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Choose Champion Build:
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Blind Assassin
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vs Heavy AD
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vs Heavy AP
Introduction
This a guide to top/mid lane Ex: Enemy mid gets fed: You will have to get more Magic Resist to obviously survive longer in a fight.

vs ADPhysical Damage-11
Armor- 13
Movement Speed- +4.5%
vs AP
Runes
Magic Resist- 12
Movement Speed- +4.5%
These are my 2 main rune pages that I use for
The heavy Physical Damage from runes and masteries will help result in giving you early kills. You will receive 11-12 Physical Damage from runes alone. You will then get another 10 AD from your
Offensive Tree:
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Summoner's Wrath
should be used right at the beginning of the fight. Whether it is a 1v1 fight or a 5v5 team fight. When you are fighting in lane using your ignite first is one of the most crucial things you should do. The 5 extra AD will not only increase the damage of your abilities, but because you are
Lee Sin you will be auto attacking many times in a 1v1 encounter. This extra 5 AD can decide whether or not you will win a fight.
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Fury
gives 1% of attack speed for every mastery point that you have put into it. When following my build you will get 2% from the mastery. The best thing about this mastery is the amazing synergy that it has with your passive,
Flurry.
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Sorcery gives 1% of Cooldown Reduction for every mastery point that you have put into it. You will want to max this out to get 4% Cooldown Reduction from this. This can not only help you do more damage by making your abilities come up faster, but it can also save you or someone else with
Safeguard / Iron Will.
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Deadliness
gives +0.664 Attack Damage per level. So this will not help you much early game, but it will give you a total of 12 AD at level 18. This will help you scale better into late game.
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Havoc
increases damage dealt by 2%. This will help you early game, and will also slightly help you scale better into late game.
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Weapon Expertise
is amazing early game and will give you an even greater chance for grabbing First Blood. This is another tool to help you scale into late game.
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Brute Force
will give you 3 AD. It doesn't seem like much but will definitely help you kill a squishy target early game.
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Sunder
will give you 6 Flat Armor Penetration. This is a great tool to increase your chance at getting first blood, especially if your opponent is to start
Cloth Armor.
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Executioner
is great when you need to quickly secure a kill. It will increase the damage of your
Dragon's Rage. It also has great synergy with
Sonic Wave / Resonating Strike.
Defensive Tree:
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Durability
will give 6HP/ per level. You will receive 108 health at level 18. It isn't much, but this 108 health can definitely help in a life or death situation.
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Hardiness
will give you 3.5 Armor. This is another source of early game strength. While, it doesn't give damage it gives you tankyness that can help you with an early game dive, or even just a 1v1 fight.
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Resistance
will give 3.5 Magic Resist. This may help you survive a close call against an AP opponent.
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Veteran's Scars
will give 30 Health. I feel like this is a must. The 30 HP is great in early game brawls. There is almost no reason to not get this.
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Defensive Tree:
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is a great buy for any AD champion early game. On
is great early and late game. It is easy to build because the components needed to build it are cheap. You want to get
Deciding which boots to get is crucial in every game. You may need to get
is a huge damage increase. On a tanky opponent it will increase your damage a lot. But on the opposing Marksman or Mid Lane it can increase your damage to the point where you are almost doing True Damage. This is great to get right after
is a great buy because of the obvious fact that it gives free wards. But there is more behind this item. You can use the wards to
This item gives all the stats that you need. It gives Cooldown Reduction which is a great stat to have on
is a great late game buy because is will increase your damage by insane amounts when you have full stacks. Not only will it increase your damage but it will also increase your Life Steal, which is always a good thing. The Life Steal will help you sustain yourself to stay in a fight longer. It can also help you take objectives when you are low on Health because you can Life Steal to almost 100% with your
is a great buy when the enemy team is very AD heavy. It is also a great buy when only the enemy Marksman is mildly strong.
is an especially good buy when the enemy Marksman tries to avoid attacking you if you have
is an item that brings even more synergy to your Life Steal with your
is a 4th to 6th item. The passive revives you with 30% Health and Mana. This can change the tide of a fight.
is a great item against a team that has heavy poke. While you may argue that it gives Mana that you don't need, the passive is still at great item to buy. It gives a really high amount of Magic Resist and a little amount of Health. While the low Health amount may not seem to useful, it is gold efficient.

This is a kill order that will work. But just as you may need to change your build to better fit into your surroundings, you may also need to change what abilities you level up.
should be maxed against a squishy opponent like
should be maxed when you are against an opponent that you would rather sustain and farm against instead of fighting them. You may want to do this against an opponent like
should ALWAYS be maxed out if your opponent build armor. This means you should always check to see how much of each resist your opponent has. If you are going against an opponent with 70 Armor and 30 Magic Resistance, max this ability. People always underestimate the damage of this ability and will try to fight you. You can also max this spell if your opponent has high escape ability like
Always put a point into this ability when you have a chance to. Not only does the damage increase but the Cooldown is reduced so you can use your ultimate more often. All-in-all a point well spent.

If you get really far ahead of your lane opponent you should always try to roam if you have the opportunity. You should try to take your lead and use it as a domino effect to help your other lanes win. This build is perfect for roaming because it is a great pushing build. You just need to shove your lane to the opponents tower and then you can leave to roam to a different lane. Not only should you roam but if your opponent is roaming FOLLOW THEM or PUSH. You have to be DECISIVE. That is one of the most important things about playing top lane, especially. If you find your opponent roaming, you need to make a quick decision. Should you follow? Or, should you push? You should NEVER find yourself running back and forth in the river not knowing what to do. If you are laning against a

As a top laner, and especially
Pros:-High Damage
- Better pick off ability
-Great Split Push
-You become a target that needs to be killed, which makes it harder for them to kill your Marksman
-Great Peel for Marksman
-You're a monk
Cons:
-Not very tanky
-You can't freeze lanes with
-You're Blind






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