs, you're up a champion kill. Of course every 5mins the waves will gain 6/7g so it'll take less and less creeps to equal a champ kill, but it's a good idea to keep an eye on your cs compared to his cs.
Here are some numbers to throw around:
(I'll get some pictures to make it look a more colorful.)
(Not sure when or if these amounts cap.)
Melee Minion
22g + 1g per 5min
Caster Minion
16g + 1g per 5min
Siege Minion (Cannon)
27g + 1g per 5min
It starts at a base value and after 5mins these value go up by one gold(Ex: Caster minions give 20g after 20min have passed.)
So if you're still wondering why it's important, up until level 4/5(while soloing approx:5min) regular waves will give 114g and siege waves will give 141g. If you don't miss any last hits or maybe miss one per wave, 3 waves is about the amount that a champion kill gives. So basically, if you're up by say 20 cs, you're up a champion kill. Of course every 5mins the waves will gain 6/7g so it'll take less and less creeps to equal a champ kill, but it's a good idea to keep an eye on your cs compared to his cs.
I went a little bit into this in the Play Style Section, and now I guess I can go a bit more in to it, even though there's REALLY not much more to say.
Basically, you become a squishy killer. You can dive on in and probably get out with your tanky build and decent damage items. You really want to be someone warding often, even if you have a support already warding often. You're also a good candidate for carrying the
Oracle's Elixir since you'll be harder to take down. IF you jungled, you want to always be there for baron, and while yes, you still SHOULD be at baron when your team is doing it, it's technically not needed while a smite to finish is absolutely needed.
Like I said above, you can take down squishies pretty easily, but the problem is that they're hard to get to. What can you do if you're conflicted as to where your opening is? just keep people off your squishies. You also have to focus on getting good
Dragon's Rage Kicks off since that in itself can be your initiation. Not only does it make the person getting kicked be disabled for like 1 sec, you pop everyone up in the air who get hit by that team mate for the same damage he took. You can also at the beginning of a team fight, kick someone important back and handle a 4v5 since he was disabled AND he has to travel back. Another important note: anyone on your team who goes in and takes good amounts of damage, you should always
Safeguard / Iron Will them, since that's a 200 damage shield for both of you and on a 8sec or less CD.
Late Game
Basically, you become a squishy killer. You can dive on in and probably get out with your tanky build and decent damage items. You really want to be someone warding often, even if you have a support already warding often. You're also a good candidate for carrying the

Team Fights
Like I said above, you can take down squishies pretty easily, but the problem is that they're hard to get to. What can you do if you're conflicted as to where your opening is? just keep people off your squishies. You also have to focus on getting good


Dragon Control
Dragon is a very essential part of the game, and it's important to secure more dragon kills than the other team.
Gold
First off, let's talk about gold here. I know I did mention this before, but i'm going a bit more in-depth here. Dragon gives 975g total. That's 190g per person, and 25g for the killer. You may be wondering why you should care, gold is gold. Well, technically if you have 2 deaths to the other team while acquiring dragon, your team gold is still up by 375g(600g to 975g) which sort of makes it worth it. Of course if someone has a kill streak or if you give both kills to their Magic Burst or Ranged Carry, it might not be worth it since you're giving more gold to important people. But overall, sacrificing for a dragon isn't that bad.
Postitioning
Next we move on to Positioning. Generally, you run 2 bot so you have more dragon control, but the thing is, some teams like to mix that element up to dominate lanes(top). But things to take advantage of are: if you force bot lane to go back, go for a dragon with you(jungler) and the two at bot. If you see 3 people top, it might be better, instead of you running all the way top just to not save the tower, to just take a free dragon since it's 4:2 in the bottom jungle area. If you happen to pick up a really early



Warding Dragon
(Sorry if the pictures look weird, I just cut out the important parts of the SS)General All-Purpose Dragon Ward

Blue Team(Bottom Left) Quick Ward


Purple Team(Top Right) Sneak Ward



Purple Team(Top Right) Defensive Ward



Baron Control
Baron is easily one of the most important objectives for late game. The MAIN reason why people will organize for this buff, is for the buff it provides.
Positioning
Since it's not really about gold, i'll start with Positioning. The only real way to position yourself for this is to go in as a team, and maybe leave someone to keep enemies at bay. You SHOULD ward key points where the enemy team will pass through, but they aren't NEEDED. I still highly recommend that you do so to prevent steals or sneak attacks while doing it.
Baron Warding
General All-Purpose Baron Ward

Under Baron Ward(No Baron)

Under Baron Ward


Baron Bush Ward

Blue Team(Bottom Left) Defensive Ward



Purple Team(Top Right) Quick Ward


This is all based off one assumption: That you're going up against a Tanky DPS / Offtank Top. I might add some odd solo tops if requested but for now, Just common solo tops.

Garen is a really hard match up for any solo top now-a-days. He's got better level 1 damage than you with either









Rumble is what he was designed to be: A HUGE lane bully. The big thing about Rumble, is that he can just keep spamming skills at you. He'll always try to push you out of exp range, so you have to either get good poke in while he's trying to harass you, or you gotta get used to last hitting with




Gangplank is similar to you in lane, but his main damage skill is a target skill. The thing to remember about gangplank is that there are two common play styles with him, The Passive farmer, and the aggressive zoner. Yes, I know that someone of an advanced understanding of gangplank can easily do both, but if you can spot one of these play styles, here's what you do: The passive farmer will avoid conflict until level 6 or if his jungler is ganking, so always keep an eye on sudden change-ups in his playstyle, and just try to farm and poke. The aggressive zoner will always be aggressive, but not necessarily reckless. Try to gain levels, farm when you can, and ALWAYS take advantage of the slip-ups he will probably make. If the player is proficient enough to have a balanced play style, you really just have to watch for slip-ups, farm when it's safe, and poke if you can get it in.

Singed is a very common solo top, and is based around his farm. What's your job vs him? Keep him as far away from you as possible, and get free harass off on him when he tries to farm. He will ALWAYS try to farm so you have to stop that farm and force him to back up. At 6, depending on the play style of the player, he might try to fight you by popping






Cho'gath is very hard to lane against. he can easily get his farm, he out-ranges you, he can, much like you, finish you at level 6 at 50%, and he can out-sustain you early on. MY advice? just try to get your farm in whenever possible. you probably won't be able to pull anything huge on him, since he'll probably be really tanky. Something to be aware of: if he uses both



Yorick is just that super harassment type champion who smashes anyone with less sustain than him in lane. Why is this guy scary to you? since you don't exactly rush your sustain skill first, he'll be able to get free harass off on you and completely keep you zoned off. I recommend that you get an early second point of



Udyr is that immovable object in lane. He's really hard to fight because he has so many dueling tools and he also has a lot more sustain than you. He can just sit in the creep line and keep farming, he can escape ganks pretty easily, and he can set up ganks on you easily. Again, you have another champion that you don't want to be sloppy with.


Like I said at at the beginning of this section, I will be adding other champions to this section on popular demand. IF you want to see certain champions, feel free to request.
Introduction to Counter Jungling(Beginner section)
If you're newer to jungling, and have no clue what counter jungling is, I can help to fill you in. Counter Jungling is really only in play if the other team has a jungler. The point of counter jungling, is to hinder the enemy jungler's exp so that you can gain an edge over their jungler. The main goals are to reduce the exp gain, steal buffs from their team, and to hinder the opposing jungler's ability to gank.
There are two ways to counter jungle: Steal the camp entirely or to Steal the main exp providing monster and leave the smaller ones for them to kill and have to waito n the spawn.
I personally like to just leave them with 1 or 2 small monsters so that they not only get less exp, they now have to wait for them to respawn. If you take an entire small camp and he just comes back when it spawns, you didn't take any exp from him. If you take a buff however, you get his buff and he doesn't know the respawn time, and you do. You can still leave the small creeps behind, but then they get the respawn time, but on the other side, they have to wait even longer. To Summarize: both techniques have their faults so use both in moderation and get a feel for when it's best to use both.
Why is this necessary? jungling is a BIG part of the game along with buff management. If you make their jungler fail, that's like winning 1.5 lanes. How do you do this effectively? you need many Sight Wards and you need an ability that allows you to take a camp or part of a camp quickly.
What makes Lee Sin a Great Counter Jungle:
Lee Sin can Counter Jungle so well, he can really shut down anyone with a slightly slower jungle speed than him or anyone who can't fight him 1v1 in their own jungle. The reason why he can just walk all over weak junglers are because of his passive, and 2 of his skills:



Junglers to Watch Out for
I'm only listing junglers to watch out for, anyone else has the same way to be handled in General.Be Careful While Counter Jungling Against:

If he catches you, you're done. You may think that you can take him, but his



He's probably going to meet you most of the time when you go in to counter jungle early on. His jungle speed with both



He's very hard to fight early game. He does have a slightly slower speed than you, and you can potentially get ahead of him in his jungle and steal a small camp(especially if he starts at Blue Buff). If he spots you although, it's definitely not a good idea to fight him. 3 stacks of



He has more damage than you early on. His jungle speed is about the same or faster than yours so you have a higher chance of running into him if you try to go 'ahead' of him. If you try to fight him, like i said, he has more damage, a way to block one of your skills, and a fear. You REALLY don't want to risk giving him anything since he already is able to put tons of pressure on friendly champions, so you don't want to give him gold to pressure them even better.

I know he isn't good in general, but his jungle speed is lightening. He probably cleared all of the camps that you're attempting to counter jungle. On top of that if you fight him in his jungle, he WILL out dps you. So if you run into that rare occasion where their team has a jungle Olaf, at least I warned you. ;P
One thing that I didn't mention, is that almost all of these guys WILL call for help if they spot you in their jungle. I didn't mention this because it's a given, no one will just let you get away so remember to try to be stealthy. I always mentioned that the people would out dps you until you start to develop, but even if that wasn't true, do you really want to risk giving an easy kill to their AP in mid who can just go kill you while you're low?
Watch Out for These Guys Counter Jungling You:

The definition of counter jungle. Nunu can easily come into your jungle, steal a golem from your double golems camp, kill the big wraith at wraith camp, or take big wolf from your wolf camp and get out without being noticed. You really want to have defensive wards when you see a Nunu jungling on the opposing team. You could probably force him out if you see him first, but that's assuming that you spotted him prior to entering, and you're in position to do so.

Remember how I said that he has a fast jungle speed? Well he'll probably beat you one of your camps early on and take it entirely if he's doing



he can get in and out in a flash and even if you have vision of him entering, it may be too late already. What does he have to do?



Boxes. He might steal buffs or camps but the thing that you gotta be careful of, are





Well he needs farm, and nothing will stop him from getting it. He has a lot of mobility, so he could probably easily get past your wards. Even if you're ready for him, he probably won't die and will also probably get away. The only thing that you could really do is push him away and force him to burn his ult. If you get help when you spot him, you can definatly get him pushed out and potentially killed.
Like I said before, There's more to come and especially on popular demand.
Warding is essential as both a jungler and a laner. It's more important for a jungler earlier on but at late game, you'll probably want to buy a few and make sure that your team has good map control with those wards.
Here's a Map of common ward placements for various purposes:
You may want to keep some of these key points in mind as you may be buying a
Oracle's Elixir to counteract enemy wards. Most of these points are just mirrored from one side to the other, but others are based around various map starting point advantages and disadvantages. Wards that are placed more toward your side of the jungle, are mostly for defense and keeping an eye on who comes through your jungle.
Vision Wards are a peculiar situation since they provide stealth detection for only a certain area. I tend to ONLY use these for baron and dragon IF i don't have enough money for an
Oracle's Elixir. So just make sure that if you use a
Vision Ward You make the most use of it since a
Vision Ward Cost 150g and you're using it to get rid of a Sight Ward which is only valued at 100g(75g for cost and 25g on kill) with diminishing returns(the 75g value depreciates as it's timer goes down, 1min=25g).
Here's a Map of common ward placements for various purposes:

You may want to keep some of these key points in mind as you may be buying a





This section will contain video made by others that show how lee sin should be played.
The Hotshot Nidalee GG and da Lee Singuh:
-Xan and CLG post-game interview
Tricks with Lee Sin's Skill Set:
/league-of-legends/ability/dragons-rage-373
by Sycho Sid
will be adding more as time goes on, and might start adding a few of my own.
The Hotshot Nidalee GG and da Lee Singuh:
-Xan and CLG post-game interview
Tricks with Lee Sin's Skill Set:
by Sycho Sid
will be adding more as time goes on, and might start adding a few of my own.
Thanks for reading my guide, I put a bunch of time into this and I REALLY hope that it gets good ratings from you guys. I'd Like to say that I'll be updating this for major changes in metagame and patches that buff/nerf Lee Sin; but will still update for suggestions and fixes in the comments. I'd also like to say that if you have any suggestions at all, relating to guide making, Lee Sin, and the whole theory behind counter jungle, PLEASE leave a comment to help me out.
10/10/11 - Guide Published.
10/10/11 - Minor Grammar Fixes.
10/10/11 - updated guide to require comment to vote.
10/11/11 - Added Dragon/Baron Control section.
10/11/11 - Added Guardian Angel to Late Game Armor options -slizer002
10/12/11 - Removed the Quick/Basic Overview Section after restoring the first two sections.
10/19/11 - Updated Gunblade Opinion due to nerfs.
10/19/11 - Added Reasoning to Double
Doran's Blade
10/22/11 - Added Last Hitting Section.
11/12/11 - Added Sections for new masteries and new summoners.
10/10/11 - Minor Grammar Fixes.
10/10/11 - updated guide to require comment to vote.
10/11/11 - Added Dragon/Baron Control section.
10/11/11 - Added Guardian Angel to Late Game Armor options -slizer002
10/12/11 - Removed the Quick/Basic Overview Section after restoring the first two sections.
10/19/11 - Updated Gunblade Opinion due to nerfs.
10/19/11 - Added Reasoning to Double

10/22/11 - Added Last Hitting Section.
11/12/11 - Added Sections for new masteries and new summoners.
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