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Lee Sin Build Guide by Akagami

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League of Legends Build Guide Author Akagami

Lee Sin jungle guide by Akagami

Akagami Last updated on January 19, 2013
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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

Honor Guard

Defense: 9


Utility: 0

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Hello mobafire, im Akagami. It's my first guide, i hope you will enjoy^^

Lee Sin has been consistently a strong force within the jungle since his ratios got a big buff, thanks to that, his ability to build tanky while doing heavy damage has allowed him to be one of the strongest junglers. Due to his ability set and design, he is easily one of my favorite champions to play due to how mobile and fluid his playstyle is. So this guide will show how to jungle Lee Sin as well as gank and counter jungle.

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I use these masteries as Lee is a energy based champion, he doesn't use the Utility tree that well so I focus on raw damage from the offense tree as I'll be getting defensive items later anyway. Virtually every mastery in the Offense tree is very helpful for Lee Sin as it gives hefty early bonuses to Lee Sin as his skillset contains high AD ratios and base stats.

I get the 9 in defense to be slightly more durable as the 9 points aren't as useful in utility. I find that the health per level and at the start is very useful throughout the game.

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These runes are optimized towards having most of my offensive stats ready from level 1, having the ability to do 70+ damage from level 1 is significant as it allows Lee Sin to perform stronger ganks or duel an opposing jungler with ease due to the fact their AD ratios aren't as good. The mix between 5 armor penetration and 12~ AD is the balance I found that is most useful to me as it allows me to do true damage to most of the small camps while still doing significant damage to the larger camps. I found that going all the way one direction would result in a slower jungle than doing a mix up of the two stats.

Glyphs are choice, personally I like having a ton of magic resist later in the game as thhere aren't many other cost effective runes for the glyph slot for lee sin aside from magic resist.

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Here i use:
Smite and Barrier
Smite is good, for using to get red buff/blue buff. Or to kill solo Dragon/Baron.
With my build items, you can solo Dragon/Baron :P
I think all know what is barrier. It's good for escape.

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Flurry Passive:Flurry

After Lee Sin uses an ability, his next 2 basic attacks gain 50% Attack Speed and return 10 energy each.

A reason you don't need attack speed runes, this skill is very strong as it gives a constant attack speed boost in fights as well as replenishing energy. In the jungle time your hits so you can get both procs of this off and then instantly perform another move to constantly be able to have high energy in case you need it. This passive honestly makes or breaks this champion due to the fact unlike Shen, it allows him to regain energy quickly in fights.

Sonic Wave Q: Sonic Wave / Resonating Strike

Sonic Wave: Lee Sin projects a discordant wave of sound to locate his enemies, dealing 50/80/110/140/170 (+90% of bonus Attack Damage) physical damage to the first enemy it encounters. If Sonic Wave hits, Lee Sin can cast Resonating Strike for the next 3 seconds.

Resonating Strike: Lee Sin dashes to the enemy hit by Sonic Wave, dealing 50/80/110/140/170 (+90% of bonus Attack Damage) physical damage plus 10% of their missing health.

Cost 50/30 energy

Cooldown 11/10/9/8/7 seconds

One of the highest damaging skills in the entire game, this skill acts as a closer and a very powerful nuke. Due to the fact it's AD ratio is high, landing both ticks of this skill early game will likely do more damage than any other nuke early levels which means it'll allow Lee to beat opponents that aren't well armored with ease. The only downside to this spell is that it's a skillshot and may end up missing or hitting a target that jumped in front of the projectile, be very cautious about jumping in with this skill as if the opponent flashes, you'll be dragged to that location which could mean death unless you can W to escape.

Safeguard W: Safeguard/Iron Will

Safeguard: Lee Sin rushes towards a target ally, shielding them both from 40 / 80 / 120 / 160 / 200 (+80% per Ability Power) damage. After using Safeguard, Lee Sin can cast Iron Will for the next 3 seconds.

Iron Will: Lee Sin's intense training allows him to thrive in battle. For 5 seconds, Lee Sin gains5/10/15/20/25 lifesteal, spell vamp, and armor.

Cost 50/30 energy

Cooldown 8 seconds

Range 700

A strong escape and defensive spell, this allows him to crush opponents early as they cannot keep up with the extra armor and lifesteal when Iron Will is active. Proper usage of this will allow Lee Sin to stay healthy against Dragon or heal up after being harmed badly in a skirmish. Using smite with Iron Will active will also net a very nice heal bonus so it is recommended that this be active when you're about to smite in order to stay healthy. The escape portion of this spell allows jumping to wards or allies if you manage to find yourself in a spot you don't want to be in. This is also useful for chasing as it's jump is faster than walking which means you'll be able to catch up to someone if you have a ward or ally near the target's location.

Tempest E: Tempest / Cripple

Tempest: Lee Sin smashes the ground sending out a shockwave that deals 60 / 95 / 130 / 165 / 200 (+0.6 per bonus Attack Damage) magic damage and reveals enemy units hit. If Tempest hits an enemy, Lee Sin can cast cripple for the next 3 seconds.

Cripple: Lee Sin cripples nearby enemies revealed by Tempest, reducing their Movement and Attack Speed by 30 / 37.5 / 45 / 52.5 / 60 % for 4 seconds. Movement and Attack Speed recover gradually over the duration.

Cost 50/30 energy

Cooldown 10 seconds

Range 450

The exahust qualities of this spell cannot be underestimated, landing this on a group of opponents can often decide the game as it's basically snowballing each of the targets for 4 seconds. This spell early on when combined with Lee Sin's Q allows for huge ganks due to the high damage of Q and the crippling slow that Cripple provides. Add in vision against invisible targets and this skill allows Lee Sin to gank nearly every lane.

Dragon's Rage R: Dragon's Rage

Lee Sin performs a powerful roundhouse kick launching his target back, dealing 200 / 400 / 600 (+1.5 per bonus Attack Damage) physical damage to the target and any enemies they collide with. Enemies the target collides with are knocked into the air for a short duration.

Cost 0 energy

Cooldown 90 / 75 / 60 seconds

There are quite a few ways to use this skill, you can push someone back into your team for a quick kill, you can push a initiator back to avoid having your team being engaged on or you can try to line up a kick which will do the most damage possible. Due to the flexibility of the skill and the low cooldown, it is a significant part of Lee Sin's arsenal. A good trick in a 1v1 duel is to Q someone and follow up with this and then perform Q after he has been kicked to do maximum damage and follow the knocked back target.