get
prime

Lee Sin Build Guide by Frorn

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.


49K
Views
5
Comments
15
Votes
League of Legends Build Guide Author Frorn

Time to kick scrubs! - Jungle w/Lee Sin!

Frorn Last updated on September 30, 2013
Like Build on Facebook Tweet This Build Share This Build on Reddit

Ability Sequence

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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Pickpocket
Intelligence
 
 
 
 
 
 
 
Nimble
 
 

Utility: 0


Guide Top

Introduction


Just a quick few words about the guide before we start; This guide is a projected. I plan to add content over a period of time. If you find any mistakes or something you disagree with, leave a comment. And also, if you decide to downvote, please leave a comment.

Looks like you've come here to learn something; How to play Lee Sin. Let's start with a little information about Lee Sin, and why you should spend time learning how to play him, and eventually master him.

Lee Sin is an extremely mobile champion, that can be played in a variety of different ways. He has excellent damage, and can be built to be an un-killable tank! Due to these factors, he can be played as a strong offtank, great support-jungler and even a glass cannon!

Based on the above, I'd say it's safe to say that you've come to the obvious conclusion. Lee Sin is the most versatile champion in the league. The diversity between builds and play styles is enormous, and there isn't just one that dominates all others. It's almost like he's more than one champion!

However, Lee Sin doesn't have to remain in the jungle. He's an excellent top lane, and can even be played against a lot of strong mid-lane champs! Once you take all of this into consideration; It may look like lee sin has a lot of mechanics behind him, and he does.
That's why he's such a great champion. You can make endless plays with him, and look good doing so. And Here's a great video to show you just mobile lee sin is! (Credit to Diasheno for the video)


Guide Top

Pros and Con's


Powerful Pros!
  • Extremely mobile champion, with the use of and
  • Very powerful ultimate if you can master it.
  • Great amount of damage, especially from base damage at level 3 and it's insane AD scaling!
  • can be used to shield allies and save their lives!
  • He's a ninja monk!

Now, when you take into account the above pro's, it's hard to now want to play lee sin. The insane mobility offered by is slightly unfair; You can use it to catch up to an enemy, jump onto an enemy to get away(?) and even jump onto minions to get away! The plays that can be made are quite literally endless! Moving onto the benefits of ; You can once again use it to catch up to enemies by jumping onto allied players or creeps, you can use it to shield and ally, and even use it to get away!
When you add the damage offered by his incredible ultimate, and it's potential CC, Lee Sin becomes practically unstoppable.

Unfortunate Cons
  • scales off AP and has terrible scaling, making it a rather weak shield
  • Damage falls off late if you start building him tanky
  • Silences absolutely destroy him
  • Takes a significant amount of time to master him.

Now, moving onto his cons. It is a real shame that scales off of AP as it's such a great ability, but sometimes we can't have everything we want. His damage late game can also be rather weak if not built correctly, as his ultimate scales off of bonus AD, and doesn't include base at all.
Also, if you get caught by a silence you're in a bit of a pickle. Lee Sin relies heavily on his abilities, and being unable to use them really destroys him.
He's also not a very easy champion to master, especially when it comes to things such as your ultimate, and ward jumping. But don't worry, we'll move onto them.


Guide Top

Abilities


Before we begin, you should know that this is going to be the most crucial chapter of this guide, as lee sin revolves around abilities.

So lets start with the easy stuff; Ability Explanations.

All of Lee Sin's abilities have a second component, excluding his ultimate (Which in a way kind of does). This leaves Lee Sin with almost 8 strong abilities, each being more powerful that abilities of other champions!



Flurry is arguably one of the best passives in the game. It's similar to swain's in a sense, but combined with varus's! It gives you a nice attack speed buff for your next two auto attacks after casting an ability, and each hit allows you to restore 15 energy. This doesn't seem much by itself, but when you consider how much you use abilities in a fight it adds. Keep in mind that it doesn't stack, so be sure to Cast an ability > Attack > Attack > Cast an ability.



Sonic wave combined with resonating strike are Lee Sin's two most important abilities. Sonic Wave allows Lee Sin to apply to first part of a two-step combo to jump onto an enemy champion or creep. Sonic Wave also reveals an enemy champion for 3 seconds once it comes in contact with them. It also does a considerable amount of damage, with .9:1 AD scaling! But, this damage once again scales off bonus AD, and applies the damage as physical damage.



Resonating Strike is the second part of Sonic Wave. It allows lee Sin to dash to an enemy champion/creep. It deals a base damage + .9:1 bonus AD scaling + 8% of the targets missing HP as physical damage. This can be useful when attacking buffs such as dragon/baron as it allows for smite at level 1 to do almost 1k damage when used with this combo! However, the bonus damage is capped at 400 vs creeps.



Safeguard is a huge part of playing Lee Sin. It allows you to disengage, jump to an ally, ward or yourself, and shield whilst doing it! Jumping to an ally grants them a shield, however this doesn't apply when jumping to a ward/minion. Keep in mind that you do still shield yourself in this process! The shield last 5 seconds, but isn't very large at all, and scales off AP which is a let down. Keep in mind that the sheild only lasts 5 seconds.



Iron Will is a great ability. It allows for Lee Sin to increase his spell vamp and life steal by 5%-25%, which is a considerable amount when you take into account that you should have your shield up from Safeguard when using the lifesteal buff, allowing for great sustain in the jungle. However, don't count on it to save your life as it only lasts for 5 seconds - which is roughly 5 basic attacks. Not that great, but nonetheless a great ability.



Tempest is huge part of playing Lee Sin. It's the first part of the Tempest / Cripple combo. It slams the ground doing AoE damage to enemies in a small radius around Lee Sin, and has an excellent 1:1 AD Scaling, yet applies the damage as magic damage. When combined with the 25% spellvamp (At max level) offered by Iron Will, this adds up to a considerable heal. Tempest is also a great ability for farming/wave clear for obvious reasons. Tempest also reveals units.



Cripple is essential for pre-6 ganks as Lee Sin. Once an enemy has received damage from Tempest, Lee sin is able to slow their movement + attack speed by 20%-60%. This is a great spell as it applies the slow to all enemies effected by Tempest. It's crucial for pre-6 ganks as Lee Sin. The attack speed debuff is also great against enemy ADC's, and can significantly help your team out in a fight.



Dragon's Rage is Lee Sin's main source of CC. Using this powerful roundhouse kick, Lee Sin knocks back an enemy in the direction he is facing. Any units that come in contact with the enemy are also knocked up. This ability is great in teamfights for destroying the enemy back line, setting up great ganks and dishing out an insane amount of damage! However, if can also be used to ruin a kill; So make sure you don't use it too early or you'll end up kicking away the enemy!




Ability Sequence



Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18


The above ability sequence is taken for multiple reasons. It allows for early mobility, great sustain in the jungle and a good reliable source of damage.
Sonic Wave / Resonating Strike is taken and maxed first for the early CDR + Steady damage increase.
Safeguard / Iron Will is taken second to increase the amount of life steal + spell vamp, allowing for nice sustain in the jungle. The cooldown however stays the same.
Lastly, Tempest / Cripple is taken last due to the damage not being crucial early on, and a 20% slow combined with red buff is sufficient for early ganks.


Guide Top

Runes and Masteries


As for masteries, I take 21/9/0 masteries, to maximize the amount of early game damage Lee Sin can dish out, Whilst still having a small amount of bonus defense to stop him being incredibly squishy.

Masteries
1/5
4/1
2/1
4/1
3/1
1/1
2/5
3/
1/
1/5
4/1
3/1
1/1
A point is taken in Fury to slightly increase his attack speed, whereas 4 points are taken into Sorcery to increase CDR, as Lee Sin revolves around his abilities. 2 Points are taken into Butcher for the added damage in the jungle, the abilities Deadliness , Havoc , Brute Force , Sunder and Executioner are maxed to increase his straight damage.

As for defence, a point is taken in Summoner's Resolve to give added gold when killing a minion with Smite, and 4 points are taken into Durability , 3 points are taken in Hardiness to give us that extra durability in the jungle and against champions, as is the point taken in Veteran's Scars .

Runes

Greater Quintessence of Attack Damage
3

Greater Mark of Attack Damage
9

Greater Seal of Armor
9

Greater Glyph of Scaling Magic Resist
9


The masteries taken are pretty straight forward; 3 Flat AD Quints are taken to increase damage, the same goes for the marks. Armour seals are taken for durability in the jungle and against enemy champions. The only runes that really need explanation are the scaling magic resist glyphs. They're taken to increase magic resist late game as you won't have much enemy interaction early levels as you should be farming your jungle.


Guide Top

Summoner Spells


Flash is a great summoner spell all round. It allows for added mobility, a great escape spell and a great spell for catching up to enemies. Flash is useful on lee, however not essential. I always take flash, but other summoner spells like Ignite and Teleport can be useful aswell.

Smite is crucial to playing jungle Lee Sin. Even if you think you can jungle without smite, take it. Smite allows to secure kills on buffs, dragon and baron. It can also be used to kill Zac when he's in his passive!


Other Viable Summoner spells include



Ignite is a great summoner spell due to all it's componets. It deals a great amount of damage to an enemy, using true damage. It also reduces healing by 50% when applied, and is great for finishing off a kill on an enemy when they try to run! Due to Lee Sin's high mobility, Ignite can be taken over Flash.

Teleport can be extremely useful throughout the game. It can be used to gank, push a lane, or save an ally! It gives you a great map presence, that will instill fear into your enemies! And again, due to Lee Sin's high mobility it can be taken over spells such as Flash.

Ghost again is also a great spell. It can be used to escape from an enemy, catch up to an enemy or get to an objective faster. It's not as powerful as spells such as Flash, but can still be used nonetheless. Personally I wouldn't take Ghost, but it's up to you.


Guide Top

Items



When looking at the recommended items for Lee Sin, you may get a bit confused as to why I take items such as Ruby Sightstone. You may also not understand why this build is called a support jungle Lee Sin, and why it's not a tank build nor an offtank build. This build focuses on helping your team. You can still dish out significant damage with this build, whilst maintaining great mobility and having a sturdy amount of defense.

In terms of core, Ruby Sightstone is essential, as is Locket of the Iron Solari. When combined with Spirit of the Ancient Golem, this allows you to mobile and tanky. We add in items such as Ravenous Hydra or Last Whisper to increase the damage output. However, we'll move onto a more indepth explanation of these items.

Ninja Tabi / Mercury's Treads are important on Lee Sin. They give him a good amount of movement speed, which is useful for roaming around the jungle. However, the passive on both are great. Ninja Tabi offer a great amount of armour, and block damage from auto attacks! Compared to how Mercury's Treads offer magic resist and give you tenacity which reduces the effect of CC. Both are great boots - Always take one.

Spirit of the Ancient Golem should be your first finished item. It has great stats to in, and works perfectly on Lee Sin. It gives him health and cooldown reduction! It's a great item all round, and upgrades from your Hunter's Machete. I'd suggest always building this.

Sightstone / Ruby Sightstone is also crucial for Lee Sin. It allows Lee Sin to ward jump which is a huge part of his mobility, aswell as offering vision. It gives HP and your team will love you for warding! Always take it.

Locket of the Iron Solari is what really makes this build 'Support Jungle'. It gives a great aura to your team, increasing their defensive stats and the shield combined with Safeguard can be a life saver. I suggest always taking this if you plan on going 'Support Jungle'.

Last Whisper is also a great item on Lee Sin. Due to Lee Sin having a lot of physical damage, I always take this over items such as Ravenous Hydra as it increases armour penetration by 35% - Which is a huge amount. Always take this or Ravenous Hydra on 'Support Jungle' Lee Sin.

Ravenous Hydra can also be a good item on Lee Sin. If you're team is trying to do an AoE comp, always take this over Last Whisper. Ravenous Hydra offers great stats, increasing damage significantly and giving you added lifesteal. Combine the AoE damage offered by Cripple and you'll be able to dish out a significant amount of AoE damage.

Randuin's Omen is also crucial on Lee Sin. It gives you a great amount of HP, and giving you a nice amount of Armour. I strongly suggest always taking this. The active on Randuin's Omen is also a great component for ganking/catching up to enemies. It slows move speed and attack speed.

Warmog's Armor can be a great item on Lee Sin. The amount of health and regen it offers is insane, however I always prefer to take defensive items such as Randuin's Omen as it offers armour aswell, instead of just making you a bag of health. Nonetheless Warmog's Armor can be a great item, but don't take it if you don't have much armour.

Frozen Mallet is useful; But i'd advise against taking it. Lee Sin already has his slow from Cripple and combined with the slow from Randuin's Omen. It's not worth taking as you won't be spamming auto attacks as Lee - And you already have the mobility to catch up to enemies. It can be a good item for the health, but I'd strongly advise against taking it.

Maw of Malmortius can be a great replacement to Last Whisper / Ravenous Hydra. It's great vs heavy AP teams, and the shield can be a great life saver! It also offers a very nice amount of AD. All round a good item - But only take it vs a heavy AP team.

The Black Cleaver is a good item on Lee Sin - But unnecessary. It offers flat armour pen, and a bit of HP + cool down reduction. The health offered is mediocre, as is the armour pen. The only useful component is the cool down reduction, but if you take too much cool down reduction on Lee Sin, you'll find yourself running out of energy. The only time I'd suggest taking this would be hand in hand with Last Whisper vs enemy teams that are stacking armour.


Guide Top

Changelog



30/09/2013 - Guide Created!