Lee Sin Build Guide by SiAreEx
Not Updated For Current Season
Lee Sin Build
Not Updated For Current Season
Thanks to koksei for the Banner!
Hey guys. This will be my first Jungle guide, and it will be based off of one of my favorite champions to play, Lee Sin, The Blind Monk. This guide will explain my Jungle path, Build, Runes, Masteries, and Playstyle. I hope you all enjoy.
Here's some music as well to explain Lee Sin:
Pros / Cons
-Strong mid/late game.
-He's Lee Sin
-A gamebreaking ultimate if used well
-Need skill to use
-Must be positioned well
-Ultimate needs timing and placement
- Sonic Wave is his only non-melee spell
Why The Blind Guy?
Why the blind guy?
Then Lee Sin can fit that part. But what else can he do?
You need a jungler who can gank like a god at lvl 3?
Here you are. Lee Sin is a very dominant jungler in the fact that he has lifesteal, an attack speed and Movement slow, and an ultimate that can secure your team a high priority kill.
Okay, i see where you're going, but one more thing?
Alright. How 'bout the fact that all of his none-ultimate abilities are 2 parts.
Yes, this is true. This makes Lee Sin a very fun to play champion while making him very versatile and also a son of a gun to kill if he uses a technique that only certain Champions have the ability to use :D
Lee Sin's talents were so promising that the League was willing to overlook the incident, but he could never forgive himself. He left the Institute and journeyed to the Shojin Monastery for eternal repentance, swearing never to practice magic again. Years later, hoping to atone for his crime with martyrdom, he set himself ablaze as a protest of the Noxian occupation of Ionia. He remained alive in this state, enduring searing agony for weeks. His actions paved the way for a League match wherein Ionia prevailed, but by the time he was doused, his eyes had been burned completely from their sockets. Hailed as a savior, he was reborn, and his will to act invigorated. He joined the League of Legends to continue his atonement with sweat and blood, a true monk's only possessions.
''The actions of one may sunder the world, but the efforts of many may rebuild it.'' - Lee Sin
Greater Mark of Lethality
Greater Seal of Armor
Greater Glyph of Cooldown Reduction
Greater Quintessence of Attack Speed
This is my basic rune setup on Lee Sin. is allows me quick jungle clears, attack speed, which is fairly low on Lee Sin, and cooldown reduction for his abilities since he runs on Energy, not Mana.
These are fairly common Marks on Lee Sin. I personally prefer Armor Penetration because it scales much better later when reaching mid/late-game. Attack speed Marks are common as well due to his lack of good base attack speed.
Attack Damage Marks work well as well. I used to use these until i invested in Armor Penetration Marks. I personally recommended these runes for a Jungle Lee as well as Lane Lee.
With Seals, you can be fairly versatile. I personally prefer to take Armor Seals, though I've seen players use Flat Health Seals or Armor per Level, which are all viable choices. This is a guide, not a Bible :]
Greater Glyph of Cooldown Reduction
Greater Glyph of Magic Resist
Greater Glyph of Attack Speed
Now to Glyphs. When it comes to Glyphs, there's not many good choices. So the 3 Glyphs I recommend are Flat Cooldown Reduction, so that you may use Safeguard more in jungle for the extra lifesteal, Flat Magic Resist for enemy AP Carry champions, and Flat Attack Speed, since Lee Sin lacks a good base attack speed, and there aren't many good Glyphs as I've stated before.
Greater Quintessence of Health
Greater Quintessence of Health Regeneration
Greater Quintessence of Attack Speed
Greater Quintessence of Lethality
I personally take Alacrity Quintessences for Attack Speed which can help Lee Sin clear jungles faster and give him a quick upper-hand in a jungle fight or in a 1-on-1 duel. Flat Health Quintessences and Health Regen Per. 5 are also good to add to Lee Sin's durability if you prefer to focus a tankier build. Armor Penetration Quintessences are also a good chioce to add to Lee Sin's damage output early in the game
I take 21-9-0 Masteries on Lee Sin, giving me heavy early game gank dominance and quick jungle clears as well as some durability to keep me healthy, while also decreasing Flash's cooldown by taking Summoner's Insight . I don't take Summoner's Wrath due to the fact that none of my spells are mastered in theOffense Tree.
- Brute Force : Gives me extra damage. Plain n' simple. Good for AD Champions.
- Butcher : Good Mastery for Junglers. Deals extra damage to minions / monsters which can help you clear camps that much faster, and a good use of Mastery Points.
- Alacrity : Attack speed is really helpful for Lee Sin. Lee Sin has a really low Attack speed, hence Alacrity and 3 Greater Quintessence of Attack Speed are really helpful
- Weapon Expertise : Armor penetration. Always a handy thing to have with you in the jungle or in a fight. Makes your damage output larger and helps especially in the early jungling / ganking phases.
- Demolitionist : Extra tower damage for pushes
- Havoc : With the full 3 Mastery Points, you deal 1.5% more damage. Not much in the later stages of the game, but can definatly help early game with your auto-attacks.
- Vampirism : Woot Woot! More Lifesteal! Every AD Champion can use Lifesteal to their advantage. For Lee Sin. It can keep you healthy alongside Safeguard.
- Sunder : Sunder gives you EVEN MORE Armor penetration. So the equals more damage for you auto-attacks. making you unstoppable in fights and in the jungle.
: Now to end off the Offense Tree.
causes you to deal 6% more damage to people under 40% health. Imaging the damage from Sonic Wave plus this mastery! It's crazy!
- Summoner's Resolve : This buffs my Smite summoner spell by giving me 10 extra Gold on use. Giving me some extra gold in case I need to grab a pair of boots on my back.
- Hardiness : A very general mastery. This gives 6 armor with all 3 Mastery Points included. This helps early game durability in the jungle as well as a Gank-gone-wrong.
- Durability : This buffs my health per level. I gain 6 health per level with a total of 108 extra HP at level 18. Not much, but its better than none.
- Veteran's Scars : This gives a flat 30 extra HP. Generic as well, but gives some bonus HP. I'd prefer to be lucky and walk out of a jungle with 15 rather than none ( If you know what i mean ).
: - 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 8% of their missing health.
This is your initiation tool when ganking. It allows you mark a target and do an immediate dash. It's best to use Tempest immediately after using Sonic Wave, causing them to be slowed and gives you a better chance to secure a kill while ganking. (NOTE: If you gank the lane that contains the carry, allow them to receive the kill. Their level is more important than yours.)
: - 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. In my opinion, this is your Bread And Butter Jungling Ability (BABJA for short :3). This gives Lee Sin a temporary damage-blocking shield, passive lifesteal, spell vamp, and Armor, not only making you a great jungler, but also a mean son of a gun to duel against.
: - 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.
This help a bunch when ganking as well as jungling. This applies an over-time Attack Speed and Movement Speed slow, but the kicker is that it reduces over 4 seconds. This means they'll improve and go back to normal Attack Speed and Movement Speed after 4 seconds. Using this immediately after Sonic Wave can make a successful gank.
: - 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. This technique was taught to him by Jesse Perring, although Lee Sin does not kick players off the map.
Oh man, the puns this ultimate will make (i.e Jesse Perring, Chuck Norris) is unimaginable. Why? because it's a roundhouse kick. This deals a heavy amount of damage and knocks a target Champion backwards. The major upside to this is that anything in the path of your new projectile will be knocked airborne for 2 seconds. Note that this can cancel channeling speels such as Nunu's Absolute Zero or interrupting the teleport part of Shen's Stand United.
: - After Lee Sin uses an ability, his next 2 basic attacks gain 40% Attack Speed and return 15 Energy each.
This passive makes you a great duelist, jungler, and allows you to keep Energy without running out. This passive gives 30 Energy every 2 total hits, so spacing out the using of your abilities in a duel can help you if someone is running away and vise versa.
When it comes to Lee Sin, i prefer to max out Safeguard first for the most Lifesteal, Spell Vamp, and Armor from the Iron Will side of Safeguard. I choose to max out Sonic Wave right after to get the most damage from the wave and the gap-closing effect of this ability. i max out Tempest last, keeping it for the attack speed/movement speed slow, not for the actual damage. You can max out the abilities anyway you want, but i heavily recommend maxing out Safeguard for the extra Lifesteal and Armor.
My personal choice for Jungle Lee Sin is Smite and Flash
Smite is literally every jungler's best friend in the fact that it deals 450 TRUE DAMAGE to target minion/monster. ( True damage means it ignore Magic Resist and Armor! ). This allows for faster jungle clears, walking out with a higher health pool, and allows 10 extra Gold with Summoner's Resolve .
Flash is a universal spell. It can be an offensive maneuver by Flashing behind a fleeing champ and Dragon's Rage them back into your team or using it to hop over a piece of terrain. It's always a helpful spell and makes it good for ganking as well as fleeing.
Here i will explain Lee Sin's start,early,mid, and late game items as well as Situational Items.
Mid-Game (Durability is focused)
Late-Game (Damage is focused)
This is my route for Lee Sin in the jungle. This route will give a simple explanation on how i make my way through the jungle.
Only 3 Champions in the game can do this. Lee Sin, Jax, and Katarina. Ward Hopping is using an ability ( Jax's Leap Strike, Lee Sin's Safeguard, and Katarina's Shunpo.) This allows them to go to the ward, so they can clear terrain without using Flash or needing an ally/enemy to jump to.
Here's a video of a Lee Sin ward hop by CruzerTheBruzer:
As shown. this make Lee Sin a great escapee if he keeps wards in his inventory. This will allow him to make a more efficient over-the-wall gank, or an escape when running low on Health.
This is about one of the best uses for Lee Sin's Dragon's Rage. He kicks 3 people at once, giving a 1v3 Victory!.
Im gonna end it here saying that Lee Sin makes a dominant jungler, a great laning, and can also tank for your team. To wrap it up, I'm SiAreEx, and i hope you've enjoyed the guide.