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Choose Champion Build:
Spells:
Smite
Ghost
Ability Order
Flurry (PASSIVE)
Lee Sin Passive Ability
Introduction
This is MY Lee Sin jungle guide, I realize that others may or may not have their own opinions. This however is how I've chosen to run my jungling Lee, use it at your own discretion!
This guide is quite skill oriented and requires a lot of common sense and a decent skill shot for your Q ability. If you're willing to bare with me I'll explain what I can in the simplest possible way so that everyone can use this build.
The first build is what I like to play with, it's a little more aggressive than most like to play.
The second build is for a tankier and much more defensive player, I'll try to accommodate for both
Please Comment and Vote :)
mad props to JhoiJhoi's Making a Guide for code ideas!
PRO's :
1. Fast Jungler
2. Can close a gap in an instant
3. Great sustainability
4. Energy efficient, provided you combo your abilities appropriately
5. Depending on the speed of your reaction time, early game ganks can
go quite well for you!
6. Great ganking potential
7. Great escape mechanic, your "W"
Safeguard
CON's :
1. If you miss your "Q"
Sonic Wave then stop your chase and move on.
2. Your only escape mechanic isn't viable if you don't have a team member close by or a sight ward in your inventory!!
3. Lee can prove to be quite squishy before you get any sort of health increasing item such as
OR
4. Quite position oriented, if you don't position yourself correctly your ult could deny others a kill. Even yourself!
Remember to always play cautiously, and with a fair amount of common sense.
1st Build
I chose to do a 26/4 build for a few simple reasons. Having as much Armor Pen from
Weapon Expertise
and
Sunder
as well as extra minion damage from
Butcher
and
Havoc
to ME! Is one of the more important traits to my build. I also noticed that Lee Sin is lacking in a bit of magic resist so I put into the defensive tree for extra resist
Resistance
and of course
Summoner's Resolve
for the extra 10 gold from
Smite!!
2nd Build
For the more defensive build I chose to do a 9/21/0 build, in the simplest way of explanation this is for the player that doesn't like to take a mass amounts of damage right away ultimately leading to your death. (note-this doesn't make you a god) It simply adds Armor, Magic Resist, Bonus health and Health Regen. Let's not forget the extra cooldown reduction granted from
Enlightenment
These runes were selected for my play style, I make no point to mention that you're required to use my variation. I will however show you within this section the different rune combinations that would work for a Lee Jungler.
MY chosen runes
Explanation: I use mark of desolation on most of my AD champs, simply put. The more armor penetration you possess the more damage soaks through your foes armor. I chose to use 7
Greater Seal of Armor because a Melee Jungler could definitely use the extra armor to start off, it allows more room for error and gives you a little more BEEF The reason I use
Greater Seal of Attack Speed and
Greater Glyph of Attack Speed,
Greater Quintessence of Attack Speed is because I feel the extra attack speed delivers more lifesteal, however some would debate that
Flurry your passive would or is enough to sustain you. That may be, however if you're new to jungling with Lee why not have that little extra just in case?
Greater Glyph of Magic Resist is for a little extra magic resist, with so many up and coming AP champs the extra resistance is essential for survival against bursts of damage.
Or a secondary rune build would be
This is pretty self explanatory, mark of desolation for the armor penetration,
Greater Seal of Armor for additional armor,
Greater Glyph of Magic Resist for the magic resistance. A fella by the name of Zell recommended that you use
Greater Quintessence of Attack Damage for the added damage it gives, I'll give this a try and let you know how it goes.
MY chosen runes
Explanation: I use mark of desolation on most of my AD champs, simply put. The more armor penetration you possess the more damage soaks through your foes armor. I chose to use 7






Or a secondary rune build would be
This is pretty self explanatory, mark of desolation for the armor penetration,



I begin my match with grabbing a
Vampiric Scepter and heading into the jungle. For jungling route and more head down to my "Jungle" Section.
After I've made a pass around the jungle and a possible gank depending on the situation of your teammates I'll head back and pick up
Boots and depending on my funds I'll start into my Wriggle's Lantern and head back into the jungle for some more creep farm and possible ganks.
By the time Mid-game comes around you should have
Wriggle's Lantern
Mercury's Treads and hopefully a
Giant's Belt well on its way to becoming a
Warmog's Armor At this time, you'll have a considerable amount of CS (creep score) under your belt as well as maybe a few kills/assists depending on how helpful your team is.
By late game phase you'll have gotten to the point where you should be unbeatable 1v1 or more! having in your possession the
Bloodthirster and
Black Cleaver as well as either starting or just about to finish your
Infinity Edge
My entire 6 item build is as such
-
-
-
-
-
-
-
NOW! Let's suppose you're up against a team that is super heavy on Ability Power, you could very well switch out your
Black Cleaver for a
Banshee's Veil or a
Force of Nature
Same goes for a team that is more inclined to use Attack Damage champions. Switching out your
Black Cleaver for a
Thornmail to give additional damage back to your foe, or you could even depend on an item such as
Guardian Angel to give you that armor boost. I feel I should note that
Atma's Impaler also grants armor rating, as well as 2% of your health is converted to damage.
I advise and use
Mercury's Treads however if the opposing team is lacking CC (crowd control) and Stuns then you may find it in your best interest to switch to boots that may benefit you more. If you find you can do this, you could try:
-
For a Attack Damage heavy team.
-
For an increased cooldown reduction (note you can only have a maximum of 40%
-
Not that you'll need the additional attack speed with this build, but it's still a possibility.
-
If you find that you're crossing more and more terrain to gank, or clear more jungle at a faster pace. Even moving from lane to lane!

After I've made a pass around the jungle and a possible gank depending on the situation of your teammates I'll head back and pick up

By the time Mid-game comes around you should have




By late game phase you'll have gotten to the point where you should be unbeatable 1v1 or more! having in your possession the



Situational Items/Possible Item Exchanges
My entire 6 item build is as such
-






NOW! Let's suppose you're up against a team that is super heavy on Ability Power, you could very well switch out your



Same goes for a team that is more inclined to use Attack Damage champions. Switching out your




**Possible boot exchanges**
I advise and use

-

-

-

-

What I use is because it works best for ME it may vary well work for some others and it may not, everyone will find their own way.
I chose to go with
Other potential combinations may include:
Flash +
Smite (for possible wall or bush jumps)
Smite +
Ignite (for the extra damage)
Smite +
Exhaust (for the really ambitious and don't want their pray running, however I feel I should note that your
Tempest has the ability to slow your opponents as well.)
However!! I do recommend that you stay away from the corny spells such as
Heal or
Clairvoyance<--It's for support classes
I chose to go with
Ghost +
Smite
Other potential combinations may include:







However!! I do recommend that you stay away from the corny spells such as



Legend:
1 - Wolves
2 - Blue (Golem Buff)
3 - Wraiths
4 - Red (Lizard Buff)
5 - Double Golem
The Blue Circles are where I would usually position my Wriggle's ward, or a Ward itself for a position counter jungle, Dragon check or to thwart an enemy gank
I start off with Wolves (1) which load up at 1:40 so be ready at that time for the quickest possible jungle time. Afterwards head to the Blue Golem Buff(not that you need it) as soon as the Golem gets down to 450 health






03/01/2012
- I added rune page explanations as well as an alternate rune build, more will be coming.
- As well, I added a secondary build for a tankier Lee build.
- Also added an quick item break down, as well as possible boot exchanges
- Changed the font colour from blue to white for the folks who don't like blue :P
- Added


- A lot of grammatical changes, and BBcode changes to make it look a little nicer.
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