Lee Sin Build Guide by Dubbslice
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
For a High Damage Early Game
Lee Sin Build
If You Get Ahead Early
If Your Behind Early
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.
What this guide is meant to do
This guide is meant to help you play lee sin very aggressively early game and snowball you from the start. If you are able to get a head start using this guide and don't let up you can either force a 20 minute surrender or have total control of the game right from the beginning and have an easy win.
The runes are meant to provide you with enough Attack damage early game to be able to kill your opponent at level two. The Attack Speed Marks will help you fight their jungler level two, and clear camps fast so you can invade. The Armor Seals help provide a bit of defense in the fight. Because most of your runes are damage based and most masteries are in offense you will be very squishy level two and could be stopped by a roam from another laner.
The masteries are set up to provide high early game damage. The twenty one in offense gives you bonus attack damage, attack speed and more damage dealt to lower health targets. The Attack damage will help kill your target before they can flash or use their gap closer. The Attack speed works really well with your passive to help clear camps fast. Since most junglers finish their second buff with some where near half health the increased damage to lower targets will help you immensely with trying to kill them at level two. I put nine in defense to help you avoid as much damage as possible early so if you fight a jungler like pantheon who can block attacks, you will be able to mitigate some of the damage as well.
I choose to start W instead of Q because I plan to be invading their second buff. I need to be able to fight him with either full health, or as close to full as possible. So starting W allows me to take as little damage as possible from the first buff and can help me ward jump with my trinket if the enemy flashes. Since you hit level two from the first buff it makes more sense to be getting W and take less damage since you will be getting a leash and don't need the extra damage from your Q. I then max Q while taking a point in E. I find it best to max Q then E for the extra damage and low cool downs. Having a lower cool down on Q helps you chase down enemies in long fights or if they flash. Maxing E next just provides the most amount of damage possible. Maxing W second is alright if your behind or just like the extra tankiness.
Farming shouldn't be that high of a priority if your going to be playing this aggressive. Having a lower farm is fine because you want to be killing their jungler or forcing him out. As long as you force him behind and keep him behind by consonantly invading, stealing buffs and killing the solo laners farm shouldn't matter to much. I'm not saying ignore farming and almost none. You should be taking all his jungle camps when you invade, and taxing lanes when you kill the enemy laner or burn their summoners.
Pros / Cons
Going this aggressive can put you behind if they are able to stop you invading and kill you. Their jungler could snowball the game by providing tons of ganks and constantly stealing your buffs. It's also really good if you are able to kill them and take their buff. They will be so afraid to go into their jungle without any wards if you kill them once or twice. They will have no way to get back into the game if you keep them from getting buffs. Once you start ganking they will start farming their jungle hard until they feel they can get back into it. Which will allow you to snowball the lanes because you forced their jungler behind early.
Easy to put them behind
Almost guaranteed to win if pulled off correctly
Can put you way behind if you die level two
Hard to come back from if behind