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Lee Sin Build Guide by tradtrad

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League of Legends Build Guide Author tradtrad

New Wave 5.16 Lee Sin

tradtrad Last updated on August 20, 2015
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5.16 Lee Sin Jungle



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: 21

Legendary Guardian

Defense: 9


Utility: 0

Threats to Lee Sin with this build

Show all
Threat Champion Notes
Shaco He falls off harder than you but at level 2 he will kill you if his boxes are set.Apart from that you counter him, you reveal him and can follow his q with your Q, you can also countergank him so it will be hard for him.
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Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

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Introduction to Champion

This is my first proper guide, I have chosen Lee Sin the Blind Monk because he is one of the most fun champions to play but also one of the hardest to master.Lee Sin is tanky bruiser, his early game purpose is to shut down the enemy carries and his late game purpose is to go tankman because he falls off pretty early too. Mid-Late game he acts as a peeler to protect his own carries (he seems to like carries). Lee should be taken if your top laner is AP or squishy, such as wukong or vladimir. Another thing is that Lee Sin is one of the best High ELO champs as he is amazing in teamfights and with a coordinated team. However do not be fooled by this, Lee Sin is also great in Low Elo games, if you master him in Bronze you have a good score almost every game, as well as this you can make the plays so feed your teammates. I haven't played many matches in ranked (Gold, about 400) but I rarely see good Lee Sin players in ranked who impact the game.
Your text to link here...I will try to keep it updated with the highest winrate so you have the highest chance of winning!

Movespeed Lee Sin

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When to Pick Lee

Picks & Bans
Scrubs R Us
SKT T1 Baker
The Gods
Prophet X

You want to counter stealth champ and a lot of tanks are banned since they are a pain in the buff. They may also have a no escape hypercarry like Kog'Maw or Ashe so you need to shut them down early. You may also need someone who can gank a high mobiliy champ like Akali. Or someone to disengage tanks like Gragas

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+ High sustain and can save allies.
+ High early game scaling, therefore high burst early on.
+ Good CC
+ Lots of utility and mobility
+ Does magic and physical damage.
+ Good ganks and good clear times.
+ Fun to play with cool combos

Lee Sin's Safeguard/ Iron Will is a very strong utility spell due to the dash, lifesteal and shield, this can lead to some crazy plays and escapes with Sightstone. His Tempest does magic damage meaning you have to build some MR against him or it will hurt, and it scales off AD too. With Cripple and Dragon's Rage he has alot of crowd control which will help peel people off your carries in teamfights, however o utilise all this you have to learn him correctly..[/columns]
- Hard to learn.
- Combo's are hard to pull off as everything isn't static in game.
- High energy costs and you have to use his autos between spells.
- Scales badly into late game.
- Cannot carry on his own, but can make his teammates carry by snowballing lanes early.

There are 2 main problems with Lee Sin, due to his kit he will always be fun and strong meaning he WILL BE SUBJECT TO NERFINGall the time, this is very annoying and unfair, similarly to Kha'Zix and Elise. His second problem is th energy cost on his spells.If you use them all back to back it costs 240 energy 3*(30+50).This means you have to auto attack atleast 3 times between to have enough energy, and sometimes you will have to Dragon's Rage away as you run out of energy sicne your ult costs no energy it is a free disengage. Wardjumping is VERY punishing in this aspect too as the energy isn't refunded and neither is the cooldown.

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Greater Mark of Attack Damage

Greater Seal of Armor

Greater Glyph of Magic Resist

Greater Quintessence of Attack Damage

Greater Quintessence of Life Steal
x9 - Very basic on Lee, his early damage is crazy because of this, always take this.

x9 - Gotta take this now, with the impossible jungle, even with Bladed Armor .

x6 - Gives you 10% CD at level 1 with the masteries.

x3 - I take 3 of these as they will be good for early ganks, it is easier to start with 3 of these as they make Lee just that little bit stronger early.

x9 - I choose these because 3 of his moves scale off AD, I usually prefer these runes over movespeed Quints because there are 2 boots which increase movespeed but none that increase AD or even Armor Pen. Aswell as this he uses alot of auto attacks in the jungle so AD helps him out, with the right runes and masteries you should have about 77/78 AD at level 1.

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21 Offense

Double-Edged Sword This is good as Lee Sin is melee and can heal with is w, he also got a buff in his health regen. The risk is worth the reward as you have to get fed early so more damage is good, even if it is at a reckless cost, it also lets you upgrade to the next tiers without having to take 4 points in one of the rows.

SorceryThis will give you 10% CD at level 1 which is very strong.

Brute Force Very good for your end game scaling although it isn't alot it is better than anything, because you take only 3 points this is why you need double edged sword for your next tier.

Expose Weakness You will need this for ganking and fighting, especially in teamfights where you can tag everyone with your Tempest and Dragon's Rage meaning extra damage for everyone. Its also good for little 2v2's in top and mid where every bit of damage counts during ganks.

Martial Mastery +4 AD. Why not. Helps your autos and damage spells.

Executioner This is taken at all costs because it can let you do much more damage the lower the enemy its, it also works in synergy with your Resonating Strike.

Dangerous Game Can save you in many 1v1's and can also make you heal for up to 25% in teamfights! Very underrated, use this and you will not regret it.

Spell Weaving You will use this a lot as you will need to get your attacks in to maximise damage.

Blade Weaving Same as previously, you use both attacks and spells to deal damage so this is a must

Devastating Strikes You do Physical damage with your Sonic Wave/ Resonating Strike and Dragon's Rage and magic damage with your Tempest/ Cripple. Your runes also synergise with this.

Havoc Much more damage making you a big threat, ths helps with your end game scaling as well as increasing your damage from spells and auto attacks.

9 Defense

Block Not really good but in trades you can negate up to 10-16 damage which doesn't seem alot but this block isn't affected by armor and magic resist meaning it is after defensive values have been taken into cosideration, so think of it as true armor.

Tough Skin I take this over as you need to stay healthy in the jungle and the recovery isn't really good as you don't spend enough time out of combat for it to be effective.

Unyielding One point wonder really, basically block but for one point.

Veteran's Scars 36 health isn't that much to be honest but it is alright and is the only decent thing you can take in this tier.

Juggernaut This is the pinnacle of 9 points. That extra 3% hp will turn 1000 hp to 1030, and 3000 hp to 3090, thats already more that double maxed Veteran Scars

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+ x2 Hunter Machete + 2 Health Potions + Warding Totem - Pretty standard on any jungler, on top of this it builds into jungling items which increase gold income. The trinket is good as from level 3 you can ward jump.

Stalker's Blade - Since preseason 5, Lee Sin has gotten relatively stronger, because the other junglers got weaker. He is still quite weak in the cinderhulk meta so take any damage you can, this is also true damage and will be good for that little extra damage on your execution of Resonating Strike.

Boots of Speed Get this at an early point so you can upgrade it later. Really important for movespeed on Lee Sin.

] Boots of Mobility Also known as Mobi's they are very good as you can get across the map really fast to help as many lanes as possible, usually you get Enchantment: Homeguard with them too to get out of base ASAP or if you're defending your base.

Enchantment: Warrior - This is the main build item because of it's stats. The healing is good for clears and ganking more often and the rest has been standard on Lee since his release since he synergises so well with them.

Sightstone This gives you alot of mobility, for example the "inSec" can be performed with a this, you can also use it as a free escape and greater energy and cooldown costs using safeguard. There isn't much point in upgrading it to Ruby Sightstone until your last item since you don't gain much.

Ruby Sightstone - Well grants an extra ward some health, very good for mobility, with this item you can upgrade your Warding Totem into a Greater Vision Totem which doesn't have to be wasted for wardjumps, or you can get an Oracle's Lens.

- The Black Cleaver is an absolute monster of an item, permanent armor shred and cooldown, some health too, you do mostly physical damage so if you auto your enemy once, then do Sonic Wave- Dragon's Rage- Sonic Wave you will do much more damage, this is a very good choice along with Last Whisper against junglers like Rammus, Malphite and Sejuani. On top of this the passive is good as you will lose ms if you have boots of mobility so this makes up for it.

Trinity Force - With the new meta Tri force is becoming more and more suited to Lee Sin, however you do lose the mana from it. It is a perfect all round item and if you can get it at <20< minutes then it is all you need until late game. However this is only if your fed and carrying, don't get his every game as it is quite high risk and expensive. It's pretty easy to build due to the low cost of the base items.

Randuin's Omen - This is a really good item on Lee Sin because of the passive and active, the aoe slow works with his Cripple. The Omen also gives you health and armor which is always nice. This is the main reason why I choose it over sunfire cape however SFC is better in lane.

Ravenous Hydra - The active is like a 5th spell, the damage is OMFG and the AOE it bring to the table is just amazing, permanent attack speed boosts from your passive Flurry will proc its respective passive much more dealing more AOE damage, the enemy will also take more damage as your spell weaving and blade weaving proc. Also works very well with Tempest. This is however quite situational and should be bought if your team lacks physical or AOE damage in teamfights. You also have to compromise quite a bit of durability for it so consider whether Trinity Force is better.
Spectre's Cowl - The reason why I have put Spectre's Cowl here is because it is really useful early on against pokers in lane such as Vladimir or Kennen. It then builds into items such as Banshees Veil and Spirit Visage. If you are going tanky then take Spirit Visage but if you are being targeted take Banshees Veil.

Banshee's Veil - Banshees Veil did get a nerf but it is still strong, giving heavy magic resist stats and a shield which blocks the first spell coming your way, which is usually a slow/stun. The cooldown on the shield is 40 seconds now. It also has another passive which is health regen, this is good against poke and DOT damage as it reprocs healing you constantly.

[icon=titanic hydra size=50 Titanic Hydra - Although I haven't done much testing this seems like a great item to help Lee Sin into late game, this solves one of his issues which is his build path where if he builds Tiamat he is forced into Ravenous Hydra meaning he loses tanky stats. The active scales with his health which finally increases his late game strength.

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Items - Boots and enchantments

Mercury's Treads These get you the holy tenacity which you will buy in most games, the magic resist is good too for early game ganks on mid. They are expensive but defiitly worth it. Get these as early as possible as they pay off all game.

Ninja Tabi This is the item you get if their jungler is auto attack based and the toplaner is AD, also a good choice if the enemy midlaner is AD. The armor will be good in the jungle too for fighting and clearing camps.

Boots of Mobility Boots of mobility are very good early game, this is because of the movespeed outside of combat, this helps ganking and general movement around the map and between camps, it's also cheap as hell (only 800 gold). However there are better options late game as defensive stats will prove better and you will be in combat alot in teamfights and objectives. However if someone is chasing you and you do break combat for 5 seconds they won't be catching you. Buy them early and sell them later on.

Ionian Boots of Lucidity The reason why I don't like this on Lee Sin is because you can get cooldown from his build elsewhere without compromising so much more, also the masteries give 5% CDR already. Ontop of this Lee Sin already has very low cooldown and since CDR is % based the lower the cooldown is already the less time it will take off the initial cooldown.

Boots of Swiftness I rarely get these because they aren't very good at anything, they are only usefull if every single one of the enemy only have a slow, thinking Olaf top, Zed mid etc. The stats it gives are only good for champs who scale of movespeed permanent such as Hecarim or Udyr.

I haven't put Berserker's Greaves and Sorcerer's Shoes in the section because you should never build them you aren't a mage or a auto attack based champion.


Enchantment: Homeguard Get this if you are fighting all the time and have to keep going back to base due to deaths or recalls, this will help you get back into the fight, it is also a good option with teleport as you can teleport and then run out at 1000 movespeed, other than that get if if your defending your base.

Enchantment: Furor I don't really like this enchantment because it doesnt bring too much to the table, the only time I buy it is when I have Trinity Force, your Sonic Wave proc's the movespeed.

Enchantment: Captain What it says on the tin, if you're the captain of the team you should buy this, if you make the calls on initiations, pushes, fights, and retreats get this. If you don't get this ask your support to get it, it's lovely.

Enchantment: Alacrity The 20 increased movespeed is quite good, it doesn't really have any downsides either, to be honest this is the very last thing you get. This is better for a solo assassin type play style where you go high risk roaming on your own and get caught in sticky situations.

Enchantment: Distortion This is usually what I get if I take Flash or Ghost, reason being it kind of makes Ghost OP as a 40% movespeed boost through units is kinda broken, good vs Udyr and Trundle. You can also avoid some issues with facechecking bushes as you can wardjump ghost out. The 20% decreased time on displacement summoner spells is also very good, especially flash. As for Flash the 30% movespeed doesn't seem alot but if your slow for that 1 second and you flash out, it negates the slow pretty much and lets you keep going.

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Items - Trinkets

Warding totem (Trinket) This is the best trinket to start with, the reason for this is that you can protect your jungle while giving yourself another escape or gap closer with the Safeguard/ Warding Totem combo. Another key thing is that if you upgrade it to Greater Stealth Totem which can potentially act as a sighstone and therefore buying you an extra item slot for something of your choice. Do this if your toplaner or midlaner take Sweeping Lens

Sweeping Lens You should upgrade this when you buy your Sightstone as you don't need the totem anymore since you get free wards from Sightstone. This is good if your support doesn't have a sweeping lens or they have a lot of Jack In The Boxes/ Noxious Traps. Upgrade this to a Oracle's Lens which not only reveals traps in an area but disables them meaning if you walk into them then they are ineffective so they are easier to destroy. The Oracle aspect also reveals stealthed champions and you can walk around with the invis reveal with it running for 6 seconds you can usually take out a ward or two.

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Skill Sequence

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

After using an ability, Lee Sin's next 2 basic attacks within 3 seconds gain 40% attack speed and return 15 energy each.

This is very good in trading, always use it to gain energy back and you will clear camps faster too

Q = Sonic Wave RANGE: 975 COOLDOWN: 11 / 10 / 9 / 8 / 7 COST: 50 ENERGY
Sonic Wave
ACTIVE: Lee Sin shoots a wave of sound in a line, dealing physical damage to the first enemy it hits and granting true sight of it for 3 seconds. If Sonic Wave hits, Lee Sin can cast Resonating Strike within the next 3 seconds.
PHYSICAL DAMAGE: 50 / 80 / 110 / 140 / 170 (+ 90% bonus AD)
Resonating Strike RANGE: 1100 COST: 30 ENERGY
Resonating Strike
ACTIVE: Lee Sin dashes to the enemy marked by Sonic Wave, dealing physical damage including 8% of the target's missing health. Minions and monsters take a maximum of 400 damage.
PHYSICAL DAMAGE: 50 / 80 / 110 / 140 / 170 (+ 90% bonus AD) (+ 8% target's missing health)
COMBINED DAMAGE: 100 / 160 / 220 / 280 / 340 (+ 180% bonus AD) (+ 8% target's missing health)

I always take Sonic/Wave Resonating Strike first as it gives vision, deals physical damage based on missing health and is an amazing gap closer. If used right with the passive then it can win a 1v1. It is also good for ganking as it has a decent range and a short charge time. Max this as quickly as possible, NO EXCEPTIONS!

W = Safeguard RANGE: 700 COST: 50 ENERGY COOLDOWN: 14
ACTIVE: Lee Sin dashes to a target ally. If the ally is a champion, they and Lee Sin receive a shield that lasts 2 seconds and Safeguard's cooldown is halved. Lee Sin can activate Safeguard on himself to receive the shield, and can cast Iron Will.png Iron Will within 3 seconds.
SHIELD: 40 / 80 / 120 / 160 / 200 (+ 80% AP)

Iron Will COST: 30 ENERGY
Iron Will
ACTIVE: For 4 seconds, Lee Sin gains bonus life steal and spell vamp.
LIFE STEAL & SPELL VAMP: 5 / 10 / 15 / 20 / 25%

I take this at level 3 after because it is another dash as well as a shield to yourself and an ally. It could save them from ignite or let you catch up to an escaping enemy. In addition to this it's seconds part (Iron Will) gives you spell vamp and lifesteal. If you use smite while this is active it heals you for a % based on the level of the skill. You can also jump to wards to get away however this is tricky for beginners because it requires a 5th move (usually under the thumb; 'C' or 'V')Remember that the cooldown isn;t halved if you don't dash to a champion as is the energy cost, so ne wary of this

E = Tempest RANGE: 350 COOLDOWN: 10 COST: 50 ENERGY
ACTIVE: Lee Sin smashes the ground, dealing magic damage to all nearby enemies and granting true sight of them for 4 seconds. If Tempest hits an enemy, Lee Sin can cast Cripple within the next 3 seconds.
MAGIC DAMAGE: 60 / 95 / 130 / 165 / 200 (+ 100% bonus AD)

Cripple RANGE: 500 COST: 30 ENERGY
ACTIVE: Lee Sin cripples all enemies marked by Tempest, reducing their movement speed. The movement speed recover over 4 seconds.
SLOW: 20 / 30 / 40 / 50 / 60%
This is AOE damage, take this at level 2 for quicker clear times. However if one of your buffs gets stolen it is wiser to take w at level 2. This move has to be activate once to be able to use the second part, an AOE slow. This move is good for trading or for kiting/catching opponents. It is also good for peeling your enemies off your carries. Another thing about this is that it does magic damage so enemies need Magic Resistance to defend themselves which is pretty good as it stop them building pure armor

R = Dragon's Rage RANGE: 375 COOLDOWN: 90 / 75 / 60 COST: NO COST
Dragon's Rage
ACTIVE: Lee Sin launches a powerful roundhouse kick, dealing physical damage to a target champion and knocking it back 1200 units over 1 second. Enemies the target collides with take the same damage and are knocked airborne for 1 second.
PHYSICAL DAMAGE: 200 / 400 / 600 (+ 200% bonus AD)

This is a nuke of an ult which scales more than 100% with your attack damage, it can be used to defend yourself or kill an enemy, they will never see the Q-R-Q combo coming, the Q-R-Q combo is you landing your first q on your enemy, you then kick the with your ult and subsequently catch them again with resonating strike (second q). It is also a knock-up and disrupts teamfights as well as damaging all enemies behind the kicked one for the same amount.

Source from lolwiki as of 4.8.2014 and patch 4.13

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Smite is a necessity in the jungle, if used while your Iron Will is active heals you for a small amount too. Use your Sonic Wave Smite Resonating Strike combo for max damage. Flash is always taken lane or jungle or even mid, with 2 dashes he is hard to catch or evade but with 3, its impossible

Ignite is very good if you intend on counter jungling, it is also good against champions such as Warwick, Fiddlesticks, Dr. Mundo, Nasus and Olaf.

In lane options:
Teleport - Do not under estimate this spell, take it if the enemy has alot of sustain such as Shen, Vladimir or Cho'Gath. The cooldown is also lowered when used on towers.

Ghost - I wouldn't take this spell but its useful against a Singed, Talon or Kennen. Also MLG PRO for Movespeed Lee Sin.

Exhaust - Another great baiting and escaping tool, a slowing effect too. If they are really tenacious and keep chasing you such as an Udyr or Trundle this is what to take.

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Jungle Route Season 5 Updated 4.21

Level 3 Clear - 3:20
You're going to want to start with the golems on blue side and smite it with the Sonic Wave+ Smite+ Resonating Strike combo. Then go to wolves and then your smite should be up for the blue buff. This will give you level 3 at about 3:20 and you will be able to gank after.
Level 4 Clear - 4:30~ (With a back)
You will be able to get a Stalker's Blade+another item around 300 gold and some health potions. Usually Long Sword, Cloth Armor, or Boots of Speed. The advantage of this is the extra gold however the disadvantage is that you lose out on gank time and possibly a countergank.

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Summary + Teamwork

Early Game, 0-10 minutes:
-Shut down carries
-Get kills/assists
-Give blue to mid
Mid Game, 11-25 minutes:
-Start building Health, Armor and Magic Resistance
-Start playing like a second support
-Stay in jungle and farm, farm, farm!
Late Game, 26+ minutes
-Tank/Offtank if someone like Shen is in top
-Peeler>Save carries

In teamfights go straight for their ADC/Mid. They are your primary target, if they are someone like Kassadin or Talon who get quite beefy try to zone them out. Remember to lay out your moves equally apart so that you get maximum benefit. Use Randuins omen at start and then your Tempest Cripple about 3 seconds later, this will give the enemy a slow that lasts 5 seconds.

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Tips and Tricks

Sonic Wave
1. Has a very wide hitbox so it travels further than it looks, use this to your advantage.
2. Reveals enemies which are stealthed such as Shaco and Teemo
Resonating Strike
1. Will follow an enemy an indefinite length across the map, this means that it will do the same thing as Vi ult. If you are traveling towards them you will hit them if they flash or jump or anything. The only way this can be stopped is by being hit with a displacement ability. Which also negates the damage.
2. It does damage based on how much health the enemy is missing, this is why Q-R-Q is such a good execution combo. In the jungle try to go Q-AA-AA-E-Q for most damage possible.
Or w-aa-w-Q-smite-aa-aa-e-q, for a fast sustained clear of big buffs.
1. Gives a small shield on cast, this will give a shield to an ally but not to wards,you can jump to wards though and other targetable objects such as Demacian Standard and Dark Passage.
2. Using this on a non champion target will not refund energy and cooldown, unless it is Dark Passage as this counts as you Safeguardng to Thresh.
List of things you can Safeguard to:
-Any allied champion in range
- Stealth Ward, Vision Ward, Warding Totems
- Demacian Standard
- H-28G Evolution Turret
- Jack In The Box
- Cell Division
- Dark Passage
- minion
- Decoy
- mirror image
- Hallucinate
- Children of the Grave
- Omen of Death/ Omen of Famine/ Omen of War/ Omen of Pestilence
- Noxious Trap
(Also note all the non champs can be teleported to.)

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The End

This is my first guide that I have actually put effort into, I hope you like it and that you have learnt something, please leave some feedback and feel free to add me (EUW>EpilepticRabbit). I am pretty good at Lee Sin and have a youtube account too called 'tradtrad100'.My Channel with some plays. Check me out on twitch too user is same as In game name. I don't stream much though.
Ummmm.. thats it guys I hope you liked the guide.
P.S don't forget to like and leave feedback. There's also a link to my top lane trundle guide

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Hawkken - BBCoding guide helped a lot
turboooo - Constructive criticism on guide
Psiguard - Moved guide into General

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Change Log

10/9/14 - Added some tags, items being changed.
14/9/14 - Updates Runes and Masteries.
15/9/14 - Updated Items and bettered some of the coding.
16/10/14 - Updated Items.
24/12/14 - Added jungle routes, fixed more coding.
13/02/15 - Updates jungle items, and runes, masteries, notes, and explanations, fixed some coding. Also removed Last Whisper from the build and added new recommended items.
15/02/15 - Added Summary Section updates runes and their layout.
30/03/15 - Remastered some items and changed some descriptions in the item section
13/04/15 - Added Trinket Section
27/04/15 - 100k views!!! THANKS EVERYONE.
1/06/15 - Updated runes, masteries and items for 5.10, also added link to Also added "When to Pick Lee" chapter.
15/06/15 - Fixed some spelling mistakes, still some to be hunted out though.