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Lee Sin, Ice Cold Fingers

Lee Sin, Ice Cold Fingers

Updated on April 14, 2011
8.1
11
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League of Legends Build Guide Author Nyoike Build Guide By Nyoike 11 2 56,836 Views 22 Comments
11 2 56,836 Views 22 Comments League of Legends Build Guide Author Nyoike Build Guide By Nyoike Updated on April 14, 2011
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Lee Sin, The Blind Monk

"Force is meaningless without skill!"
~ Lee Sin
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Introduction

This guide will not hold you hand and tell you how to play as Lee Sin, it will simply give the runes/masteries/items that I use and some helpful tips, tricks, and knowhow for him.
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Change Log

4/3/2011: Build published
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To Do List

  • Test the build a lot more
  • Get some video of me playing Lee Sin
  • Add the Tips, Tricks, and Knowhow section
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Runes


If you wanted to be more damage then you could probably take armor pen quints, I prefer the extra health though.
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Masteries

22/6/2 Pretty much the same that Phreak said, from what I've tried this works out the best.

Offense
  • Deadliness - extra crit chance, pretty nice
  • Cripple - improves your Exhaust to reduce the magic resist and armor and increase the duration, very nice
  • Sorcery - an extra 3% CDR, pretty nice
  • Alacrity - an extra 4% attack speed, pretty nice
  • Archaic Knowledge - an extra 15% magic pen, only okay since you don't do much magic damage
  • Sunder - ignore 6 of the enemy's armor, awesome
  • Offensive Mastery - an extra 4 damage to minions, pretty nice
  • Brute Force - an extra 3 attack damage, very nice
  • Havoc - increased base damage by 5%, pretty nice

Defense
  • Resistance - an extra 6 magic resist, very nice
  • Hardiness - an extra 6 armor, very nice

Utility
  • Good Hands - an extra 3.33% off of time spent dead (could be a game saver), very nice
  • Haste - increased effect on Ghost, very nice
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Items

Unlike most of my builds, this build is hardly at all situational.

Core Items


The core items are as follows (in order of importance): Most games I barely get to Atma's (see the purchase order at top for which order to actually get the items in).

There are a few exceptions to this build:
IF:
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Summoner Spells

I go with Exhaust and Ghost for my summoner spells.


Possible Alternatives

  • Ignite Why not try to get that kill (I prefer to take Exhaust over Ignite a LOT more on most champs)
  • Smite If you are gonna jungle you NEED this summoner spell (good luck if you use this build to jungle though, never tried it)
  • Teleport I find myself mostly using Ghost to get back to lane ASAP, could always take Teleport and get back even faster

Avoid these

  • Clairvoyance Let the support champs use it, you really don't need to know, you can face check then dash out if there is danger
  • Clarity Just like a Vlad/Morde/many other manaless champs taking it (Lawl-ish)
  • Cleanse Why run, you can just kick 'em away or dash out to an ally (plus you ARE incredibly tanky)
  • Flash You already have 2 dashes, why get another with a MUCH larger cool down?
  • Fortify Meh, a nice spell, just not really for me and most other people
  • Heal Meh, mostly used at early summoner levels when you don't have runes/masteries to compensate
  • Rally WHY DOES IT EXIST!?!?! (if someone know send me a message, I'm clueless)
  • Revive Only good about 0.1%, unless you're trolling, but then you wouldn't even look up a guide
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Summary

This build hasn't been tested a whole lot but what I have done has worked out pretty good, you are very tanky and do a lot of damage.

If you have any comment/concerns/other feedback, please post a comment and if you like it, vote it up!
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