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Choose Champion Build:
Spells:
Smite
Ghost
Ability Order
Flurry (PASSIVE)
Lee Sin Passive Ability
Introduction/Contents
Lee Sin's talents were so promising that the League was willing to overlook the incident, but he could never forgive himself. He left the Institute and journeyed to the Shojin Monastery for eternal repentance, swearing never to practice magic again. Years later, hoping to atone for his crime with martyrdom, he set himself ablaze as a protest of the Noxian occupation of Ionia. He remained alive in this state, enduring searing agony for weeks. His actions paved the way for a League match wherein Ionia prevailed, but by the time he was doused, his eyes had been burned completely from their sockets. Hailed as a savior, he was reborn, and his will to act invigorated. He joined the League of Legends to continue his atonement with sweat and blood, a true monk's only possessions.
''The actions of one may sunder the world, but the efforts of many may rebuild it.'' - Lee Sin
Hello, Withdrew123 with another hopefully-good guide. This time on Lee Sin as a Jungler. Lee Sin is a great jungler, with quite alot of burst damage and a shield that gives lifesteal. He has great assassin abilities, too, with the ability to dash in and out of combat. He is one of the best junglers in my opinion.
Table of Contents:
1. Introduction/Contents
2. Runes and Why
3. Masteries
4. Items (Quite tanky)
5. Skills
6. Skill Sequence
7. Summoner Spells
8. Pros/Cons
9. Jungling
10. Team Fights
11. Ganking
12. Summary
13. Additional Info
The Greater Seal of Armor are for early game armor, so you can have the survivability for the jungle creeps. You don't want the # at 18 runes since you really won't need armor to survive jungle creeps, and you probably won't even be jungling anymore in late game.
The Greater Glyph of Magic Resist are for flat Magic Resistance, they make you tankier and (of course) more resistant to casters.
The Greater Quintessence of Desolation are for, of course, early game creep damage.
For the Secondary Jungle, I get these runes:
The Greater Mark of Attack Damage runes are for flat attack damage for early game.
The Greater Seal of Armor are for survivability in the jungle early game.
The Greater Glyph of Scaling Magic Resist are for Magic Resistance late game.
Finally, the Greater Quintessence of Desolation is of course for the Armor Penetration.
For the Secondary build you want to pick up a Cloth Armor and x5 Health Potion. After go with the first build and get Wriggle's Lantern. Mercury's Treads or whatever boots you feel comfortable with are the ones you should get. Phage into Trinity Force, followed up with Warmog's Armor and Atma's Impaler. For the last two items, Bloodthirster and Guardian's Angel are what I like, but switch them out with anything you need for the certain match. (Switch out Wriggle's Lantern for Bloodthirster.
Flurry is a great jungling Passive, it increases your damage output quite a bit.
(Active): Lee Sin shoots a wave of sound in a line, dealing physical damage to the first enemy it encounters and revealing his enemies for 3 seconds. If Sonic Wave hits, Lee Sin can cast Resonating Strike within the next 3 seconds.
Cost: 50 energy
Range: 975
Cooldown: 11/10/9/8/7 seconds
(Active): Lee Sin dashes to the enemy revealed by Sonic Wave, dealing a base amount of damage plus 10% of their missing health as physical damage (Max: 400 damage vs. Monsters).
Cost: 30 energy
Range: 1100
Sonic Wave / Resonating Strike is a great Assassin ability, just hit the enemy and press it again, and gank city.
(Active): Lee Sin dashes towards a target ally unit, shielding them both from damage for the next 5 seconds. After using Safeguard, Lee Sin can cast Iron Will within the next 3 seconds.
Cost: 50 energy
Cooldown: 8 seconds
Range: 700
(Active): For the next 5 seconds, Lee Sin gains bonus lifesteal, spell vamp, and armor.
Cost: 30 energy
Safeguard / Iron Will are two great shielding abilities, especially Iron Will with its active lifesteal. Two decent jungling abilities all shoved into one!
(Active): Lee Sin smashes the ground dealing magic damage to all nearby enemies and revealing them for 4 seconds. If Tempest hits an enemy, Lee Sin can cast Cripple within the next 3 seconds.
Cost: 50 energy
Cooldown: 10 seconds
Radius of AoE: 350
(Active): Lee Sin cripples all enemies revealed by Tempest reducing their movement and attack speed. The movement and attack speed recover gradually over 4 seconds.
Cost: 30 energy
Tempest / Cripple is another good jungling ability, AoE damage that can damage all four wraiths at one time.
(Active): Lee Sin performs a powerful roundhouse kick knocking his target back, dealing physical damage to the target and any enemies they collide with. Enemies the target collides with are briefly knocked into the air.
No cost
Range: 375
Knockback distance: 1,200 (estimate)
Cooldown: 90 / 75 / 60 seconds
Dragon's Rage is a great ultimate. If you kick the enemy tank into the enemy carries, then they're all popped up and damaged. It can damage and CC the whole other team at once.
At level 4 get one more Tempest / Cripple then at level 5 get a Sonic Wave / Resonating Strike. At level 6, 11, and 16 get your ult, Dragon's Rage. Level 7 should be Safeguard / Iron Will, level 8 should be Tempest / Cripple, and level 9 and 10 should be more points into Safeguard / Iron Will. At level 12 and 13 upgrade Tempest / Cripple, then at level 14, 15, 17, and 18 upgrade Sonic Wave / Resonating Strike.
For the Secondary build, get Tempest / Cripple, Safeguard / Iron Will, and Sonic Wave / Resonating Strike for your first three levels. The priority here should be: ---> ---> ---> .
If you're not initiating, then wait just about half a second, find the squishy-damage-dealing carry, Sonic Wave / Resonating Strike to the carry and beat his/her *** down. Either that or even Dragon's Rage him into the enemy team and knock them all up.
You can also Flash in and Dragon's Rage an enemy into the other team for a beatdown. (Or beatup?)
Thanks to: chf23, Flash actually does work better :).
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