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Choose Champion Build:
Spells:
Flash
Ignite
Ability Order
Flurry (PASSIVE)
Lee Sin Passive Ability
Introduction

This build is for
Lee Sin.

Being my new favorite champion to deal crazy damage with, his versatility and viability in or outside of the jungle is amazing. He not only deals great damage but also helps his laning partner a lot.
Random information about combos/tactics is packed all through-out this guide, so to get the most benefit reading 100% would be best.







greater mark of desolation - Used for Armor Penetration, which comes in handy with the build that'll be used in this guide.
Greater Mark of Attack Speed - Used in synergy of
Flurry, and to add extra dps during the beginning game that -has- meant the difference between first blood in many matches. This can also be replaced with 3 desolation marks if necessary.
Greater Seal of Armor - Used for armor. Lee Sin's base isn't too particuarly high and get get harrassed easy if not playing with care.
Greater Glyph of Magic Resist - Same reason as Seals.
greater quintessence of desolation - Same reason as Marks.




greater quintessence of desolation - Same reason as Marks.
I had some fun experimenting with Masteries, and this was the outcome. 21-9-0.
Focused on AD, and Health increase.
I get the standard AD masteries. I also grab
Havoc
because it -will- increase your overall dps a quite fine amount.
Executioner
is a greaaaat mastery on
Lee Sin because when you use your
Resonating Strike you deal bonus damage based on their missing hp, well with
Executioner
you'll deal 6% bonus damage. If you stack
Havoc
with
Executioner
you get 7.5% bonus damage, and that will help quite exquisitely.
I then get Health increase because this will overall help you beginning game, being that you -don't- take a Dorans Sword. As popular as Doran's is, I feel boots benefit Lee much more in beginning because it adds to his versatility, which will result in easy harass without much chance of counter-harass.
Focused on AD, and Health increase.
I get the standard AD masteries. I also grab







I then get Health increase because this will overall help you beginning game, being that you -don't- take a Dorans Sword. As popular as Doran's is, I feel boots benefit Lee much more in beginning because it adds to his versatility, which will result in easy harass without much chance of counter-harass.
Viable




In Lee Sin's case, you can








Meh, so so..




Please, let's not see this on a top Lee Sin ever...








Resonating Strike is the ability I choose to level first, and max first as well. It gives you an ability to harass without giving yourself too much room to be counter-harassed.
This move is one that can start and end fights. As your enemies health declines, the secondary effect of Resonating Strike inflicts 8% of the targets missing health back onto them, dealing bonus damage.
At level 2, I grab


Safeguard is good for harassing with little to no counter-harass.
As this can be used to harass, it can also be used to dodge hard cc. Safeguard can be the tool that wins your lane, so use it carefully and properly.
At level 3, I put a point into

I try to max Resonating Strike first due to it being one of Lee Sin's more higher priority damage dealing abilities.
Safeguard would be maxed next, and Tempest last.


This ability allows you to get more damage off depending on how you use it.
If you kick an enemy back toward your team, or a turret, you're granting yourself the option to deal alot more damage with your Q and E, while being able to W if the enemy chooses to retaliate.
Also, if you use


An interesting trick that you can use to deal alot of damage is to :
Tag a

then proceed to kick the **** outta them with dragons rage
and finish off your combo with the secondary function of

This can very well be what will save you from dying while b'ing if the enemy is at half hp or less, and can easily turn the tides of a lost battle with a half hp nuke.
Early Game Building
Instead of jumping straight into


Sheen steps up the majority of the damage output that

Mid Game Building
Next, I would focus on a



A


Next, you'd want some damage and some life steal. This is where you grab a



Late Game Building
Next you would build the standard Atmogs, for increased survivability and damage. Atmog's consists of the two items




The




Situational Late Game Building
After that, you will get a situational








The reason why









Another good item to keep with you is a single sight ward to be used as an escape when no teammates are around to


This list will not be in alphabetical order. Only the order that I happen to fight against. It will be organized later.
Tryndamere - Wasn't much of a problem. His
Undying Rage can become a gigantic ****wagon but a well placed
Resonating Strike or an
Ignite can finish him when done proper. To do this properly, make sure your teammates focus said
Tryndamere, even if hes not that useful because as soon as he cleas up 5 people you'll be feeling his presence. Then, after he ults you'll see him in the fight for about 3-4 seconds, meaning you're going to want to tag him with a
Sonic Wave or
Ignite at around 2.5 seconds, the later with
Ignite the better, just make sure he doesnt
Bloodlust beforehand because that will end up killing your ignite and making you look stupid. After his
Undying Rage is gone, you should either finish your
Sonic Wave combo, or just leave him to die from your
Ignite. This leaves him around 8 seconds to be in a fight, but possibly 1 or 2 if focused correctly.
Also, instead of HAVING to counter
Undying Rage why don't you just keep him well harassed and make SURE he gets zoned, because his early = his late, as long as you counter him well in teamfights. If you keep him well harassed he will be less likely to initiate, and a lot less likely to initiate a fight that ends in his favor.
He will not always be slowed by your
Tempest so he can be a pest, however this will nearly counter his
Highlander attack speed for a few seconds, leaving his damage to be not quite so overpowered. Generally, a Yi will build squishy like most
Tryndameres making harassing him quite easy, though he will have
Meditate to bait you into a turret dive, or just to heal up. Wasting a
Master Yis mana REALLY helps in lane versus him, leaving him less
Alpha Strikes to farm and/or harass with.
Jax really is not a problem at all, if you're carefully aggressive. He WILL be stronger than you before you have a lifesteal item, and even though this isn't in the build,
Wriggle's Lantern is very powerful. When you're fighting Jax you should be a little light on your usage of
Safeguard as this can negate his one skill that makes him a good duelist. When he procs his dodge and walks toward you for a jump/stun, just
Safeguard to the back of your creep wave and laugh at the usage of his mana. Now that he's on cooldowns, make your way around your creeps and counter-harass. If you can do this successfully to the point that you're significantly beating him in health and he's low on mana, shield a creep next to him, tag him with a Q, kick him toward your turret, and follow up with a Q. This will displace him and allow you to kill him in most cases. If you decide to build Wriggles, which is good, you can win just about every short exchange versus Jax. If you want to take the change and trust your skill enough with Lee, you can push your lane to assist in your denial of Jax's farm. This will get rid of a lane that your Jungler will need to gank, thus putting more pressure on other lanes. Just make sure you always keep one sight ward along with your Wriggles passive because you will need either an escape, or sight so you dont get ganked hard.
If you actually do end up getting a Kat to top lane, then all you really have to do to win is hyperpush. When doing this you deny Kat a huge amount of farm, as she can either use her skills to last hit your creeps under the turret, or she can use to harass you and she will most likely leave it for you. Basically all you need to do is farm up and harass as much as you can while being very wary of ganks due to you being pushed. Although ganks are fairly devastating, Lee Sin will normally escape because you can just
Sonic Wave to the ganker who will most likely be behind you. After you do that ALL that is needed is a quick
Safeguard to a far minion and you camp behind your turret and tag a
Sonic Wave to help your turret's damage.
Tryndamere, the Barbarian King












Also, instead of HAVING to counter

Master Yi, the Wuju Bladesman
He will not always be slowed by your






Jax, the Grandmaster at Arms
Jax really is not a problem at all, if you're carefully aggressive. He WILL be stronger than you before you have a lifesteal item, and even though this isn't in the build,



Katarina, the Sinister Blade
If you actually do end up getting a Kat to top lane, then all you really have to do to win is hyperpush. When doing this you deny Kat a huge amount of farm, as she can either use her skills to last hit your creeps under the turret, or she can use to harass you and she will most likely leave it for you. Basically all you need to do is farm up and harass as much as you can while being very wary of ganks due to you being pushed. Although ganks are fairly devastating, Lee Sin will normally escape because you can just



When trying to cs in lane and presented with a dilemma between caster or melee creep, you can
Sonic Wave the creep taking less damage, last hit the other one, and activate your Q to make sure you get both of them.
When you cannot land a Q on a creep that you want to get and you're willing to give a cd for that, don't forget that you can
Safeguard as a gap closer and pick up that creep.
A good farming technique a lot of high elos use is weakening all the minions around Lee Sin enough to pick them all up with a single tempest. Now while this is a strong way to farm, if you aren't careful you'll end up losing one or two, or possibly more in early game, to your creeps. So be careful when using this.
A fun way to deny your laning opponent without pushing is to actually shield your creep right before he attacks it, and then potshot him a little bit when he's trying to get away.
Another thing you should think about when deciding which creep to kill is if you'll open up a clear path for your skillshot to hit the enemy. This can be a huge way to harass the enemy because they usually will not expect to get hit by that.
Jungling can be done fairly easy. The only thing is you won't be doing it too early. Since this guide covers mainly Lane Sin, Blue and Red buff are optional. Dragon is entirely possible at around level 7-9 early when you have your lane buddy assisting you (only proven atm by
Renekton assist, I tanked, and ended with around 60-65% hp, meaning it -could- have been done earlier, or done without a good 5 kills on bot lane)
Red buff will /definitely/ make your laning easier, as you can keep the enemy you're facerolling slowed.
Blue buff makes your energy charge at a faster rate, of about 7-8 energy per 0.7ish seconds (unproven).
When too low to lane and finish a level you could always hop to Golems or Wolves for the quick bit of experience and gold so that you can B with the level, gold, and -possibly- an item you wouldn't of been able to buy without.

When you cannot land a Q on a creep that you want to get and you're willing to give a cd for that, don't forget that you can

A good farming technique a lot of high elos use is weakening all the minions around Lee Sin enough to pick them all up with a single tempest. Now while this is a strong way to farm, if you aren't careful you'll end up losing one or two, or possibly more in early game, to your creeps. So be careful when using this.
Ways you can use creeps to harass
A fun way to deny your laning opponent without pushing is to actually shield your creep right before he attacks it, and then potshot him a little bit when he's trying to get away.
Another thing you should think about when deciding which creep to kill is if you'll open up a clear path for your skillshot to hit the enemy. This can be a huge way to harass the enemy because they usually will not expect to get hit by that.
Jungling
Jungling can be done fairly easy. The only thing is you won't be doing it too early. Since this guide covers mainly Lane Sin, Blue and Red buff are optional. Dragon is entirely possible at around level 7-9 early when you have your lane buddy assisting you (only proven atm by

Red buff will /definitely/ make your laning easier, as you can keep the enemy you're facerolling slowed.
Blue buff makes your energy charge at a faster rate, of about 7-8 energy per 0.7ish seconds (unproven).
When too low to lane and finish a level you could always hop to Golems or Wolves for the quick bit of experience and gold so that you can B with the level, gold, and -possibly- an item you wouldn't of been able to buy without.
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