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Lee Sin Build Guide by Khazem

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League of Legends Build Guide Author Khazem

Solo Top Lee Sin - The Blind Assassin

Khazem Last updated on April 9, 2012

Ability Sequence

4
8
10
12
13
Ability Key Q
1
3
5
7
9
Ability Key W
2
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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
Archmage
 
 
 
 
 
 
Executioner
 
 

Offense: 9

 
 
 
 
 
4/
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
1/
Juggernaut
 
 

Defense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 0


Guide Top

Introduction

Hello and welcome to another solo top guide! This time I will be talking about Lee Sin and how to properly play and build him for the solo top lane.
Lee Sin is an incredibly strong laner who can shut a lot of champions down with his versatile kit, aimed mainly at dueling other champions with his high attack speed and ability to slow the enemy, but also dash around fights like a ninja with his high mobility. He is what I like to call a tanky assassin.


In this guide, I will be covering the main play styles and builds for solo top Lee Sin. While he definitely is a top tier jungler, he is also a top tier top laner with a combination of high damage, high sustain, good farming abilities and high survivability.


Guide Top

Basic Information About Lee Sin

Lore


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



Statistics


  • Health: 428 (+85 per level)
  • Health Regen: 7.0 (+6.5 per level)
  • Energy: 200
  • Range: 125
  • Attack Damage: 55 (+3.2 per level)
  • Attack Speed: 0.625
  • Armor: 16 (+3.5 per level)
  • Magic Resistance: 30 (+1.25 per level)
  • Movement Speed: 325



Pros / Cons


Pros

+ No mana bar. Can sustain himself forever without the need of going back for mana.
+ High sustained damage. Can chain his abilities to keep his passive up for as long as he keeps hitting them.
+ Very high mobility. Has the ability to dash in and out of teamfights with 2 of his abilities. Can also be used to escape over walls.
+ High sustainability. Can stay in the lane for a long time without the need to go heal.
+ Strong duelist. The combination of his high attack speed, high damage and his ability to slow enemy movement and attack speed makes him exceptionally strong in a 1v1 situation.
space
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Cons

- Has a high skill ceiling. Takes quite some time to master and is hard to play overall.
- Requires energy management. Chaining abilities can lead to you energy starving, leaving you not being able to do much.
- Requires proper positioning. A lot of his abilities have positional requirements.
- Item dependant. In order to have a decent late game, he needs items badly due to his high AD ratios and being a melee he also needs so survivability.


Guide Top

Summoner Spells

Main Choices




Flash: Good to have for escaping bad situations or making plays. (ie. Flash behind enemy to Dragon's Rage them back into your team/lane)

Ignite: Adds to your burst and helps you finish your targets off. Also useful when your target is about to receive healing.

Possible Alternatives




Exhaust: Good pickup if noone else on your team does. Especially useful against big AoE ultimates such as Kennen, Fiddlesticks, etc.

Heal: Can be used for a more dominant laning phase and saving your life on multiple occasions.


Hint: When going for Heal or Exhaust, replace them for Flash for a stronger laning phase. Lee Sin already has great escape mechanics and doesn't really need the Flash for escaping. Only do this when you're comfortable in the lane and when the enemy jungler isn't too much of a threat to you.


Guide Top

Runes



The standard rune setup for top lane Lee Sin. Makes you very scary early game and makes last hitting easy as cake.



Greater Mark of strength: For easier last hits and a scarier early game. Pretty standard for Lee Sin.

Greater Mark of Resilience: Can be used against strong early game bruisers such as Renekton or Riven.



Greater Seal of Resilience: The only seal you'll ever want really. You need the armor for a better laning phase.



Greater Glyph of Warding: Helps against some of the champions that deal both physical and magic damage ( Yorick, Poppy, Udyr, etc) or just for laning against AP champions

Greater Glyph of Shielding: If you don't need any early game magic resistance, these are the better choice for a stronger lategame.



Greater Quintessence of Strength: In my opinion the only option for Lee Sin. Makes your early game scarier, helps with last hitting and scales better than armor penetration once you get a Last Whisper.


Guide Top

Masteries

There's 2 different setups I use for Lee Sin depending on who I'm laning against. A defensive and an offensive setup. My usual choice is the defensive one, as Lee Sin already has enough damage in his kit, making him a bit more tanky through masteries is usually the better choice.


space
Offense Tree

Tier 1 - 3 points in Brute Force are pretty self explanatory. A point in either buthcer for easier last hitting or Summoner's Wrath if you're picking up Exhaust

Tier 2 - 4 points in Alacrity to get down to the armor penetration in the next tier

Tier 3 - Weapon Expertise for some much needed armor penetration

Defense Tree

Tier 1 - 3 points in either Hardiness or Resistance depending on who you're laning against. A point in the other or Summoner's Resolve if you're using Heal

Tier 2 - Durability to get down to the next tier mastery. 3 points in Vigor for some extra lane sustain.

Tier 3 - Veteran's Scars for a nice early game health boost. 2 points in Indomitable

Tier 4 - Initiator and englightenment, both very strong on Lee Sin

Tier 6 - Juggernaut cause it's awesome.
space

Alternative Setup



A more offensive setup used against easier lanes or when you generally want to take more of an offensive role in your team.


Guide Top

Abilities





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

Awesome passive. This is what makes Lee Sin such a strong duelist.






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

Cost: 50 energy
Cooldown: 11 / 10 / 9 / 8 / 7 seconds
Range: 975

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

Cost: 30 energy.

Lee Sin's main ability to do damage, chase and initiate. Has a high AD ratio so deals a ton of damage later in the game. Also deals more damage the lower the target is.






Safeguard: Lee Sin rushes towards a target ally, shielding them both from 40 / 80 / 120 / 160 / 200 (+0.8 per ability power) damage for the next 5 seconds. After using Safeguard, Lee Sin can cast Iron Will for the next 3 seconds.

Cost: 50 energy
Cooldown: 8 seconds
Range: 750

Iron Will: Lee Sin's intense training allows him to thrive in battle. For 5 seconds, Lee Sin gains 5 / 10 / 15 / 20 / 25% lifesteal, spell vamp and 10 / 15 / 20 / 25 / 30 armor.

Cost: 30 energy

This is what makes Lee Sin such a strong laner. Gives him a ton of sustain and tankiness while Iron Will is up and gives him the ability to come out ahead on trades with most melee. Also allows for making plays and escapes.


  • Safeguard can be used on champions, minions, pets, wards, H-28G Evolution Turret, Demacian Standard, Jack In The Box and Noxious Trap. When cast on wards, Safeguard reveals the ward for 2 seconds.
  • Safeguard can self-cast to shield Lee Sin without dashing to an ally.
  • Safeguard cannot be used while immobilized. Lee Sin will be unable to self-cast Safeguard if he is rooted or snared.
  • When stacked with magic shields such as Hexdrinker or Black Shield, these shields will take magic damage before any all-damage shields.
  • When stacked with shields such as Soul Shield or Eye Of The Storm, the most recent shield takes damage first.
  • Safeguard can travel through walls.




Tempest: 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.

Cost: 50 energy
Cooldown: 10 seconds
Radius: 450

Cripple Lee Sin cripples nearby enemies revealed by Tempest, reducing their movement and attack speed by 30 / 37.5 / 45 / 52.5 / 60% for 4 seconds. Movement and attack speed recover gradually over the duration.

Cost: 30 energy

Another ability that's great for chasing enemies or fighting melee/ranged carries. Deals magic damage so makes Lee Sin hard to build against in the early laning phase.


  • Tempest does not proc on-hit effects.
  • Tempest procs spell vamp and Rylai's Crystal Scepter slow similarly with all are of effect spells and abilities with diminished effect.
  • Tempest pops spell shield. Targets protected by a spell shield will not be marked and therefore not affected by Cripple.
  • Tempest can hit, mark and reveal stealthed champions. Tempest cannot reveal wards, Noxious Trap, or Jack In The Box.
  • Tempest grants vision of all enemies hit, even if the enter the Fog of War or brush.




Dragon's Rage: Lee Sin performs a powerful roundhouse kick launching his target back, 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.

No cost
Cooldown: 90 / 75 / 60 seconds
Range: 375

Amazing ability. Proper positioning with this ability can deal a ton of AoE damage. Also has various defensive purposes.





Ability Sequence




This is usually my preferred skill sequence. I max Safeguard / Iron Will first for the sustain, shield and armor it gives to make Lee Sin a beast in the laning phase. Sonic Wave / Resonating Strike second for the damage.
However against mobile opponents ( Riven, Akali) or high attack speed opponents ( Fiora, Jax) it can be more useful to max Tempest / Cripple second.
Put a point in Dragon's Rage whenever you can.


Guide Top

Items

Starting Items



Boots of Speed
The usual starting item. Makes for safer early laning, good chasing for more killing potential at low levels and allows for 4 Health Potions at level 1. (Buy 3 when the game starts and wait near the fountain for 35 gold for a 4th)


Doran's Blade
Works, but not recommended unless you're against a really easy opponent. If you can pull this off you'll be very scary at level 1.
_____

Cloth Armor
The item you should pick up against most strong bruisers. Allows you to buy 5 Health Potions to help you stay in lane longer.



Offensive Items



The Brutalizer
Great early buy when your lane opponent starts getting some armor. Can be upgraded into Youmuu's Ghostblade which is also a pretty good item.


The Bloodthirster
Because of Lee Sin's high AD ratios, this is a very good item to buy. This is what I buy instead of Wriggle's Lantern for sustain.
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Frozen Mallet
Amazing item. Allows you to stick on your targets for as long as you please and gives you a very nice health boost as well.


Last Whisper
Great item to counter high armor targets. Becomes a good buy once at least 2-3 enemy champions have over 100 armor.

Trinity Force
Good buy if you're snowballing the lane. All the stats on it are useful so it's gold well spent, just make sure you have the gold to spend.


Doran's Blade
If you're getting one, might as well get a second. Two of these should be enough to make you a beast early game.
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Doran's Blade
Good buy to snowball your lane and increase your early game strength in general.


Atma's Impaler
Get this when you start getting some health (from your Doran's Blades and Frozen Mallet.


Maw of Malmortius
Great buy against a double AP setup. Get an early Hexdrinker in the lane against AP and upgrade it to this later on.[/columns]



Defensive Items



Warmog's Armor
If you want to be more tanky, you can get this. Personally I prefer other items but this is definitely a good option.


Force of Nature
Great item against heavy magic damage. You can get this against double AP setups.
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Randuin's Omen
Great item. Lee Sin already has a built in one with Tempest / Cripple so this makes you twice as annoying.


Aegis of the Legion
Good and cheap way of getting some tank stats and giving your team a nice aura. You can get this when your support/jungle isn't going to.

Banshee's Veil
Good to get against very bursty long cooldown AP champions, such as Sion/ Kassadin/ LeBlanc. The health and mana boost is a nice bonus.
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Guardian Angel
Good pickup if you're being heavily focused. Goes well with The Bloodthirster to sustain through fights and be very hard to kill.



Quicksilver Sash:
Useful against heavy CC teams or teams with a supress ( Warwick, Malzahar)



Boots



Mercury's Treads
Good against heavy CC and/or double AP comps.
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Ninja Tabi
Against auto attack heavy comps. Good against a lot of bruisers in lane, especially the likes of Riven or Irelia.


Guide Top

Item Builds Explained

Early Game Core


Against strong bruiser



This is what you'll be looking to build (in this order) against a heavy AD bruiser. Gives you the armor and benefits from Ninja Tabi with a good amount of health and sustain to keep you in the lane.

Against tanky melee



Same idea as above. Instead of the Phage (which you'll get later) you pick up a The Brutalizer to get past some of the enemies armor.

Against AP champion



Getting an early hexdrinker against AP champions can safe your life. Build into Maw of Malmortius later.

Against difficult lane



The 2 Doran's Blades are always crucial, even in a difficult lane, to increase your early game strength and give you that bit of sustain. Vampiric Scepter for even more sustain and rush straight into a Frozen Mallet for survivability. The health you get using this build is also strong against true damage ( Olaf, Irelia, Cho'Gath)

And finally, against an easy lane



Straight into a strong AD item for max snowball potential.

Finished Item Builds


Against Double AP



This build gives you a nice health pool, enough magic resist to deal with most of the AP damage, a shield to save your life from Maw of Malmortius and some nice damage as well.
Note: If the enemy AD carry becomes a problem replace either The Bloodthirster or the Force of Nature for a Randuin's Omen.

Against heavy AD



A nice balance of tankiness and damage. If enemy team doesn't have a lot of armor, replace Last Whisper with The Bloodthirster.

Balanced Build



The build I aim for in the avarage game. If there's an AP carry dominating you can always replace The Bloodthirster with either Maw of Malmortius or Force of Nature.


These are of course not the only viable builds and I did leave out a couple of items, but those are more sitational and should only be used under certain circumstances. (All viable items explained in the above 'Items' section)


Guide Top

Gameplay - Laning

First thing you need to pay attention to is who you're laning against. Buy your starting item accordingly (usually Boots of Speed, exceptions include Riven, Renekton, Garen and other strong early game melee).

Hint: When buying boots, unless you have to go help your team, wait at the edge of the shop range untill 10~ seconds after minions have spawned for another 35 gold to buy an extra Health Potion. It helps a lot.



Grab your starting skill accordingly. ( Sonic Wave against weak early game, Safeguard against strong early game)

Hint: When on purple side, you can ask your mid lane to assist you with killing the wraiths to get an edge on your opponent. In this case you can put a point in Tempest first but Safeguard works fine as well.

You can start harassing your opponent from the moment they get in range. If you picked Safeguard you'll usually come out ahead on early trades. Try not to push up your lane (also the reason why you don't want Tempest at level 1).

Here's a few common harass combos:

Safeguard (on creep near enemy) --> Activate Iron Will --> melee hit --> Tempest x2 --> 2 melee hits --> Sonic Wave --> melee untill out of range --> Sonic Wave


Tempest x2 --> 2 melee hits --> Safeguard away


Sonic Wave x2 --> melee hit --> Tempest x2 --> 2 melee hits --> Safeguard away


When going for a kill: Safeguard to nearby creep --> melee hit --> Tempest x2 --> 2 melee hits --> Sonic Wave --> Ignite --> Dragon's Rage --> Sonic Wave


When being ganked, escape using your Tempest when they get near, slow them and either Safeguard to creeps or try and line yourself up for a Dragon's Rage on both of them.
You can also carry a ward with you for escaping puproses (more on this below)


Guide Top

Top Lane Match-Ups

Akali
Difficulty: 8/10

Yes, this is actually one of the hardest match-ups for Lee Sin. Despite his ability to reveal Akali in her shroud, she doesn't really need to to lane against you. Lee Sin's main strengths, his dueling strength and sustainability, are both surpassed by Akali as soon as she hits level 6. Best way to deal with her is to mess her up as best as possible pre-6. IF you land your entire combo on her pre-6, you CAN outtrade her and if you can push her out of the lane and hit 6 before her AND land a kill, you're good to go. If you don't think that's happening, ask for a jungle gank. If she hits 6 and is not behind on you, you pretty much lose the lane.

Masteries: 9-21-0



Cho'Gath
Difficulty: 4/10

Pretty straight-forward match-up. He's certainly hard to kill, but he can't outdamage your sustain. You can pretty much go crazy in this lane in order to try and land a kill and in order to attempt to outdamage his sustain. When he's level 6 just be careful not to drop too low and watch out for his true damage.

Masteries: 21-9-0



Fiora
Difficulty: 5/10

A couple of things to watch out for here. Fiora is an excellent duelist, maybe even more so than Lee Sin when all her abilities are up. Make sure not to attack her when she's parrying and when she activates her attack speed steroid (the animation and sound are pretty obvious) hit her with a Tempest / Cripple (press it twice) for the attack speed debuff. If you manage to do that you should be fine because you have a ton of sustain and she does not, simple.

Masteries: 9-21-0



Gangplank
Difficulty: 3/10

Usually not much of a threat to you. His damage isn't all that amazing and most of his harass can be shielded. Not much more to say about this match-up, shield his Parrrley, slow him when he gets near creeps and auto attack him, land Q's whenever you can. He cannot trade with you so you should be able to bully him around in this lane.

Masteries: 21-9-0



Irelia
Difficulty: 6/10

One of the stronger picks for top lane, but not too difficult to beat for Lee Sin. While she does have true damage, you can reduce her attack speed and take less hits from it than others would. This means if you time your slows right, you will come out ahead in trades (if you can land your Q's properly). She does have a lot of sustain but so do you. Be agressive in this lane but try and save your slow for when she activates Hiten Style unless you're chasing her for a kill.

Masteries: 9-21-0



Jarvan IV
Difficulty: 5/10

The #1 mistake I see people make against this guy is they underestimate him. Do not underestimate him. He shreds a lot of your armor so he does a lot of damage. Fortunately, you can deal with this with your shield and sustain so if you're careful and realise his damage potential, you'll be fine. He has a lot of armor himself so build some early armor penetration. When he comes at you, activate your Safeguard / Iron Will for lifesteal and armor and continue chaining your abilities on him. Make sure to sustain off of creeps when needed, this is a trait he does not have so take full advantage of it.

Masteries: 9-21-0



Jax
Difficulty: 2/10

Easy match-up. Literally the only thing you have to do here is when he uses his dodge ability, stop hitting him and Safeguard / Iron Will away from him. When he hits 6 and starts auto attacking you, you can slow his attack speed and easily win trades.

Early game item build: Ninja Tabi Doran's Blade (x2) Vampiric Scepter (into The Bloodthirster later on) Phage
Masteries: 21-9-0



Kennen
Difficulty: 4/10

Again a match-up where you don't have too much to worry about. His early harass will be annoying and you will have to play a bit defensively untill you get a couple of levels in Safeguard / Iron Will where you can start going agressive on him.

Masteries: 9-21-0



Malphite
Difficulty: 5/10

This guy can be quite a pain. He has tons of ways to reduce incoming melee damage and he's pretty difficult to kill. Fortunately, he doesn't do all that much damage either and you shouldn't have a problem outsustaining him. Get some early armor penetration and go crazy on him. Always make sure to watch out for the enemy jungler cause he does follow up well in case of a gank.

Masteries: 21-9-0



Mordekaiser
Difficulty: 8/10

Very annoying to deal with. While he's weak for the first couple of levels, he grows strong fast and becomes very hard to deal with. He has tons of sustain, damage and his shield becomes hard to get through once he gets some levels in it. Get some magic resistance if you have trouble surviving and make sure to get an early Vampiric Scepter for more sustain. Try and avoid his E and go agressive on him when it's down, trying to deal as much damage as possible. Don't engage on him when he's got a full shield and all his spells are up.

Masteries: 9-21-0



Olaf
Difficulty: 8/10

Another difficult match-up. His short cooldown true damage nuke is very nasty and hard to sustain through. Your best bet is building a lot of health and life steal to try and survive through the damage. Try and time your Safeguard shield on yourself for when he uses his true damage nuke on you. You can't really trade with him for extended periods of time so whenever you engage on him, back off after you've landed a combo.

Masteries: 9-21-0



Renekton
Difficulty: 6/10

Renekton has a very strong early game so be careful of that. He deals a lot of damage when he has over 50 fury so try and stay away from him when he does or try and shield the incoming nuke. Starting with some more armor in runes can be useful against this guy and will just make your early levels easier. Once you level up a bit, get some armor and damage items you should be totally fine against him.

Masteries: 9-21-0



Riven
Difficulty: 6/10

Another match-up where you need to be very careful. She deals a lot of damage and is very hard to trade with. When engaging her, make sure to start off with a double Safeguard for the armor/lifesteal buff, slow her attack speed with Tempest and get as many hits on her as possible. Landing your Sonic Wave on her can be difficult due to her high mobility so it's often better to max Tempest before Sonic Wave. It's also recommended to start with some more armor from runes against her.

Masteries: 9-21-0



Rumble
Difficulty: 4/10

Not too hard of a match-up. He deals a lot of damage but so do you. You have more sustain and lower cooldowns so you should come out on top in trades. Be very careful not to die in this lane as Rumble snowballs pretty hard. When fighting him, try and move around him a bit so he misses his E. When he uses his ultimate, use your Safeguard to dash out of it if you can.

Masteries: 9-21-0



Shen
Difficulty: 7/10

Annoying lane. You have enough sustain to survive his damage but so does he. He has the advantage of having a global ultimate with which he can help out your team. When he does use his ultimate somewhere, try and punish him by pushing the lane as hard as possible. Get some armor penetration if you want to try and land kills. If you manage to land your entire combo you should be able to deal quite some damage to him. Make sure to watch out for his taunt/shield and don't get baited by it. Careful of enemy jungle ganks cause Shen follows up well.

Masteries: 21-9-0



Teemo
Difficulty: 3/10

Should not be a problem to you. His blind is annoying (and yes, despite already being blind it does work on you) and he is pretty mobile, but his damage is lacking and you are even more mobile. He's also very squishy so landing kills in this lane shouldn't be a problem if you can land your Sonic Waves.

Masteries: 21-9-0



Tryndamere
Difficulty: 5/10

Snowball laner that is very scary for the first couple of levels. Watch out for his damage when his fury bar is full because he'll crit you like a monster. Try and harass him from the start to try and force him to use his fury to sustain rather than crit your face. Build some armor and max Tempest before Sonic Wave to deal with attack speed (once he gets a Zeal and stuff) His sustain is very high and his ultimate makes him very hard to kill. They also like to run Heal / Ignite so do not get baited.

Masteries: 9-21-0



Udyr
Difficulty: 7/10

Play this very safe early game. Untill you get some levels in Safeguard his damage will be too high for you to deal with straight up (unless he went Phoenix Stance. With his spammable shield and high sustain, he's almost impossible to kill. Try and simply outfarm him cause you scale better. He's hard to counterbuild so just get a bit of MR and armor and then just build some health to survive his harass.

Masteries: 9-21-0



Vladimir
Difficulty: 3/10

Honestly he's just too squishy to be a problem to you. Also, he only really starts being scary at level 9, at which point your sustain will be very high. Build a Hexdrinker to be completely safe. When engaging him, try and find him near one of your creeps, Safeguard to it, slow him with Tempest, hit him with a couple of melee hits and try and land your Sonic Wave. If he uses his pool, wait till your cooldowns are back up and do it again. You should be able to get kills in this lane.

Masteries: 9-21-0



Wukong
Difficulty: 6/10

Deals a ton of damage and shreds your armor quite badly. However he relies on an attack speed steroid and he also has a mana bar. Slow him with Tempest when he charges at you and trade with him while the slow debuff is up. Sustain off of creeps in between and you should be fine here. Never underestimate his damage as he can suddenly become very scary, especially when he starts building more armor penetration. Play it safe, but be agressive when you can. Time your slows correctly and you should win.

Masteries: 9-21-0



Yorick
Difficulty: 7/10

He's a huge pain in the rear but his main strength comes just from his early game. Play the first couple of levels defensively, don't try and trade with him before at least level 6-7. Try and kite his ghosts when he casts them on you and once you get a couple of levels in Safeguard you can start trading with him. Careful when he uses his ultimate cause he'll deal a lot more damage. You can choose to Safeguard back to a creep or just kite him with Tempest untill his ultimate wears off.

Masteries: 9-21-0


Guide Top

Gameplay - Teamfights

Lee Sin can take on a couple of roles in teamfights. When building some more damage, he can act as an assassin trying to kill the squishy targets in the back. Try and land a Sonic Wave to close the gap and use your Tempest when you get on them. You should have a Frozen Mallet already so unless they get peels, you can stick to them untill they're dead. You can use your Safeguard to dash back out of the fight once it gets too hot or once you've assassinated your target.

You can also be more of a disruptive tank, initating a fight and landing a Tempest on their entire team. Your goal here is to just be as disruptive as possible slowing people and kicking them into each other with Dragon's Rage. Here you just try and soak as much damage as possible, while dishing out as much CC/damage as possible.

Lastly, Lee Sin also does a great job at protecting his carries. If anyone gets on your carry you can either slow them with Tempest, Frozen Mallet procs or simply kick them away from your carry. To further protect them you can also Safeguard to them for a small shield. Do whatever it takes to keep your carries from harm and attack whoever is attacking them.


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Lee Sin's Escape Tricks

Escaping Using Wards



This is fairly simple. You place a ward over a wall or on a spot ahead of you and you immediately Safeguard to it. Works best when smartcasting. Also works on allies or other friendly objects such as H-28G Evolution Turret, Demacian Standard, Jack In The Box or Noxious Trap. This works on any wall you can place a ward over.




Escaping Using Minions



You can also abuse the fact that your Sonic Wave can send you through walls. You can escape from certain bad spots to neutral creep camps. Here's some key spots.




Stealing Dragon/Baron



Lee Sin can also abuse his mobility to steal dragon or Baron and get away with it safely. His Sonic Wave deals a lot of damage to a dragon or Baron that's nearly dead so timing it right can allow you to steal them and get away using your ability to get over walls both ways.



Note: When you don't already have vision of the dragon, you can use your Sonic Wave to give you vision, wait for the right time and then Resonating Strike in for the steal.
If you have a ward, you can also get away safely as shown below.


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Closing Comments

That's all I have to say about Lee Sin. Thank you for reading! If you liked the guide, feel free to leave a +vote and/or a comment. If you disliked the guide and want to -vote, I would very much appreciate if you could leave a comment saying exactly what you didn't like about it so I can improve it. Any feedback is always appreciated so don't hesitate to leave a comment.


Lastly, credits to jhoijhoi for her guide to making a guide for all the great looking templates I used when making this guide.


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