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Lee Sin General Guide by AbsoluteZeroQ

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League of Legends Build Guide Author AbsoluteZeroQ

Please Lee-Sin To Me [6.4] A Comprehensive Guide to Lee Sin

AbsoluteZeroQ Last updated on March 11, 2016
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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.


Natural Talent
Bounty Hunter
Battering Blows
Piercing Thoughts

Ferocity: 12

Dangerous Game

Cunning: 18

Tough Skin
Runic Armor
Veteran's Scars
Legendary Guardian

Resolve: 0

Threats to Lee Sin with this build

Show all
Threat Champion Notes
Shaco Your e+q will reveal him and you will win the fight. However, if you are confident in clears, buy a pink ward so you can see him if he tries to invade your buff.
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This is my first guide on mobafire so please be lenient in reviews. In this guide, I will cover everything from early jungle clears to advanced inSec mechanics on one of my favorite champions, Lee Sin, the Blind Monk. Lee Sin is a very versatile champion that can be played in every role(yes even adc). However, his main role is in the jungle and the only person that can play him mid is froggen.

So with all that being said, here is a little bit about myself. My name is AbsoluteZeroQ and I play on the NA servers. Many people have made the joke that I land Absolutely Zero Q's on Lee Sin so please do consider that when you review my guide. Back in preseason, I was ranked Gold 2 but some rl things happened. One of my close friends started having depression and I remember one thing that made him happy was watching me play SoloQ. He has always wanted to try to play himself so I set up an account for him. However, he was not happy with only the few champions he had available so I loaned him my account. Although my account is now sitting at Bronze 3 (I guess im not very godlee heheh), his depression is getting much better so as us League players would say, WURF! Due to school, I am not allowed to play league atm until I bring my grades up. Since I cannot climb my account, the least I could do was write a guide for you guys on one of my favorite champions. I hope all of you will Leesin to me.(heheh)

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Summoner Spells

This is the standard summoner spells you should be taking every game as Lee Sin jungle. Smite is necessary as a jungler. Also, flash is very useful to make fast inSec plays such as the kick+flash combo which I will cover later in the guide.

If you are playing Lee Sin top or mid, Teleport and Ignite are also viable. Exhaust works if you really want to try the Lee Sin Support. It is a lot of fun, just leesin to me on this(heheh ok ill stop now).

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Starting Items

This is the basic starting item for any single target damage jungler. Since we are maxing q, a single target ability, machete is the best option. I opt for 3 pots instead of Refillable Potion because you only need it in early clears and after that it is pretty useless.

This is a standard jungle item on Lee Sin because of his ward jump mechanic. The extra two wards this item provides is great for making more plays or escaping, as well as getting vision in the enemy jungle.

Most of the time, I get black cleaver every game as a second item, however, if I am snowballing, I would opt for ravenous hydra. For example, if I am already 4/0 at 10 minutes, hydra is a good item to get you snowballing harder.

These three items are all great against an AD comp. The passive movespeed from the Dead Man's Plate is very helpful during ganks, especially against a non cc champion like Katarina since you will not lose your momentum stacks. Randuin's Omen is an exceptionally strong item against AD Comp's. Not only does the armor and health make you tankier, the active slow also synergizes very well with your e slow resulting in a huge window of opportunity for your team to follow up. This item should be rushed after The Black Cleaver if the enemy team has a fed crit champion such as Yasuo or Tryndamere. Guardian Angel is a good item for obvious reasons. Who doesn't want to cheat death?

These three items are great against an AP comp. Just Leesin to me when I say this.(heheh I will stop I promise) Locket of the Iron Solari is an amazing item vs. an AP comp because not only does it give MR to you, it also gives it to your team. The active shield is excellent in teamfights and the tanky stats it gives will also help you out. Spirit Visage is another great item against AP because of the 70 MR it gives and the health stats, not to mention the 15% cdr. If you build Locket of the Iron Solari, Spirit Visage, and Ionian Boots of Lucidity, thats 45% cdr already. Make sure get this item asap if you have a soraka on your team or someone with huge heals because the passive will greatly benefit. Last but not least, Banshee's Veil is a great item due to the mr and health stats. The shield is also very useful against champions with a huge cc as you can block Ashe's Enchanted Crystal Arrow or Blitzcrank's Rocket Grab.

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Skill Sequence


After Lee Sin uses an ability, his next 2 basic attacks gain 40% Attack Speed and return 20/10 Energy.

This passive is very good for early jungle clears and simply more damage. Every time you use an ability, you get attack speed on your next two autos so when clearing, use an ability, autoattack twice, use another ability, auto twice, and so on. One thing to note is that Lee Sin is seven abilities so the first and second part of his q count as two different abilities.

Sonic Wave / Resonating Strike
Cost: 50 Energy / 30 Energy
Range: 1000

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 8% of their missing Health.

Sonic Wave: Lee Sin projects a discordant wave of sound to locate his enemies, dealing 50/80/110/140/170 (+90% bonus Attack Damage) 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 50/80/110/140/170 (+90% bonus Attack Damage) physical damage plus 8% of their missing Health (Max: 400 Damage vs. Monsters).

This is a lot of reading but in simpler terms, Sonic Wave is a rather long skillshot that you can shoot at an enemy. If it hits, in the next 3 seconds you can cast a second ability, Resonating Strike. This allows Lee Sin to dash to the enemy hit by Sonic Wave and deals damage to him. It allows him to inSec people into you team, escape from enemies, as well as clear the jungle faster. This is Lee Sin's main ability and should be maxed first.

Safeguard / Iron Will
Cost: 50 Energy / 30 Energy
Range: 700

Safeguard: Lee Sin rushes towards a target ally, shielding himself from damage. If the ally is a champion, they are also shielded. 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 Life Steal and Spell Vamp.

Safeguard: Lee Sin rushes towards a target ally. If the ally is a champion, Lee Sin shields the ally and himself for 40/80/120/160/200 (+80% Ability Power) damage for 2 seconds and Safeguard's cooldown is reduced by 50%. 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 4 seconds, Lee Sin gains 5/10/15/20/25% Life Steal and Spell Vamp.

Here is another huge chunk of text but I will simplify it. Casting safeguard gives Lee Sin or an ally a small shield and also jumps to them. This ability can be cast on allied structures as well such as Vision Ward, Illaoi tentacle, or Teemo shroom. This ability is what enables Lee Sin to make ward jump/inSec plays and gives Lee Sin the ability to appear in youtube montages. After using Safeguard, Lee Sin can cast Iron Will for the next 3 seconds. Iron Will gives Lee Sin increased lifesteal and spell vamp for 4 seconds. This ability is great for sustaining in early jungle clears and can be helpful in lategame prolonged fights as well.

Tempest / Cripple
Cost: 50 Energy / 30 Energy
Range: 425

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 Speed for 4 seconds. Movement Speed recovers gradually over the duration.

Tempest: Lee Sin smashes the ground, sending out a shockwave that deals 60/95/130/165/200 (+100% 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: Lee Sin cripples nearby enemies revealed by Tempest for 4 seconds, reducing their Movement Speed by 20/30/40/50/60%. Movement Speed recovers gradually over the duration.

Lee Sin's E has is an amazing ability that is strong in every part of the game. The first part of this ability is Tempest. Lee Sin smashes the ground and deals aoe magic damage but it does have 100% AD scaling, which is why AP Lee Sin is not viable. This ability also reveals all stealthed enemy units. This makes Lee Sin very strong against, Shaco, Talon, Evelynn, or any champion with stealth. After casting Tempest, Lee Sin can cast Cripple for the next 3 seconds. Upon casting, this ability slows everyone hit by Tempest for 4 seconds and the movespeed recovers over the duration of the 4 seconds. This ability, when cast in a teamfight is absolutely devastating and can lead to a good follow-up from your team.

Dragon's Rage
Cost: No Cost
Range: 375

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. This technique was taught to him by Jesse Perring, although Lee Sin does not kick players off the map.
Lee Sin performs a powerful roundhouse kick launching an enemy champion back, dealing 200/400/600 (+200% 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. Every time the target collides with an enemy champion, the target also deals 12/15/18% of their bonus health as physical damage.

This is what make Lee Sin, Lee Sin. There are so many ways to use this ability and that is what makes Lee Sin such a mechanically demanding champion and requires knowledge of in-game geometry to make plays. You could use this to escape, kick an enemy into your team, get a multi-man knockup, and so much more. If you can hit your q on an enemy, ward jump behind them, and kick them back into your team, it is almost guaranteed a free kill. A multi man knockup is almost guaranteed a victorious teamfight. However, doing these things are very difficult and will be taught later on in this guide.

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Jungle Clear

When clearing jungle as Lee Sin, I always tend to start on the bottom side of the jungle, either gromp or krugs depending on the side I am on. I do this because the two man leash from bot lane is stronger and lets you stay healthier in your clears. When clearing the jungle, you always want to utlize your passive properly and auto attack twice every time you use an ability. This will give you the most efficient clears.

Your normal clearing order on Lee Sin should be as follows:
1. Clear your first camp(gromp or krugs) with the help of bot lane. Get a smiteless leash if possible.
2. Go to your buff(red or blue depending on which side you started). Use smite if you got a smiteless leash but you do not need it to clear the buff if you utilized your passive and shield properly.
3. If you see a lane pushed in and your laner needs help, take the scuttle and gank the lane when healthy. If you are already healthy then take the third camp from your starting side(raptors or the cat things) and then gank the lane in question.
4. If no lane needs a gank or are all ungankable, head to the other side of the jungle and take the buff there.
5. Go back when you have enough for your Tracker's Knife or if you are still healthy, you can go back when you can afford Caulfield's Warhammer and Tracker's Knife.

This will be your standard clear for jungle Lee Sin. See next chapter for a cheesier first blood clear.

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First Blood Jungle Cheese

Here is a cheesy way to get first blood jungling Lee Sin. This works best if you are on red side but blue side works also. This does apply to any champion but I feel like Lee Sin does it the best because of his early game power spike. Keep in mind that this cheese only works against junglers who get to lower than half hp in their early clear.

The First blood cheese clear is as follows for red side:
1. Clear your gromp with a smiteless leash from your bot lane.
2. Take E level 2 instead of W and run down through the dragon tribush and hide in the bush next to the enemy red buff as shown here .
3. Move to the very edge of the bush but do not show yourself. You should be able to see the enemy jungler and the health bar of the red buff.
4. Wait until the red is low enough hit the enemy jungler with your q.
5. Smite the red buff and then use your Resonating Strike. Then follow up with an auto and then your E.
6. He should be dead or very low at this point. If he is very low Flash for the last auto to kill him.
The following steps apply to low ELO ONLY
7. In low ELO your jungler will not ping and people have terrible map awareness. Since you just smited the red buff, you should be near full hp.
8. Walk back the way you came and go behind the enemy bot lane through the dragon tribush.
9. If they are pushed up too far, it should be two more kills for your team.

If you start on the blue side, I recommend you do not try this. However, get a smiteless leash from your bot lane on krugs. Next, run through baron tribush and go behind the blue buff wall into the bush next to the enemy blue. Do the same thing as red side except this time, you do not get hp for smiting blue so be more careful. The bot lane gank is also less efficient from this side of the map. Only do this if you are godlee(report me plz)

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Ganking as Lee Sin is a very difficult because there are so many different ways to approach a gank. Lee Sin's kit is very versatile and because of this, he can actually force a gank on an "ungankable" lane with the right mechanics. I am not saying you should just attempt a forced gank as soon as your ult is up because it will most likely fail miserably. You should only do this on a high priority target such as a fed mid laner or adc. Forcing a gank is something I will go over later in this chapter.

Ganking When Enemy Laner is Pushing

In this case the enemy laner is playing aggressive and pushing the wave to your own tower. In my opinion, this is the easiest type of gank as lee sin. Pre-6, if you gank a pushed lane, you want to ward jump close to the enemy laner and use Tempest and Cripple with autoattacks threaded in between. Once they are slowed from your Cripple, you can use your Sonic Wave since it is hard to miss at close range. From here, you want to wait for the enemy to burn Flash. However, make sure you use your Resonating Strike (your second q) before the three seconds are up. If your laner follows up your gank, it should result in a kill for your team unless the enemy has a major escape spell such as Playful / Trickster Playful / Trickster or Shadow Assault.

If it is post-6 and you are ganking a pushed up lane, you want to come up behind them and place a ward directly behind them. Then proceed to Safeguard to the ward and kick them into your laner with Dragon's Rage. As they are flying through the air, you want to follow up with your Sonic Wave and Resonating Strike. Because they can't move sideways during their airborne time, it is impossible to miss your Q unless you are a potato.

Ganking When Enemy Laner is Under Tower

If the enemy laner is under tower, most of the time I would skip it and find a better lane to gank, where is it pushed. However, in many cases a high priority target needs to be shutdown or your laner has a big level disadvantage. In this case there are several ways to start this gank. Keep in mind that you should only do this gank if you are tanky enough or have flash up in case something goes wrong.

1. Q to enemy-ward behind-w-r backwards

In this scenario the enemy is under their tower but is open to be hit by your q. You want to land your Sonic Wave on them and follow up with Resonating Strike. Right before you hit them, you want to place a Warding Totem behind them and Safeguard to it. Once you are behind them you can use Dragon's Rage to kick them back towards your laner. Alternatively you can land your Sonic Wave on the enemy and flash forward, ward jump behind and then use Dragon's Rage. What this does is you can save your Resonating Strike to get out of tower range safely.

2. Q to minion- ward near enemy-w-r- Flash behind.

In this scenario, the enemy laner is surrounded by minions under tower so it is difficult to hit them with your Sonic Wave. You want to use your Sonic Wave and Resonating Strike on a minion directly in front of the enemy laner. Next you want to place down a ward as close as possible to the enemy and Safeguard to it. From here you can Dragon's Rage and then flash behind them instantly after. This is a cool trick on your ultimate where if you Flash after ulting, the target champion will be kicked from the place where you flashed to, resulting in some nice plays.

3. Ward-w-q- Flash-r-q (for mid lane only)

In this case you are approaching from the raptor camp on either side. you want to place a ward over the raptor wall and safeguard to it. Unless is enemy laner happens to be in the perfect spot near the wall, you will need to use your Sonic Wave on him, flash to get into position and then use your Dragon's Rage to kick him out of the tower toward your laner. From here, you can proceed to use Resonating Strike to get out of turret range and use the rest of your combo.

Initiating the gank in any of these three methods will result in a kill in the right situation. Only do this type of gank if you know the enemy cc is down or you are confident in dodging it. If a hard cc spell like Light Binding or Dark Binding hits you under tower, you are most likely dead.

If Somebody could show me how to add screenshots to the guide, please let me know down in the comments since this is my first guide.

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There several main ways to teamfight as Lee Sin, tanky initiator or inSec a high priority target. The first way to teamfight is being the initiating tank. This is not the ideal way to teamfight with Lee Sin and you should generally leave the initation job to your top laner or support unless you see a golden opportunity.(Or if you are the only tank) With this method, what you want to do it go in with your Sonic Wave and Resonating Strike and then use your Safeguard or Flash to reposition. You want to try to kick the either the adc or the tank into the rest of the team, resulting in a 5 or 4 man knockup for the rest of your team to follow up. However, this method is somewhat risky if you have not mastered Lee Sin since if you mess up, you will most likely be jumped and killed by the enemy team.

The second, more reliable way to teamfight as Lee Sin is to come from a flank and try to land your Sonic Wave on their AD or mid laner and then do the inSec combo on them, which will be explained more in depth later in this guide. If you successfully do this and let your team demolish the enemy AD, the fight will become a 5v4 in your favor. Even if you do happen to die to kill the enemy AD, you have done your job and your team should still win the fight because the enemy team will have little damage without the AD. The reason this method is not as risky to less experienced Lee Sin players is because you just have to inSec them anywhere toward your team and this does not involve any fancy ward/flash geometry.

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Basic Mechanics (inSec kick)

Using these basic mechanics, you should be easily able to carry a game in lower ELO. However if you already know these and want to carry with style, I suggest you check out the advanced mechanics in the next chapter. Here are a few basic mechanics every Lee Sin player should know.

1. Ward Jumps

In this basic combo, you set down a ward and jump to it using your Safeguard. This can be used in many ways such as escaping, gap closing, setting up plays, and even stealing objectives. However, if you have the option of using Safeguard to an allied minion or champion, do that instead to save some energy.

2. Q Flash

In this combo, you want to land your Sonic Wave on a target and use your Resonating Strike. In the middle of your Resonating Strike, you want to flash behind another target and kick him back into your team. This is a great combo for catching the AD or midlaner off guard by Resonating Strike to the tank or support and then flashing to kick the AD or mid.

3. Pre-6 Gank

In this easy combo, you want to ward jump close to the enemy laner and use your Tempest and Cripple to slow him. Then you want to shoot your Sonic Wave at him when he is slowed and then wait for the maximum duration before following up with Resonating Strike. They reason you want to do this is to bait out the enemy Flash before following up, therefore almost guaranteeing a kill. Check the ganking section for another explanation of this.

4. The inSec

This combo involves first landing your Sonic Wave and following up with Resonating Strike. From there, you want to place a ward behind the enemy and instantly Safeguard to the ward. When you are behind the enemy, you should use your Dragon's Rage and kick them in the direction you want. The placement of the ward also determines the direction you want to kick them. In many cases, you do not want to kick the enemy directly behind you so you can put the ward to the left or wherever you see fit. Alternatively, if you do not have quick fingers to place a ward, you can just kick them and flash in the opposite direction you want them to go. Check this out in the advanced mechanics chapter.

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Advanced Mechanics

These are some advanced mechanics for the higher level players who wish to have more impact in teamfights and carry with style. Disclaimer: Some of the following combos are purely for style points. (but not all of them this chapter will still help you in your journey up the ladder.

1. Ward Jump Mid-Q

warding totem (trinket)


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