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Lee Sin Build Guide by NixLychee

Jungle [12.9] Lee Sin Owner's Manual

Jungle [12.9] Lee Sin Owner's Manual

Updated on May 13, 2022
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League of Legends Build Guide Author NixLychee Build Guide By NixLychee 453 30 1,171,097 Views 35 Comments
453 30 1,171,097 Views 35 Comments League of Legends Build Guide Author NixLychee Lee Sin Build Guide By NixLychee Updated on May 13, 2022
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Runes: Standard Runes

1 2
Precision
Conqueror
Triumph
Legend: Tenacity
Last Stand

Inspiration
Magical Footwear
Cosmic Insight
Bonus:

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

Spells:

1 2 3
Dueling and Skirmishing
LoL Summoner Spell: Challenging Smite

Challenging Smite

LoL Summoner Spell: Flash

Flash

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Champion Build Guide

[12.9] Lee Sin Owner's Manual

By NixLychee
Patch Updates and Analysis

I have included this short section to more easily allow those who read this guide to view my thoughts on the adjustments made to champions, items, classes and roles. I hope that this bit helps those who needed it, and is interesting to those who wanted it. A link to the official Patch Notes will be included below.


PATCH NOTES LINK: League of Legends 12.9 Patch Notes


If you have a question about something in the Patch Notes that I didn't cover here, feel free to ask me in a comment. I will try to answer as soon as possible.

Key
= Buffed
= Nerfed
= Reworked



OLAF


Olaf has been heavily changed. Although his playstyle is not drastically different, still relying on his simple "Hit them until they die" strategy, he now has much more versatile tools to enact it. His Passive, Berserker Rage, has become an even more effective aspect of his dueling, granting him Lifesteal as well as Attack Speed. His Q, Undertow, now shreds a large amount of Champion targets' armor, allowing for even more damage. The Attack Speed steroid on Olaf's W, Tough It Out, which is now called "Tough it Out" (personally I think that name is kind of dumb but that's irrelevant), has been slightly lowered in exchange for gaining a fairly substantial shield based on his missing health. His Ultimate, Ragnarok, has a significantly lowered duration, but this is misleading because he can extend that duration by 2.5 second for each Attack or cast of Reckless Swing (which was not changed) against enemy Champions.

Thoughts:

I think that Olaf will be a much larger threat against Lee Sin due to these changes, although I don't think he will become an extreme counter or anything. Be wary of his new assets.

TALIYAH


Taliyah has also been heavily changed, and unlike our angry Freljordian friend, her abilities have changed more significantly. I won't go into the specifics here. If you are interested in all of her changes, reference the aforementioned link to the official Patch Notes. To put it simply, Taliyah has a significantly lowered skill floor, with less situational damage, easier to access Crowd Control, and less of a need for flawless positioning. Her Q, Threaded Volley, deals AoE damage and does a bit of bonus damage to monsters, as well as being able to fire a large boulder that slows if she casts it in Worked Ground. Her W, Seismic Shove, no longer deals damage, and has a slightly longer delay before triggering, but the radius is larger, as well as the cooldown and Mana costs being lower. Her E, Unraveled Earth, will now Stun enemies that attempt to dash through the field of rocks. Additionally, the rocks will no longer detonate after a delay for additional damage. Taliyah's R, Weaver's Wall, grants her a fairly long ranged dash when jumping off the wall.

Thoughts:

I think with these changes, Taliyah will be a much more annoying matchup due to her wider options and stun for punishing dashes, but she is squishier, so your early game damage will still be sufficient.

HECARIM


Hecarim recieved two nice buffs, increasing the AD scaling on his Q, Rampage, as well as lowering the cooldown on his W, Spirit of Dread. Nothing too major. His damage output and survivability have increased slightly due to these changes.

Thoughts:

Hecarim wasn't buffed too much this patch, and will likely remain an easy matchup while you're even. His dueling is stronger now, so be mindful of that.

MASTER YI


Master Yi has had the Attack Speed steroid on his R, Highlander, reduced at later levels. This will make him less dangerous in the lategame.

Thoughts:

While is it nice to be able to have more confidence in dueling Master Yi, this change is fairly inconsequential for the Lee Sin matchup, because if you get to the point in the game where Master Yi is taking major advantage of his Rank 3 ultimate, you've probably already lost.

NIDALEE


Nidalee has had a reduction to her base health pool. A simple change, but it will cause her to be less healthy coming out of her Jungle clear and make her squishier in the early game.

Thoughts:

This change is very nice for Lee Sin, as it allows him to burst Nidalee much more easily before she can land Javelin Toss and chunk your health bar.

RENGAR


The stab cat Rengar had the damage to Jungle monsters on his W, Battle Roar, lowered significantly. This only affects his Jungle clear.

Thoughts:

This nerf will slow down Rengar's clear speed slightly, and allow Lee Sin to match Rengar's pressure more easily.

SHYVANA


Shyvana recieved some small quality of life changes to help her remain competitive, increasing the tick rate of her W, Burnout, as well as making it so that her E, Flame Breath, will apply marks to enemies that step on the burning area created.

Thoughts:

Small changes, but they will increase Shyvana's dueling capabilities. I do not think that she will be significantly more problematic against Lee Sin, but I will just have to wait and see.
Introduction


Hello everyone! I'm NixLychee, an NA Lee Sin onetrick and Jungle Main. I've been playing League of Legends for a 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.
About This Guide
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 12.

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. I also have a tendency to write long and convoluted sentences, so if I could word something to make it more clear, please let me know by adding a comment.
Why Lee Sin?
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. Lee is currently incredibly powerful in this current early game meta due to his versatility, so Lee can pull off some pretty crazy plays in the early and mid game.
Pros

+ High early game damage and dueling
+ High pick potential mid-late game
+ High carry potential
+ High outplay and playmaking potential
+ Great sustain in the Jungle
+ High counter-jungle potential
+ High skillcap, always room to improve
+ Good for onetricking
+ Fun and immersing kit
+ Great for securing/stealing objectives

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 all cool the montages, but everybody starts from somewhere. There are many things to enjoy about this champion, from his innovative kit to his excellent way of teaching advanced Jungle tactics. 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. Have fun with him!
Cons

- Countered by some meta picks
- Somewhat weak lategame
- Struggles into tanks
- Very difficult to play from behind
- Very high mechanical demand
- Very punishing of mistakes
- Fairly squishy early game
- High skillcap, hard to learn and master
- Needs near-instant decision making
- Constantly buffed and nerfed

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 is having and overall mediocre performance outside of high elo. He requires high mechanical skill as well as excellent macro knowledge in order to succeed in the higher ranks. Don't be disheartened though, he's still incredibly fun to play.
Runes & Explanation

These are the recommended runes to run on Lee Sin in Season 12.


Conqueror is the best keystone on Lee Sin as of right now, giving you excellent sustained damage and healing, as well as scaling into the lategame, something Lee struggles with.
Triumph is extremely helpful for snowballing and dueling, and it, along with Death's Dance, an item in your core buy, allows you to heal a ton after killing a target. The 20 gold might not seem like much, but it actually adds up to quite a bit if the game goes long.
This rune gives you tenacity for free, and is super helpful versus champions who you will lose a duel to if they manage to land their CC, like Nocturne, Ekko or Shaco. Ideally, you just want to ward-hop out of range, or Flash, but if you have nothing else you can just rely on your tenacity to save you. This rune synergizes very well with Mercury's Treads.
This rune allows for Lee to pull off some insane plays when he gets low, because of the increased damage to champions. This synergizes super well with Goredrinker, as both allow you to do more damage the lower you get. This is interchangeable with Coup de Grace if the enemy team has mostly squishy targets who you can oneshot.
I personally have grown very attached to Inspiration secondary on a lot of champions. The extra gold value and utility that these runes give you are super helpful. You can take any of the other trees secondary, but Inspiration is always super helpful for Lee.
Magical Footwear is super helpful on Lee because it allows you to purchase your core items first and not waste 300g on Boots. The extra movement speed on them is also always useful.
This Rune grants Lee Sin free stats throughout the game just by picking it. Really nothing to complain about here. Item Haste is extremely useful due to Lee Sin building many items with cooldowns attached to them, and Summoner Spell haste allows for more plays with Flash, as well as stuff like objective stealing.
Core Items & General Item Choices

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 to your personal taste. (Hover over the items to see what they do)


Core Items


This item is incredible on Lee Sin, giving you Attack Damage, Health, Ability Haste, sustain, and AoE damage. You can use the active during a combo for more damage, as well as the traditional use of a burst of healing.
This item is incredibly strong after its changes, giving great offensive pressure, as well as absurd durability for a bruiser item. On the less expensive side of bruiser items, as well as supplying some free healing similar to Triumph after scoring a takedown.

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


Other Items

Gold words are passives on items.


Maw complements Death's Dance so well with its Magic shield and Resist, as well as great Attack Damage and some Ability Haste. Interchangeable with Sterak's Gage if little Magic damage is in the enemy team comp.
This item is very good on Lee Sin, allowing you to actually damage tankier targets, as well as catch up to a fast opponent with the slow on its Bitter Cold passive. The 45 Attack Damage is very nice, and 20 Ability Haste is extremely valuable on Lee Sin.
Guardian Angel is really nice because it literally gives you another life with its Rebirth passive. Lee Sin really appreciates the base stats as well, with 40 bonus AD and 40 armor helping out both Bruiser Lee Sin and Assassin Lee Sin builds, as well as being a fairly cheap item compared to the rest of his build.
Sterak's Gage is great, because it gives you bonus damage, Health, and a Lifeline passive so you can survive engages and long fights, along with a little bit of healing. It's important to note that Lifeline on Maw and Lifeline on Sterak's overlap, so you cannot buy both.
Grievous Wounds is very powerful, and most teams have some sort of healing. It gives you decent Attack Damage, some bonus Health and a solid 15 Ability Haste. A very cheap option for an early item, as well as being extremely useful.
The AoE damage on its Cleave passive is excellent, especially after it now applies on abilities as well as auto-attacks. Unfortunately, it does lack in the defensive stats department, so only take this if you're snowballing or are confident in snowballing.

Alternative Mythic Items

Cyan words are passives on Mythic items.


This item is great on Assassin Lee Sin builds, with the extra damage and Nightstalker passive, you can one-shot a carry, go invisible, leave, and then do it again.
Stridebreaker is very useful for its damage and active AoE slow, as well as providing a solid passive in Heroic Gait, which is just free movement speed. Not as useful as the extreme healing of Goredrinker.
This Mythic item's active ability is just Qiyana's E, Audacity. In all seriousness, this is a very good item, because you can actually Insec someone without using a Ward-Hop or Flashing. Great stats as well, this is a solid item on Lee.
This item is good on Lee Sin because it helps his dueling power, his damage output, and his sustain in fights and in his Jungle clear, as well as giving him omni-pen, which is good because Lee Sin also does a good bit of magic damage.

Boot Options

Boots of Lucidity are excellent in the early game, as you want to have as much Ability Haste as possible, and you can have extremely low cooldowns on Lee Sin if you stack Ability Haste. If necessary you can sell Ionian Boots for defensive boots in the later stages of the game.
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.
Plated Steelcaps are good into high physical damage team comps, specifically those with mostly auto-attack damage champions. 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.

Important Note


Do not switch out your Stealth Ward 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. This is why you want to leave the base with one or two Control Wards, because you can ward-hop to Pink Wards as well as Yellow Wards.
Adaptive Build Paths

Lee Sin can be build in multiple ways: assassin, frontline, juggernaut or duelist, and these different playstyles come with their own pros and cons. You should go whichever build path that you prefer, but remember to build based off of the flow of the game. I will explain that in this section.


Assassin Build Path


Are you snowballing? If you built a solid early lead, and the enemy team has a few squishies (it basically always does), you can go for more Lethality items. These items are great for cruising through the game with tons of damage and decent utility, but fall off harder in the lategame than Lee Sin's tanky build path, which will be mentioned later.

This item is great for higher elos, where vision is key. In lower elos though, this item is chaotically strong. People won't know where anybody is on your team without actual vision, and without an Ashe or something people will have to ward. This item gives great stats for Lee Sin, with AD, Ability Haste, and Lethality. Pairs excellently with Zombie Ward.
This item is for those who want to go fast and run around the map quickly. It gives excellent stats, and has a great passive to go with Relentless Hunter. This was a favorite of some Lee Sin players when Dark Harvest was the rune of choice on Lee, and it still pairs well with Electrocute.
One of my favorite Lethality items, due to the Spell Shield and health it gives you, along with AD and Lethality. Great item for if you're a bit ahead, but still want to build a little beefier.
Go this item against team comps with massive shields, like Shen's Stand United, champions who take Barrier, all of Rakan's kit, etc. There really isn't much else to say about this item. It's kind of a niche item that only works at its highest potential in certain team comps.

Frontline Build Path


If you fell a little bit behind in the early game, here's where you can go. These items allow for misplays to be more forgiving. These items scale decently into the lategame, and allow for easy Insecs because you won't get blown up instantly if you try (unless there's a Vayne or Fiora or something).

This item gives you a lot of Armor, good health, and a little Ability Haste. Randuin's is very good into comps with a lot of Critical Strike damage, such as Yasuo, Yone, Jhin, etc. Basically every ADC besides Ezreal and some other weird builds on some champions, and even into these champions the item is still useful.
This item is for fighting heavy AP burst damage threats like Syndra and Veigar. The stats are nice, and the passive increases healing and shielding on yourself, of which, Lee Sin has both. Great item against Magic damage.
This item is extremely helpful for reducing Magic damage, as well as supplying you with a fairly high amount of movement speed after it is stacked. Extremely helpful against certain champions with DoT (damage over time) Magic damage, such as Lillia, Teemo, or Singed.
This item is really strong this Season, and it has great stats, such as high defenses and Ability Haste. The passive helps you stay alive in a fight even longer, and the active helps out even more by giving you a gigantic shield.
This item is if you are against team comps with a lot of healing, like Vladimir, Sylas, and Aatrox. Grievous Wounds helps a lot to cut champion survivability, especially against enchanter supports.
Jungle Pathing
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.

Standard/Useful Combos

Remember this: You don't need to be able to do crazy combos to be a good Lee Sin. If not doing combos wins you games, then you can do that! It's just a general good practice to have some of these in your back pocket.



It's crucial that you look at how much Energy you have left before executing one of these combos. Lee Sin burns Energy very quickly, and you want to be mindful of his resource management, especially with some of the more complex combos, as they use more spells, and thus, more Energy. Try not to mash your abilities while in the combos, as you will accidentally waste Energy by using Lee Sin's recast abilities.

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. Ward-hop before your Resonating Strike finishes to Insec faster.


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 Stealth Ward, 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 Stealth Ward, 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 "Safe" Insec ▼


> > > > >
This Insec is used for when you don't want to die during the combo. You throw Sonic Wave, instantly use a Stealth Ward 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. An easier variation of the Chinese Insec.

The Chinese Insec ▼


> > > > >
This is the harder variation of the Safe Insec above, where the spell rotation has a different order to make it harder to react to. You throw Sonic Wave and Flash cancel the animation, while simultaneously using a Stealth Ward behind the target, then Safeguard to it, using Dragon's Rage to kick them into your team. You can follow-up with Resonating Strike to get yourself out of the enemy team.

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 Stealth Ward 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.

Macro: The Game Plan
Lee Sin is an early game champion. If you fall behind, you're going to lose to scaling Junglers like Karthus, Evelynn, and Viego. Try to establish and early lead by ganking (using the optimal clears I mentioned earlier) so it will prevent you from falling off too hard in the lategame. By the way, all three of the Junglers that I mentioned above can be invaded easily, with or without your team, and just remember not to invade without priority.

Lee Sin can semi-scale into a backline diving assassin or frontline engage tank based off of his build, but it would be in your best interest as a Lee Sin player to not let games get to that point. Spread your influence over the map as much as possible to either end the game early, or risk trusting late-game carries to win the game for you later on. If a game lasts longer than 30 minutes, you might want to start building some of the tanky items I have included earlier.

Gank level three, and countergank when you can. Try and track the enemy Jungler constantly. If you don't know how to do this, you can watch a Virkayu video. He does some of the most in-depth, high-level, yet still pretty easy to understand content for Jungling out there, not to mention his fantastic beard.

Try and solo Dragon at level four to six, and you should also try to get Rift Herald ASAP to end the game faster. As Lee Sin, you want to be absolutely everywhere in the early game, and maintaining a good tempo is key.

During ganks, try and use Stealth Ward and Safeguard as a gap-closer, as opposed to just throwing out your Sonic Wave and potentially missing it. If you do not have the ability to ward-hop, and don't want to burn Flash, and you can try and predict the enemy's dodging movement (if they flash it is what it is, it's fine to leave them and gank again later). Don't greed for kills.

Remember to watch for invades (especially late invades, those are the worst), and have your team ward the pixel bush early, around 1:20, ten seconds before the Jungle Buffs spawn. Try and have your laners help you contest Rift Scuttler , which you can trap the bot lane scuttle in the Dragon Pit and top lane scuttle in the Baron Pit to secure them more easily. Remember: the scuttle crab will attempt to run directly away from any source of damage that attacks it. Use this to guide the scuttle crab into the pits.

The Rift Scuttler is annoying to secure as Lee Sin this season because it has a massive shield that can only be broken by hard CC or Smite, and you don't want to waste Smite if you can help it. If you can, coordinate so one of your laners (for example, a roaming CC support like Pyke and Bard) can CC the crab so you can take it easier. The gold, vision and speed boost it provides are invaluable in Jungle.
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