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Lee Sin Build Guide by stealthy4u

Lee Sin the Iron Cannon

By stealthy4u | Updated on November 20, 2011
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9 Comments
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Array ( [display_name] => [champion_id] => 73 [skin_id] => 0 [summoner_spell_builds] => Array ( [0] => Array ( [display_name] => [summoner_spell_ids] => Array ( [0] => 14 [1] => 5 ) [description] => [display_order] => 1 [summoner_spells] => Array ( [0] => Array ( [summoner_spell_id] => 14 [client_id] => 4 [display_name] => Flash [url] => flash [description] => Teleports your champion toward your cursor's location. [icon] => Spell_SummonerFlash.png [level] => 8 [cooldown] => 300 [range] => 425 [is_classic] => 1 [is_dominion] => 1 [is_deprecated] => 0 [is_deleted] => 0 [comment_count] => 36 [last_comment_ts] => 2018-09-12 12:27:03 ) [1] => Array ( [summoner_spell_id] => 5 [client_id] => 11 [display_name] => Smite [url] => smite [description] => Deals 390-1000 true damage (depending on champion level) to target monster or enemy minion. Does not trigger spell effects. 15 second cooldown. Smite regains a charge every 90 seconds, up to a maximum of 2 charges. Smiting large monsters grants a heal for 70 (+10% max health). Smite can also be upgraded by purchasing Stalker's Blade or Skirmisher's Sabre. [icon] => Spell_SummonerSmite.png [level] => 10 [cooldown] => 90 [range] => 500 [is_classic] => 1 [is_dominion] => 1 [is_deprecated] => 0 [is_deleted] => 0 [comment_count] => 15 [last_comment_ts] => 2018-07-13 23:38:51 ) ) ) ) [item_builds] => Array ( ) [ability_builds] => Array ( [0] => Array ( [display_name] => [ability_ranks] => Array ( [0] => 3 [1] => 1 [2] => 2 [3] => 3 [4] => 1 [5] => 4 [6] => 1 [7] => 3 [8] => 2 [9] => 3 [10] => 4 [11] => 1 [12] => 3 [13] => 1 [14] => 2 [15] => 4 [16] => 2 [17] => 2 ) [description] => [display_order] => 1 ) ) [threats] => Array ( ) [champion] => Array ( [champion_id] => 73 [display_name] => Lee Sin [url_str] => lee-sin [title] => The Blind Monk [key] => [description] => 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 [spotlight_embed_url] => http://www.youtube.com/watch?v=e6SleHuJjLo [role] => Fighter [defense_rating] => 5 [magic_rating] => 3 [attack_rating] => 8 [difficulty_rating] => 6 [damage_rating] => 3 [mobility_rating] => 3 [cc_rating] => 2 [toughness_rating] => 2 [utility_rating] => 1 [health] => 571 [health_increase] => 0 [mana] => 0 [mana_increase] => 0 [movement_speed] => 345 [armor] => 24.2 [armor_increase] => 0 [magic_resistance] => 32.1 [magic_resistance_increase] => 0 [attack_damage] => 61.2 [attack_damage_increase] => 0 [critical_strike] => 0 [critical_strike_increase] => 0 [health_regeneration] => 7.4 [health_regeneration_increase] => 0 [mana_regeneration] => 0 [mana_regeneration_increase] => 0 [attack_range] => 125 [attack_speed] => 0.651 [ability_power] => 0 [ability_power_18] => 0 [attack_speed_18] => 0.983 [health_18] => 2016 [mana_18] => 0 [movement_speed_18] => 345 [armor_18] => 87.1 [magic_resistance_18] => 53.4 [attack_damage_18] => 115.6 [critical_strike_18] => 0 [health_regeneration_18] => 19.3 [mana_regeneration_18] => 0 [attack_range_18] => 125 [tip_playing_as] => * Use Sonic Wave before Dragon's Rage so you can chase the target with Resonating Strike. * Take advantage of Flurry by weaving in basic attacks between spell casts -- this maximizes damage output and minimizes energy loss. * Self-casting Safeguard and using Iron Will are powerful tools for killing neutral monsters (in the jungle). [tip_playing_against] => * Stay spread out to minimize the impact of Lee Sin's ultimate, Dragon's Rage. * Lee Sin has powerful tools to combat physical damage in Iron Will and Cripple but he is still vulnerable to magic damage. * Lee Sin relies heavily on following up with his abilities. Use disables to prevent him from chaining together his abilities and attacks. 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[ranked_description] => After Lee Sin uses an ability, his next 2 basic attacks within 3 seconds gain 40% Attack Speed and return {20/30/40} and {10/15/20} energy respectively (at levels {1/7/13}). [description] => [icon] => [cooldown_rank_1] => 0 [cooldown_rank_2] => 0 [cooldown_rank_3] => 0 [cooldown_rank_4] => 0 [cooldown_rank_5] => 0 [cooldown] => 0 [cost_rank_1] => 0 [cost_rank_2] => 0 [cost_rank_3] => 0 [cost_rank_4] => 0 [cost_rank_5] => 0 [cost_type] => mana [attack_range] => 0 [range_rank_1] => 0 [range_rank_2] => 0 [range_rank_3] => 0 [range_rank_4] => 0 [range_rank_5] => 0 [keybind] => Passive [video_url] => https://lolstatic-a.akamaihd.net/champion-abilities/videos/mp4/0064_01.mp4 [display_order] => 0 [range_type] => self [target_type] => passive [comment_count] => 2 [is_deleted] => 0 [is_deprecated] => 0 [last_comment_ts] => 2012-09-28 07:40:47 ) [1] => Array ( [ability_id] => 370 [champion_id] => 73 [display_name] => Sonic Wave / Resonating Strike [unranked_description] => Sonic Wave: Lee Sin projects a discordant wave of sound to locate his enemies, dealing 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: Lee Sin dashes to the enemy hit by Sonic Wave, dealing physical damage plus 8% of their missing health. [ranked_description] => Sonic Wave: Lee Sin projects a discordant wave of sound to locate his enemies, dealing {50/75/100/125/150} (+1.0 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 {50/75/100/125/150} (+1.0 per bonus attack damage) physical damage, increased by up to 100% based on target's missing health. [description] => [icon] => [cooldown_rank_1] => 11 [cooldown_rank_2] => 10 [cooldown_rank_3] => 9 [cooldown_rank_4] => 8 [cooldown_rank_5] => 7 [cooldown] => 0 [cost_rank_1] => 50 [cost_rank_2] => 50 [cost_rank_3] => 50 [cost_rank_4] => 50 [cost_rank_5] => 50 [cost_type] => mana [attack_range] => 0 [range_rank_1] => 975 [range_rank_2] => 975 [range_rank_3] => 975 [range_rank_4] => 975 [range_rank_5] => 975 [keybind] => Q [video_url] => [display_order] => 1 [range_type] => self [target_type] => passive [comment_count] => 1 [is_deleted] => 0 [is_deprecated] => 0 [last_comment_ts] => 2012-02-20 09:21:01 ) [2] => Array ( [ability_id] => 371 [champion_id] => 73 [display_name] => Safeguard / Iron Will [unranked_description] => Safeguard: Lee Sin rushes towards a target ally, shielding him (and his target if it is a champion) from damage. If a shield is broken, half the energy cost is returned. 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 gains lifesteal, spell vamp, and armor. [ranked_description] => Safeguard: Lee Sin rushes towards a target ally, shielding him (and his target if it is a champion) for {55/110/165/220/275} {0.8} for the next 2 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 {10/15/20/25/30} % lifesteal and spell vamp. [description] => [icon] => [cooldown_rank_1] => 12 [cooldown_rank_2] => 12 [cooldown_rank_3] => 12 [cooldown_rank_4] => 12 [cooldown_rank_5] => 12 [cooldown] => 0 [cost_rank_1] => 50 [cost_rank_2] => 50 [cost_rank_3] => 50 [cost_rank_4] => 50 [cost_rank_5] => 50 [cost_type] => mana [attack_range] => 0 [range_rank_1] => 700 [range_rank_2] => 700 [range_rank_3] => 700 [range_rank_4] => 700 [range_rank_5] => 700 [keybind] => W [video_url] => [display_order] => 2 [range_type] => self [target_type] => passive [comment_count] => 2 [is_deleted] => 0 [is_deprecated] => 0 [last_comment_ts] => 2011-12-27 18:42:22 ) [3] => Array ( [ability_id] => 372 [champion_id] => 73 [display_name] => Tempest / Cripple [unranked_description] => Tempest: Lee Sin smashes the ground sending out a shockwave that deals 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: Lee Sin cripples nearby enemies revealed by Tempest, reducing their Movement Speed for 4 seconds. Movement Speed recovers gradually over the duration. [ranked_description] => Tempest: Lee Sin smashes the ground sending out a shockwave that deals {80/120/160/200/240} (+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 Speed by {20/30/40/50/60} % for 4 seconds. Movement Speed recovers gradually over the duration. Tempest does not reveal invisible targets. [description] => [icon] => [cooldown_rank_1] => 10 [cooldown_rank_2] => 10 [cooldown_rank_3] => 10 [cooldown_rank_4] => 10 [cooldown_rank_5] => 10 [cooldown] => 0 [cost_rank_1] => 50 [cost_rank_2] => 50 [cost_rank_3] => 50 [cost_rank_4] => 50 [cost_rank_5] => 50 [cost_type] => mana [attack_range] => 0 [range_rank_1] => 350 [range_rank_2] => 350 [range_rank_3] => 350 [range_rank_4] => 350 [range_rank_5] => 350 [keybind] => E [video_url] => [display_order] => 3 [range_type] => self [target_type] => passive [comment_count] => 2 [is_deleted] => 0 [is_deprecated] => 0 [last_comment_ts] => 2011-08-09 08:49:02 ) [4] => Array ( [ability_id] => 373 [champion_id] => 73 [display_name] => Dragon's Rage [unranked_description] => Lee Sin performs a powerful roundhouse kick launching his target back, dealing 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 and take extra damage. [ranked_description] => Lee Sin performs a powerful roundhouse kick launching his target back 1200 units, dealing {150/375/600} (+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 and take {15/18/21}% of the target's bonus health as physical damage. [description] => [icon] => [cooldown_rank_1] => 110 [cooldown_rank_2] => 85 [cooldown_rank_3] => 60 [cooldown_rank_4] => 60 [cooldown_rank_5] => 60 [cooldown] => 0 [cost_rank_1] => 0 [cost_rank_2] => 0 [cost_rank_3] => 0 [cost_rank_4] => 0 [cost_rank_5] => 0 [cost_type] => mana [attack_range] => 0 [range_rank_1] => 375 [range_rank_2] => 375 [range_rank_3] => 375 [range_rank_4] => 375 [range_rank_5] => 375 [keybind] => R [video_url] => https://lolstatic-a.akamaihd.net/champion-abilities/videos/mp4/0064_05.mp4 [display_order] => 4 [range_type] => self [target_type] => passive [comment_count] => 5 [is_deleted] => 0 [is_deprecated] => 0 [last_comment_ts] => 2013-01-19 14:19:54 ) ) [threat_counts] => Array ( [0] => 0 [1] => 0 [2] => 0 [3] => 0 [4] => 0 [5] => 0 ) [leaguespyStats] => Array ( [status] => 1 [data] => Array ( [champion] => Array ( [id] => 64 [mobafire_id] => 73 [name] => Lee Sin [url] => lee-sin [free_to_play] => 0 ) [lane] => Jungle [laneAlt] => Jungle Role [rank] => 33 [rankings] => 34 [rankingsCount] => 50 [winRate] => 50 ) ) ) 1

Spells:

LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Smite

Smite

LeagueSpy Logo
Jungle Role
Ranked #33 in
Jungle Role
Win 50%
Get More Stats

Intro





Hello Summoners!
PrettyStealthy here (add me if you like)
And this is how I play offtank jungle lee sin.
Please tell me what you think. Please don't downvote it unless you try it.
You will be surprised how well you might do.
(will be uploading a better game I havn't played lee sin very much lately, I am trying to find other characters for ranked games)
Sometimes it doesn't matter how well you play, your team can lose it!
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Pros/Cons

Pros:
Lee sin does excellent damage while being extremely tanky
Great early to mid ganks, with an explosive late game damage out put
Doesn't need to get that many kills, can easily transition to more tanky with this build
Incredible Gap closer

Cons:
Even with mercury's treads you are a bit vulnerable to stuns mid game especially if you open with your gap closer.
If the enemy team steals your blue you will most likely have a hard time with early ganks,
Example: You do a ton of damage to a taric and he stuns you and with the blue buff your q gets off of cooldown fast enough to pick him off before he gets to tower, without it, you just wasted valuable time.
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Summoner Spells

Smite is absolutely necessary for lee sin's jungle. And flash gives you escapability, and incredible ganking possibilities.
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Masterys

These Masterys will help you all around with jungling, ganks, and will help you do more damage while being extremely tanky late game.
Brute force adds 3 damage, this helps with early ganks (although not much, but still helps) and witch jungling in general. Butcher adds 4 damage to minions and monsters, meaning you do a total of 7 more damage than you would normally do against jungle creeps. Alacrity increases your attack speed by a flat 6%, this helps mainly with early jungling, your passive will make him attack very fast in the early game. Sorcery gives you 4% cooldown reduction, when added with the blue buff, that is 22% cooldown reduction. This will make for some great early ganks. Deadliness and Lethality make your crits stronger, and happen more often, this is great for early game. A random crit could mean the difference between someone getting away... and you getting a good gank. When Wriggles Lantern Wriggles lantern got nerfed, 18% lifesteal to 15% lifesteal, it became imperative that you get . Havoc adds 1.5% extra damage, and is a great help, in late game when you have 400 attack damage, that is an extra 6 damage. Sunder and Weapon Expertise , these add armor pen, which is great for jungling, and late game damage. Executioner this adds 6% damage done to enemies who have under 40% health, this is a great help during teamfights, making you able to kill their carry just that little bit faster. Lastly, Good Hands with only 1 point in this, it makes you come back to life 4% faster. This is a great thing if the enemy team gets an ace. You can be back faster and be able to stop them.
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Runes

The Greater mark of Desolation Greater mark of desolation will help you throughout the game, from jungle creeps and being able to penetrate their armor, or late game attacking someone without armor, and dealing nearly true damage.
The Greater seal of Resilience is also a great help throughout the game, whether it be in the early game so you take less damage from jungle creeps, or late game when it adds a few percentage points more of armor.
The Greater glyph of Shielding will be a great help late game, this will put your magic resist at level 18 at 101, without sacrificing gold or item space for it.
The Greater Quintessence of Desolation greater quintessence of desolation will add to your armor penetration making you even more dangerous late game.
The Greater Quintessence of Fortitude adds 52 health to you starting out, this is essential for jungling, and will help you throughout the early game wether it be taking buffs early, or having enough health for ganks.
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Items

The Items I have chosen bring together a extremely tanky, yet deadly set of items. Mix a lot of damage and a lot of health with lee sin and you get one dangerous jungle.
It is absolutely imperative that you get Atmas and warmogs , but frozen mallet could be exchanged if needed, and the infinity edge is easily changeable if needed too. If it calls for more damage in the late game, try switching out the frozen mallet with a trinity force for the 150% damage. You should get this much earlier in the build though. perhaps before the bloodthirster . But remember to get the bf sword for the bloodthirster before you get the trinity .
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Jungle Path

As lee sin you are a excellent jungler. If they do not have a jungler you want to get a blue, have mid leash and use your passive by using tempest attacking twice, then cripple and attacking twice. Once you get blue you should go with a standard wolf wraith and twin golem. If you have enough health and bottom is pushed under tower, try to gank. Your early game ganks you should be capitalizing on your q and slow . You want them to be at about half health when you engage. Start with a q , then jump into them, they will most likely flash as soon as you get there so be sure to e as soon as you hit them so you can slow them even after they flash . Don't worry about auto attacks at this point, unless they are pretty beefy early game another q should finish the job before they even get to their tower. After this you should of course b , when you get back you should try to finish your madreds razor madred's razor, if you cannot it is ok, just head on over to wolfs and then wraiths. After this you should hit red then twin. After twin you should be almost level 6 if you have been ganking enough. After level 6 your entire gank strategy changes, you want to now q into them and slow , but at this point instead of just finishing them with your q (because it won't do the job at this point) you should flash in front of them after you slow them and ult them back into your teammates. Don't worry about getting the kill, you will get plenty later. By level 8 you should have taken dragon, but if you havn't do so now. After the early and early mid game the jungling is not as important, just try to keep the buffs clear on there side, and ward your buffs as needed.
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Counter Jungle

Counter jungle can be stopped many ways, through fear of getting ganked, or from fear of losing their jungle. It really depends what character they are, someone like rammus I wouldn't say to actually fight because lets be honest 1 v 1 rammus isn't much fun when you don't do any damage. If a rammus is doing it, you want to have wards through the jungle, and when you see him coming call someone from a lane to help damage. If it isn't rammus you may be in luck because lee sin can take almost any champion on. What you want to do if it is someone like master yi is, let them think that they can steal your buff, sneak to the bushes right next to the buff, when it is low on health smite it, then q them, they will obviously flashsize=40 or use some escape method, this is fine you can just kick to them. At this point you should either slow them and autoattack until they are dead, or if it is after level 6, if you have flash flash in front of them and ult them back, or just slow them and run in front of them and ult them back. Remember that you can safeguardIron Will Safeguard / Iron Will. yourself, and that it gives you attack speed from your passive , and lifesteal from Iron WillIron Will Safeguard / Iron Will.
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Late Game Offtank

By late game you will notice a high amount of health and armor/magic resist. This will make you exceptional in team fights as you can pretty much one vs one anybody. You should try to take out their carry as soon as possible in every team fight. Remember to safe guardIron Will Safeguard / Iron Will yourself almost every encounter you get, the lifesteal you get from Iron Will, will make all the difference.
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When Laning Ends

At this point you should be fairly tanky and do enough damage to keep the jungle clear, and still able to be there in team fights. Try to be in front of your team at all times, remember that you can use safeguard to get away if they start to initiate and you aren't all ready.
League of Legends Build Guide Author stealthy4u
stealthy4u Lee Sin Guide
Lee Sin the Iron Cannon