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Lee Sin Build Guide by Joxuu

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League of Legends Build Guide Author Joxuu

Lee Sin - The Flying Monkey // Items 3/9 (Updating coding)

Joxuu Last updated on October 3, 2013
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Jungle Role
Ranked #18 in
Jungle Role
Win 49%
Get More Stats

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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Yo guys, It's Joxuu here and I'm proud to introduce you my second build guide, this time
about Lee Sin. I have spent lot's of work for this guide and also for my "Renekton Chop Chop their healths away", if you want to check it out.
I find Lee Sin an amazing jungler and also laner, so it's deffinately worth of at least trying him out, if he's free on some week and I can also highly recommend you to buy him.

I have played him quite a while now and I've really got awesome results with the builds above, but it may not fit for everyone. It is quite agressive build and not really meant for soloing, but I will mention how to play defensive in the guide.

Champion Spotlight

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Lee Sin's Background

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.

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Pro's & Con's

Pros / Cons


+ Awesome Jungler & Counter-Jungler
+ Good sustain
+ Good overall damage
+ Uses Energy, so no mana problems
+ Awesome in early game


- Kinda squishy
- Hard to hit with abilities
- Not that good late-game
- Silence destroys him
- Hes blind

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Greater Mark of Attack Damage

Greater Seal of Armor

Greater Glyph of Scaling Magic Resist

Greater Quintessence of Attack Damage
Greater Mark of Strength Pick this simply, because it gives much more damage early game.
Greater Seal of Resilience This will help you lane and get those minion kills, also helps later on, at late game.

Greater Glyph of Shielding Same as above. Will give you sustain, especially against team with a lots of AP carries and it helps against those minions also.

Greater Quintessence of Strength This will give you a lot of damage in early game along with the masteries and Mark of Attack Damage You must have it on early-game champions.

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The mastery is for damage for early game and some defensive
for some early-game defense, not much of it, but they do help.
Those will relief the early game squishiness, if you're not going for more defensive build.



Almost the same as above, it's for damage and some defense, but you can spot few differences.
Butcher , Tough Skin , Bladed Armor with hp regeneration, are more useful in jungle, than in normal mastery build.

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Summoner Spells

Here is a list of choices worth of considering for Lee Sin. Others I don't find as necessary.

Summoner Spells

This really blackouts enemies during duels and helps chasing enemies a lot. It also makes your Sonic Wave / Resonating Strike hit easier, while the enemy is slowed so you can burst him.
Well I guess it's not even needed to explain this spell, certainly must have for a jungling build. It's the bread and butter of jungling.
This helps you for the last hits against champions for the kills early-game and why not late-game ?

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Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18


Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Some may prefer more defensive build like for soloing. You should max out Safeguard / Iron Will first then and the rest are actually pretty much up to you and the situation you are in.
Flurry: After Lee Sin uses an ability, his next 2 basic attacks within 3 seconds gain 40% Attack Speed and return 15 energy each.

Very important skill on Lee Sin. It's important in maintaining your energy, and maximizing damage from auto attacks. This is especially important in the jungle, assuming you don't have blue, you need to cast a spell, attack twice, cast another spell. This will maximize your damage output over time as well as keep your energy up.

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 is REALLY good! I mean just take a look at the damage at level 1. It can make enemies Flash completly useful, but just keep in mind the cooldown. Also the 10% dmg per health missing is just amazing with the stuff mentioned above. This makes Lee Sin "The Flying Monkey" It can also be used to escape from enemies and get to jungling spots more effectively.

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 / 9 / 13 / 17 / 21 % lifesteal and spell vamp. He also gains 10 / 15 / 20 / 25 / 30 armor.

This gives Lee Sin he's sustain. Safeguard / Iron Will can be used to dash to minions, friendly champs, yourself and wards, so it can be used for ward jumping (read next chapter), because you can dash trough walls.
It can get your healths back up quickly.

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 30 / 37.5 / 45 / 52.5 / 60 % for 4 seconds. Movement and Attack Speed recover gradually over the duration.

Very strong ability on AD carries and you can max this earlier, if you are facing opponent like Tryndamere.
The slow and the attack speed reduce are just amazing. Cripple has longer range than Tempest, so keep that in mind. This will really help you chase down enemies, escape or just make their attempts to kill you useless.

Dragon's Rage: 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 does a bunch of damage! 600 damage (+2.0 AD) when maxed. That's insane with the cooldown when maxed.
You can land your kicks to get kill, save yourself or teammate and keep in mind that if you kick a champion and he collides with other champions, they are knocked up and take damage also. Very useful in team fights.

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Items // This needs to be updated. Will do in near future.

Core Items

Item Sequence

Mercury's Treads

Trinity Force

Warmog's Armor

Atma's Impaler

Your main jungling item and it's simply must have. Get it as fast as you can,
because it's passive (20% chance to deal 425 dmg to minions) helps you jungle a lot faster.
After this item, you don't really need to worry about your health, since Safeguard / Iron Will and this item will give you really nice lifesteal. Wriggle's Lantern also gives nice amount of early damage and armour. Also The active allows you to place sight ward every 3 minutes and that's really nice, especially because of ward jumping!

I love these boots, but they're also costly. It gives you early magic resistance until you hit later game, where you can plan your items. These boots are also very useful in team with a lot's of stuns, fears etc. because you get 35 tenacity.

It's a very nice item for Lee Sin, because of he needs every stat it offers, the movement speed reduction is really nice for chasing people ---> Ganks are more efficient and the most important, 150% damage on cast! That's just amazing.

This gives Lee Sin a lot sustain and this works really well with Atma's Impaler, so if you get Warmog's, go for atma's. You should be able to stack it's passive quite nicely.
This item also kinda makes Atma's Impaler a core item also.

Situational Defensive items

You can consider these, if you don't like the items above, or they don't fit for the situation. I will shortly explain few items.

You can buy these boots instead of Mercury's Treads, if you are facing AD focusing team, but not otherwise. They're just not worth it.

You may not want to save up for Trinity Force and this is the item to replace it.
It gives you nice amount of health for sustain and passive slow. Really helps you out while chasing enemies with the possible buffs you have.

Awesome item against ap carries, just like Force of Nature, but this item also gives you attack damage and a shield that takes up to 400 damage magic damage. This will really save your life!

Other Defensive items

You can consider these, if you don't like the items above, or they don't fit for the situation. I will shortly explain few items.

Buy this for the same reason as you would buy Ninja Tabi.
Really awesome counter against AD focusing team, who are stacking attack speed.
Champions like Tryndamere, Xin Zhao, Vayne etc. really hate this item, because it debuffs their attack speed quite a lot.

Pick if you are facing AD team, with lot's of champion who deal high DPS damage. They will find themselves taking bunch of damage from Thornmail's passive.

If you really want to charge in the fights and you're facing AD-AP team, without lot's of sustain. The passive which can save your life many times is very useful and if enemy team is targetting you, the better it is for your team, because this gives your team bunch of time to kill your opponents while they're smacking you without grabbing a kill.

Situational and other offensive items

I explained most of the semi-aggressive items in defensive items, so I don't find it useful to type them once again, so I'll just get straight to it and mention other offensive items also after The Bloodthirster

Really nice item, which gives you even more lifesteal along with Wriggle's Lantern and Safeguard / Iron Will, but it's mostly for it's damage. This item also has potential for later on, because it's passive grants you even more AD and lifesteal up to a cap.

Awesome early-game item, buy this really early, for the nice armor penetration and cooldown reduction. Also consider, if you're facing tank in your lane.
NOTE: This is a laning item, I don't see it useful for jungler.

Simply pick this if you are facing tanky team. That armor penetration is just insane and it's attack damage is not bad either.

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Basic combo when ganking and generally is > > >

Explanation; You close the gap first > Kick the enemy towards your side, so he cant escape to turret > Dash to your minions / selfcast for some extra armour > Slow your enemy and finish him off with your basic attacks or just do the abilities all over again.

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Ward Jumping

Simple explanation.
You set your ward, possibly over a wall and use your Safeguard / Iron Will to dash to it. This allows you to go trough wall and escape / attack your enemy. Here is a simple video and credits from it goes to "Ryanjh29"

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Lee Sin is really amazing jungler, because of hes abilities, which allow him to clear camps really fast, give himself sustain and good chances for picking up a gank kill, if used properly.


(First of all, gank always, when you can!)


Outdated below;

I usually go for

-Wraiths ( Do first hit so minions don't start running with Tempest / Cripple do 2 basic attacks, then activate second part of the ability. If you're getting a pull )
-Red ( Get a pull, use your Smite )
-Tiny Golems ( Possibly gank before or after, in that case pick Sonic Wave / Resonating Strike, but normally go for Safeguard / Iron Will )
-Clear the rest camps

You can also do like this

-Blue (Get pull)
-Tiny Golems

Here is a video, credits to stonewall008

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Focus on last hitting and you can play quite aggressive, because your Safeguard / Iron Will grants lifesteal. You can either solo or play with teammate, but it's better to solo than go with teammate in my opinion, but you can do so also.
Use shield on your teammates often and you're slow can really help you and your teammate to harass and pick up the kills.
When you get to level 6 and get your Dragon's Rage, try to use it as often as possible, because it's cooldown isn't very high and it's really effective. Try to kick your opponent towards your allie or to your tower, if you are soloing.

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Team Work

In Team Fights, you're not supposed to Sonic Wave / Resonating Strike in, because that would leave your team 4vs5 since you will most likely get killed in second. Instead play smart.
Use your Sonic Wave / Resonating Strike on enemies who have stealth, like Twitch, Evelynn. Shield your allies taking focus with Safeguard / Iron Will.
Try to use your ultimate Dragon's Rage to kick 1 opponent to your teammates, leaving enemy team 5vs4.
Try to land Sonic Wave / Resonating Strike to escaping enemy, then slow him down with your Tempest / Cripple or try to use it generally, to slow most of the enemy team, but you will usually be focused if you get too close.

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Picture and Screenshots

Unfortunately, I do not have many of those yet, but if you want, I can put your picture here under your name of your gameplays. I will also myself add screenshots later on.
Here is my first gameplay with Lee Sin
(So big that its blurry, if put in IMG mode, so here's link instead)

here is a nice score from cruxes:

and from Kandler16

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-Edited Summoner Spells chapter
-Edited Pro's & Con's section
-More in-depth explanation in laning
-Working on more in-depth with team work

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Thanks to Jhoihoi once again for helping me out with coding!

I'm hoping for constructive comments how to improve my guide, instead of just the vote :)
I hope you liked it and you're going to give it a try, possibly a like. I'm still working on the guide for small improvements. I will add "Pictures, Changelog" if I improve something or I get screenshots of your scores with Lee Sin

Thank you in Advance!