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Spells:
Flash
Exhaust
Ability Order
Flurry (PASSIVE)
Lee Sin Passive Ability
Introduction
Pros
Cons
one of the best solo lanes in the game
highly mobile
crazy burst damage
built in life steal/shield
great initiate and team fighting
can take a beating
not a lot of people play him
Cons
usually gets banned in ranked play
in the middle of fights, gets focused
reliable on team mates for an escape
has an expensive build
For runes, I use Greater Mark of Desolation x9, Greater Seal of Armor x9, Greater Glyph of Cooldown Reduction x9, and Greater Quintessence of Desolation x3. Armor Penetration allows for heavy early game damage (almost always first blood when soloing top) as well as consistent damage throughout the game. Flat Armor seals are used for jungling, but also decrease minion damage in lane (fighting behind minions) as well as damage from the opposing AD Carry. Cool down reduction is crucial on Ree Sin, as well as any other energy based champion. This allows for infinite harass and an upper hand in any given 1v1 situation.
For Items, it really depends. Ree Sin is an Anti-Carry, so, you buy according to their carry. A general build I follow is Doran's Blade followed by Boots and then another Doran's Blade. This gives me good early game damage as well as the health to support a dive or two. After that, depending on their magic damage, you could build Berserker's Greaves or Mercury's Treads. If you want some over all moderate resistance, go with the Merc Treads. More damage, go Greaves. Following your boots, rush the Black Cleaver. Along with the attack speed from your passive and greaves, the extra armor penetration will come in handy when facing any foe, especially the tank. After the cleaver, grab your Warmog's Armor and Atma's Impaler for health and damage to follow. At this point, the game should be over because you carried SO hard, but if not, go ahead and get yourself an Infinity Edge for the critical strike chance/damage and insane attack damage. In the end of all things, sell your Doran's Blade for a Trinity Force and you're set.
Sonic Wave / Resonating Strike
This ability is used to close distances and is Lee sins most damaging ability, depending on how low they are. It does more damage the less health an enemy champion has, so try to use it as a finishing ability. Also, it has a relatively low cool down, so don't be afraid to throw it out and harass endlessly.
Safeguard / Iron Will
This is one of Ree Sin's most useful abilities for moving around the map. You can use it to jump through walls in aid of teammates or to jump out of team fights to minions. Also, in combination with Sonic Wave/Resonating Strike, yields an annoying and effective harass. Just Sonic wave to the enemy champion, and after colliding, Safeguard to a minion or friendly champion. Use it whenever you engage, whether its for a way out or the shield/life steal.
Tempest / Cripple
This ability is used to slow the enemy champion and can be followed up by Ree Sin's ultimate to put an enemy champion wherever you want to. Ideally, you would use this ability directly after landing your Q and closing distance. Once their slowed, flail on them for a bit with your passive. Also, in combination with Exhaust, said enemy champion is slowed for days.
Dragon's Rage
Ree Sin's ultimate. This ability can be used as a finishing move, heavy team crowd control, or an initiate. If you use this ability as a finishing move 1v1, that's great. But the best way to use his ultimate is as heavy team crowd control. This ability has to aim or skill shot, so you have to use judgement to line it up. If done correctly, you can pop up other enemy champions, interrupting spell casts, ultimates, and dealing heavy damage to the entire team.
The Breakdown
I'll use "1" and "2" to dictate which part of the ability is being used, seeing as how there are two parts to each of his abilities:
Q1 > Q2 > E1 > E2 > W1 > W2, and R somewhere in there, whether to kill, CC, or initiate.
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