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Recommended Items
Spells:
Smite
Flash
Items
Ability Order
Flurry (PASSIVE)
Lee Sin Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Jax
Ideal
Strong
Ok
Low
None
Introduction

Lee Sin is a tanky bruiser, which if handled properly can make a huge impact on the game. He's not easy to master, but definitely worth trying to. Due to his mechanics the amount of possibilities to make some impressive plays is almost endless. I hope that this guide will help these ones who want to improve their jungling skills with Lee Sin but also encourage the others who haven't tried playing Blind Monk yet to give it a try.
This guide is a quite extensive lecture, so i highly reccomend you to make yourself a coffee or a tea before start reading it, because it will take a while for sure.
PROS: + Very good sustain in the jungle + Fits into any team composition + Strong early game + High burst damage + Energy based + Lots of Mobility + Hybrid damage output + Versatile + Fun to play |
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CONS: - Hard to master - Doesn't scale well - High energy costs - Skillshot based - Positioning is crucial |

Neverless, there is no doubt that



When to play as an AD off-tank
You should definitely consider choosing defensive items over offensive ones if you have not played Lee Sin long enough to make use of full AD build. Building tanky will let you stay alive in teamfights a little bit longer and help your team by soaking some damage while being focused by enemy's carries. Keep in mind that Lee Sin even without DPS items is still able to deal decent amount of damage.
When to play as a full AD assasin
Idea of playing

When to play as a Hybrid Monk...
If you have managed to get some kills in early/mid game and you were able to afford buying all essential items, it could be the right time to demonstrate your superiority... In order to show maximum disrespect against your oponents it is absolutely necessary to buy


Runes




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Greater Mark of Attack Damage 0.95 attack damage | 9x0.95=8.55 AD |
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Greater Seal of Armor 1 armor | 9x1=9 ARM |
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Greater Glyph of Scaling Magic Resist 0.17 MR/lvl | 9x0.17=1.53 MR/lvl |




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Greater Quintessence of Attack Damage 2.25 AD | 3x2.25=6.75 AD |


Offense (21)
Double-Edged Sword
gives you 2% extra damage but also makes you receive an extra 1% from any source of damage. Worth trying if you are not gonna idly stand in front of your enemy and being hitted by him.
Sorcery provides 5% cooldown reduction which is very beneficial on Lee Sin.
Butcher
helps with clearing jungle camps and farming lane minions as well.
Brute Force
gives you bonus 10 attack damage at level 18.
Feast
gives you better sustain in the jungle.
Martial Mastery
provides extra 4 attack damage. This amount of bonus AD is almost equivalent to 2x
Greater Quintessence of Attack Damage. Definitely one of the most important masteries on the list.
Executioner
increases damage dealt to champions below 50% health by 5%. Works extremely well with Lee Sin's
Resonating Strike.
Warlord
increases bonus attack damage by 5%.
Devastating Strikes
provides bonus 6% armor and magic penetration. Very efficient on Lee Sin since he has hybrid damage output.
Havoc
increases attack damage by 3%. It's not much at early levels but definitely worth giving a point since it scales very well into mid/late game.
----
Defense (9)
Block
reduces incoming damage from champion basic attacks by 2.
Tough Skin
reduces damage taken from neutral monsters by 2. It gives you a way better sustain in the jungle.
Unyielding
reduces all incoming damage from champions by 2. Helps with trades.
Veteran Scars
gives you bonus 36 HP.
Juggernaut
increases maximum health by 3%. Same situation as with
Havoc
. It will noticeably increase your maximum health in late game.












----
Defense (9)






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Hunter's Machete Total price: 400 |
Always start with this item, 2x




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Ranger's Trailblazer Total price: 850 |
This upgrade is propably the best choice for every jungler who either doesn't have a solid sustain mechanism like





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Enchantment: Warrior Total price: 1400 |
Enhancing the jungle item is your 2nd priority after buying


On the second hand, there's also


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Boots of Mobility Total price: 800 |
Since


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Sightstone Total price: 800 |
This item is absolutely necessary on




Besides its utility,


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Trinity Force Total price: 3728 |
After completing





The most important thing about the


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Last Whisper Total price: 2300 |
By buying this item you will become a serious threat for any tanky champion in the enemy team. 35% armor penetration along with extra 40 attack damage will allow you to destroy almost every target. This item would be a great choice against champions such as




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(Passive) Flurry |
Lee Sin's passive gives him bonus attack speed for two auto attacks after you cast a spell. Each autoattack restores energy as well. Making use of this skill will determine how long you will be able to farm jungle camps before recalling. Keep in mind that a lot of Lee Sin techniques requires auto attacking between several spells.
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(Q) Sonic Wave / Resonating Strike Cooldown: 11/10/9/8/7 seconds |
This is Lee Sin's bread and butter. This ability is a fairly long-ranged skillshot, which allows you to close the gap between you and your target. Using this skill properly definitely requires some practice. You should max it first without exceptions.
Landing















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(W) Safeguard / Iron Will Cooldown: 9 seconds |
This ability is a major asset among Lee Sin's skill set. It gives you planty of possibilities while mixed with other abilities. It makes for a great escape tool or a short-ranged gap closer which could be very useful while ganking and chasing your target. Combining its utility with











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(E) Tempest / Cripple Cooldown: 10 seconds |
It's an AoE skill which deals magic damage to surrounding enemies and reveals units that it hits.








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(R) Dragon's Rage Cooldown: 90/75/60 seconds |
Lee Sin's ultimate skill is a powerful kick which lunches his target back. Enemies the target collides with are knocked up and receive a fairly high amount of damage. However, if the target dies from the initial damage, they will not be knocked up.
Casting





Lee Sin's role as a jungler
Putting pressure on lanes
One of the jungler's duties is exerting some pressure on lanes. It doesn't mean that every time you come mid or top you have to score a kill or at least an assist. Putting lane pressure is about marking your presence on the map. Of course, it would be nice if you manage to burn enemy's flash or even get a kill, but even dealing some damage would help your teammates control their lane for a while.
Vision control on the map
This part is very important. People used to underrate the power of wards. A single



Nevertheless controling vision on the map doesn't mean that your only duty is to place some wards in random places. Denying enemy vision is a part of your job as well. That's why it would be necessary to upgrade your



Jungle camps / Securing buffs
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Ancient Krug This is the camp which you should always start at when jungling with ![]() ![]() |
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Crimson Raptor Raptors camp is a second place where i used to go after clearing Krugs camp. Using ![]() |
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Red Brambleback Killing it will grant you Crest of Cinders, which will make your physical attacks deals 8 + (2 × level) bonus true damage twice on hit and apply a debuff that slows the target's movement speed by 8 / 16 / 24% for 3 seconds. It also grants bonus HP regeneration by 1% of your maximum health per 5 seconds. Using ![]() |
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Greater Murk Wolf Using ![]() |
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Blue Sentinel Killing it will grant you Crest of Insight which increases energy regeneration by 0.5% of your max. energy pool per second and provides 10% cooldown reduction. Using ![]() |
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Gromp Using ![]() |
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Rift Scuttler There are two Rift Scuttlers on the map. One is located in the north side river and one in the bottom side river. When a Rift Scuttler is killed, it will head towards the entrance to the pit of Baron Nashor or Dragon and will burrow into the ground, spawning a 500 range movement speed shrine above its location that grants 525 sight killer's team for 75 seconds. |
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Dragon Slaying Dragon grants Dragon Slayer buff. The first four stacks of Dragon Slayer are permanent, while the 5th stack - Aspect of the Dragon, only lasts 180 seconds or until death. It doubles all previous bonuses and empowers your attacks making them burn the target for 150 true damage over 5 seconds. |
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Baron Nashor Killing the Baron gives the Hand of Baron buff to all living champions on the team, which lasts 3 minutes. This buff gives massively increased attack damage and ability power as well as an aura that promotes nearby minions. When Nashor is killed, each player on the team is also granted with 300 gold, 600 global experience points and 800 local experience points (shared between nearby allies). |
Jungle route
When playing


After clearing the Krugs camp you should be heading for Raptors. When you finish go for the Red Brambleback in order to obtain the red buff. Use

The next action is up to you. You can try to gank mid or top, or just keep farming.
Farming
In order to clear jungle camps efficiently it's neccesary to make a good use of Lee Sin's passive skill -

This is an example pattern which I use in the jungle at early levels:










Ganking

His skill set along with high base movement speed allows you to suprise the enemy by approaching them even from the lane.
Exemplary gank scenarios
1.TOP: lane you are ganking is not pushed, your teammate and an enemy are on the same health level.
Approach from the river, when you get close enough, place a







2. BOT: lane is pushed towards your tower, allied AD carry and support are both on low health.
Approach from the river, when you get in range, try to land





3. MID: lane is not pushed, your teammate is just about to lose the trade with their opponent.
Shield your ally by using







Counter-ganking
This is one of the most difficult jungler's tasks from those above. Counter-ganking requiers at least minimum vision on the Rift and general map awarness. In order to attempt a counter-gank you have to know an approximate location of the enemy jungler, otherwise it's barely possible to react in time.
Keep in mind that counter-ganking doesn't mean that you have to score a doble kill, more important is to make sure that your ally will survive the gank. Getting 2 kills for yourself is not worth sacrificing your teammate.
Technique #1
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This technique is basically a ward jump. It allows you to close a gap between you and your target, or escape from unfavorable position by jumping over the wall or simply by moving away from current threat. It is also an indispensable element of more advanced techniques described later on.
Instructions
Place a




Technique #2
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This technique could be used not only as an escape tool but also as a chase maneuver. It requires a jungle monster or lane minion and it allows you to travel long distance by jumping over two walls at once.
Instructions
Land




Technique #3
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This is a basic high burst combo which works very well as a finisher. It doesn’t require a lot of practice and it is one of the most reliable moves on Lee Sin. There’s also a possibility of using this technique to reposition yourself and your target at once.
Instructions
Hit the enemy with




Technique #4
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It is basically a variation of previous technique which allows you to push aside a target hiding behind minions or trying to avoid being hit by a skillshot, in order to land

Instructions
Approach the enemy and kick them towards desired direction by using



Technique #5
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It is an extended version of Technique #3 which gives you more posibilities compairing to the basic one. Proper execution of this sequence combined with few auto attacks provides massive amount of damage dealt to your target and uses full potential of Lee Sin’s abilities.
Instructions
Hit the enemy with







Technique #6
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This particular technique is the most recognizable move on Lee Sin. It works extremely well as an initiation tool and it allows you to separate most vulnerable target from its team by kicking it towards your allies.
Instructions
Hit the enemy with






Technique #7
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This combination could be used as a ganking maneuver, which would be very useful if your target is too far to reach it by closing the gap only with

Instructions
Place a



When you reach the target, cast



Technique #8
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It is a simple trick which will allow you to land

Instructions
Approach the enemy, cast



Technique #9
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By using this technique you will be able to dodge any linear skillshot, mislead your opponent or just extend the range of

Instructions
Hit your enemy with





Technique #10
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This is an extended version of Technique #4 which allows you to take your enemy by suprise and indispose them to react in time.
Instructions
Jump over the wall by using a






Technique #11
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Most complex maneuver on the list. It requires a lot of practice and it’s very difficult to succeed with in-game. Unlike the Technique #5, this one allows you to kick the enemy towards your teammates and dash to them at once.
Instructions
Land








04.05.2015 | Guide published |
10.05.2015 | Added Technique #11 to Advanced techniques chapter |
Added Changelog chapter |
Added More videos chapter |
Revised Summary chapter |
28.06.2015 | Revised Jungle route chapter |
Added Multi Champion Montage video to the More videos chapter |
Revised guide title |
I hope you enjoyed the guide and found it useful somehow. If you do, please leave some feedback!
Check out my social media for more League of Legends content, such as my latest Lee Sin Montage.
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ZEROSEN Graphic & motion designer, League of Legends player, anime enthusiast and YouTube content creator. YouTube |
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