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Lee Sin Build Guide by NixLychee

Jungle [10.20] Lee Sin Owner's Manual

By NixLychee | Updated on October 19, 2020
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Runes: Korean Lee Sin

1 2 3 4 5
Precision
Conqueror
Triumph
Legend: Alacrity
Coup de Grace

Inspiration
Magical Footwear
Cosmic Insight
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

1 2 3
Lots of Mobility or Disengage
LoL Summoner Spell: Chilling Smite

Chilling Smite

LoL Summoner Spell: Flash

Flash

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Jungle Role
Ranked #42 in
Jungle Role
Win 47%
Get More Stats

Threats & Synergies

Threats Synergies
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None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies

Champion Build Guide

[10.20] Lee Sin Owner's Manual

By NixLychee
Introduction


Hello everyone! I'm NixLychee, an NA Lee Sin onetrick and Jungle Main. I've been playing League of Legends for a little while, and I'm always keen on helping people enjoy League of Legends as much as possible.

By no means would I consider myself the best Lee Sin out there, but I can confidently say that I am pretty decent, and am able to give relatively good advice to newer players getting into this game.

If you enjoy the guide, an upvote is always appreciated, and feel free to comment if you have questions about the guide, or about Lee Sin in general, which I will answer as fast as possible to the best of my ability. I will be consistently updating and improving this guide for a while, so if it seems like it's getting longer as the days go on, it's because I'm constantly adding to it. If you want to be notified of future updates, check my blog on my profile page. I'll inform you guys of the upcoming chapters.
About This Guide Back to Top
In this guide I will attempt to present novice and veteran Lee Sin players with a blueprint on how to best play him in Season 10.

There's no cut-and-dry way to play Lee Sin, so you just need to play it by ear most of the time. This doesn't mean however, that you need to go into your games blind (Pun intended). This guide will hopefully allow all of you to play your games with a better overall grasp of the champion. I apologize in advance if the guide isn't that good, this is the first in-depth guide that I have ever made, so it'll probably be a little shaky, and feel free to inform me about something I can do to improve the guide through the comments.
Why Lee Sin? Back to Top
Lee Sin is a powerful duelist in the early game, and can scale into a backline assassin or a semi-engage off-tank. Lee Sin is an interesting and complicated champion, and that lends itself to its own pros and cons. While he's not the best jungler in the current meta, he's far from irrelevant, allowing good Lee Sins to stand out in the crowd, and never fully falling out of favor.
Pros
+ High early game damage and dueling
+ High pick potential lategame
+ High solo-carry potential
+ High outplay and playmaking potential
+ Healthy clear
+ High counter-jungle potential
+ High skillcap, always room to improve
+ Good for onetricking
+ Fun and immersing kit

Lee Sin is a very fun champion to play, due to his flashy nature and high carry potential. Everybody wants to be those Chinese Lee Sin players on the montages, but we all start from somewhere. There are many things to enjoy about this champion, from his innovative kit to his excellent way of teaching the Jungle role to newcomers. In general, Lee Sin is a well-designed champion that allows players of the champion to make flashy plays worthy of a montage, as well as warranting an "insec pls" in /all chat.
Cons
- Does badly into a lot of meta junglers
- Pretty weak lategame
- Can't deal with tanks well
- Can't deal with CC or peel teams
- Very difficult to play from behind
- Very high mechanical demand
- Very punishing of mistakes
- Pretty squishy early game
- High skillcap, hard to learn and master

Every champion has its flaws however, and Lee Sin is no exception. Lee Sin has one of the highest skillcaps in the game, and while that can be a good thing, it can be overwhelming for a new player to learn all of his combos. Lee Sin has negative matchups into quite a few of the meta junglers, and isn't finding a lot of success by the general Lee Sin community. He requires high mechanical skill as well as excellent macro knowledge in order to succeed in the higher brackets. Don't be disheartened though, he's still incredibly fun.
Runes Back to Top
These are the recommended runes to run on Lee Sin in Season 10.
Conqueror is the best keystone on Lee Sin as of right now, because it provides you with bonus damage and healing for extended fights.
Triumph is helpful for its bonus gold upon champion kill or assist, as well as the health restore possible saving you from tick damage like Singed poison or Ignite. Presence of Mind is also viable, but Triumph is strictly better in most situations.
Legend: Alacrity is good because it provides you with free attack speed, something Lee Sin greatly benefits from, but doesn't build. This can easily be switched with Legend: Tenacity to fit the enemy's team comp.
Coup de Grace is the best rune of the "Combat" Precision runes, because it gives you the highest damage on average. For close fights, you can take Last Stand with Challenging Smite.
I take Inspiration secondary, but Domination is also viable for an aggressive route, and Resolve is good for long duels and frontlining.
Magical Footwear provides you with free Slightly Magical Boots at 12 minutes (or lower when you get takedowns on enemy champions), which is incredibly helpful in allowing you to build your core items without worrying about wasting 300 gold on boots.
This rune gives you 5% CDR upon entering the game, 5% increased maximum cooldown reduction, 5% item cooldown reduction, and 5% Summoner Spell cooldown reduction. Lee Sin benefits greatly from all of these, considering you're very reliant on your cooldowns, as they are pretty long in the early game.
Core Items and Build Back to Top
Lee Sin has many varying build paths based on the flow of the game, and you will need to adapt each of them to fit your playstyle, blending them and to your personal taste. (Hover over the items to see what they do)

Colored words are probably important, or maybe they look nice. You decide.



Core Items

This is your first item, built from your starter Jungle item. Pick either Challenging Smite if you aren't sure that you'll win the duel with the enemy jungler, like an Olaf, Sett, or Xin Zhao. You should take Chilling Smite if you will generally win the duel, as it provides you with a bit of bonus true damage, as well as a slow and movespeed steal.
This item is too good on Lee Sin, because it gives you damage, bonus health, Armor shred, cooldown reduction, and the movement speed increase passive for chasing or escaping fights.

These are your core items right here. You'll always have these two, but the rest of your items with differ depending on the situation, enemy team comp, and tempo of the game.


Situational Items


This item is excellent on Lee Sin, as you lack hard CC, and so the 99% slow from Nighstalker is extremely helpful when trying to chase someone, as well as the damage and cooldown being nice for bursting someone and dueling people.
The Lifeline passive on this item grants you some extra survivability, as well as the 50 bonus magic resistance, 50 AD and 10% cooldown reduction being very nice on Lee Sin.
Guardian Angel is really nice because it literally gives you another life. Lee Sin really appreciates the base stats as well, with 45 bonus AD and 40 armor helping out both Bruiser Lee Sin and Assassin Lee Sin builds.
Sterak's Gage is nice, because it gives you bonus damage, Health, and a Lifeline passive so you can survive engages and long fights. It's important to note that Maw of Malmortius and Sterak's Gage's shields don't stack, but Lifegrip on Maw and Sterak's Fury do stack.
Death's Dance is probably the best bruiser item right now, due to it's bleed effect and omnivamp on its passives. It also has very good defensive stats, with 30 armor and 30 magic resistance.
This item is very good on Lee Sin, especially considering you need to be relatively tanky in order to survive an engage or insec combo. Dead Man's Plate allows for bonus damage, movement speed, and a powerful slow with its Dreadnought passive.
There are many other situational items on Lee Sin, for instance Randuin's Omen, Youmuu's Ghostblade, Spirit Visage and Umbral Glaive, but they aren't prominent enough for me to put a specific section about them.

Boot Options

Mercury's Treads are excellent into CC team comps, like Maokai, Morgana, and Thresh, and into heavy magic damage team comps like Vel'Koz, Brand, Kassadin and Zoe.
Ninja Tabi are good into high physical damage team comps, specifically those with mostly auto-attack damage champions, like Lucian, Master Yi, and Rengar being some prominent examples. Just remember that some champions will do heavy mixed damage on hit with their items, as Ninja Tabi do not block on-hit damage like Wit's End and Guinsoo's Rageblade.
Boots of Mobility are nice in the early game, as you want to be everywhere at once, and Boots of Mobility's passive helps you to accomplish this goal. An alternative to taking these are the Relentless Hunter rune.

Important Note


Do not switch out your Warding Totem for an Oracle Lens. As Lee Sin, ward-hops are vital for your gameplay and combos. Remember as well that you cannot Safeguard to Farsight Alteration or wards spawned by Zombie Ward.
Jungle Pathing Back to Top
Like all Junglers, pathing is adaptive based on the way the game is going. Is the enemy toplaner shoving and being aggressive? Gank them for a summoner spell or kill. Do you have a CC midlaner like Galio? Gank them to secure a kill or flash. Kill your enemy botlane and transition that kill into a Dragon kill. Sneak Rift Herald . Steal Dragons. Seige with Baron Nashor .

First Path: Ally Buff-Ally Buff-Ally Wall Camp-Gank-Rift Scuttler

This first clear is the standard double-buff start, for the best ganking potential. Start either Red Buff or Blue Buff , then go to your other buff, and then either Gromp or Krugs (Wall camps). After this you'll transition into a gank, which will hopefully result in a kill, and then you can go to secure the Rift Scuttler . Remember that if a gank is not available, you can do Rift Scuttler first.

Second Path: Ally Buff-Enemy Buff-Skirmish-Ally Wall Camp

This second clear is based off of you being able to invade the enemy Jungler, and assuming that you clear your Buff faster than they do. Make sure that you can win a level 2 fight with them, and try to have both potions up for use in the middle of a fight (multi-tasking is important). After this you should back and get items, and then continue farming or invading, all the while tracking the enemy Jungler. I'm not going to specifically tell you how to track in the Jungle, but at a later date I'll include a few tips about tracking and other vital tricks in a short macro chapter.

Third Path: Enemy Buff-Ally Buff-Ally Wall Camp-Gank

This isn't a traditional clear path, because you go directly to the enemy Buff, whichever Buff isn't the one that the enemy Jungler starts (usually Blue Buff ), and then take it with the help of your laners. You might get a kill off of a laner who is guarding the Buff, and so you have the opportunity to secure first blood for your team. After this, you can go back to the your side Buff, and then into a wall camp and then lane gank.

Fourth Path: Enemy Buff-Enemy Lane Camp/Enemy Wall Camp-Ally Buff-Gank

This is the traditional invade with your team. Either wait in the pixel brush (the small bush in river near midlane) and try to catch an enemy warding off guard or walk straight into the enemy Buff. Fight whoever is there (it might be no-one). After the fight, take either their Wall Camp or Lane Camp (depending on which one you clear faster), then go to your Buff, and then try and execute a gank. If a gank is not possible, you can back for items.

Fifth Path: Ally Buff-Wall Camp-Lane Camp-Gank-Rift Scuttler

This is a full side clear, usually starting at Red Buff . You will want to go from this clear directly into a gank. Make sure to either gank or get scuttle crab. Whichever one you do, do the other one directly afterwards.

Sixth Path: Ally Buff-Gank

This is the simplest early path, you can go from a buff instantly to a gank, cheesing the enemy laners and possibly getting a kill or summoner spell.

There are numerous other clear paths, and other gank setups, but these are the main paths that you will take. You need to adapt your pathing. Always be ready to adapt your clear and gank patterns.

Basic Combos Back to Top

Difficulty Rating: 1/3


Auto-Attack Weave

> AA
This isn't so much a proper combo as it is just a general tip about Lee Sin. If you use Dragon's Rage while in auto-attack range, you can sneak in a free auto-attack for extra damage. Remember this tip while executing literally any of the combos involving Dragon's Rage. I felt it appropriate to include this little tidbit of information.

Blink Tempest

>
If you use Tempest and then instantly Flash during the animation, it will cause it to cancel the animation partially, making it significantly harder to react to, as well as being unpredictable in where you will appear afterwards.

Fast Follow-Up

> >
You first Sonic Wave the target at close range, then use Dragon's Rage to kick it away, and then finally Resonating Strike into them for the gap-close and damage. This is one of the main combos that you will use to try and execute someone, with Resonating Strike being used last due to its bonus damage based on missing health.

Guaranteed Q

> >
After you use Dragon's Rage on your opponent, they are airborne, and cannot dodge your Sonic Wave, which you will throw onto the airborne target. There are some instances in which your Sonic Wave would be intercepted by a minion, and in these circumstances you can Smite said minion (assuming that it would kill it) in order for your skillshot to land.


Difficulty Rating: 2/3


Surprise Burst

> > >
A staple damage combo, you throw out your Sonic Wave, instantly Flash into Dragon's Rage's range. After kicking your target, take Resonating Strike into them. This is one of the combos that can 100-0 a squishy target in the early to midgame, and is very difficult to react to, as the target cannot dodge your kick by using Flash or a mobility spell because Dragon's Rage roots them.

Surprise Burst w/o Flash

> > > >
This combo is for when you want to burst someone, but either don't have Flash or don't want to burn it for the kill. Same concept as the first Surprise Burst combo, this is a more efficient (albeit slower) replacement for it, and is also very difficult to react to.

Easy Insec

> > >
This is the easiest version of the famous Insec combo (invented by Insec, of course), barring walking behind the enemy to Dragon's Rage them into your team. It might be the easiest, but it is also the slowest and easiest to react to. You throw your Sonic Wave, take the Resonating Strike, Flash behind your target, and use Dragon's Rage to kick them into your team.

Standard Insec

> > >
This is the most common Insec in games. It consists of using Sonic Wave, taking that into a Resonating Strike, and then using Dragon's Rage while simultaneously using Flash to get behind your target and kick them into your team.

Classic Insec

> > > >
This is the Insec that was popularized by Insec, and at the time was considered an extreme mechanical outplay, but now it has fallen into the norm of the Lee Sin community. This is the same as the first Insec, but you ward-hop instead of using Flash to get behind them.


Difficulty Rating: 3/3


The Drive-by Insec

> > > >
For this Insec, you need to do a pretty advanced cancel mechanic in Lee Sin's kit. You need to Sonic Wave, use your Warding Totem, Safeguard to that ward, and then take your Resonating Strike before you finish your Safeguard. This allows Tempest and Dragon's Rage to be cast during the cast time of Resonating Strike. (The same thing can be done if you cancel your Resonating Strike with Safeguard. You need to use Dragon's Rage on the target in front of the person who you hit Sonic Wave on. This is used to kick a priority target who (for whatever reason) is standing in front of their frontline that you hit Sonic Wave on.

The Zig-Zag Insec

> > > > >
This is one of the flashier (albeit less practical) combos on Lee Sin. This is used for dodging dangerous line skillshots, specifically things like Morgana's Dark Binding, Blitzcrank's Rocket Grab, and Xerath's Arcanopulse. You throw your Sonic Wave, put down a Warding Totem, Safeguard to it (at a weird angle usually), take the Resonating Strike, and then use Dragon's Rage while Flashing behind them, all the while dodging their skillshots. Who needs a Wind Wall?

The Chinese Insec

> > > > >
This Insec is used for when you don't want to die during the combo. You throw Sonic Wave, instantly use a Warding Totem in front of the target, then Safeguard to it, use Dragon's Rage and simultaneously Flash behind them, kicking them into your team. You can follow-up with Resonating Strike to get yourself out of the enemy team. My personal favorite Insec.

Extra Damage Q2

> > > >
You need to use the same cancel mechanic as mentioned earlier for this combo. You can sneak in Tempest on your Resonating Strike if you time it right. You throw Sonic Wave, do the Safeguard cancel by using a Warding Totem and then Safeguarding to it, and then take the Resonating Strike before your Safeguard finishes. You can use Tempest during the cast time of your Resonating Strike for some extra magic damage.

There are numerous more Lee Sin combos, but these are the ones that newer players might want to know, and also the ones that they won't tear their hair out trying to master. It's okay to not be able to do a combo when you first try it. Just practice, practice, practice and you'll get it eventually.

League of Legends Build Guide Author NixLychee
NixLychee Lee Sin Guide
[10.20] Lee Sin Owner's Manual
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