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Lee Sin Build Guide by Xentec

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League of Legends Build Guide Author Xentec

Lee Sin | Blind Power [S6]

Xentec Last updated on December 29, 2015
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Ability Sequence

1
4
5
7
9
Ability Key Q
2
8
10
12
13
Ability Key W
3
14
15
17
18
Ability Key E
6
11
16
Ability Key R





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.



Masteries

5/
Fury
 
 
Sorcery
 
 
 
 
 
 
 
 
5/
Vampirism
 
 
Natural Talent
 
 
 
 
 
Bounty Hunter
1/
Oppressor
 
 
 
 
 
Battering Blows
 
 
Piercing Thoughts
 
 
 
 

Ferocity: 12

Wanderer
 
 
5/
Savagery
 
 
 
 
 
 
 
 
5/
Merciless
 
 
Meditation
 
 
 
 
 
Bandit
1/
Dangerous Game
 
 
 
 
 
Precision
 
 
5/
Intelligence
 
 
 
 

Cunning: 18

Recovery
 
 
Unyielding
 
 
 
 
 
Explorer
Tough Skin
 
 
 
 
 
Runic Armor
 
 
Veteran's Scars
 
 
 
 
 
Insight
Perseverance
 
 
 
 
 
Swiftness
 
 
Legendary Guardian
 
 
 
 

Resolve: 0


Guide Top

Introduction

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Welcome to my Lee Sin Guide!

Hey Guys! I'm Xentec and Lee sin has been my favourite Champ since a long time. I've played at lot games with him over the years. I would like to help some people with this guide, who arent't familiar playing Lee Sin. Please give me a message or add me in game. Thank you guys and i hope you enjoy my little guide!
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In my opinion Lee Sin is a great jungler, and he's a lot of fun to play. Especially the moves and tricks you are able to do with this champion are amazing.
The most known trick on Lee Sin is the "InSec", which probably most of you will already know. And above all, thank you for taking the time reading my Lee Sin Guide.


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Pros & Cons

Why Lee Sin?


Pros

+ Good sustain
+ Jungle bully / High damage
+ Powerful ganks
+ Good clear time
+ Very flexible
+ Quite good CC ( Cripple, Dragon's Rage)

Cons

- Skill shots
- High skill cap
- If behind -> not as good
- His late game is quite weak


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Runes

Which runes?


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This Mark is a must have for Lee Sin. Its very standard for a strong jungle clear and you are able to do more damage with these marks. This mark gives your and a lot more damage, so this mark is really essential.
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Well in my opinion this seal is better on Lee Sin because the jungle in season 5 is not as easy as in season 4. So, I think you need more armor and bit of health to get through that new jungle more easy. I chose the seals of health because they actually scale pritty good and they replace the Greater Seal of Armor really well.
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I chose the Glyph of Armor on Lee Sin instead of the Glyph of Magic Resist because you actually dont need magic resist that early ingame. If you need magic resist than buy it. Its more important,in my opinion, to take more armor for the jungle. And you haven't got the money to buy armor in the early game phase.
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Just the same as before: This Mark is a must have for Lee Sin. Its very standard for a strong jungle clear and you are able to do a lot more damage with these marks. This mark gives your and a lot more damage, so this mark is really essential.
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This Quintessence is simply just a bit more armor for smoother jungling and the replacer of the third Greater Quintessence of Attack Damage. It allows you to stay longer in the jungle and to have a better armor ration for the late game. And thats way better on Lee Sin because full AD Lee Sin sucks!
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Masteries

Which Masteries?


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Masteries
5/5
1/1
5/1
1/1
5/5
1/1
5/5
1/1
5/5
1/1

The masteries are split up into: 21 | 0 | 9

space
Offense Tree
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I do pick up 3 points into the right side of the masteries . Executioner allows me to INCREASE my damage output against lower health enemies which is pretty much everything you do in ganks.
Expose Waekness, Blade Weaving, Spell Weaving Allow me to push up Lee Sin's damage as well as enhancing his allies ability to do damage upon a gank. This really enables Lee Sin to maximize his usefulness in the early game. Utility is just not worth it in the S5 jungle. The mobs are MUCH stronger then they used to be, utility will force you to do an early recall and really damage your jungle potential. Executioner


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Summoner Spell's

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Smite is a must have for jungling. It deals true damage to monsters and minions, which you need for your jungle clearing and your Smite rewards. You can also Smite things like: Tibbers, Heimerdinger's H-28G Evolution Turret & even Shaco's Jack in the Box.
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This is just the most important summoner spell in game. It allows you to escape faster and it gives you the abillity to make some plays like the Flash -> InSec.
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Ignite deals true damage to champion over a certain amout of time. It also allows you to get kills more easily and this may be useful against champions like Volibear because its very good to destroy his passive.
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Item Choices

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Armour
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Magic Resist
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Health
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Damage
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Boots
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Jungle Items


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Item Explanation

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Items


Item Sequence

Stalker's Blade - Warrior
2625

Mercury's Treads
1100

The Black Cleaver
3100

Randuin's Omen
2900

Banshee's Veil
2450

Dead Man's Plate
2900

This item is really good! The Stalker's Blade lets your smite be able to help you gank. It gives you an extra slow which is a good combination with your . It even does a bit of damage to enemy champions. Well, but this item falls of late game very hard, because its damage isnt noticeable anymore. So this item is for the early -> mid game. If you dont want to use this item then i would recommend you to get this item: Ranger's Trailblazer. With Ranger's Trailblazer. the jungling becomes even easier because of its cool passive. (Smite deals half damage to all monsters and enemy minions near the target and stuns them for 1.5 seconds. Casting Smite on a monster restores 15% of missing Health and Mana.)

This item is necessary on Lee Sin. It gives you a good amount of armor and health. It slows attack speed and the active in it isn't bad either. In an area around you it slows the enemies, so you can use it to run, or chase. Either you could replace Randuin's Omen with Sunfire Cape or you could buy it aswell against a heavy AD team. Sunfire Cape is useful for clearing your jungle faster and for a bit AoE damage.

This item is really useful on Lee Sin. You get free wards which every time you go back to base stock up again. With this you can easily ward jump nealry every time, you can ward jump to escape or InSec people and it gives you sight around. On top of this you also get some extra life!

This item may no be the best to get but its quite useful in the early to gank & chase enemies. In the late or maybe if your behind you should get either this: Ninja Tabi,or this: Mercury's Treads

This is a powerful item. It gives you life steal, AoE damage for a good wave clear and an active which deals some good damage. Get this, or the other AD items only if you and your team a ahead! Remember, Lee Sin falls of late game so dont buy as much AD. I would rather recommend to get Maw of Malmortius because it gives you a quite good damage, some Magic Resist and a usefull passive. If you dont want neither of those you can also get Last Whisper ,or Trinity Force.

I would only recommend this item as the final one, in late game. If you dont want this item, because you think Maw of Malmortius is Magic Resist enough then get a Spirit Visage because it gives you more lifesteal and good health stats, or you could get a Warmog's Armor, or just get another Armour Item.


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Skill Explanation

Lee Sin's Skills


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Flurry - Passive
After Lee Sin uses an ability, his next 2 basic attacks within 3 seconds gain 40% Attack Speed and return 15 energy each.

Sonic Wave - Q
Lee Sin projects a discordant wave of sound to locate his enemies, dealing 50 / 80 / 110 / 140 / 170 (+0.9 per bonus attack damage) physical damage to the first enemy it encounters and revealing them for 3 seconds. If Sonic Wave hits, Lee Sin can cast Resonating Strike within the next 3 seconds.

Resonating Strike - Q
Lee Sin dashes to the enemy hit by Sonic Wave, dealing 50 / 80 / 110 / 140 / 170 (+0.9 per bonus attack damage) physical damage plus 8% of their missing health as physical damage.

Safeguard - W
Lee Sin rushes towards a target ally, shielding him (and his target if it is a champion) for 40 / 80 / 120 / 160 / 200 (+80% of ability power) for the next 2 seconds. After using Safeguard, Lee Sin can cast Iron Will for the next 3 seconds.

Iron Will - W
Lee Sin's intense training allows him to thrive in battle. For 5 seconds, Lee Sin gains 5 / 10 / 15 / 20 / 25 % lifesteal and spell vamp.

Tempest - E
Lee Sin smashes the ground sending out a shockwave that deals 60 / 95 / 130 / 165 / 200 (+1.0 per bonus attack damage) magic damage and reveals enemy units hit for 4 seconds. If Tempest hits an enemy, Lee Sin can cast cripple for the next 3 seconds.

Cripple - E
Lee Sin cripples nearby enemies revealed by Tempest, reducing their Movement Speed by 20 / 30 / 40 / 50 / 60 % for 4 seconds. Movement Speed recovers gradually over the duration.

Dragon's Rage - R
Lee Sin performs a powerful roundhouse kick launching his target back 1200 units, dealing 200 / 400 / 600 (+2.0 per bonus attack damage) 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


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Skill Order Explanation

Ability Sequence Order



> > >
We want to max our Sonic Wave / Resonating Strike first because the damage it does is really good! And if we max it then we have a lower cooldown, so we can use it more often.
After maxing our Sonic Wave / Resonating Strike we max our Safeguard / Iron Will because it has an awesome shield which you can save your team mates with and second, it gives you lifesteal and spellvamp.
At last, we will max our Tempest / Cripple because the damage or the slow are not good enough for the mid game.


Guide Top

Some General Hints, Tipps & Tricks

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The new Jungle items

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Ranger's Trialblazer
Blasting Smite deals 50% splash damage to all surrounding minions and monsters and stuns all damaged units for 1.5 seconds. If cast on a monster, you will also restore 15% of your missing health and mana.

Stalker's Blade
Upgrades Smite to Chilling Smite. Chilling Smite can be cast on enemy champions, dealing (20 + 8 × level) true damage and stealing 20% of their movement speed for 2 seconds.

Skirmisher's Sabre
Upgrades Smite to Challenging Smite. Challenging Smite can target enemy champions, marking them for 6 seconds. Marked enemies are revealed (does not reveal stealth), take (54 + 6 × level) true damage over 3 seconds from your basic attacks and deal 20% reduced damage to you.

Poacher's Knife
pgrades Smite to Scavenging Smite. If Scavenging Smite is used on a large monster in the enemy's jungle, the recharge timer is halved. Upon killing the affected monster, you gain 20 bonus gold and 175% bonus movement speed that decays over 2 seconds.
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The new Jungle items - Enchantments

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Enchantment: Cinderhulk
+300 health
+25% bonus health
Passive UNIQUE - IMMOLATE: Deals 16 (+1 per champion level) magic damage per second to nearby enemies. This damage increases based on time in combat up to 24 (+1.5 per champion level) after 10 seconds.

Enchantment: Magus
+80 ability power
+20% cooldown reduction

Enchantment: Warrior
+40 attack damage
+10% cooldown reduction
+10 armor penetration

Enchantment: Devourer
+50% attack speed
Passive UNIQUE - DEVOURING: Basic attacks deal 25 + (Devourer stacks) bonus magic damage. Scoring a champion kill or assist will grant 2 Devourer stacks and killing a large monster will grant 1.
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Smiting Rewards

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1. Brambleback (Red buff) - Restores a large amount of health.

2. Blue Guardian (Blue buff) - Restores a large amount of mana.

3. Krugs (Golem Camp) - Grants gift of heavy hands – adding execute damage to your attacks.

4. Gromp (Old Wight Camp) - Grants gift of the toadstool – grants toadstool armor, poisoning enemies that attack you.

5. Raptors (Wraith Camp) - Grants gift of the eagle eye – gives you pink ward power for one ward. If you run into a ward it'll allow you to see it and remove it.

6. Murkwolf (Wolf Camp) - Grants wolf sentry – A ghostly wolf patrols the jungle. If an enemy champion enters that area, the wolf run at them and alert you to his position.
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Smiting Tipp

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Some warding spots

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Green = Stealth Ward
Pink = Pink Ward
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How to be useful in late game

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If you are good with Lee Sin you can do a Ward Jump + your ultimate (InSec) you will allways be useful.
Use your high mobility and your ultimate to peel for your own carry or bring the enemy carry in danger.


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How to use abilities & combos

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In the Jungle

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In the jungle you should always make 2 autoattacks before casting your next spell
to use your passive ( Flurry) as efficient as possible.
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You shouldn't forget that your Resonating Strike is an execute. So, deal as much damage as possible before activating it aagin. You can use this for securing jungle camps, Dragon or Baron if you use the combination of Sonic Wave, Smite and then your Resonating Strike.

If you use your Smite in combination with Iron Will, you'll gain some more hp back.
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Other useful tricks & combos

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Here is a video with all useful tricks & combos beacuse I was to lazy to write :D.
-> Check out his YouTube Channel <-


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Final Words

Hey,
That was my little Lee Sin Guide & I hope that you enjoyed it & learnt something new from it. And now that was it from my side, so see you soon & thanks.


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Credits

Credits & Thanks go to:


JHOIJHOI and this awesome Guide!
&
Nathaniel B and this Video


Guide Top

Changelog

09.05.2015 - Guide published!