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Lee Sin Build Guide by Th3MiteeyLambo

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League of Legends Build Guide Author Th3MiteeyLambo

Lee Sin, he's very Lee Sinny (Work in Progress)

Th3MiteeyLambo Last updated on February 25, 2014
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 21

Legendary Guardian

Defense: 9


Utility: 0

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Hello! and welcome to my guide on my main champ, Lee Sin! I have been playing him since the beginning of Season 3, and I have picked up a few tricks that I would like to share with you!

First off, Lee Sin is a very variable champ. He synergizes well with a wide range of items, summoner spells, and overall play styles. Because of this, I will try to highlight the ones that seem to work the best, at least for me.

So, let's start out with the pro's and con's.

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Pros / Cons

-The most mobile champ in the game.
-Great early game
-A lot of CC

-Falls off late game
-Easily countered by CC

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Skill Sequence

The skill sequence determines your play style in the beginning levels. I normally start out with his E, Tempest/ Cripple because it allows you to clear the Jungle very quickly. After you clear the first camp, you should grab his Q, Sonic Wave/ Resonating Strike.

Another Viable Method for starting out is to grab his Q, Sonic Wave/ Resonating Strike. This allows you to gank as early as possible. I would not advise this method for beginners, because at level 1, his Q, Sonic Wave/ Resonating Strike has a high cooldown and it can be hard to clear the first camp without a significant leash.

Either way you go, you should have your Q, W, and E at level 3. You should always max your Q, Sonic Wave/ Resonating Strike first, because it is your primary damage dealer.

This should go without saying, but always grab your ult, Dragon's Rage as soon as possible at levels 6, 11, 16.

After you reach level 5 with your Q, you have to make a choice. Would you like to do more damage by leveling your E, or do you need to help your teammates more by shielding them with your W? For me, most of the time I level up my E first, but I do sometimes level up my W if I find that I am shielding my teammates a lot.

That should do it for Skill Sequence, let's move on to Runes.

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When I play Lee, I find that starting off with a little extra armor penetration is better than with more AD. That's why I start with the Armor Penetration Quints, and the Armor Penetration Marks

The flat armor marks are good for tanking a little extra damage from the jungle monsters.

The Glyphs of Attack Speed synergize really well with his passive, Flurry.

That's it for runes, let's move on to masteries.

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First off, you'll notice that I run 21-9-0. Double-Edged Sword is nice, because it allows you to do an extra 2% damage, while taking an extra 1%. Which I think is a great trade off. From there I put 3 points into Sorcery because Lee Sin is very reliant on abilities, and not so much on basic attacks. Butcher is also nice because it gives you extra damage to monsters, and it let's you get Feast which will passively heal you a tiny amount while jungling. 3 points into Brute Force because extra AD is always handy, and it gets you Martial Mastery . Max out Executioner for extra damage to weak enemies, and to get Dangerous Game . From there three points into Warlord , and Devastating Strikes will allow you to grab Havoc .

In the defensive tree, I run Enchanted Armor , Tough Skin , Bladed Armor , Veteran's Scars , and Juggernaut . This combination gives you a little bit easier of an early game while jungling.

Let's move on to Summoner's Spells.

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Summoner's Spells

For the most part, I go with Flash and Smite, flash for an easy escape, and smite for clearing out the jungle.

Other viable spells include:
Teleport: for easy saves
Ignite: to secure kills

DO NOT use these:
Exhaust: the cast range on exhaust is very low, it would just be better to Q into them
Clarity: Lee Sin uses energy, not mana.

Let's move on to Items.

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So when we first start out, we should buy 5 Health Potion's and a Hunter's Machete, also don't forget to pick up a trinket. I suggest either the Warding Totem or Sweeping Lens. The warding totem is nice for the free ward that you can use to ward jump to.

On your first time back, you should always buy Madred's Razors because it allows you to clear even faster than before. If you can I would suggest buying a Vampiric Scepter or Boots of Speed at this time as well (money permitting).

After this point you should finish off Mercury's Treads and your Wriggle's Lantern. Then you should probably have a strong idea of who on the other team is going to be a problem for your team.

Most of the time I will go for a Trinity Force after the Wriggle's Lantern and Mercury's Treads, but if an enemy ADC is fed it might be a good idea to go for a Warden's Mail. or maybe if the enemy APC is fed a Negatron Cloak wouldn't be a bad idea.

Once the laning phase has ended, you have most likely started falling off, and should start to build tankier (unless you are REALLY fed). A Frozen Mallet is an ideal item to have at this point in the game, it allows you to Q into enemies and slow them down long enough for your team to catch up and finish them off.

After this point though, whatever you build is up to you. Lee Sin goes well with a lot, I mean A LOT of different items, and it's all about finding what works best for you. My preferred build is:

1. Mercury's Treads
2. Wriggle's Lantern
3. Trinity Force
4. Frozen Mallet/ Locket of the Iron Solari
5. Ravenous Hydra
6. Warmog's Armor/ Randuin's Omen