Lee Sin Build Guide by Lygaeid
Not Updated For Current Season
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Lee Sin Build
Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
Alright, so I've really been into using Lee Sin and I wanted to use a build that was able to deal damage and hopefully have some survivability. So, here it is. My Lee Sin build.
Pros / Cons
Good damage dealer
Good at chasing champs
Able to lane for an extended period of time
Doesn't do much good when focused on in a team fight
Snares/stuns/silences etc. can leave him completely useless
Quintessences and Marks are used for armor penetration, the Seals are all to increase your health, and the Glyphs are all to increase your armor.
was the first item to help give you more health and regeneration to survive longer. You'll be selling this a little later into the game.
was the second item and the choice of boots because it gave bonus attack speed.
is the third item. In addition to giving you bonus attack and armor, this also gives a decent amount of life steal. Plus, free wards!
is the fourth item. This is where you'll sell . After you have enough money to complete/buy then you'll sell back the shield and put Banshee's Veil in its previous spot.
is the fifth item. In addition to 30% more attack speed you also get more damage and the ability to shred your foe's armor. Good deal.
is the sixth item. This will give you more movement speed to chase (if you want) and more critical chance and attack speed.
is the last item. This will give you some extra damage and 700 more health. You'll be able to last longer, plus you'll slow enemy champions when you hit them with a normal attack, allowing you to chase even better.
Sonic Wave: Lee Sin projects a discordant wave of sound to locate his enemies, dealing physical damage to the first enemy it encounters. If Sonic Wave hits, Lee Sin can cast Resonating Strike for the next 3 seconds.
Resonating Strike: Lee Sin dashes to the enemy hit by Sonic Wave, dealing physical damage plus 10% of their missing health.
Safeguard: Lee Sin rushes towards a target ally, shielding them both from damage. If a shield is broken, half the energy cost is returned. After using Safeguard, Lee Sin can cast Iron Will for the next 3 seconds.
Iron Will: Lee Sin's intense training allows him to thrive in battle. For 5 seconds, Lee Sin gains lifesteal, spell vamp, and armor.
Tempest: Lee Sin smashes the ground sending out a shockwave that deals magic damage and reveals enemy units hit. If Tempest hits an enemy, Lee Sin can cast cripple for the next 3 seconds.
Cripple: Lee Sin cripples nearby enemies revealed by Tempest, reducing their Movement and Attack Speed for 4 seconds. Movement and Attack Speed recover gradually over the duration.
Lee Sin performs a powerful roundhouse kick launching his target back, dealing physical damage to the target and any enemies they collide with. Enemies the target collides with are knocked into the air for a short duration.
will be the first move we get. This is mainly so you can initiate a fight early in the game and attempt to get first blood, or later when you can use it to effectively chase enemy champions that are fleeing. It will be weak at first, but Resonating Strike is where it gets most powerful. 10% of their missing HP is hit for the damage against them. So, not only can you chase, but the lower health they are, the more damage you do. This can be extremely effective against wounded tanks as well.
is the move you'll get next. This is great for damage as well as chasing or running away from champions. In addition to your damage you can slow your opponent's movement speed and attack speed, so you can really slow down the attack of DPS champs and even slow them down to chase them better, or slow them so you can run away. You'll be getting this move a lot, alternating between this and .
is the move you'll get third, and as soon as you get it you should alternate leveling this up and . With you'll not only grant a shield for yourself when used, but also an ally if you choose to target them. That means you can save your life and/or theirs in certain situations. It's saved me many times as well as my allies. And you get to get passive lifesteal and spell vamp when you use it again within a few seconds. This allows you to lane for extended periods of time, all you have to do is attack minions so you can regenerate health.
is your ultimate and is effective offensively or defensively. By this I mean that you can hit someone for the damage, or use it defensively when someone is chasing you or an ally you are able to kick them back a distance, allowing you or someone else to gain more distance.
Well, I chose to play defensively most of the time, and it usually worked out well for me. I didn't die hardly at all and while my kills were sometimes lacking I had a lot of assists. If you're with a ranged champ in your lane then early in the game it's kind of your job to run into fights first to preserve their health and keep your ally at a distance where they'll be better. If an ally is in trouble, don't be afraid to put a shield on them and then immediately dig into their attacker. This is done in an attempt to get them to back off, saving your ally, but sometimes you're able to outright kill the enemy champ. If they're being attacked by their entire team, and you're the only one close, then be smart. Make the smart decision. If it's obvious they're going to die you might have to let them die. You don't want to run in and both get killed. Initiate fights with other champions if you KNOW you can beat them or if you have proper support. Just be careful as disabling moves leave you helpless as you almost NEED to chain together your abilities to do damage.
is your chase/escape summoner spell. This allows you to do just that. If someone's getting away that you can easily or quickly kill then you can chase after them, and fast. Or when you're about to die you're able to move out of there hopefully faster than anyone can catch you.
is your finishing/extra damage/crippling summoner spell. You're able to finish people off when they're low health and you can't chase them. Ignite should get them. It also helps if you just need it for some extra damage, but I think its most effective for crippling champions with healing abilities or lifesteal. Ignite stops them from healing so much and that can really hurt certain champs that don't have much health, but are able to stay alive purely from life steal or other healing abilities.
It's pretty easy to farm on minion waves early on or late game. Once you get you're able to hit enemies around you. So you can damage or last hit a bunch of minions that are close to you.
can be used just to shield you from damage from a bunch of minions and heal you more when you use Iron Will against them.
So basically you should be careful about who you engage in fights as certain champions (mostly ones with disabling abilities) can really hurt you. You also shouldn't initiate many fights against more than one person unless you have team support ready and waiting. Just play defensively early on and you can probably do well later in the game.
Your feedback is appreciated as I'm pretty new to build making and I'd like to take in any advice you guys can give. And let me know if this build works for you or doesn't. Please and thank you.