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Spells:
Smite
Flash
Ability Order
Flurry (PASSIVE)
Lee Sin Passive Ability
Update Log

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,

Here's some music as well to explain Lee Sin:
![]() -Pros!: -Great durability. -Strong mid/late game. -great jungler. -He's Lee Sin -Amazing ganker -A gamebreaking ultimate if used well |
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![]() ![]() ![]() ![]() ![]() ![]() |
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![]() -Cons!: -Need skill to use -Must be positioned well -Ultimate needs timing and placement - ![]() |
Why the blind guy?
Then

You need a jungler who can gank like a god at lvl 3?
Here you are.

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

As a young teen, Lee Sin was intent on becoming a summoner. His will and dedication were unmatched by any of his peers, and his skill drew the attention of Reginald Ashram, the League's High Councilor at the time. While studying at the Arcanum Majoris, Lee Sin became frustrated with instruction paced for the other students. He spent his free time researching the nuances of summoning in hopes of graduating sooner. He made amazing advances in his arcane studies, surpassing all other students. By all indications, he would have become one of the League's greatest summoners were it not for one terrible mistake. Too impatient, he attempted to test his ability by summoning a beast from the Plague Jungles. What he summoned instead was a young boy, but not in one piece. He barely had time to look the boy in what was once his face before the jumbled human mass fell lifeless to the floor. A League investigation later revealed that the boy's entire village was obliterated by feedback from the ritual.
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
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
Runes




This is my basic rune setup on


Runes



These are fairly common Marks on

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.
Runes



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 :]
Runes



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


Runes



I personally take Alacrity Quintessences for Attack Speed which can help



Offense Tree.
Offense
-
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.
-
Executioner : Now to end off the Offense Tree.
Executioner causes you to deal 6% more damage to people under 40% health. Imaging the damage from
Sonic Wave plus this mastery! It's crazy!
Defense
-
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 ).
-
Skills

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



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


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


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





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






My personal choice for Jungle







Here i will explain
Lee Sin's start,early,mid, and late game items as well as Situational Items.

Starting Items!
This is the usual starting items when jungling. I prefer
Cloth Armor and some health regeneration with 5
Health Potions. This allows camps to be clear quickly and with ease. A
Regrowth Pendant and 1
Health Potion works, but it would make philosopher's stone a little worthless since mana regeneration is almost un-needed. ( Well it is :P ).




Early Game
With your
Cloth Armor, you'll be able to upgrade with your first visit back to base. With this extra cash, you'll usually be buying tier 1 Boots, better know as boots of speed]. Alongside a pair of Basic Boots, you'll upgrade that [[cloth armor and turn it into a jungler's Pride N' Joy,
Wriggle's Lantern. Why is this item so good on a jungler? It upgrades the passive from
Madred's Razors, gives a good amount of early game Lifesteal, and, wait for the kicker, FREE WARDS! you can now ward lanes for no charge. You will want to sell this later in the game for
Bloodthirster




Mid-Game (Durability is focused)
For mid-game, i prefer to focus on durability. The reason
Heart of Gold is first on my mid-game list due to it's Gold per 10 Seconds passive ( Similar to philosopher's stone and
Avarice Blade. ) This will make it a little bit easier to purchase your core durability items. I prefer to take
Warmog's Armor before
Trinity Force is due to the passive effect from
Warmog's Armor. This makes this it so that you become tankier for doing your job; Jungling. When it comes to
Lee Sin,
Trinity Force will cause too much pain for one man to handle.
Sheen's passive, plus
Phage's 25% slow chance, PLUS extra Movement Speed and Critical Strike Chance from
Zeal. This makes you a force to be reckoned with in middle and late game. These plus your later game items make you un-freaking-stoppable.










Late-Game (Damage is focused)
Here's a good item for Lee.
Sunfire Aegis. i tried this out in a game and realized why it's so strong. The Magical DoT, Armor, and Health is amazing strong. I take
Sunfire Aegis over
Atma's Impaler and
Bloodthirster is for 3 reasons. One; Magical DoT. Helps with duels and such. Health; More survivability early and late in the game. And Three; Armor. This heapls quite a bit for AD Based Champions. Now to
Atma's Impaler. Atma's is by far one of my favorite items to pick up. Why? Even more Critical Strike Chance, 45 Armor, and a passive making 2% of your maximum Health Pool extra damage. This gives you amazing amounts of damage with your basic attacks as well as some of your abilities. Now this is what i meant when i said that you need to sell Wriggle's.
Bloodthirster is a Lifesteal and Attack Damage based item that has what is known as a Snowball effect. The Snowball effect is that you gain 1 Damage and .25% Lifesteal every minion/monster/Champion kill, reaching a max of 40 Attack Damage and 15% extra Lifesteal. But the kicker is that you lose all your stacks upon death. This is why i take Snowball items like
Bloodthirster last. They scale better into late-game where you won't be as squishy (low maximum health pool) and you'll be able to dive for enemy Champions with little to no losses for you or your team.
Mercury's Treads are my favorite boots to get on
Lee Sin. Why? This gives him Tenacity, which makes all incoming CC's (Crowd Controls) duration lower to you. This gives Magic Resist, so this will add to your tankiness.







Boots


I've seen many
Lee Sin players use
Ionian Boots of Lucidity and focus Cooldown Reduction, but it lacks some tankiness when done so. Hence why i prefer murcury's treads over
Ionian Boots of Lucidity.
Ninja Tabi are a great pair of Anti-AD Boots. they reduce all incoming basic attack damage by 10% and gives a good amount of early game Armor, making you that much durable in the early game/laning phase.
Force of Nature is an amazing item. Tons of health regeneration. 76 Magic Resist ( Amazing! ), and an 8% Movement speed increase. Time to chase! This is great against heavy AP Burst champions like
LeBlanc and
Kennen.




Situational Items
You're
Lee Sin. It's pretty common that you'll be a heavy bounty for the enemy team. Here's an item that'll help with those AD Champions.
Thornmail gives a bonus 100 Armor and a passive that causes all enemy BASIC Attacks to be shot back at them, taking 30% of their basic attack damage as MAGIC damage. This helps because AD Carrys undoubtedly do alot of damage, and they don't have much durability to add on to themselves. making them pretty much kill themselves when they target you.





I almost never take this item, though it is very very handy against a mix team. It gives a great amount of Armor, good Magic Resist, and a Passive affect that well revive you if you die, but has a terribly long cooldown of 5 minutes.
The reason
Frozen Mallet is under situational is due to the fact that you want to be tankier. You can trade this out with a
Trinity Force, but i highly don't recommended it. though this can help for chases, you still have a 1/4 chance to proc
Trinity Force's slow.




This is my route for


Ancient Golem
Initial Spawn : 1:55
Respawn Time : 5 Minutes
Gold : 80
Experience : 280
This will be your starting buff for extra Cooldown Reduction and a good amount of Gold and Experience so that when you go to the Wolf camp, you'll be Level 2 and have
Tempest as well as
Safeguard.



Wolf Camp
Initial Spawn : 1:40
Respawn Time : 1 Minute
Gold : Varies On Time Spent Alive
Experience : Varies On Time Spent Alive
This is your next camp. You'll have both
Safeguard and
Tempest to help you clear this camp quick and easy. After this, you will move to the Wraith Camp.



Wraith Camp
Initial Spawn : 1:40
Respawn Time: 1 Minute
Gold : Depends On Time Spent Alive
Experience : Depends On Time Spent Alive
Camp #3. By the end of this camp, you'll hit Level 3 and have 1 Point in all of your non-ultimate skills. By this time, you have the choice to gank lanes or clear the camp in the order shown above.

Double Golems
Initial Spawn : 1:40
Respawn Time : 1 Minute
Gold: Varies On Time Spent Alive
Experience : Varies On Time Spent Alive
Next off is the Double Golem Camp. You'll be fully prepared being at Level 3 for this camp. you can clear it quick and easy and move off to the Lizard Elder, your final camp on your first route.

Lizard Elder
Initial Spawn : 1:55
Respawn Time : 5 Minutes
Gold : 80
Experience : 260
I choose to grab Red Buff last so that my ganks are more potent. Having this almost right out of the box when you gank will be a little more effective instead of it running off in about 3 or so ganks. Rinse and repeat when jungling, and MAKE SURE TO STAY HIGH ON EXPERIENCE. Staying in a bush for too long waiting for a gank can really mess you up Experience and Gold wise, so be wary!
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!.










Here's a video of a

As shown. this make

This is about one of the best uses for


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.

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