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Lee Sin Build Guide by umadtrollman

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League of Legends Build Guide Author umadtrollman

Lee sin - The Bruiser Tank AD/AP Support Assassin Carry Jung

umadtrollman Last updated on July 1, 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: 9

Honor Guard

Defense: 21


Utility: 0

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Welcome to my first ever guide! My name is umadtrollman, but don't be Deceived because this isn't a Shaco guide *Budum Tschhh*. ANYWAY, Lee Sin is an extremely strong jungler that specialises in many areas such as counter jungling, skirmishes, getting around the map quickly and being an annoyance to the enemy team . He is a very unique champion as he has 7 abilities. Due to this he can be VERY difficult to master and get used to. Please do not downvote without giving any constructive criticism.

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Pros / Cons


  • Great Mobility
  • Strong Counter Jungling
  • Great 1v1 potential/skirmishes
  • Great escape
  • Uses energy
  • Great attack speed steroid
  • Great Gap Closer
  • Great CC
  • Good Sustain
  • Insane Early Game


  • Weak Late Game
  • Can be quite item dependent
  • Has been nerfed a lot (but still remains very strong)
  • Very hard to master
  • Very hard to recover from a bad early game
  • Almost forced to build tanky

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I like to run:


Greater Mark of Attack Damage

Greater Seal of Armor

Greater Glyph of Scaling Magic Resist

Greater Quintessence of Attack Damage

I run attack damage marks and quints due to the fact that Lee Sin's scalings on his abilities are really good and in my opinion getting armor pen marks or quints would just be a waste of insane damage early game and a great clear time in the jungle, but it's a matter of opinion.

I get armor seals since there aren't any better replacements and just 'cause they help you survive a lot better in the jungle.

The same goes for scaling magic resistance glyphs.

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I usually go 9/21/0 because this way you survive in the jungle a bit longer plus with the tanky way I build I become almost invincible. Nevertheless, you can go 21/9/0 if you want to go a bit more assassin-like and if most of your team is already quite tanky.

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Summoner Spells

Flash is awesome on Lee Sin. It acts as an escape, and it also allows you to make some sick plays with your Sonic Wave and Dragon's Rage.

As a jungler Smite is a MUST. There is NO replacement. Smite or GTFO.

Exhaust can be used instead of Flash as it can allow you to get First Blood if used effectively. You can also use it if you are thinking of counter-jungling a lot as it will help you in 1v1s against the enemy jungler, but I think that Flash is a better choice.

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Ability Explanation

Flurry is Lee Sin's passive.
After Lee Sin uses an ability, his next 2 basic attacks within 3 seconds gain 40% Attack Speed and return 15 energy each.
This is a brilliant passive. The steroid allows you to clear the jungle and win skirmishes if used correctly. To use this passive effectively you want to even out your abilities and basic attacks.
For example;
Sonic Wave -> 2 Basic Attacks -> Resonating Strike -> 2 Basic Attacks -> Tempest -> etc.

This is Lee Sin's Q.
Sonic Wave: Lee Sin projects a discordant wave of sound to locate his enemies, dealing 50 / 80 / 110 / 140 / 170 (+0.9 per bonus attack damage) physical damage to the first enemy it encounters and revealing them for 3 seconds. If Sonic Wave hits, Lee Sin can cast Resonating Strike within the next 3 seconds.

Resonating Strike (30 energy): Lee Sin dashes to the enemy hit by Sonic Wave, dealing 50 / 80 / 110 / 140 / 170 (+0.9 per bonus attack damage) physical damage plus 8% of their missing health as physical damage.

This ability can be used as a gap closer, an escape and as an initiation ability. If you learn to hit Sonic Wave then you will be an unstoppable Lee Sin. When ganking use Sonic Wave, wait for the enemy to Flash and then use Resonating Strike to catch up to them.
Another handy tip when in the jungle, is when you are taking Blue / Red Buff use Sonic Wave when it's on a 1/4 HP, Smite it and use Resonating Strike to maximise your damage since Resonating Strike scales of 8% of the target's missing health. ONLY DO THIS IF YOU ARE 100% POSITIVE THAT THE BUFF WON'T BE STOLEN

This is Lee Sin's W.
Safeguard: Lee Sin rushes towards a target ally, shielding them both for 40 / 80 / 120 / 160 / 200 (+80% of ability power) for the next 5 seconds. After using Safeguard, Lee Sin can cast Iron Will for the next 3 seconds.

Iron Will (30 energy): Lee Sin's intense training allows him to thrive in battle. For 5 seconds, Lee Sin gains 5 / 10 / 15 / 20 / 25 % lifesteal and spell vamp.

This ability allows you to survive in the jungle a lot better. The shield it gives allows you to take a bit more damage. Although the small amount of lifesteal Iron Will gives may seem useless, the lifesteal can determine whether you live or die. What about the spell vamp? you may ask, surely it is completely worthless. Not quite. The spell vamp Iron Will offers works on your Smite, and since it does true damage to monsters and minions, you can heal quite a large amount.
Something to note as well, is that you can Safeguard to minions, allies and wards. You can do this to escape or to get a clear shot at hitting your Q. Enabling smartcast on your W is recommended.

This is Lee Sin's E.
Tempest: Lee Sin smashes the ground sending out a shockwave that deals 60 / 95 / 130 / 165 / 200 (+1.0 per bonus attack damage) magic damage and reveals enemy units hit for 4 seconds. If Tempest hits an enemy, Lee Sin can cast cripple for the next 3 seconds.

Cripple (30 energy): Lee Sin cripples nearby enemies revealed by Tempest, reducing their Movement and Attack Speed by 20 / 30 / 40 / 50 / 60 % for 4 seconds. Movement and Attack Speed recover gradually over the duration.

This ability is underestimated in my opinion. It offers magic damage that scales off AD. Come on! How OP is that? The slow and attack speed debuff that Cripple gives will Garentee you a kill if you get into a 1v1 against an enemy jungler. When ganking, the best thing to do is opening the gank up with Tempest / Cripple, and this will make landing Sonic Wave a hell of a lot easier.

This is Lee Sin's ultimate / R.
Lee Sin performs a powerful roundhouse kick launching his target back 1200 units, dealing 200 / 400 / 600 (+2.0 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.

This is one of the hardest ultimates to master in the game at the moment. This ability can be used to focus enemies, evade chases and to kill steal (securing kills). The most popular and most useful use for this ability is kicking the enemy (usually the carry) back into your team.
The way you do this is; Hit Sonic Wave on an enemy -> Resonating Strike to them -> Ward Jump or Flash behind them -> Dragon's Rage back into your team. This combo is not only super effective but it also looks pretty damn cool.

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Skill Sequence

You can max any ability first; Sonic Wave / Resonating Strike if you want to do a lot of damage to single targets when ganking or just clearing the jungle since single target damage has become a lot more useful in the season 3 jungle. If you are finding it difficult to land this ability DO NOT max it.

You can max your Safeguard / Iron Will for imba sustain and great survivability from the shield it gives.

Or you can max Tempest / Cripple first if you're ganking a lot or counter-jungling and are getting involved in a lot of 1v1s against the enemy jungler such as Vi, Hecarim or Tryndamere who depend quite a lot on their basic attacks since it offers a decent slow and attack-speed de-buff to the enemy.

I personally max Sonic Wave / Resonating Strike first because I just simply prefer the insane single target damage and gap closer that this skill gives.

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There are many ways you can build Lee Sin which is really good, but the important thing is knowing what to build and when to build it. This only comes with experience but I will try to give you recommendations on what items to use for Lee Sin.

Starting Items

These are the standard jungling items. I wouldn't recommend using anything else.

Early Game

Although this is quite expensive, it's the only damage item you're going to purchase early game, and early game is extremely important for Lee Sin. Only get this if you're doing really well.

The new changes to Wriggle's Lantern made this item a lot more viable for Lee Sin but I personally prefer Spirit of the Elder Lizard. Get this item if you're behind, if not then just get Spirit of the Elder Lizard.

I think this is the best option for Lee Sin because it gives the small bit of magic resist and the 35% Reduction on any Crowd Control effects cast on him. This allows him recover from any stuns, slows ect quicker and catch up to the enemy a lot faster.

The Ruby Sightstone is a perfect item for Lee Sin as it gives him more mobility (ward jumping), map control and that extra bit of HP. You don't have to build the Ruby Sightstone straight away, so instead you can just purchase the Sightstone and purchase the upgraded version Late game.

Mid Game

Team fights start to erupt from all places on the map which is why you'll want to get this sexylicious item. It makes you tanky and it makes everyone on your team who are near you a bit tanky too. What's not to love? If the support gets an Aegis of the Legion too then you and the support become even tankier. I would not usually upgrade to the Runic Bulwark until Late Game.

This is a more bursty support item, it gives you some needed health, some cooldown reduction which is very good on Lee Sin and an AOE shield when activated. I would usually get this when I'm far behind because this item is a bit cheaper than the Aegis of the Legion.

I get this every game because the 1000 HP and Health Regen you gain from it makes you really tanky.

Late Game

There are many different items you can get Late Game so choose what you think is best in your situation.
You should get this when the enemy team has even amounts of AD and AP. The armor, the health and passive are really nice.

Get this if the enemy AD carry is fed or if they just have a lot of AD champions on their team. The passive and active make the item ridiculously good in teamfights.

Get this item if the enemy team has a lot of armor. The Black Cleaver will give you a nice bit of health,cooldown reduction and armor pen that will reduce the enemy's armor and allow your AD carry to do a bit more damage.

This is a more greedy version of The Black Cleaver but there are times when you need to do the damage.

This is a great item it offers good magic resist, some nice AD and a really strong passive. You should get this if they have a bursty AP carry.

The Mercurial Scimitar can replace the Maw of Malmortius if you get CCed a lot since the passive offers a similar but weaker active to Cleanse in which you remove all debuffs from yourself for 1 second.

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Early, Mid and Late Game

Early Game

You're job is to gank and destroy the enemy jungler by counter jungling as much as you can, but at the same time farm. You must make the plays early game or you'll fall behind. Knowing when to gank and when to farm is crucial early game and can only be understood and learned from experience. You'll want to control your buffs all the time or you'll fall behind on levels and gold especially with the new jungle changes.

Mid Game

You will definitely feel a bit weaker coming into mid game which is why you will want to build support items like Aegis of the Legion and the Locket of the Iron Solari. Your main focus is to initiate on the enemy carries and make their life hell and at the same time protecting your own carries. This is the stage of the game where you really have to take control of Dragon and Baron so make sure you have a ward or two and make sure you have Smite up to secure or steal the Dragon / Baron . You should begin using Dragon's Rage to focus carries by kicking them back into your own team.

Late Game

At this stage you should be a tanky mofo, so make sure you're the one taking the damage, no one else. You should be the one initiating on the team due to your tankiness and great Q -> Q -> W to Ward / Flash -> R combo. Now Lee Sin to me, you should always stay with your team, not wander off and take Wraiths while your team is being destroyed by a enemy Varus. If you do fall behind it will be extremely difficult to come back after a bad early/mid game as Lee Sin so try playing really cautiously and try not jumping in like a fool with your Sonic Wave / Resonating Strike.

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The End

It's been really fun doing this Guide. I hope you learned something from it and I hope to update this guide regularly. Please feel free to give me tips on how to improve this guide. Don't downvote without giving constructive criticism.

Thank you for reading!