Build Guide by Improved
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Lee Sin Build
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.
Welcome to my Lee Sin guide, "Lee, the Sinning Monk". The purpose with this build is to show you how I play Lee Sin. I try to get decent attack damage, attack speed, and surviability. Lee Sin not only got extreme offensive spells which can devastate your taget in a matter of seconds, but also got a nice utility, making rushing in and out of battles a breeze.
I hope that the community will come suggestions, feedback and ideas to improve the guide.
Pros / Cons
Great burst damage
Nice utility, can dash in and out
If enemy team is clumped up, your ult does INSANE AoE damage
Amasing escaper (Especially with ult, he can knock enemies through thin walls)
Can easily heal himself up if harassed in the lane
Can minimize anoying DPS'ers AS like with
Can detect stealth champs like with both Sonic Wave and Tempest
Easily locked down as he needs to be close to his enemies to deal full damage
Sonic Wave(Q) is a skillshot
Positioning is the most important thing with Lee Sin, especially with his Ultimate as he can safe enemies by knocking them past thin walls.
After Lee Sin uses an ability, his next 2 basic attacks gain 50% Attack Speed and return 10 energy each.
Sonic Wave / Resonating Strike
Sonic Wave: Lee Sin projects a discordant wave of sound to locate his enemies, dealing physical damage to the first enemy it encounters. If Sonic Wave hits, Lee Sin can cast Resonating Strike for the next 3 seconds.
Resonating Strike: Lee Sin dashes to the enemy hit by Sonic Wave, dealing physical damage plus 10% of their missing health.
Safeguard / Iron Will
Safeguard: Lee Sin rushes towards a target ally, shielding them both 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.
Tempest / Cripple
Tempest: Lee Sin smashes the ground sending out a shockwave that deals magic damage and reveals enemy units hit. 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 and Attack Speed for 4 seconds. Movement and Attack Speed recover gradually over the duration.
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.
Runes / Masteries.
Greater Mark of Desolation Greater Mark of Desolation
I choose Armor Penetration simply because that your spells do physical damage, and with The Black Cleaver you're going to get the non armor stacking enemy down to 0 armor, dealing true damage. Yes plz!
Greater Seal of Evasion
Although your range Q spell, you still need to reactiviate to get close and do some damage. It will cause some minion aggro, and with your W and ((Nimbleness)) you can get away safely to a safe position before finishing him off.
Greater Glyph of Focus
I personally like CDr glyphs on most champions. One of the main reasons on Lee Sin is because of his Spell Rotation. I usually initiate with (Q), which does addtionally 10% extra damage depending on how much health the target is missing, making it an awesome initiate, and last hit ability. As it does most damage when your opponent is low, it's always nice to last hit with it. tl;dr We want it ready asap after initiating.
I go 21/9/0, maximizing his damage output while getting extra dodge and dodge speedboost to decrease damage from mainly minions and early Master yi's.
I preffer Exhaust, as it helps me greatly against DPS'ers, and additionally with Cripple, right-click champions will be useless against you
Ghost is overall a nice summoner spell, although I feel that exhaust is much more suitable for me. Ghost got many uses, which is why it's a nice utility spell along with your kit.
I really like this spell, as it also have a few uses: Shutting down healing, such as Sadism, lifesteal stacking champ such as Warwick
I really wouldn't recommend it, but if you're comfortable with this spell and like tricking the enemies into towerdiving you, i guess this could be used.
If you're jungling, this is a must. However I would recommend getting if jungling.
If you like mobility around the map, go for it
You could get cleanse if you like playing very aggresive, but want to be able to GTFO if it should go wrong. Overall a decent summoner spell, however we got Mercury's Thread To take a chunk off the CC.
Element of suprise, Free Anti-Gank card, flash over wall, juke. Nice spell, but I don't like this spell on Lee Sin as he got quite alot utility.
What you shouldn't
You don't die, because you're Lee Sin, the Blind Monk. The cooldown is too long for it to be really usefull. Please, don't as theres much better choices.
It's a decent summoner spell, however I would recommnend a tank getting this.
You don't have mana, let a caster with mana get this.
It's been nerfed so much that it's almost useless. Much better spells to choose from.
A nice spell overall for map awareness, but you shouldn't really get this. You might be blind, but a support should get it.
I like the survivability from this, also, you're a fighter and needs to be able to take a few hits.
This sexy item, combined with your Armor Penetration runes will shred your target to 0 armor, dealing true damage to them, YES PLEASE!
The passive is really nice, combined with the active. additional CDr, Crit Chance, Movespeed, attackspeed. Really nice items for almost any melee DPS.
It gives abit of everything, making it a VERY nice item for Lee Sin. AP for a lil bit stronger shield, Crit chance, more movespeed, etc etc.
Attack speed, and a nice passive to eat thoose tanks alive.
More survivability, a little AD, and a nice slow to keep thoose running champs where you want them.
Notice, Lee Sin can spam his spells as much as he wants because of his passive, Flurry. However, you need to time them right, giving a 0,5 second delay between each skill, so that you can regain that 20 energy.
Assuming you maxed out Sonic Wave / Resonating Strike first, you're going to mainly harass with it. Land a Sonic Wave on the target, followed by a Resonating Strike. Afterward, use Templar, then do two melee hits so you got enough energy to dash back with Safeguard. This combo should take around half of a squishy charaters hp. Next time you do this combo, you'll probably even get a kill. Else, keep repeating this whenever you see the possibility.
Picking up the kill
You see the enemy over extending? Immidiatley, use Sonic Wave followed by Resonating strike. Now, it's important to care about the energy. You need to land 2 melee attacks between each skill, else you'll run out of mana. After using Resonating strike, exhaust them, then go infront of them and knock them back with Dragon's rage. It got a fairly low cooldown, especially with the CDr items we've got. Use Templar / CrippleTemplar followed by Cripple, remember the 2 melee attacks between each skill. If they decide to fight back, use Safeguard, 2 melee attacks, Iron Will. Are they Retreating? Use Sonic Wave. You want to escape? Use Safeguard to the furthest minion and retreat.
So basicly: Sonic wave > Resonating strike > Exhaust > Dragon's Rage > Tempest > Cripple > Safeguard > Iron Will.
I can't say this enough, remember 2 melee attacks between each skill so you wont run out of energy. We want full benefit from our passive, Flurry.
I start out with a
Boots of Speed and 3x health potionsHealth Potions. Because of his utility, you can choose to go mid, or lane. Both works very well with Lee Sin, so it's really up to you. If you lane, try and partner up with a champ which got CC of some kind. It will hold them still, making it a breeze for you to Sonic Wave. If the enemy dosen't have some sort of stun to lock you down, reactivate Resonating strike. Then afterward dash to a nearby minion or your lane partner with Safeguard.
If you choose to solo, do the same if you know your enemy isn't fast enough to do devastating damage or stunning you. Since Resonating Strike do more and more damage depending on how low they are, harassing if possible is always nice.
If you tend to get low, try and heal with Iron Will. However, if the enemy is denying you exp, try and last hit with Sonic Wave as much as you can.
Try to stay in lane as long as you can, but the main goal is to get money for Mercury's Tread and a Long Sword.
Hopefully, by now you should have
Mercury's Tread and
The Brutalizer at 25:00. Try and gank as much as possible, as you're an awesome ganker as well. You need alot of gold, so better get it asap. If the enemy is pushing you hard, try and get up behind him with Resonating Strike and then use Dragon's Rage to push him near your turret, and allowing you to get an easy kill. Look under skill sequence to time your skills right. Else, you just need to farm as much as you can. Keep your team supported, but still not leaving your own lane too vulnerable.
Focus on getting a B.F. SwordB.F. Sword, then focus on getting . If you're doing really good, you might even get Youmuu's Ghostblade before mid game ends.
Late game starts around 45:00. Most games dosen't last much longer. If it does, grab a Phage and begin focusing on Trinity Force. Afterward, depending on your enemy team, get a Madred's Bloodrazor. However, if you don't have any problems chunking down their HP, you shouldn't get this item. I then highly suggest you get another Attack Speed item from the situational items. Frozen Mallet however, is a really nice item overall due to the slow, combined with Templar / CrippleCripple, turning their escape into a nice easy kill.
You don't feel like you have enough attack speed? Here's a few items that you might want to look into then.
Berserker's Greaves This item is pretty nice for a start game AS boost. It dosen't give that much, but you could switch it out for Mercury's Tread. I just like the decreased CC and Magicresist.
Wit's End The main reason why I don't like this, is the fact that for it to be usefull, you need to be constan DPSing on the target. I like dashing in and out of battles, just to do some heavy damage then out again. For this item to be effective, you would need to be constant in the front of the battle. But it's really up to you. You could switch it out with Youmuu's Ghostblade or The Black Cleaver.
Phantom Dancer This is one of my favorite AS items if I want alot of AS and critical chance. Switch it out with Youmuu's Ghostblade if this is the item you want.
Stark's Fevor Stacks nicely with your Iron Will, and gives a nice aura. Take it mainly for the Lifesteal though.
Sword of the Divine I would mainly take this item if you're playing against a high dodgeing champ *cough* *cough*. The passive is not much unless you like stacking AS with Magicdamage. ( )
Don't feel like you got enough attack damage? Here's a few items for you then.
Infinity Edge Stacks very good with [item=Phantom Dancer]Phantom Dancer, but you mainly aren't a crit champ, so I would say no-go.
[item=The Bloodthirster size=64]The Bloodthirster Stacks nicely with Safe Guard / Iron WillIron Will, and it gives some nice damage. But you're a little depending on the stacks, and you aren't an insane farmer. But if you like insane lifesteal, go for it.
Sword of the Occult I don't like snowball items, and if the enemy suddently turns the tables, you're screwed. Else nice item if you can hold the stacks, pretty cheap with insane AD.
Leviathan If you do very good, then this item could be worth it. Gives a nice survivability, and if you feel you're getting low in teamfights, you could switch it out for Frozen Mallet
Warmog's Armor It gives a nice stable survivability. If you get low in teamfights alot, it could be worth it to be sure.
Randuin's Omen I like this item alot, decent health, decent armor, and a nice debuff to surronding enemies to help you escape or in teamfights. Go for it.
Sunfire CapSince you're going to be next to the tank in teamfights, the passive is pretty nice. Also a nice chunk of survivability.
Results with this build
I will post the best scores by me, and the community.
Here's my best score so far(started today, notice it's my best K/D Ratio, not most kills.):
Please post more in the comments and I'll add them!
Video: Harassment / Skill combo
Here's a short video of how I harass and my skill sequence.
A longer and more in-depth guide coming soon!