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League of Legends Build Guide Author Frightning

Lee Sin - The Blind Monk

Frightning Last updated on July 20, 2013
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Hello all. I am Frightning on the NA servers, and this is my Lee Sin guide. The overwhelming majority of my Lee Sin experience has been in the jungle, so this guide won't discuss laning him. However, much of the advice and information I intend to include will be useful to Lee Sin players no matter what role they play for their team.

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"Your will. My hands.": Meet Lee Sin

Lee Sin is one of the most unique champions in the league, he is one of the few with 7 abilities (not counting his passive), he is energy based, his kit includes a skillshot, two gap closers (one of which also functions as an escape), a shield (that can also be put on allies), lifesteal and spellvamp from an active, an AOE movement and attack speed slow, and a strong knockback for an ultimate. As this impressively long list of effects suggests, Lee Sin has high mobility and utility, particular given that he is an AD (Attack Damage based) bruiser-assassin. He leans more toward the assassin side than most other bruiser-assassins. His kit and strong early game make him a natural jungler, and he has been a common pick for the role for almost the entirety of his time in the League.

Base Stats:
HEALTH 428 (+85)
HEALTH REGEN. 6.25 (+0.7)
ATTACK DAMAGE 55.8 (+3.2)
ATTACK SPEED 0.651 (+3%)
ARMOR 16 (+3.7)
MAGIC RES. 30 (+1.25)

His base health is actually a little low for a melee AD, but he does have a self-shield on a short cooldown, which I suppose, explains this. His health regeneration is par for the course for a melee AD, He is energy based, which means he doesn't have to worry about running out of his resource in the long term (short term can be a different story). Range is standard for a melee. Base Attack Damage and per level values are both good, the base is in fact VERY good. Base Attack Speed and per level are also both very good, especially the per level. Armor is pretty typical for a melee AD, he also has the MR/level that most of the tankier melee champions have. His base movement speed is 2nd only to Master Yi and Pantheon (he ties or beats everyone else before abilities are factored in).


Passive: Flurry

After using an ability, Lee Sin's next 2 basic attacks within 3 seconds gain 40% attack speed and return 15 energy each.

This activates whenever you cast an ability (including the 'follow-ups' and your ultimate). The free attack speed is enough that you basically never need to build AS on Lee Sin, between this, your base (and its per level) and the way Lee Sin's kit works, you'll have enough. This passive encourages you to weave in basic attacks between spells whenever possible. The energy return is an integral and invaluable part of Lee Sin's kit, without it, he would just end up being forever OOE (out of energy) in teamfights (I cannot stress enough how important the energy return is, it's crucial to take advantage of it whenever you can afford to).

Q: Sonic Wave RANGE: 975 COOLDOWN: 11 / 10 / 9 / 8 / 7 COST: 50 energy

ACTIVE: Lee Sin shoots a wave of sound in a line, dealing physical damage to the first enemy it hits and revealing the enemy for 3 seconds. If Sonic Wave hits, Lee Sin can cast Resonating Strike within the next 3 seconds.
PHYSICAL DAMAGE: 50 / 80 / 110 / 140 / 170 (+ 90% bonus AD)

Q: Resonating Strike RANGE: 1100 COST: 30 energy

ACTIVE: Lee Sin dashes to the enemy revealed by Sonic Wave, dealing physical damage including 8% of the target's missing health. Minions and monsters take a maximum of 400 damage.
PHYSICAL DAMAGE: 50 / 80 / 110 / 140 / 170 (+ 90% bonus AD) (+ 8% target's missing health)
COMBINED DAMAGE: 100 / 160 / 220 / 280 / 340 (+ 180% bonus AD) (+ 8% target's missing health)

These two make up the core burst and gap closing components of Lee Sin's kit. The high damage and mobility makes this an ideal choice to max first when jungling (laning is a whole nother animal). The first part is a linear skillshot that hits the first enemy target it encounters (minion or champion, neutral creeps too). It has more range than most bruisers targeted gap closers, but is a skillshot, though not a particular hard to land for a skillshot of its type. Never the less, it will be important to become VERY good with this skillshot, many Lee Sin's best skill combos require you to land this to even begin them. The short cooldown and long range makes it very difficult for an enemy to get away from a good Lee Sin player. The fact that Sonic Wave reveals the enemy for 3 seconds has many uses. It's an excellent scouting tool, but more than this, it reveals stealthed enemies, this along with Tempest make Lee Sin a natural counter to stealth champions (hi there Akali, Evelynn, Twitch!). It's worth noting that Resonating Strike will take you to the target, even if they flash or use some other gap widener while you're jumping to them. This is different than most other gap closers, which go to where the target was when they were cast. I often see people burn their flash or other escape too soon because of this, and end up only bring a Lee Sin along for the ride (although this can be used against Lee Sin too!)

W: Safeguard RANGE: 700 COOLDOWN: 9 COST: 50 energy

ACTIVE: Lee Sin dashes to target ally, he and the target each gaining a shield that absorbs a certain amount of damage. Each shield dissipates after 5 seconds if not already destroyed. Lee Sin can cast Iron Will within 3 seconds of using Safeguard.
SHIELD: 40 / 80 / 120 / 160 / 200 (+ 80% AP)

W: Iron Will COST: 30 energy

ACTIVE: For 5 seconds, Lee Sin gains bonus life steal and spell vamp.
BONUS LIFE STEAL AND SPELL VAMP: 5% / 10% / 15% / 20% / 25%

Safeguard is one of the best escape tools in the game, and is also a fantastic repositioning tool. It serves an enormous variety of purposes, depending on the situation at hand. The shield is useful for tanking damage (it's especially nice in the jungle). You can self-cast the shield so that you don't go anywhere, but still get the shield. If cast on an ally, both of you get the shield (full strength), so it's a fantastic tool for trying to save allies in trouble. You can also cast it on allied minions and even wards (the minion will get the shield too, the ward will appear to, but it does nothing for the ward). This affords numerous options for getting out of dangerous situations, especially in conjunction with his Q. It's worth practicing the art of placing wards and instantly jumping to them with Safeguard, since this has practical uses in real games. By contrast, Iron Will has much more limited uses, which are generally fairly obvious. The sustain being very useful, and of course it procs your passive, so you can get 2 auto-attacks with +40% AS (Attack Speed). It's best uses are in the jungle, since it gives spell vamp as well as lifesteal, everything you do will heal you (smite even counts for single target spell vamp!). Once leveled enough, this ability can make Lee Sin a very formidable duelist.

E: Tempest RANGE: 450 COOLDOWN: 10 COST: 50 energy

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.
MAGIC DAMAGE: 60 / 95 / 130 / 165 / 200 (+ 100% bonus AD)

E: Cripple RANGE: 600 COST: 30 energy

ACTIVE: Lee Sin cripples all enemies revealed by Tempest reducing their movement and attack speed. The movement and attack speed recover over 4 seconds.
SLOW: 20% / 30% / 40% / 50% / 60%

This ability is an important part of Lee Sin's ganking power and also gives him some much needed AOE (area of effect) damage (and its magic damage too). This, like Sonic Wave, reveals enemies, including stealth enemies. The slow from Cripple affects all targets that Tempest hit that are still reasonably nearby. The movement speed slow helps keep the enemy from kiting you, and during ganks can allow you to catch back up to someone who has flashed away from you. The attack speed slow is very effect against both ADCs (AD carries), and auto-attack based bruisers (like Irelia, and Xin Zhao, for example), substantially debuffing their damage output for a good duration.

R: Dragon's Rage RANGE: 375 COOLDOWN: 90 / 75 / 60 COST: No cost

ACTIVE: Lee Sin launches a powerful roundhouse kick, dealing physical damage to a target champion and knocking it back 1200 units over 1 second. Enemies the target collides with take the same damage and are knocked airborne for 1 second.
PHYSICAL DAMAGE: 200 / 400 / 600 (+ 200% bonus AD)

This ultimate can seem underwhelming at times, but that is often because its a difficult ultimate to use to it's fullest effect (and trust me when I say a good Lee Sin ult can totally turn a fight in his team's favor). The high base damage at later ranks and high bonus AD ratio make Dragon's Rage a pretty good executing move, of course you should be sure that you'll actually deal enough damage to kill them or might end up committing the crime every noob Alistar is hated for: saving the person you were trying to kill. One way to prevent this is to tag them with your Q first so you can Resonating Strike after them if they live. Using Dragon's Rage as an execute isn't really taking advantage of the power of this skill, but given the relatively short cooldown, you usually will have it up by the time you need it again. There are some better uses for this skill, such as: Punting the enemy ADC into the middle of a teamfight (not typically where they want to be!), punting a problem enemy away (even over a wall!), punting someone into a position you want to go to and then use Resonating Strike to go there, punting an enemy into another enemy to damage them both and clear a path to the enemy who was in the rear (hey mr/ms ADC hiding behind your tank!). This last use can sometimes be even better, if it so happens that the enemy team is lined up and poised to initiate on your team, you can punt the person in front through their whole team and totally ruin their initiation (if your team is in position to do so, this can make for an amazing counter-initiate!!)

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"Force is meaningless without skill.": Spell Combos and their uses

Now that I've introduced Lee Sin's kit, it's time to teach you the combos and techniques that will bring out its full power.

Q, Q, E,(2 AA), E: This is the pretty standard ganking combo for Lee Sin, tag em with Sonic Wave, Resonating Strike, then immediately Tempest. This ensures that you can follow up with Cripple if/when they try to run/flash away (try to get the 2 AAs if you can, even 1 AA will help your energy).

W, E: If it so happens that the ally you are ganking for is already close to the enemy you are ganking, then you can just safeguard over to them and then Tempest the enemy. This confers a number of advantages: first, it saves your Q, so you can use it to chase after them if/when they run, second it gives you and your ally a shield which may very well save their life (and possibly even yours), third, if the enemy is committed to the fight, you can get your 2 AAs and then cast Iron Will for the life steal and spell vamp (be sure to get the cripple on them before the 3 seconds runs out so they are slowed/debuffed). If you're not close enough to safeguard to your ally and they're in trouble, you can use Q, Q, to anything near enough so that you can follow up with safeguard.

Q, Q, W: Sonic Wave, Resonating Strike for the damage, then Safeguard away before anything bad happens. This combo has a number of uses depending on context, from poking in lane if you're laning Lee Sin, to harassing before a teamfight begins (be careful in the latter context that you don't get hit with hard CC, note in particular that snares will prevent you from casting Safeguard!)
You can also add in an E if you feel you can spare the time and energy to do so and still escape unharmed. This combo can also be useful for jukes and escapes. Dashing to an enemy, only to Safeguard away in a different unexpected direction.

E, W: This is most useful in lane, against melee opponents. If they get near enough, hit em with Tempest, maybe AA them some, maybe Cripple too, and more AAs to bully them somemore, and when you consider it unwise to stay near, just Safeguard away to safety. (Most of the time you'll want to cast Iron Will and then AA creeps for the sustain so you can keep up the pressure.)

Q, R, Q: This is how you burst that squishy into oblivion! Also knocks them back a long ways, good ruining an enemy's positioning if you can position yourself correctly so as to punt them somewhere they REALLY don't want to go. This can also be used to get places you otherwise wouldn't be able to, including into the enemies protected back line. Q someone in the front, R them into the back, Q after them (and you still have safeguard in case you need to get out of there). This can occasionally be used as an escape tool, generally you'll follow up the combo with a Safeguard to something friendly to get away from the enemy champion you're using to escape.

W, Q, Q, E: This is one of my favorite combos for chasing and even surprise initiation. W to an ally (even a creep or ward) that's closer to the enemy, then Q, Q to gap close onto your unsuspecting victims. This is a great combo for chasing fleeing enemies, you can easily come from 1000 units away to on top of an enemy this way. You might even manage to get in front of them and ult them back to your team (although this usually requires a flash to pull off). This can also be used to find an open corridor to get a Sonic Wave past creeps or other enemies onto an important target. Without the E, this combo can sometimes be used to escape, W to get out of immediate danger, then Q to some jungle creep over a wall or something of that nature.

W, R: Variant of the above geared toward protecting an ally in trouble, you can alternatively tag em with Q first, and then follow them afterwards with Q again to isolate and engage them. This can also be an effective way to force a disengage if you and your allies are fleeing (you can throw in a Tempest, Cripple for good measure too, energy permitting). In the reverse order, this combo can make a great escape tool, punting away a closely following pursuer and likely hitting anyone else that was chasing and then dashing away to safety.

The above combos are by no means a complete list. These represent the basic and most used combos in his kit. Part of becoming a good Lee Sin player is knowing when, where, and how to modify these to suit a given situation. (This should give you an idea why he is very difficult to master, despite being fairly forgiving to those less experience with him.)

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"Find your center.": Lee Sin's place on the team

While I've talked a lot about Lee Sin himself so far, League of Legends is ultimately a team game. So where then does Lee Sin fit into a team? The answer to this lies in how his kit functions when working with a team. He brings a fair amount of physical damage, some CC (and slow and knockback), moderate durability (he's not as beefy as, say, Hecarim, but definitely more than an Ashe), very good mobility, and good utility. This makes him a fairly versatile pick, he is an excellent pick for the jungle, a good top lane pick for a fair number of matchups, and can even do well mid in many cases. He's an ideal pick when you need more physical damage, more assassinating power, and more utility for your team composition, and one of the three aforementioned positions is still unfilled.

During the early game, Lee Sin's activities will vary depending on what role he is playing, but in general he's one of the better champions to try and roam with and show up to help out, either to gank or to protect allies in trouble than many others, his utility and ganking prowess serving him well in both situations. He's an excellent tower diver, but be aware of how much punishment you can take and be prepared to Safeguard out in time to stay alive (when fighting with an allied Lee Sin who is going for a dive, try to give him something to safeguard too once he secures the kill). If an ally is tanking tower, Lee Sin can use Safeguard to help them escape, and also to get in position to secure the kill if the one who started the dive needs to back out to stay alive. This also works in early skirmishes, Lee Sin can work with one or more allies to tag-team enemies very effectively, he also makes excellent bait because of his ability to get away from dangerous situations that would get most other champions killed.

Tips for jungling: Since I have a lot of jungle experience, here are some helpful little tidbits to getting the most out of his jungle.
* If you don't expect the enemy to try and steal your buff, drop simte on it early, before you cast Resonating Strike. The additional damage will result in more missing health, and hence Resonating Strike will do more damage (at level 1, it's 39.2 more damage, at 18, its 80 more damage)
* Use your Q to move from camp to camp quicker, you can use it to jump the wall from red to the double golems for example, saving you the time of walking around. You can also use this to get to the Dragon and Baron camps from over the back wall, which has a number of uses throughout the game. This trick can also be used as an escape tool in the jungle.
* Wards, often from Wriggle's Lantern, or perhaps Sightstone, can be used with Safeguard to set up easy wall jumps for escaping and ganking purposes.
* Don't be afraid to use your Q as a scouting tool, it's cooldown is short and it can easily save your life from an ambush.
* Be sure to space out your spells when clearing camps, so that you keep the +40% Attack Speed from Flurry up thereby speeding up your clear.
* Use Safeguard and then Iron Will (after 2 AAs) when you start a camp so that the lifesteal and spellvamp is up while you use Tempest/Cripple, and Sonic Wave/Resonating Strike to maximize health gain and minimize damage taken.

During the mid game, where laning breaks down into skirmishes and early teamfights. Lee Sin excels as a roamer. At this point in the game, unless you or your team are behind, it can be wise to buy a little damage before getting tankier so that you are a bigger threat (A Lee Sin that can catch you and kill you is more dangerous than one that can catch you and tank your damage for a good while). Balancing the desire for more damage with the need for tankiness during this part of the game can be difficult (more on that in the next section)

Once late game begins, Lee Sin tends to do one of two things in teamfights. One, protect his team's carries, two, get after the enemy team's carries. Which one of those you end up doing should depend on opportunity and what your team needs more in the fights. If your carries aren't able to deal their damage, because their getting dived hard by the enemy anti-carries, then you should try to help them out , W,E,E is a good combo for this, giving them a shield and helping them kite, and also debuffing the anti-carry's dps. On the offensive side, Lee Sin can cause all kinds of problems for the enemy's carries as well. Slowing them, and debuffing their dps, possibly punting them into the middle of a fight. If at least one ally dives with you, you can use the W, E, E combo to get to their carries and still have your Q up to counter their flash. Otherwise, Safeguard can be your lifeline to getting out alive if needed.

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"Blindness is no impairment against a smelly enemy.": Itemizing Lee Sin

Picking the right items is always an important part of doing well with any champion, and Lee Sin is no exception. Rather than give a build, I will simply give some discussion about each item that I think is worth building on Lee Sin and the where and why thereof. It's important to understand that every champion has an 'item calculus' The gold value of a stat (or more generally an item) is only half the picture, the other half, is how valuable that stat (item) is to the given champion. Lee Sin strongly favors Attack Damage, its an extremely cost efficient stat on Lee Sin. He doesn't much care for Attack Speed or even Critical Strike Chance. Ability Power is almost completely useless to him (his Shield has a 0.8 AP ratio but that's its only use), He has no mana, so that is useless to him. He values defensive stats a fair amount but mostly due to being melee. Health, Armor and Magic Resist are all important, but as always its about who's dealing damage to you and how to counter that efficiently, more than anything else. Thus in summary, Lee Sin desires items with Attack Damage, Health, Armor and Magic Resist, preferring a fair amount of their gold value to come from Attack Damage.

Atma's Impaler:
+45 armor
+15% critical strike chance
Unique Passive: You gain attack damage equal to 1.5% of your maximum health.
Comments: This is my Armor item of choice on Lee Sin, I don't recommend getting it unless you have already completed at least a Frozen Mallet or an equivalent amount of bonus health in other items. Early game I get the armor I need from Wriggle's Lantern

Doran's Blade:
+80 health
+10 attack damage
Passive: Your basic attacks restore 5 health each time they hit an enemy.
Comments: This not something I build on Lee Sin since I jungle him, but it makes plenty of sense as a early game item on lane Lee Sin. The Health, Attack Damage, and Passive all being very useful to him in lane.

Frozen Mallet:
+700 health
+30 attack damage
Unique Passive – Icy: Your basic attacks slow your target's Movement Speed by 40% for 1.5 seconds (30% slow for ranged attacks).
Comments: A staple item for me on Lee Sin, this is the item I build for health. The slow is quite helpful for getting in those AAs to get the energy return from Flurry. I often tend to build this item up at the same time as as an offensive item like Ravenous Hydra, or The Black Cleaver. Which of these I build along side Frozen Mallet and how I divide up my gold are then chosen to adapt to my current needs in the defense and offense departments.

Guardian Angel:
+50 armor
+30 magic resistance
Unique Passive: Revives your champion upon death, restoring 30% of your maximum health and mana. 5 minute cooldown.
Comments: This is one of the only purely defensive items I will get on Lee Sin, and only in a late game scenario where losing a teamfight probably means GG. The point is obvious: the revive gives you a second chance to help your team win the fight or escape alive (something Lee Sin is good at). The resists are also helpful for staying alive, and along with the passive, this item synergizes well with Lee Sin's innate lifesteal and spellvamp.

Ionian Boots of Lucidity:
Unique Passive: +15% cooldown reduction
Unique Passive – Enhanced Movement: +45 movement speed
Comments: While I basically always buy Mercury's Treads for the Tenacity and Magic Resist, if you feel you don't need Tenacity at all because the enemy lacks CC, and enough magic damage to warrant the Magic Resist, then Ionian Boots of Lucidity are probably the best alternative choice. Despite already having short cooldowns, Lee Sin likes Cooldown Reduction a lot, and its hard to come by on Attack Damage items (The Black Cleaver being the best one for Lee Sin by far), so it can be nice to get some from your boots when you can afford to forgo the Tenacity and Magic Resist of Mercury's Treads.

Last Whisper:
+40 attack damage
Unique Passive: +35% armor penetration
Comments: While The Black Cleaver is generally the preferred choice for countering enemies building Armor for Lee Sin, sometimes, The Black Cleaver alone isn't enough. This is when I'll build Last Whisper.

Maw of Malmortius:
+60 attack damage
+40 magic resistance
Unique Passive: Grants +1 attack damage for every 2% of missing health, capped at 35 Attack Damage.
Unique Passive - Lifeline: Upon taking magic damage that would reduce health below 30%, grants a shield that absorbs 400 magic damage for 5 seconds (90 second cooldown).
Comments: This item, and its component, Hexdrinker are my go to options for magic resist when I don't want to sacrifice damage. I build Hexdrinker quite a bit earlier than completing Maw of Malmortius a fair amount, as Hexdrinker has most of the magic resist and even magic damage shield strength of a full Maw at much less cost (the additional cost comes from the much higher AD it provides). Sometimes I need more than the MR this or even Hexdrinker will provide, in such cases I will build Mercurial Scimitar instead or even in addition to Maw of Malmortius.

Mercurial Scimitar:
+60 attack damage
+45 magic resist
Unique Active – Quicksilver: Removes all debuffs from your champion. Melee champions also gain +50% movement speed for 1 second. 90 second cooldown.
Comments: Though very expensive, this item gives a lot of magic resist and AD, and the active can be quite useful against certain champions and/or team compositions (e.g. (fed) Malzahar ruining your day with his ult every fight? Get this and QSS that ****). If I really need MR and either already have, or can't afford Hexdrinker, I'll grab a Negatron Cloak (assuming I can afford it) and then turn it into Quicksilver Sash (QSS), and then Mercurial Scimitar when I decide I need the slot and if I still need the MR.

Mercury's Treads:
+25 magic resistance
Unique Passive – Enhanced Movement: +45 movement speed
Unique Passive – Tenacity: The duration of stuns, slows, taunts, fears, silences, blinds and immobilizes are reduced by 35%.
Comments: My preferred choice of boots for Lee Sin in almost all of my games as him. The 25 Magic Resist helps to balance out my resistances early game and the tenacity is very valuable to Lee Sin. He is especially adversely affected by Crowd Control, not only does it tend to prevent him from getting those all important energy returns via Flurry, but it can also cause him to be unable to cast his follow-ups or even prevent him from casting Safeguard to escape. (watch out for Snares!)

Ninja Tabi:
+25 armor
Unique Passive – Enhanced Movement: +45 movement speed.
Unique Passive: Blocks 10% of the damage from basic attacks.
Comments: This is probably only something I'd pick up on (top) lane Lee Sin or against an extremely AD heavy, auto-attack reliant enemy team composition, and again, only if I can afford to go without the Tenacity of Mercury's Treads. This would be to counter the damage of an auto-attack reliant AD champion in my lane, or perhaps to counter the damage of a very AD heavy enemy team composition.

Randuin's Omen:
+500 health
+70 armor
Unique Passive – Cold Steel: When hit by basic attacks, reduces the attacker's attack speed by 15% and movement speed by 10% for 1.5 seconds.
Unique Active: Slows the movement speed of nearby enemy units by 35% for 2 (+ 0.5% total armor) (+ 0.5% total magic resistance) seconds. 60 second cooldown (500 Range).A
Comments: While I rarely build items with only defensive stats on Lee Sin, sometimes you REALLY need to. If I'm really in need of more health and armor, this is the item I'll get. It's probably the most cost efficient item in the game for improving your longevity when you're under attack from physical damage.

Ravenous Hydra:
+75 attack damage
+15 health regeneration
+12% life steal
Passive - Melee only: Damage dealt by this item benefits from life steal.
Unique Passive - Cleave: Your attacks deal up to 60% of your Attack Damage to units around your target as physical damage (185 range), decaying down to 20% near the edge (385 range).
Unique Active - Crescent: Deals up to 100% of your Attack Damage to units around you as physical damage, decaying down to 60% near the edge. - 10 second cooldown (400 range)
Comments: This item has replaced The Bloodthirster as a common offensive item pick for me. It's basically a better version of The Bloodthirster for melee champions that costs only 100 gold more. The melee only passive is very nice for Lee Sin, as he does tend to get a lot of lifesteal and AD, hence he does a lot of damage with his auto-attacks and this item's passive and active and thus can heal for a lot off of it.

Ruby Sightstone:
+360 health
Unique Passive: Ward Refresh - Starts with 5 charges and refills each time you visit the shop.
Unique Active: Ghost Ward - Consumes a charge to place an invisible Ghost Ward that reveals the surrounding area for 3 minutes. You may have a maximum of 3 wards placed from this item at once. 1 second cooldown.
Comments: While I generally don't build this item on Lee Sin, the synergy with Safeguard, and the ever significant value of wards make this worth consideration if your team is having difficulty keeping adequate ward coverage on the map. Since it's not terrible slot efficient, I'd generally be something to replace late game (hopefully your support has one by then). The biggest problem with this item is that health isn't all that gold efficient a stat on Lee Sin, and that's all, other than the wards this item offers. I generally prefer Wriggle's Lantern for the more useful stats that it has as a item that can drop me a ward.

The Black Cleaver:
+200 health
+50 attack damage
+10% cooldown reduction
Unique Passive: +10 armor penetration
Passive: Dealing physical damage to an enemy champion reduces their armor by 5% for 4 seconds. This effect stacks up to 5 times.
Comments: This is an excellent all round offensive and anti-armor item for Lee Sin. I don't always get it, but it's one I do build fairly frequently. The cooldown reduction is particularly nice, as its a hard to get stat on AD items. The only things this item is missing is more defensive stats and lifesteal, so I generally build this when I feel that I have enough of those two stats (and will for the next few minutes at least).

The Bloodthirster:
+70 attack damage
+12% life steal
Passive: Gains 1 stack per kill, up to a maximum of 30. Each stack grants +1 attack damage and +0.2% life steal (max: +30 attack damage and +6% life steal). Half of the current stacks are lost upon death.
Comments: Until they introduced Ravenous Hydra, this was almost a staple item for me. Now Ravenous Hydra is better in almost every way. So now I only build The Bloodthirster as an additional AD and lifesteal item, if I'm tanky enough and they don't have much Armor (otherwise The Black Cleaver, or an item with some defensive stats on it is preferable)

*Trinity Force:
+30 ability power
+30 attack damage
+30% attack speed
+10% critical strike chance
+250 health
+200 mana
+8% movement speed
Unique Passive - Icy: Your basic attacks have a 25% chance to slow your target's movement speed by 30% for 2 seconds (20% for ranged attacks).
Unique Passive - Spellblade: After using an ability, your next basic attack deals bonus damage equal to 150% of your base attack damage as physical damage. (2 second cooldown).
Comments: I bothered to mention this item because its actually a common noob trap on Lee Sin, while at first it would seem to be a great fit with Lee Sin taking very good advantage of Spellblade (he does, in fact). The problem: Most of the stats on this item aren't very strong on Lee Sin. The AP is almost useless, the mana IS useless, the Attack Speed isn't worth that much, neither is the crit. Take those out and you have: +30 AD, +250 health, +8% MS, and the two passives. Not worth 3843 gold, not even close. DO NOT BUY on Lee Sin!

Warmog's Armor:
+1000 health
Unique Passive: You gain health regeneration equal to 1% of your maximum health.
Comments: I rarely build this item if only because Frozen Mallet is a much better choice for 'I need more health' item. That said, some games you need to be REALLY beefy, and those are the games where I'll get this item. Having this AND Frozen Mallet makes Atma's Impaler a really good offensive buy that will also boost your Armor a bit.

Wriggle's Lantern:
+25 armor
+25 attack damage
+15% life steal
Unique Passive - Maim: Basic attacks deal 100 bonus magic damage to monsters on hit.
Unique Active: Places a Sight Ward at target location that lasts for 90 seconds. 90 seconds cooldown. (600 cast range).
Comments: A staple first item for jungle Lee Sin, and worthy of consideration even if you're laning him. I generally build the Madred's Razer's component first back, and then get Boots of Speed when I can, then I finish this item. The ward lasts only half as long as a standard sight ward, which means using it for Safeguard shenanigans doesn't leave without it for as long, but it also means it doesn't keep watch of an area for as long, requiring more visits to keep it warded. This item is worth replacing if you've filled your other 5 item slots with fully built items late game.


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