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

Good day ladies and gentlemen, welcome to my

―Lee Sin
As a young teen,



Runes





Standard AD runes, improves your early game and makes last hitting a breeze.

Once again, standard. Gives you armor for those pesky jungle camps and late-game AD carries. Also reduces minion aggro

Yep, again, standard runes. Early game magic resist for laning phase against your AP counterpart.

YES, ALL THE RUNES HERE ARE JUST STANDARD


Flash is a great summoner spell that should be taken on most champions. It offers a great escape tool, a great dodging skill, and a great way to both gank and initiate on the enemy team. If you flash into a


Also a great summoner. This will allow you to take carry of pesky



An argument can be made for




Pretty much the same purpose as



Flurry: After Lee Sin uses an ability, his next 2 basic attacks within 3 seconds gain 40% Attack Speed and return 15 energy each.
A tricky passive, but very effective on



Sonic Wave: Lee Sin projects a discordant wave of sound to locate his enemies, dealing 50 / 80 / 110 / 140 / 170 (+0.9 per bonus attack damage) physical damage to the first enemy it encounters and revealing them for 3 seconds. If Sonic Wave hits, Lee Sin can cast Resonating Strike within the next 3 seconds.
Resonating Strike (30 energy): Lee Sin dashes to the enemy hit by Sonic Wave, dealing 50 / 80 / 110 / 140 / 170 (+0.9 per bonus attack damage) physical damage plus 8% of their missing health as physical damage.
I prefer maxing out my Q first for many reasons. 1. It gives you the most damage output early game. 2. It makes last hitting vs ranged opponents much easier. 3. It allows you to close gaps between you and your opponent much easier. And 4. It gives you a good getaway ability in case you're over pushed, you can escape to wraiths rather easily.

Safeguard: Lee Sin rushes towards a target ally, shielding them both for 40 / 80 / 120 / 160 / 200 (+80% of ability power) for the next 5 seconds. After using Safeguard, Lee Sin can cast Iron Will for the next 3 seconds.
Iron Will (30 energy): Lee Sin's intense training allows him to thrive in battle. For 5 seconds, Lee Sin gains 5 / 9 / 13 / 17 / 21 % lifesteal and spell vamp. He also gains 10 / 15 / 20 / 25 / 30 armor.
I choose to max this ability second. The shield is decent, and being able to jump to allies is awesome. This will save your life in many situations. Being in mid, you'll also have to dodge quite a few skillshots, this makes that a lot easier as well. Iron Will will also be quite an asset for you in lane. The armor won't help much but the lifesteal will help you sustain very well in lane.

Tempest: Lee Sin smashes the ground sending out a shockwave that deals 60 / 95 / 130 / 165 / 200 (+1.0 per bonus attack damage) magic damage and reveals enemy units hit for 4 seconds. If Tempest hits an enemy, Lee Sin can cast cripple for the next 3 seconds.
Cripple (30 energy): Lee Sin cripples nearby enemies revealed by Tempest, reducing their Movement and Attack Speed by 30 / 37.5 / 45 / 52.5 / 60 % for 4 seconds. Movement and Attack Speed recover gradually over the duration.
A very nice ability for Lee's kit, but not worth maxing as its only really good for its cc and reveal. Most of the time, because of your passive, you want to space out your abilities in order to use your passive to the fullest. However, with tempest, it's a good idea to double tap instead for the slow. Use this ability to either follow up your Q, or to slow them and make hitting your Q easier. Use it to clear minion waves as well.

Dragon's Rage: Lee Sin performs a powerful roundhouse kick launching his target back 1200 units, dealing 200 / 400 / 600 (+2.0 per bonus attack damage) physical damage to the target and any enemies they collide with. Enemies the target collides with are knocked into the air for a short duration.
Your only ability without a secondary, also your main source of CC. This ability is great for getting last hits on champions, escaping a tricky situation, or keeping their team in place for your team.And, if you manage to hit one champ into a low health one, you can pick up the long range kill.



Landing a









This will be good for get aways as well as ganking a low health, overextended champ. Lead with a






Your main harass combo throughout the laning phase. If you can hit a



Keep in mind these are only some of the many combos

Item Sequence












Your main opponents in mid lane will be AP Casters, so rushing a



Remember when I said CC hits you hard? Well this item makes it a little more bearable. CC will still hurt you a lot, but you'll be able to take it a lot better with these on your feet. Not to mention the 25 Magic Resist is also really nice in mid. If you're facing a team with limited crowd control and lack of or weak AP carries, you may want to invest in


Damage-Check. Defense-Check. Survivability-Check. Map Control-Check. Escape Mechanism-Check. This is the ultimate item on




Boosting all your stats is never a bad thing, and













A base of 60 AD and 12% Lifesteal with the potential to get 100 AD and 20% Lifesteal, if you don't want to get this item, you're crazy. But if you don't, the next best thing would be either a




You built a



This one's... iffy. It's a toss up between this and







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