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Recommended Items
Spells:
Smite
Flash
Items
Ability Order
Flurry (PASSIVE)
Lee Sin Passive Ability
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats
Ideal Synergies
Lee Sin
May the best monk win!
Synergies
Ideal
Strong
Ok
Low
None
Introduction
As a young teen, Lee Sin was intent on becoming a summoner. His will and dedication were unmatched by any of his peers, and his skill drew the attention of Reginald Ashram, the League's High Councilor at the time. While studying at the Arcanum Majoris, Lee Sin became frustrated with instruction paced for the other students. He spent his free time researching the nuances of summoning in hopes of graduating sooner. He made amazing advances in his arcane studies, surpassing all other students. By all indications, he would have become one of the League's greatest summoners were it not for one terrible mistake. Too impatient, he attempted to test his ability by summoning a beast from the Plague Jungles. What he summoned instead was a young boy, but not in one piece. He barely had time to look the boy in what was once his face before the jumbled human mass fell lifeless to the floor. A League investigation later revealed that the boy's entire village was obliterated by feedback from the ritual.
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
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
Pros
|
+ Very high mobility + High burst damage, while being pretty tanky + Very strong displacement + Mega strong early game |
Lee Sin is a great pick for Solo Queue. His mobility is almost unmatched and his damage output is insane. Early game, his map presence is huge, due to the sheer damage he has, and his utility is very powerful for ganks. Using Sonic Wave and Tempest he can secure kills, or summoner spells, in almost every gank if played right. Most importantly, however, Lee Sin has an ultimate that can completely win a teamfight, by displacing an enemy carry or knocking up an entire team. |
Cons
|
- Can get far behind if shut down early - Doesn't scale that well compared to other champions - Main gapcloser is a skillshot - Can be hard to land a good ultimate |
As many strengths as Lee Sin has, he can be shut down early because his scaling is not very good. Also, Lee Sin often has to dive an entire enemy team to kick an enemy carry, so if you mess that up, you will die, and your team might too, for no actual gain whatsoever. Also, if Lee Sin misses his Sonic Wave, there isn't usually much he can do until it comes off cooldown. |
It is quite important to manage your passive in the jungle. This keeps your energy from falling low and improves clear times. What you want to do is just try to autoattack twice between each ability, for the increased attack speed. This will clear out camps a lot faster.
Flurry: After using an ability, Lee Sin's next 2 basic attacks within 3 seconds gain 40% attack speed and return 15 energy each.
Sonic Wave/Resonating Strike: ACTIVE: Lee Sin shoots a wave of sound in a line, dealing physical damage to the first enemy it hits and granting true sight of it for 3 seconds. If Sonic Wave hits, Lee Sin can cast Resonating Strike within the next 3 seconds.
Cooldown: 11/10/9/8/7
Cost: 50
Range 1100
Physical Damage: 50/80/110/130/160 (+90% Bonus AD)
Resonating Strike: ACTIVE: Lee Sin dashes to the enemy marked by Sonic Wave, dealing physical damage including 8% of the target's missing health. Minions and monsters take a maximum of 400 damage.
Cost: 30
Range 1300
Physical Damage: 50/80/110/130/160 (90% Bonus AD)(+8% Target's Missing Health)
You're going to want to max out Sonic Wave/ Resonating Strike before any other ability, as it is your main utility/damage ability, and Lee Sin's trademark skill.
Tips and Tricks
- Use Sonic Wave to check bushes, it gives vision when you hit an enemy. If the projectile goes through the brush completely, you know there is no enemy lurking in there.
- Remember, you can reactivate your Sonic Wave to dash to the enemy you hit.
- Try not to use the second part of your Q, Resonating Strike, until the enemy you hit has used his escape. This way, you will follow the enemy all the way to where he/she ends up.
Safeguard: ACTIVE: Lee Sin dashes to a target ally. If the ally is a champion, they and Lee Sin receive a shield that lasts 4 seconds and Safeguard's cooldown is halved. Lee Sin can activate Iron Will on himself to receive the shield, and can cast Iron Will within 3 seconds.
Cooldown: 14
Cost: 50
Range 700
Shield: 40/80/120/160/200 (+80% AP)
Iron Will: ACTIVE: For 4 seconds, Lee Sin gains bonus life steal and spell vamp.
Cost: 30
Lifesteal/Spell Vamp: 5/10/15/20/25%
Tips and Tricks
- When you Safeguard to a minion, you do not get the shield, so when fighting in lane, it's preferable to Safeguard yourself or to an allied champion, to get the shield it provides.
- Use your Iron Will while farming the jungle to sustain through the damage from the camps. This is crucial to keeping your HP relatively high.
- You can Safeguard to wards, so it is an important skill with Lee Sin to place a ward then Safeguard to it quickly. This is the reason you buy Sightstone.
Tempest/Cripple: // ACTIVE: Lee Sin smashes the ground, dealing magic damage to all nearby enemies and granting true sight of them for 4 seconds. If Tempest hits an enemy, Lee Sin can cast Cripple within the next 3 seconds.
Cooldown: 10
Cost: 50
Range 350
Magic Damage: 60/95/130/165/200 (+100% Bonus AD)
Cripple: ACTIVE: Lee Sin cripples all enemies within range that are marked by Tempest, reducing their movement and attack speed for 4 seconds, decaying over the duration.
Cost: 30
Slow: 20/30/40/50/60%
Range 500
Tips and Tricks
- Tempest gives true vision of enemies hit. So when you hit an enemy with it and they run into brush, or they use a stealth ability, you can still see them.
- Tempest is a great ability to clear minion waves, and Lee Sin can definitely afford to spam it.
- Cripple is a great ability when you engage on an enemy AD, as it highly cripples their damage output by reducing their attack speed. If you get onto an enemy ADC and use Cripple and the active from Randuin's Omen, they are nearly useless.
Dragon's Rage: 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.
Cooldown: 90/75/60
Cost: No Cost
Physical Damage: 200/400/600 (+200% Bonus AD)
You're going to want to max out Dragon's Ragebefore every other ability, at levels 6, 11, and 16.
Tips and Tricks
- Dragon's Rage is a good ability to displace an enemy. Whether you want to kick them away, into your team, or even out of Baron Pit, you can do it.
- Dragon's Rage has great synergy with flash or wardhopping, allowing you to get behind their carries, and then kick them into your team, allowing for an easy kill.
- If you can kick an enemy with Dragon's Rage into one of their allies, it applies the damage, and knocks up the enemy hit.
Blue Side:
Red Side:
These jungle routes are not set in stone however, so feel free to deviate to whatever feels good for you.
-
1. Start Krugs, and smite the big Krug when it spawns for the stun it provides
2. Clear Red Buff, using your passive effectively (weave autoattacks between spells)
3. Gank mid if possible. If you get the kill then clear blue and give it to midlaner
4. If you did not kill mid, clear blue and either gank top or recall to buy stalkers
Red Side:
-
1. Start Gromp, smite it for the poison buff
2. Clear blue buff with AA weaving
3. Clear red buff
4. Gank or recall and buy stalkers
These jungle routes are not set in stone however, so feel free to deviate to whatever feels good for you.
Tricks
- Wardhopping is very key to being good at Lee Sin. Using your Safeguard to jump to a Stealth Ward is very important if you want to be better at Lee Sin because it greatly increases his mobility. Credits to ShakeDrizzle (a high elo player who is very good at Lee Sin) for making this wardhopping guide.
- It is always easier to hit a Sonic Wave on someone who is slowed by Cripple. To do this, try engaging with Safeguard, and then using Tempest on them so you can use Cripple. When they are slowed, throw a Sonic Wave, and wait until they use an escape, then use your Resonating Strike. If your laner follows up properly, this can very easily result in a kill.
Combos
Gank Combo:
1: Safeguard >> Tempest >> Cripple >> Sonic Wave >> 2 autoattacks >> Resonating Strike
2: Sonic Wave >> Resonating Strike >> autoattack >> Tempest >> Cripple >> Safeguard to Stealth Ward to catch up to low enemies
Level 6 Displacement Combo:
1: Safeguard >> Tempest >> Cripple >> Sonic Wave >> Resonating Strike >> Flash >> Dragon's Rage
2: Sonic Wave >> Resonating Strike >> Safeguard to Stealth Ward /or/ Flash >> Dragon's Rage
All-in Combo:
1: Safeguard >> Iron Will >> autoattack >> Sonic Wave >> autoattack >> Dragon's Rage >> Resonating Strike >> 2 autottacks >> Tempest >> 2 autoattacks >> Cripple >> chase with autoattacks and Sonic Waves and Resonating Strikes
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