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Choose Champion Build:
Spells:
Smite
Flash
Ability Order
Flurry (PASSIVE)
Lee Sin Passive Ability
Introduction
Hi, I'm Joe Rockstar, and this is my guide to Ree Shin, the master of the Jungle





Credits to jhoijhoi for the template, which you can find here.
Thanks to jhoijhoi for the line dividers/separators as well.
spaaaaaaace |
Pros
+ Fast clears in the jungle + Strong early game + Good ganks + Counter jungles well + Fun to play + Much stronger in a coordinated team |
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Cons
- Very difficult to carry games with - High skill cap/difficult to master - Isn't Mundo/Udyr/Shyvanna - Ridiculously hard to resist the impulse to use ![]() ![]() |
For masteries, I choose 21/8/1, to maximize my damage potential, because of the incredible synergy of





I forgo, the ever useful
Veteran's Scars
however, in favor of
Summoner's Insight
. I find the 15 seconds off the cooldown for
Flash is better then the 30 health from
Veteran's Scars
however if you have issues early game, don't hesitate to take
Veteran's Scars
next time instead.





Keep in mind that
Veteran's Scars
helps mostly during the early game, while
Summoner's Insight
will be useful for the entire game. I take
Summoner's Insight
, because
Lee Sin's incredible early game makes it so that he has no need of an extra 30 health. I find he makes more use of the reduced cooldown on
Flash





- greater quintessence of Desolation: I take armor pen quints, when playing offensive Lee Sin, because with 31 Armor penetration, you do true damage to most champions, and considerable damage to those that build armor. I find that while flat AD helps me out all game as well, it seems that 25 ArmPen from runes increases my damage much more. *If you aren't building
Lee Sin to deal as much damage, it is MUCH more beneficial to use
Greater Quintessence of Movement Speed for stronger ganks, and use 0/21/9 masteries focusing on defensive stats, and movement speed.
- greater mark of Desolation: Again, ArmPen, seems to do more damage then Flat AD for me. On another note, attack speed Marks, do not help, almost at all, outside of the jungle. Because of this I believe they are not viable on a competitive
Lee Sin
Greater Glyph of Scaling Magic Resist: I take MagRes per level Glyphs, over Flat MagRes, simply because I feel that my mag res, end game is severely lacking, and 11 Magic resistance late game, I feel is worth the -8 MagRes at level 4.
Greater Seal of Armor: Jungling any champ with these is always a good idea. It may not be the best idea, but it is a great one. You can never go wrong with Armor Seals on your Jungler. You can only be slightly less right, and even then, I can't think of a jungler (off the top of my head) who would find a different set of seals more optimal. Old
Shen and Flat E/5 comes to mind, however they fixed that with his buffs. (Still ticked about the duration nerf to
Shadow Dash. .5 seconds is a long time.)
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Ability Explanation
-
Flurry:
Flurry is the second most import thing for
Lee Sin users to pay attention to. His passive gives 40% increased attack speed to his next two basic attacks, and they refund 15 energy each. So don't spam your spells, if you can avoid it. Make sure to take advantage of the attack speed buff at all times that you can, however when skirmishing, it's okay to not take advantage of this as much. Just be sure to save some energy for your teamfight that you know is coming up.
-
Sonic Wave / Resonating Strike (Q):
Resonating Strike, is what makes Ree Shin
Lee Sin. It does increased damage equal to 8% of the targets missing HP, so try to save the follow up
Resonating Strike as long as possible when fighting an enemy champion. IT ALSO GIVES VISION. So if you need to steal dragon or Baron, place a sight ward on the wall outside of dragon/baron, where you would normally be attempting to steal it.
Resonating Strike Baron/Dragon for vision, and then when it's low,
Resonating Strike in,
Smite steal (only if you have the experience to do so), then
Safeguard out to the sight ward you placed. If you didn't have a sight ward, shame on you, and blow
Flash to survive. If you didn't take
Flash to begin with... Take
Flash
-
Safeguard / Iron Will (W):
Safeguard Is your bread and butter, and this skill will save you from so much danger. The best part? You can use it to jump to a sight ward, so keep one on you at all times. I usually save my
Wriggle's Lantern for this, and use it as a double
Flash.
-
Tempest / Cripple (E):
Tempest is your ganking skill with lee sin, it gives vision in a 360 degree radius around you, and when activated again, slows those it gave vision on. Use this for ganking, and if needed, when you feel like there might be a sneaky
Twitch around. Don't be afraid to just use it in the middle of the jungle, if the rat is there, you'll see him, if he isn't, you lost nothing, and nobody saw you just random skill in the middle of the jungle XD
-
Dragon's Rage (R):
Dragon's Rage is an unbelievable source of damage. My biggest mistake when first starting to play Lee Sin, was valuing this skill too highly, and only using it when trying to line up a knock-up/stun through their team. At rank 3,
Dragon's Rage deals 600 Damage, AND is scales on a 2.0 AD ratio. This skill is what makes
Lee Sin deal (to quote Phreak) "tons of damage". A great combo to use with this skill, and it works with escaping as well, is to
Sonic Wave an enemy champion, then
Dragon's Rage them toward where you'd like to be
Resonating Strike over to them, and then
Tempest their remains. With an evenly farmed
Lee Sin this combo will make mince meat out of most ad carrys.
Graves OP.
Hey guys, I'm not done yet, there's
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