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Lee Sin Build Guide by Moenchle

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League of Legends Build Guide Author Moenchle

[6.10] Lee Sin - The Blind Monk [Jungle-Guide]

Moenchle Last updated on May 18, 2016
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
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.


Natural Talent
Bounty Hunter
Battering Blows
Piercing Thoughts

Ferocity: 12

Dangerous Game

Cunning: 0

Tough Skin
Runic Armor
Veteran's Scars
Legendary Guardian

Resolve: 18

Threats to Lee Sin with this build

Show all
Threat Champion Notes
Shaco Set some pink wards on the monsters (red, blue) so you can see him, the pink wards can see him if he is invisible.
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This Guide is up to date! last update/check 18.05.16

Hey guys, thats my third Guide! I hope you like it and you get some help! :) I appreciate any support! And I hope you will rate this Guide positive! Thanks for all the support!

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Welcome summoners, my name is Moench a currently Silver (old Gold II) Member, and Lee Sin is my main jungle champion.
If you wanna know how you have to play Lee Sin in the Jungle then you are on the correct guide! If you search only an certain point, you can look on the TABLE OF CONTENTS there is the structure of this Guide so its easier for you to find this what you search.

so have fun by reading this guide and I wish you good games with this build, in this sense lets start!

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Summoners Spells

No question, this spell is the key to play as a jungler, so why you need Smite?
The spell is very important, because you don't make a lot of damage in the early game, what is clear I think... so Riot added Smite to the spells to help the Jungler doing more damage on minion-buffs.
Without Smite you can't get buffs of the Crimson-Raptors (the crows, alias. birds) or the Gromp (Ghost).

That does not concern the Blue and Red-Buffs.
But we come to the monsters later. This is actually the most important what you have to know about Smite, so when ever you take the lane Jungle > Smite!

more information about Smite can you find here: []

The second most important Spell is Flash, you need it to do quick moves, like to escape of a deadly situation or dodge enemy abilities.
Flash brings you from one place to another place. DON'T waste it! Because it takes a cooldown of 300 seconds. Thats a long time inGame.

more information about Flash can you find here: []

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5x Attack Damage
4x Armor Penetration

9x Armor

6x CD Reduction
3x Magic Resist

3x Attack Damage

you can also see it if you go to the build, there are the runes listed.

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My Masteries can you find under the ABILITY SEQUENCES!

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Pros / Cons


He clears fast and safely because he has a good mix of AOE and single Target
He doesn't take much damage from jungle camps because of his W
He is relatively safe from invades since he's a strong duelist, and because he has high mobility
Due to the above, he's good at invading and counter-jungling the enemy
He's obscenely mobile with his Q and W, which means that he can initiate or escape from just about anywhere
Being energy based, he can maintain pressure longer than mana-based champions during the early game


Being energy based, he can't maintain as much presence in long active fights. He'll eventually have to back off and recover, or just go all-in and hope that his auto-attacks are enough.
In a hectic teamfight, it's often hard for him to get to/stick on his optimal target. His kit works best when you play him as an assassin, but if you can't land your Q on a squishy target, then you aren't likely to fulfill this role very well. As a front-line bruiser, he doesn't offer as much utility as many other picks. This means that, in a teamfight, you're either the MVP by landing your Q on a carry and taking/keeping them out of the fight, or you're the benchwarmer when you miss your Q, or hit the wrong target with it, and suddenly you don't have enough damage or CC to control the enemy front line.

Early/Mid game

This is when Lee Sin really shines. When you have low numbers of opponents to deal with at one time, you have the most room to really make your kit work for you. You have enough damage to kill most champs, and you have enough mobility to chase them relentlessly. Your shield/sustain is enough to tip trades into your favor since there will only be one person hitting it. The AS Slow from your E compounds this, and your slow is enough to stick to most targets. If you know your combos, and the capabilities of your enemies, then there is usually nothing anyone can do against you except hug a tower, call for backup, or blow all of their spells/summoners defensively (or all-in you, in which case you disengage immediately and make them waste whatever they just used to try to kill you).

Late game

As I noted in the Cons, late-game can be a bit rough for Lee Sin. The shield that got you through early and mid game suddenly isn't enough against the force of their entire team. Your attempts to jump on squishy targets are prone to being suicidal, and your damage is nothing special against anyone who build any defensive items whatsoever.

However, Lee Sin does control objectives pretty well. His Q and his passive are really good at securing/stealing Dragon and Baron, and he threatens a pretty potent dive when you have an enemy turret under siege. If you save your R for a disengage in case the enemy initiates on your team (most notably, your carries), throw out Qs fishing for a hit on their own carries, and use your W to shield your ADC from enemy poke, then you can provide a huge amount of security for your team as they chip away an enemy turret. Just remember that the tower and inhibitor is the objective, not kills. Don't land a random Q and jump to your death without a very good reason, and don't waste too much energy trying to be fancy by jumping in and then back out again with your W- a smart enemy will note that half of your abilities are on CD, and that you're nearly out of energy, and take that opportunity to initiate, and you won't be able to respond.

For items, it depends on your own team comp, and the enemy team comp. From the jungle, a more tanky/bruiser style is generally easier since you'll have lower income than a solo lane. You want just enough damage to be a threat to their squishiest members, and then durability from there. If your team is lacking damage, or if someone else is covering the tank/bruiser role, or if everyone on the enemy team is squishy, then you could consider going full damage, but just remember the squishier the enemy team is, the more damage they generally do.


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The Jungle | Monsters | Buffs - Not Updated! :^)


"A robust monster with ranged attacks. Likes to eat small insects, mushrooms and people."

The Gromp is a big toad, which is a neutral monster, he is the improved version of the goblin.
If you useSmite on this monster you earn the buff: "Poison-Armor", this buff harm every enemy which you attacked. The damage be 10 + (10% of the extra life) magic damage over 3 seconds.
Only players with the Spell Smite can see that you have the buff. You can see it on the "Purple bubbles" on the feet of the player.

The duration is dependent of the masteries from the player.

Gold: 62
Experience: 300
Health: 1600
Attack damage: 83
Attack speed: 0.63
Armor: 15
Magic resistance: 0
Movement speed: 330
Spawn time: 1:55
Respawn time: 1:40



Crimson Raptor

"The Crimson Raptor is a large monster found on the Summoner's Rift, along with three Raptors."

The Crimson Raptor will grant "Razor Sharp" if you use yourSmite for 90 seconds, which will give you true sight for 10 seconds, the next near enemy ward can you see, if a enemy ward is close to you starts the buff, and you see under your feet signals (pink circles), and you can see in this radius wards of the enemies. In bushes or free fields.

The duration of this bonus is unaffected by Runic Affinity.

Gold: 41
Experience: 210
Health: 1200
Attack damage: 45
Attack speed: 0.67
Armor: 15
Magic resistance: 0
Movement speed: 350
Spawn time: 1:55
Respawn time: 1:40

My tip: Kill the small Raptors at first, they do more damage then the big one.



Red Brambleback

"The Red Brambleback is a neutral monster present on the visually upgraded version of Summoner's Rift, accompanied by two Cinderlings. Statistically speaking, it is nearly identical to the Elder Lizard."

Kill the Red Brambleback to receive a buff that heals you over time, and causes your basic attacks to slow the enemy while also dealing damage over time.

( USE YOUR Smite)

Red Brambleback will restore a large amount of health instantly (20% of your maximum health).

You can see when a player has this buff! (red circle under his/your feet).

Gold: 36
Experience: 150
Health: 2000
Attack damage: 80
Attack speed: 0.60
Armor: 20
Magic resistance: 0
Movement speed: 330
Spawn time: 1:55
Respawn time: 1:40

My tip: Use your Smite if the Red is already low Health! Its dangerous to Smite if he has over 1000 life! Some enemies can easy steal him then.



Blue Sentinel

"The Blue Sentinel is a neutral monster on the visually upgraded version of Summoner's Rift. In terms of statistics, it is nearly identical to the Ancient Golem. It is accompanied by two Sentries."

Smite upon the Blue SentinelSquare.png Blue Sentinel will restore a large amount of mana over 2 seconds (25% of your maximum mana). This bonus can only be claimed once per spawn.

You can see when a player has this buff! (blue circle under his/your feet).

Gold: 36
Experience: 150
Health: 2000
Attack damage: 73
Attack speed: 0.493
Armor: 20
Magic resistance: 0
Movement speed: 200(180+20)
Spawn time: 1:55
Respawn time: 5:00

My tip: Use your Smite if the Blue is already low Health! Its dangerous to Smite if he has over 1500 life! Some enemies can easy steal him then. (Same with the red).



Dragon / Drake

Dragon is the second most powerful neutral monster on Summoner's Rift in League of Legends. Slaying Dragon grants the team a Dragon Slayer.png Dragon Slayer stack.

On this neutral monster you don't need Smite to have the buff! The buff applies for all ally champions. The buff strength has no period of time, you can extend the buff, if you kill the Dragon more than once. The max. level is level 5, look at this:

DRAGON'S MIGHT: +6% attack damage and ability power
DRAGON'S WRATH: +15% damage to towers and buildings
DRAGON'S FLIGHT: +5% movement speed
DRAGON'S DOMINANCE: +15% damage to minions and monsters
Aspect of theASPECT OF THE DRAGON: Doubles all previous bonuses and your attacks burn for 150 true damage over 5 seconds. This stack only lasts 180 seconds or until death.
Dragon has a UNIQUE Passive called "Ancient Grudge", which grants it 20% bonus damage to and 7% damage reduction against enemies with Dragon Slayer, per stack.

You can see when a player has this buff! (if you click on the champion and you see this icon here).

Gold: 25
Experience: 75-300
Health: 3500 (+ 240 / min)
Attack damage: 100
Attack speed: 0.5/sec
Range: 500
Armor: 21 (+ 13 / level after level 9)
Magic resistance: 30 (+ 5.85 / level after level 9)
Movement speed: 330
Spawn time: 2:30
Respawn time: 6:00



Baron Nashor

Baron Nashor is the most powerful neutral monster on Summoner's Rift in League of Legends.

It is described in-game as follows: "This is a very powerful hostile monster, approach with caution! Killing this monster will yield great monetary and magical rewards to the team, but it should not be confronted alone".

If you kill Baron Nashor the team earns the buffHand of Baron, the buff contains:

for champions:

- up to 40 attack damage and ability power (scales with game time)
- ImprovesRecall:
Reduces channel time by 4 seconds.
A successful recall restores 50% of your champion's maximum health / mana and grants +50% movement speed for 8 seconds.

for minions:

All minions:

- increase speed to match 90% of average movement speed of nearby champions, capped at 500 movement speed.
- Gain resistance to slow effects
- Non-super minions have 75% damage reduction versus area of effect, damage over time, and persistent effects

Melee minions:

- Gain +50% movement speed when within 800 units of enemy minions or turrets
- Increased size
- +75 attack range
- +75% damage reduction versus champions and minions
- +30% damage reduction versus turrets (similar to cannon minions)

Caster minions:

- +20 attack damage
- +50% missile speed
- +100 attack range

Cannon minions:

- +600 attack range
- +50 attack damage, but attack speed is halved
- Attacks are now Area of Effect (200 range) and deal double damage to turrets

Super minions:

- +25% attack speed
- Gain +50% movement speed when within 800 units of enemy minion or turret

Baron Nashor circle of the buff (Master Yi)

There are more little monsters, but this are the main monsters which you definitly know!

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Thanks for Reading this! Some more parts are coming soon!



a guide by FBEX a german hobby LoL-Player!

> Wukong Jungle Guide: []

> Fizz Jungle Guide: []