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Lee Sin Top: Guide to getting that first blood and onwards
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Lee Sin Top
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Introduction

Hey, and welcome to my guide! I play Lee Sin quite a lot whether it be in the jungle or top lane, and I've made this guide to help you secure that early first blood. Lee has a ton of early game damage with a % HP damage Q that can help you deal tons of damage. Lee also has a decent escape for ganks which can also be used to engage on your opposing laner, and an AOE ability which deals magic damage but scales off AD, giving you more options if the opposing laner stacks armour. Lee does tend to fall off late game if you aren't able to snowball early, or if you cannot reach the key members of the enemy team in their back line. However with a




Pros:
Makes squishies explode
Somewhat hard to gank
Can deal with armour
Cons:
Most abilities require you to be in close range of the target
No form of tankiness without items
Requires practice, time and skill
What runes and why I take them
Quints:

Marks:


Seals:

Glyphs:

What you could take instead:
Quints:
greater quintessence of armor penetration gives a lot of armour pen if you need it badly against a hard armour builder (eg.



Marks:
greater mark of armor penetration helps a lot against early armour stackers.
Seals:



Glyphs:





What masteries and why I take them
Offensive tree:












Defensive tree:








The items I build and why
Early:
The







The









Boots:






















Middle/lategame purchases:

































































Youmuu's:













tl;dr - don't buy this item.
Overall notes:
See the chapter Wardjumping for an explanation of buying the

Typically your build should contain:
Offensive Item
Offensive Item
Offensive Item
Offensive Item
Defensive Item
Or..
Offensive Item
Offensive Item
Offensive Item
Defensive Item
Defensive Item
This is the skill sequence I take most of the time when I play




















What spells I take and why
Onto spells. The typical assassin combination is










tl;dr - take these


Wardjumping, sightstone, and walls
I decided to devote a chapter to wardjumping specifically. In case you didn't know, wardjumping is the act of placing a ward and using




Explanation of buying the
Ruby Sightstone:








List of walls that you can
Safeguard to a ward through:
(If I missed any, feel free to notify me)
- Some parts of blue buff camp
- Some parts of red buff camp
- Golem camp
- Wraith camp
- Wolves camp
- Wight camp
- Wall by wolves camp, nearing enemy/own base
- Wall by Wight camp, nearing enemy/own base
- Wall by Golem camp, nearing top/bot lane
- Wall by red buff/wraith camp, nearing enemy/own base
- Wall by blue buff camp, next to brush (typical invade path or

- Baron pit
- Dragon pit
- Mid-lane, wall by river brush (both sides)
- Bot-lane, tri-bush to lane (purple side)
- Bot-lane, near tri-bush to entering river brush (purple side)
- Bot-lane, if you are high enough up the wall by tri-bush (blue side)
- Top-lane, near tri-bush to entering river brush (blue side)
- Top-lane, walls entering lane (seperating jungle from top, entrances) (purple side)
- Top-lane, wall near Wight camp and entrance to blue buff camp (blue side)
- Wall between top/bot lane, where inner turret is located (both side)
The wards you can jump to, what items they're from, etc:









This is your crucial area. The early game of
Lee Sin is what decides whether you become a monster later or just a tool to dragons rage away the enemy team to disengage or protect your carries. Note that you're still deadly to encounter solo by the enemy ADC, and you should kill them (unless they're 15/0/_ ). In early game, you must go for the kills. You will win the 1v1's if you play them right; dodge skillshots through sidestepping or
Safeguard, hit the
Sonic Waves, dragons rage in the right direction, successfully kill your opponent. Sometimes you won't be able to do it alone; if so ask your jungler to help. That enemy
Kayle with 5 kills and 2 levels over you isn't just going to let you kill her. Roam to mid every now and then when your opposing laner has recalled; assists still give you money to buy your snowballing items. And remember- even if you don't do well, to win a game you complete objectives, not get the highest K/D/A. First the tower, then dragon, then second tower, third, baron, inhibitor, and eventually the enemy nexus.











While you are able to carry the game by yourself, you are not a 'carry' laner. You probably won't deal as much damage as your fed mid laner or ADC. Remember this.
The typical
Lee Sin combo is
Sonic Wave,
Resonating Strike into a
Safeguard behind your opponent and then dragons rage to knock them backwards into your team or over a wall, or just towards you. This is actually more difficult to pull off as it seems; you have to time your
Safeguard right, place your ward right and then dragons rage in the correct direction. And of course you've got to hit the
Sonic Wave in the first place. Here's a list of all the combinations I know of, all of which include the use of dragons rage:
4 move combinations (without
Flash):
Sonic Wave->
Resonating Strike->
Safeguard-> dragons rage
Safeguard-> dragons rage->
Sonic Wave->
Resonating Strike
Sonic Wave->
Safeguard-> dragons rage->
Resonating Strike
3 move combinations (without
Flash):
Sonic Wave-> dragons rage->
Resonating Strike
dragons rage->
Sonic Wave->
Resonating Strike
Sonic Wave-> dragons rage->
Resonating Strike
Combinations with
Flash:
Sonic Wave->
Resonating Strike->
Flash-> dragons rage->
Safeguard
(note that
Flash can be swapped with
Safeguard)
Flash->
Safeguard-> dragons rage->
Sonic Wave->
Resonating Strike
Sonic Wave->
Safeguard->
Flash-> dragons rage->
Resonating Strike
Sonic Wave->
Flash-> dragons rage->
Resonating Strike
Note that none of these are using
Tempest/
Cripple because these abilities should be used after completing the combination.






4 move combinations (without










3 move combinations (without



dragons rage->




Combinations with





(note that













Note that none of these are using


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