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Lee Sin Build Guide by ScrubFromWalmart

Jungle Force is Meaningless Without Skill | S8 Lee Sin Guide [WIP]

Jungle Force is Meaningless Without Skill | S8 Lee Sin Guide [WIP]

Updated on October 16, 2018
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League of Legends Build Guide Author ScrubFromWalmart Build Guide By ScrubFromWalmart 13,442 Views 0 Comments
13,442 Views 0 Comments League of Legends Build Guide Author ScrubFromWalmart Lee Sin Build Guide By ScrubFromWalmart Updated on October 16, 2018
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Choose Champion Build:

  • LoL Champion: Lee Sin
    Primarily AD/Lethality.
  • LoL Champion: Lee Sin
    All Hail Lee Sin!
  • LoL Champion: Lee Sin
    Harvest Their Soul.

Runes:

Domination
Electrocute
Sudden Impact
Eyeball Collection
Ingenious Hunter

Resolve
Bone Plating
Second Wind

Spells:

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

ɪɴᴛʀᴏ

So yeah. This is a Lee Sin Guide.
Hey. I'm Justin. Nobody knows me because I'm Bronze 1 and don't stream... Or play Draven. I don't show off my flashy Lee Sin plays. But what I can tell you is that I analyze way more than I should. These guides that I'm giving you are from my own months of gameplay with these Champions, and from what I've researched regarding them. The build, runes, and combos are (obviously done before) but sometimes the point of using them is never told. I'm going to be giving you an In Depth rundown on all things Lee Sin.

Okay... What're you getting at?

My point is that league is a very meticulous game. Each team composition is decipherable in terms of what you need to bring, what items you need to buy, what's considered standard and essential in those types of matchups, what combos are needed to be executed at which moment, which Champions to avoid, etc. These are all factors that can make or break a game... Unless it's a bronze match. In which all of what i'm saying has no value, but I digress. With each type of rune page, each viable build, each non viable build, I am going to go DEEP DEEP DISH into literally everything League of Legends currently has to offer.

* NOTE: This guide is ONLY for Jungle. I'll be making a secondary guide on everything regarding Lee Sin Support.
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Without further ado, let us dive straight into some League Science with Lee Sin!

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ᴡʜʏ ʟᴇᴇ ꜱɪɴ? + ᴘʀᴏꜱ/ᴄᴏɴꜱ

Lee Sin is amazing. He has the ability to Engage/Disengage at the press of a button. Either use Sonic Wave/ Resonating Strike or Safeguard. He goes, in, does his job, then gets out, allowing the rest of his team to do some work. Or, if necessary, he does all the work himself. You can either be team-oriented or self-oriented. He's an amazing duelist with splendid early game potential, with the ability to outclass any jungler he sees, which is why I advise strongly in the Gameplay/Strategy section to focus on a hard-hitting early game, while still micro-managing your camps, as those let you, well, hit hard. Lee Sin has a pretty fast clear. If you want numbers, the fastest clear I've done using my clear path and runes (Starting from 1:30, Both Scuttle Crabs + Krugs) was 4:02. You'll obviously be having ganks in-between your farming, but this was without any.
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ᴀʙɪʟɪᴛɪᴇꜱ

Lee Sin's Passive: Flurry

Flurry Allows you to strike 40% Faster and gain [20/30/40] and [10/15/20] Energy back respectively per hit after using an ability. This is especially useful when clearing, or when you Auto Attack within the short window after using Dragon's Rage to brew up another combo.

Lee Sin's Q: Sonic Wave/Resonating Strike

Lee Sin's Q, Sonic Wave, lets him mark an enemy and have the ability to cast it again to fly towards the marked target, dealing a fair amount of damage. With the recent patch 8.15, Resonating Strike was given a significant buff that now deals 0-100% Additional Damage based on Missing Health. That allows for some serious kill potential, and is also one of the epicenters of Lee Sin's plethora of combos.

Lee Sin's W: Safeguard/Iron Will

Safeguard Allows Lee Sin to dash towards an Ally/ a Stealth Ward/ Control Ward, shielding them for 55 / 110 / 165 / 220 / 275, with the addition of 80% AP. Use this to either get the hell out of a situation via Stealth Ward or an Allied Champion, or to go the hell in for some sweet combo-age...?

Lee Sin's E: Tempest/Cripple

Tempest/ Cripple Allows you to stamp your hand furiously, dealing Magic Damage to enemies standing close to you, and finally giving Lee Sin the ability to see. Upon reactivation, the alternate ability, Cripple will kick into play, slowing the target for 20/30/40/50/60% for 4 seconds. You can utilize this ability mainly if it's too risky to rely on your Sonic Wave to do the work. Simply Stealth Ward -> Safeguard -> Tempest, and now since your closer, if the target doesn't die, it's much safer to use Sonic Wave/ Resonating Strike during a gank.

Lee Sin's R: Dragon's Rage

Dragon's Rage is one of the most important parts of his kit, which allows him to inSec and perform crazy combos. The inSec is the utilization of his kick to send an enemy backwards into your team from behind. This can be achieved in multiple ways, and is located in the Combos section. It does amazing damage, 150/375/600(+ 200% bonus AD) to be precise.
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ʀᴜɴᴇꜱ

Optimizing Rune Pages

So yeah. Lee Sin only primarily has AD Scaling, aside from his W, which scales off of 80% of your AP. Don't think that building Full AP will solve your problems, though it may somehow work...? Knowing this, it's important to take his kit, optimization potential, and damage scaling into account. On that note, let's dive straight into my personal picks, and the runes you should avoid and pair when playing Lee Sin.

Here is my secondary explanation as to why these are/aren't optimal runes.


- I'll be starting off with the Primary Keystones.
Electrocute. (Recommended)
- Electrocute adds to the powerhouse level of Lee Sin. It allows him to be rewarded with executing fluent combos. Even if it's a Sonic Wave -> Dragon's Rage -> Resonating Strike, it will still go off, increasing your damage output and burst power. It will make enemies afraid of you, but before they can be afraid at your presence, they're already dead.
Dark Harvest. (Recommended)
- Alternatively, if you're excelling at farming in your Elo, try Dark Harvest. Considering most of my recommended items in this build revolve around an Auto-Attack, you can incorporate it into many combos! Such as; Sonic Wave -> Resonating Strike -> Stealth Ward -> Safeguard -> Dragon's Rage -> Auto Attack. It's important to know that you can always sneak in that Auto Attack when you use Dragon's Rage. Or, for a more simpler approach, you can utilize the Auto Attack after doing a simple Sonic Wave -> Resonating Strike. If you have Duskblade of Draktharr and Dead Man's Plate, it will do even more damage! The only issue regarding Dark Harvest is the loss in early damage. You do have to farm a lot or get ample kills in order for it to help you, though it can help with some of that "Lee Sin falls off late game" bologna. I'll get into the theory behind that later in the guide. It's a lot to write. Lmao.
Predator (Not Recommended)
- Yikes. While you can pair this with Celerity and Waterwalking to deal a fair amount of damage, you lose some of the Early Game potential that you can achieve with Dark Harvest or Electrocute. It's fun to fly around the map at incredible speeds, but it raises a slight aggression in your overall mindset. Once you go into a 1v5 with your team trailing behind you with the build I give, you're not really going to make it out alive, unless they have minimal CC, you have a Stealth Ward, and a safe place to Safeguard to. If you don't pair this with the Celerity and Waterwalking runes aforementioned, your Early Game Scuttle Crab bout that you should strive for becomes nil. (See below for Gameplay/Clearing/Every-Game-Goals)
Hail of Blades. (Recommended)
- You're probably asking why I don't put this under "Not Recommended" as it doesn't have much to do with Lee Sin's playstyle. You're right, but the potential it has is something notable. Early game, Hail of Blades is wonderful. It can put your Attack Speed up to 1.47 In combination with your passive, Flurry. Early game, getting those 3 attacks in with the inclusion of a Red Buff, it allows some leniency for the Laner(s) you're ganking. Here's a scenario of what I mean;
- Say your top laner is an Amumu, who doesn't necessarily have the strongest of damage early game, but you want to get a gank off. The enemy top laner is a Garen, who starts out with 616.3 HP before Runes and Items. Let's say his rune path is Grasp of the Undying, Demolish, Chrysalis, and Unflinching in the first tree, and Triumph and Coup de Grace in the Second Tree. He bought Doran's Shield and 2 Health Potions, so that puts him at 761.3 HP Hail of Blades substitutes for what Dark Harvest and Electrocute can't achieve during the early game, making it a great starting tool to snowball your laners even better. Dark Harvest can not give you the damage output to secure the kill for yourself or your Amumu, and Electrocute does 50 damage after you hit all of your abilities, which is not ensured, as opposed to 55(3) you can achieve with those lightning fast Auto Attacks. (I say 55 due to Garen's base armor being 36, and Lee Sin's base damage being 69.2). The only "problem" is if Garen uses Flash to escape, though that's not really a problem, since it ensures another gank within 3 Minutes.

Press The Attack. (Not Recommended)
- While Press the Attack has some Serious early game potential, you're losing out on some of the more valuable asset usage in Lee Sin's kit, and replacing it with chains of auto attacks that attack really slow, unless you're chaining abilities together properly. Even if you have the 40% Attack Speed from Flurry, it's taking the need to burst people down, and instead making it so you have to rely on your Auto Attacks early game to do most of your bidding. Without the Press the Attack proc after a 3rd auto attack, someone like Rengar or Kha'Zix will already have you mincemeat by the time it's begun, since you won't have that extra bit of sustain from Resolve. If you choose Domination as your secondary set of runes, you'll have to choose between Sudden Impact, Ingenious Hunter, and Eyeball Collection, all of which are pretty helpful in destroying targets you choose to pick.
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ᴘʀᴀᴄᴛɪᴄᴇ: Path Reading

It probably sounds weird and simple.


- I study patterns and statistics. Based on a ton of factors (listed later), you can generate a schematic on where the Jungler is going to go. This is something I practice on a regular basis. Some people have sporadic jungle pathing, and that's a little more difficult to catch. Here are some ways you can practice reading where your jungler is going to go based on absolutely nothing. This requires no luck, only knowledge.

So... Why do I need this skill though?


- It is one of the most (in my opinion) important senses to have as a jungler. You can tell, based on inductive reasoning, what path they are going to take based on a multitude of factors which we'll get into. It's about developing a sense of superior game knowledge to obtain that upper hand. Since Lee Sin requires a hard-hitting early game, knowing where your enemy jungler is without wards allows you to not have to use as many when deemed necessary. Ward consumption is another task you now need to manage due to the removal of Tracker's Knife. It eliminates that need to be afraid and ward a bush that you don't need to gain vision in. You start to see more advanced players using such a strategy to counter-jungle, initiate ganks, or know when to back off or pursue. If you're a jungle main, having this asset will improve your KDA, CS, and possibly winrate substantially.
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League of Legends Build Guide Author ScrubFromWalmart
ScrubFromWalmart Lee Sin Guide
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Force is Meaningless Without Skill | S8 Lee Sin Guide [WIP]

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