Lee Sin Build Guide by tradtrad
Season 10 [10.16] Korean Lee Sin In-Depth GuideBy tradtrad | Updated on August 28, 2020
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Threats & Synergies
Obvious synergy here as Yasuo is quite easy to gank for and has a lot of early kill pressure with his mobility and low cooldowns. You can also combine your ultimates very well with a well placed kick that can set up a massive Yasuo combo. A problem with this combo is that it will cause a lot of AD damage in the team with few tanks so someone will have to sacrifice their pick.
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. Being one of the most versatile junglers means he can be picked into almost any team composition, although I would advise against picking him in a team that is full ad, especially one that picks Pyke as the support. Though in solo queue it usually doesn't matter and you can get away with 4 AD champions outside of the support.
The beauty of Lee Sin is that he can adapt to any playstyle really and although he is not particularly excellent at any one thing, he is good at a bit of everything. This means you need to know your champions limits exactly and you can only acquire that knowledge by playing him a lot. Although this is true for all champions, it is especially important for Lee Sin.
The fact that he has 2 dashes in his noon ultimate abilities means he can abuse enemies that don't have flash or don't have an escape, and although you don't have any hard crowd control that is easy to use, you should have enough damage to kill most people if they don't have an escape.
I don't want you to play Lee Sin because you watched a montage video of that one sick play that that one pro player did, because you will end up compromising his strengths as a champion by trying to do something that serves no purpose outside of being aesthetically pleasing. Still, that doesn't mean you can't look good while beating down the enemy.
+ Strong early game ganks due to two gapclosers and unique gank paths that can bypass wards.
+ Fast and healthy initial jungle clear.
+ Strong early/mid game dueling with Conqueror and Iron Will.
+ Can scale into a late game assassin.
+ Very slippery and has good escapes.
+ Very versatile as can play different roles for the team depending on what is needed.
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 Warding Totem. It also means with Conqueror he can outheal a lot of damage in the early game. His Tempest does magic damage meaning it will always do damage against enemies with no magic resist, 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 to utilise all this you have to use his spells effectively.
- 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.
- Requires good game knowledge to carry games to victories from early leads.
- Always gets buffed before worlds, and then gutted afterwards because Rito Games and "Muh Skillshot."
You need to learn to manage the 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 use Dragon's Rage defensively as you run out of energy since 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. It is also easy to accidentally use Iron Will when wardjumping if you mash w, which will further drain energy.
|Conqueror is the best keystone rune on Lee Sin because he can stack it very quickly as each part of his Q and E can proc it as well as his auto attacks. The healing is indispensable in early duels and he greatly benefits from it. Do not underestimate your duelling power if you have this fully stacked.|
|Triumph is one of the best single runes in the game, and whenever anyone runs precision this rune is always taken and there's a reason why. In early skirmishes and ganks this could save you from an Ignite as well as in teamfights it can heal you from numerous targets. The extra 20g is also useful early when building Long Swords and Control Wards|
|Legend: Alacrity will let you clear better as the stacking attack speed will build up over the course of the game. This will also make you harder to duel in skirmishes against the enemy jungler, and push towers and other objectives faster as it increases your DPS. However it won't be as good for bursting targets as it doesn't benefit burst damage at all. Taking this rune also lets you get a 3rd auto attack between Sonic Wave and Resonating Strike. However consider Legend: Tenacity if they have a lot of hard crowd control spells that aren't knockups or knockbacks (3+ non ultimate stuns/roots/fears/taunts/binds/snares/charms).|
|Coup de Grace This is the de facto rune in this row for Lee since executing low health targets works very well with his Dragon's Rage and Resonating Strike which does bonus damage to low health targets.|
|Magical Footwear is the choice that every high-elo Korean jungler takes due to the gold efficiency. This is because you get a free 300 gold item, which means you don't have to buy Boots of Speed. Additionally they provide an extra 10 movement speed, which means that players in Korea don't actually upgrade Slightly Magical Boots to tier 2 boots. Which means even better gold efficiency. Due to the early game focused, and aggressive playstyle in Korea, the Slightly Magical Boots are attained much earlier than 12 minutes, as the acquisition time is reduced by 45s per kill or assist. This means with 5 kills or assists, the boots will come to you at 8:15.|
|Cosmic Insight is the best suited rune for Lee Sin remaining in inspiration as the free 5% cooldown reduction from level 1 is quite powerful reducing the cooldown of Q and E by half a second is actually quite significant in early duels. Also increasing the maximum cooldown cap from 40% to 45% means that you can actually reach the maximum cool down reduction with Skirmisher's Sabre - Warrior, Black Cleaver and Duskblade of Draktharr. Also 15 seconds off Flash and 4.5 seconds off Smite might come in handy every now and then.|
|Hunter's Machete + Warding Totem - Pretty standard on any attack based jungler, upgrading this item is optional. Take Stalker's Blade when you take Nimbus Cloak and Waterwalking in your secondary runes, otherwise Skirmisher's Sabre is better in duels and skirmishes the additional damage is powerful combined with the damage reduction on the target, which proc's once you auto attack the enemy.|
Refillable Potion vs Rejuvenation Bead - If you are confident in your ability to clear the jungle without taking damage, then you can take Rejuvenation Bead as this will grant you less healing, but it will put you 150 gold closer towards gettnig Tiamat that much earlier if you still want to build it.|
If you prefer a safer clear, and maybe some healing after a gank or skirmish, take Refillable Potion as it refills every time you go to base, but sell it after your 2nd/3rd item as you will need the slot for wards.
|Phage is what most of the high elo Lee players are taking as it builds into Black Cleaver since the item is a brilliant snowball item. Phage itself gives attack damage, health and a movement speed bonus upon dealing physical damage to enemies, and the effect is boosted if you last hit a target. It also makes Rift Scuttler easier to kill as chasing it with Lee can be painful since it gains bonus movement speed upon being engaged and Lee sin has no hard crowd control for camps.|
|Tiamat is still ok to build early on Lee Sin. For the advanced early cost of 1325 gold you will get regeneration and attack damage. However the main star of this item's stats is the passive and active which clears the jungle efficiently allowing you to gank more often and farm xp more efficiently, and as you know efficiency is the key to being the best jungler. Usually you won't upgrade this item anyway so it's just used in early game for clearing camps and burst damage. You will probably sell this later if you do buy this in the first place.|
|Slightly Magical Boots - Since these are free you won't be able to build them as they come from the Magical Footwear rune. The aim of this is to remain as gold efficient as possible so you can finish other items as quick as possible. This playstyle is a double down on early aggression as each takedown reduces the necessary wait time to get these boots by 45 seconds; the default time the boots come with 0 takedowns is 12 minutes. Another tip is to NOT upgrade these boots as they give an additional 10 movement speed over Boots of Speed.|
|Caulfield's Warhammer - Another great tier 2 item which gives you a lot of early attack damagen and cooldown reduction. This is usually what you will get on your first buy since the Tiamat nerf. It also has a very versatile build path as it builds out of Long Swords, so you can buy Long Swords if you can't afford Caulfield's Warhammer. Additionally it builds into your jungle item, Skirmisher's Sabre - Warrior which is a must build as well as Duskblade of Draktharr and Youmuu's Ghostblade.|
|Black Cleaver and Duskblade of Draktharr - The more standard build is to buy cleaver however if you are ahead in early game it is better to buy duskblade since you will be able to kill people much faster. Nonetheless even if you are ahead you should buy Black Cleaver either way since it's stats and passive are too strong to pass up on. It just comes down to a question of order. Although this no longer has the blackout passive, the extra damage and microslow is useful. If you still want to the ward removal passive at the cost of some damage, pick up Umbral Glaive.|
|Mercury's Treads vs Ninja Tabi - This will always be an agelong debate which is always settled by personal preference. If they have some cc heavy characters like Leona and thresh then Mercury's Treads may be a better option, however remember that they do not reduce the duration of knockups and knockbacks and suppressions, so they aren't that useful vs Alistar, Vi and similar champions. If they have 2 or more attack based champs, or a lot of physical damage, think only the support is magic damage, then get Ninja Tabi. Although most of the time the game should be ended before buying either of these is a necessity.|
|Sterak's Gage - I never looked at this item until the more recent patches, and although at a hefty price of 3200 gold, it will give you extra bonus atack damage which will help the scaling on your Q, E and R. the passive works well against burst which can save you many fights in the mid/lategame after you are in the middle of the enemy team, or even when you get caught in your own jungle which should seldom happen. The passive scales with Gargoyle Stoneplate's active health too! The tenacity is also nothing to sneeze at, altough it does stack multiplicatively if you have Mercury's Treads; tenacity is a hard stat to come by.|
|Guardian Angel - This item is amazing on Lee Sin as it gives him an extra life, which is even further amplified by the fact that it is a midgame item now for junglers, so you can press your advantage further. Another good thing is that Stopwatch builds out of it, as well as giving copious amounts of AD, and it is more of an offensive item than defensive item since the rework. Having the Guardian Angel effect around you also has a mental impact on the enemy as if you are ahead and get this item enemies will be hesistant to focus you since you will just revive. However it can still save you when you are ahead prevent you from giving a shutdown. It also takes 4 seconds to revive which means your Safeguard will come off cooldown if it wasn't used on a ward or minion, giving you a higher chance to survive. This is an amazing item when ahead and should be bought 3rd after Duskblade. One downside is, that if you are in a game or situation where if you die, your team will lose this item doesn't help so it may be better to buy something that will prevent you from dying in the first place such as Randuin's Omen or Spirit Visage.|
|Dead Man's Plate - This item is actually very effective at dealing with AD targets while not giving up too much. The passive is very powerful in combination with Duskblade of Draktharr. If you have winning lanes and they have a lot of AD damage and you are required to peel and survive a bit instead of being an assassin this item is very useful, although this item is much more situational.||
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
Oracle Lens Not as popular on Lee Sin since the removal of Tracker's Knife, and I would say it is very situational, as you will need the ward jumps from Warding Totem more, and vision is harder to come by with the removal of Sightstone as well, so for this reason I'd rather keep Warding Totem
PASSIVE - Flurry
After using an ability, Lee Sin's next 2 basic attacks within 3 seconds gain 40% attack speed returning 20 / 30 / 40 energy on the first attack and 10 / 15 / 20 energy on the second. Scaling at levels 1/7/13.
This is very potent during trades, always use it to gain energy back and you will clear camps faster too which combines nicely with Hunter's Machete's passive. Between each spell cast when clearing, use both procs, however at about level 7, when using Safeguard only use the first proc, and then cast Iron Will as it's cooldown is low enough so you always have Flurry up. A lot of the time when you are in a close fight with an enemy you will usually land the killing auto attack first due to this passive.
Q (First Cast) - 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 (revealing invisible and stealthed units) of it for 3 seconds. If Sonic Wave hits, Lee Sin can cast Resonating Strike within the next 3 seconds.
Q (Second Cast) - Resonating Strike
ACTIVE: Lee Sin dashes to the enemy marked by Sonic Wave, dealing physical damage, increased by 0% - 100% (based on target's missing health).
I always max Sonic Wave/Resonating Strike first, however I take it at level 2. One tip is after doing red buff, use Sonic Wave over the Krugs wall on the large krug. Then wait for it to walk away from the wall a bit and Resonating Strike in. Keep the Large krug between you and the small one to avoid taking damage from it. Resonating Strike is an execute, so you want to put as much damage into the enemy before using it. Always try to start a fight with this, that was as the fight evolves and plays out it will come back off cooldown, giving you an escape tool. You lose a lot of power if you miss Sonic Wave, so usually it will tell you whether you should fight or not. Do not hold onto Sonic Wave for too long or you will usually lose the fight.
W (First Cast) - Safeguard
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 within 3 seconds.
W (Second Cast) - Iron Will
ACTIVE: For 4 seconds, Lee Sin gains bonus life steal and spell vamp.
I take this at level 1 because as well as being 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 Iron Will gives you spell vamp and lifesteal which will help you sustain in the jungle, especially in the early stages. 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' for me). Remember that the cooldown isn't halved if you don't dash to a champion as is the energy cost, so be wary of this. Be careful to also not accidentally cast Iron Will as this will further drain your energy. Also be careful when using this in combat on yourself, as it counts as a dash even if you self-cast Safeguard. This means if you are mid attack animation, it will cancel which can lose you a duel, so always try cast it after an attack has landed. For the same aforementioned reason, you cannot self-cast Safeguard when rooted. Iron Will combined with Conqueror will let you outsustain a lot of champions in the early game such as Vi and Jarvan IV, and survive bursts from Rengar and Gragas. Do not underestimate the combination of the two.
E (First Cast) - Tempest
ACTIVE: Lee Sin smashes the ground, dealing magic damage to all nearby enemies and granting sight (hidden i.e. in bush, but not invisible or stealthed) of them for 4 seconds. If Tempest hits an enemy, Lee Sin can cast Cripple within the next 3 seconds.
E (Second Cast] - Cripple
ACTIVE: Lee Sin cripples all enemies marked by Tempest, reducing their movement speed. The movement speed recover over 4 seconds.
This is AOE damage, take this at level 3 for stronger gank potential as well as being able to keep your passive Flurry procced more often. This spell has to hit an enemy to be able to use the second part, Cripple. This spell 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. Finally, during early ganks you can Sonic Wave- Resonating Strike- Tempest to quickly activate Electrocute if you take that instead of Conqueror. Sometimes you should Tempest+ Flash to catch opponents off guard and giving them less time to react.
R - 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.
150 / 375 / 600 (+ 200% bonus AD) (+ 12 / 15 / 18% of kicked target's bonus health)
This is a nuke of an ult which scales double your bonus attack damage, it can be used to defend yourself or kill an enemy but most importantly in the early game to set up ganks and kills for your teammates. The Q-R-Q combo is you landing Sonic Wave on your enemy, you then kick the with your ult, Dragon's Rage and subsequently catch them again with Resonating Strike. It is also a knock-up and disrupts teamfights as well as damaging all enemies behind the kicked one for the same amount + 15% of the kicked players bonus health. Due to the low cooldown of this ability don't be afraid to use it liberally to disengage or save yourself if you see a fight turning sour. Alternatively, if you have Conqueror stacked fully you can gain a lot of health and deal a lot of damage if you hit multiple targets with Dragon's Rage.
Source from lolwiki as of 11.01.2018 and patch 8.1
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. As well as this you can use it to get inside your Resonating Strike range or to combo it with Dragon's Rage + Flash combo to catc hout unsuspecting carries.
•Start at Blue Sentinel and move onto your Gromp after. Then go to the Red Brambleback and you will be level 3. This will give you a quick clear so that you can gank a lane before Rift Scuttler .
•Start with your Safeguard and auto the Blue Sentinel then Safeguard so that you use shield the first auto from the camp.
•Attack the camp twice to consume Flurry, then use Iron Will while kiting the camp backwards.
•Following the Blue Sentinel clear, Sonic Wave the gromp and proceed to weave 2 auto attacks after each spell cast.
•Move onto the Red Brambleback and clear it. You should now have a point in every spell and be able to gank a lane, or contest rift scuttler .
•After this you should gank a lane or invade the enemy jungler, after which you can clear the rift scuttler .
•Start at Red Brambleback and move onto Blue Sentinel after. Then go to the gromp and you will be level 3. This will give you a quick clear so that you can gank a lane before Rift Scuttler .
•Start with your Safeguard and auto the Red Brambleback then Safeguard so that you use shield the first auto from the camp.
•Attack the camp twice to consume Flurry, then use Iron Will while kiting the camp backwards.
•Following the Red Brambleback clear, Sonic Wave the gromp and proceed to weave 2 auto attacks after each spell cast.
•Move onto the Blue Sentinel and clear it. You should now have a point in every spell and be able to gank a lane, or contest rift scuttler .
•After this you should gank a lane or invade the enemy jungler, after which you can clear the rift scuttler .
When you are fighting the enemy jungler or even considering it, take a glance at your minimap and see which lanes are pushed and have priority, depending on this, it will determine who's laner will turn up first. For example if mid is pushed to the enemies turret, your laner should come help first, if the enemy laner starts moving over it may be worth just leaving the trade. Which would be a misplay from both midlaners as the enemy midlaner is losing xp to help his jungler, and the ally midlaner would not come even though his lane is pushed. If your laner is pushed in and can't help consider just leaving as soon as you see the enemy laner go missing. This will avoid a lot of early deaths and flaming at ally laners; TRUST ME ON THIS ONE.
Here is a map of the path's you should take:
-Shut down carries
-Give blue to mid
Mid Game, 11-25 minutes:
-Start building Health, Armor and Magic Resistance
-Start playing like a second support
-Move around the map as much as you can with all your bonus movement speed, take objectives such as dragon
Late Game, 26+ minutes
-Tank/Offtank if someone like Shen is in top
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.
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
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
- Warding Totems
- Demacian Standard
- H-28G Evolution Turret
- Jack In The Box
- Cell Division
- Dark Passage
- Warrior Trickster
- Maiden of the Mist
- Mist Walker
- Noxious Trap
(Also note all the non champs can be teleported to.)
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 http://www.mobafire.com/league-of-legends/build/an-in-depth-guide-to-trundle-gold-standard-374463
turboooo - Constructive criticism on guide
Psiguard - Moved guide into General
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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
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 champion.gg. Also added "When to Pick Lee" chapter.
15/06/15 - Fixed some spelling mistakes, still some to be hunted out though.
02/01/18 - OVERHAUL FOR SEASON 8
19/07/18 - Mid Season 8 (8.14) rune update, champion patches applied to spells, improved clarity of spoilers. Removed incorrect item set and updated recommended items.
20/07/18 - Complete rework and overhaul of matchups for (Lee,J4,Gragas,Eve,Kha,Sej,Heca,Vi,Ivern,Zac,Rengar,Kindred,Warwick,Shaco,Kayn,Amumu,Nidalee,Trundle,Fiddlesticks,Graves,Nocture,Volibear,Rek'Sai, Master Yi)
13/02/19 - Added Xin, and updated Rengar matchups.
13/02/19 - Updated for Season 9, patch 9.3 (after spellthiefs Hotfix), changed jungle paths, updated rune recommendations, and items.
11/09/19 - Updated for mid season 9 with Conqueror update, item update and rune update.
15/09/19 - Added rune shards, cleaned up summary, changed recommended items and item order, changed early game and final builds. Added headers in banners for main sections. Removed old and irrelevant items such as Titanic Hydra. Better explanation of situational items.
12/10/19 - Cleared up jungle path with bullet points.
18/11/19 - Changed Domination to Inspiration, and updated rune explanations and choices.
28/11/19 - fixed typos and old runes in icons
15/02/20 - Updated season 10 route, and added map.
28/03/20 - Updated and added matchup threats for Nunu, Kayn, Volibear, Sejuani, Gragas, Elise, Rek'Sai, Evelynn, Warwick.