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Lee Sin Build Guide by Velvette

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League of Legends Build Guide Author Velvette

[Season 3] Jungle Lee Sin by Velvette [Diamond]

Velvette Last updated on August 9, 2013
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Jungle Role
Ranked #18 in
Jungle Role
Win 49%
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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.



Offense: 19

Honor Guard

Defense: 11


Utility: 0

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Hey! Here is my guide on playing Lee Sin.

This specific build is a mix of doing a heavy gank while slowly transitioning to a heavy tank DPS. With this build, you are capable of doing decent damage as well as tank as much as possible for your team to do the work.

Let's do this:

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Why you should Jungle the Blind Man?

First and foremost, Lee Sin has a good clear time compare to other junglers like:

Kinda Slow Clear : , , , , .

and has comparable clear times that of:

"Fast" Clears : , , , .

He can also counter-jungle with ease.

Due to his good skillset, Lee Sin is capable of doing damage as well as protecting teammates from the Early stages up to the Late stages of the game.

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Pros / Cons

Fun to play
Good ganking pressure
Fast clear
Can easily counter-jungle
Good Early to Mid Game
Has good escape with
to sight ward

High skill cap to play
Not much impact Late Game
Not much Crowd Control
A bad
can lead to difficulty in position
Getting picked or banned on the first set of bans or picks.
He's blind

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3x Greater Quintessence of Attack Damage is all you need for a great early game setup. You have high output thus, ensuring a fast clear.

9x Greater Mark of Attack Damage will also boost your early damage to easily secure kills or buffs(when counter-jungling).

9x Greater Seal of Armor taking Armor will lessen the damage and will ensure your HP to a good level. Remember that we are starting on a Doran's Blade not a Hunter's Machete 5x Health Potion

9x Greater Glyph of Magic Resist will come handy when securing a lane with a decent Magic Damage. However, a 9x Greater Glyph of Armor is also welcome when the opposing team composition calls for it.

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This will slightly speed your clear time with faster cooldowns of Resonating Strike and Tempest. Also, you can easily recast a Resonating Strike if it misses the first time.

Since you are running a Doran's Blade start, I recommend to get this instead of .

This will enhance your damage with you just relying on 2-3 Doran's Blade early to mid game. You can deal a good enough blow to opposing lanes.

Combined with high AD from runes and masteries you can easily clear and possibly contest your opponents jungle under his territory.

Enhance your AD output and have a faaster clear time. Since this will help scale your Resonating Strike and Tempest along with other masteries.

Boost your early game potential by getting primary buffs (first blue and red) much faster and proceed to a lane to give heavy pressure.

With armor penetration, you can scale up to late game dealing with decent damage while not sacrificing for item slots. For these item slots are crucial for your transition to be a tank.

The main goal of the offensive tree is to give you an early boost to apply heavy pressure to enemy lanes and give you a faster clear time. A faster clear time also equates to less HP being drained.


You're a jungler. There is no excuse not to get this.

Beef up since you've taken much focus on your AD and your clear times. This can give you that extra beef to take that extra punch.

Highly recommended when saving HP since you are running a no Health Potion start.

More armor equals less damage to monsters. Save those HP for more crucial moments in lane rather than wasting them all in the jungle.

Take this for faster clear times.

Extra Beef = Extra Hits to take.

Not much to say about this Defensive stats. My main objective is to save as much HP when clearing to be able to gank effectively in lane.

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Summoner's Spell

Personal Preference

You are a Jungler. Secure Objectives. Secure Buffs. That is your job. You are at disadvantage without this baby.

This spell is great for escapes, setting up ganks, and even stealing objectives.

One trick I find useful for the Flash is to the sight ward -> Iron Will -> Flash -> Dragon's Rage. This will toss your opponents to your allies and get a good pick.

Another version to conserve Flash is to do : Resonating Strike -> sight ward -> Iron Will -> Dragon's Rage.

As for ganking purposes, I find this kinda effective but be wary of any champs that can hinder your escape. Like: Warwick, Anivia, Maokai

Still a good spell for counter-jungling. However, escape is the most of your worries.

Not so Recommended

You do need high movement speed when ganking, however, taking ghost for the sole reason of that is really a waste of spell. You're boots will take care of that. Also, Lee Sin can jump to wards using Iron Will and even to jungle camps with Resonating Strike there is no need to walk.

You don't need this. You have Iron Will to sustain you and would you really dive into deep turret action?

Please, Lee Sin is blind. Don't try to fix what is not broken.

Seriously are you high?

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Skill Review

Lee Sin has a good skill set so use it effectively to reach his maximum potential.

(Passive): After Lee Sin uses an ability, his next 2 auto attacks within 3 seconds gain 40% attack speed and return 15 energy each.

You should manage this really effectively to have a good clear time and to fully utilize your energy consumption.

(Active): Lee Sin shoots a wave of sound in a line, dealing physical damage to the first enemy it encounters and revealing it for 3 seconds. If Sonic Wave hits, Lee Sin can cast Resonating Strike within the next 3 seconds.
Cost: 50 energy
Range: 975
When Q is pressed again. (Active): Lee Sin dashes to the enemy revealed by Sonic Wave, dealing a base amount of damage plus 8% of their missing health as physical damage. Monsters take a maximum of 400 damage.
Cost: 30 energy
Range: 1100

This is what makes Lee Sin, Lee Sin. His kung fu skills is unmatched inside Summoner's Rift so don't go around trying to embarrass the blind guy.

Maxing Resonating Strike will provide a faster clear time since the cooldown on Resonating Strike compared to Tempest is significantly lower. This will enable you to spam the damage and use your Flurry better.

(Active): Lee Sin rushes towards a target ally, shielding them both from damage for the next 5 seconds. If the shield is broken, half of the cast energy will return to Lee Sin. After using Safeguard, Lee Sin can cast Iron Will for the next 3 seconds.
Cost: 50 energy
Cooldown: 9 seconds
Range: 700
When W is pressed again.(Active): For the next 5 seconds, Lee Sin gains bonus lifesteal and spell vamp.
Cost: 30 energy

You will be maxing this skill second because of the survivability it provides. The bonus shield, Life Steal, and Spell Vamp is a good combination when surviving inside the jungle.

Also, we are after the for the secure gank by doing an Iron Will to an ally before doing a Resonating Strike. With this method, we are clearly sure that we can secure a kill even though the opponent used Flash. Instead of going in with Resonating Strike that is quite useless when he uses Flash.

Even though that we burned his Flash. A burned Flash + kill is always better.

(Active): Lee Sin smashes the ground dealing magic damage to all nearby enemies and revealing them for 4 seconds. If Tempest hits an enemy, Lee Sin can cast Cripple within the next 3 seconds.
Cost: 50 energy
Cooldown: 10 seconds
Diameter of AoE: 350
When E is pressed again. (Active): Lee Sin cripples all enemies revealed by Tempest reducing their movement and attack speed. The movement and attack speed recover over 4 seconds.
Range: 500
Cost: 30 energy

This gives Lee Sin a little bit of crowd control and can easily contest an enemy jungler. However, due to the lower cooldowns of Resonating Strike and good buffs of Iron Will I can't find a reason to max this second. It has good debuffs for counter-jungling but you'll be sacrificing a lot of HP.

(Active): Lee Sin performs a powerful roundhouse kick, dealing physical damage to the target and knocking them back. Enemies the target collides with take the same amount of physical damage and are briefly knocked into the air.
No cost
Range: 375
Knockback distance: 1200

His late game bread and butter. As mentioned earlier, getting a pick by"

Resonating Strike -> sight ward -> Iron Will -> Dragon's Rage is a good way to weaken the opposing team's composition. Just be sure you are not kicking Malphite or any other hard Crowd Control Tanks.

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This can give you damage, health, and a flat lifesteal as well.
Compared to the Hunter's Machete 5x Health Potion, the doran's balde starting can give you enough damage to enemy lanes.

Also, compared to the price of the Wriggle's Lantern. 2000 gold will be allocated to create your lantern. While, you can do a 2x Doran's Blade + a Giant's Belt for a better effect.

You can opt to buy this item as a substitute for the 3rd Doran's Blade. Trade some Health Stats for a Faster Clear

Movement speed is key to your ganking. However, be flexible when choosing your type of boots.

Mercury's Treads and Ninja Tabi are also a good options depending on the situation.

This is our core item. This provides us that Beef we are looking for to tank for our allies. A good survivability will ensure our outmost effectiveness in the game.

This not only provides vision and beef for our team but also gives us an easy escape route. A free ward is like having a free flash. Iron Will's cooldown is great for escaping making Lee Sin a really good counter-jungler.

To scale out on the Late Game, you can sell one of your Doran's Blade and make way for an upgrade. This will give you the damage you need without compromising the health benefits our core gives us.

With high AP on the opposing team, say hello to our purple friend (not related to Barney the Dinosaur). Combined with Warmog's Armor this can scale our late game damage and gives us survivability against those AP nukers.

With Last Whisper not on your list since enemies don't have enough armor to make Last Whisper worthy to buy. Get a The Black Cleaver and boost your damage and also boost your HP.

This is a good counter against those auto-attackers. Not only it provides you Health and Armor. It also gives you another active skill to cripple those Left-Clickers. Oh, Hi Tryndamere.

Good for stacking armor + health like Randuin's Omen but this is much more on the Offensive Side rather than being Defensive.

Buying this after your 2nd Doran's Blade will give out heavy pressure to lanes as well as responding quickly to pressured allied lanes.

oracle's elixer Try buying this on the 10-15 min mark and you'll be able to clear a good number of wards in lane. Also, you can secure objectives better and safer.

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Blue Route - Gank Top


My main route as Jungler is to apply pressure on the top lane as soon as possible. Since I'm hitting level 3 faster than Top. We can ensure a spell burn or a kill. Assuming that your top is already ahead, we can therefore focus on controlling the enemy jungle, Mid, and Bot Lanes. We can therefore counter-jungle, take Dragon(if possible), and put deeper pressure on lanes(Mid and Bot).


When starting on Blue Team, I take Red Buffs first then Blue Buffs. Ask for a leash to ensure minimal damage to be able to gank properly. You don't want the enemy top to be ahead. SO DON'T GIVE HIM BUFFS.

When the leash is starting, hit the Lizard with your Resonating Strike and run towards your AD Carry. Keep him attacking while you are running towards him. This will save you a lot of HP to carry on the next camp. Since you don't have Health Potion, this step is very crucial to ensure your Jungling Rhythm and to ensure we follow our goal.

Take Blue Buffs(with Smite) and head towards top for a gank. Ask your teammates to get a Champion that has a good Early Game Crowd Control. Like Riven, Renekton, Darius and even Rumble. With these champions, you are most likely to land a First Blood or a Spell Burn.

However, when ganking top, be wary that the Purple Team Jungler might be in Top as well so be extra careful and be prepared for a little skirmish.

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Blue Route - Counter Jungle->Gank Mid


The difference of our recent route is that we don't gank as-soon-as-possible. If we can scout that the Enemy Jungler is starting Blue Buffs. He will be likely to take Red Buffs->Gank Top. Feed your Top Lane with this info so he can be prepared and will punish the Enemy Jungler for camping so long without results. With this scenario, you can punish him even further by taking his Wraith Camp and leaving one small Wraith to prevent the early spawn.

After taking his Wraith Camp, you have now the option to pressure Mid Lane or further delay his camps. You can take his Wolf Camps with ease since by this time(he may be doing his Golems->Wraiths->Gank Mid). Remember, keep leaving the lesser neutrals to prevent spawning. However, do not leave lesser neutrals on Buffs so you can time them. Red Buffs & Blue Buffs spawn after: 5 Mins.


The starting route is similar to the recent Chapter.

When starting on Blue Team, I take Red Buffs first then Blue Buffs. Ask for a leash to ensure minimal damage to be able to gank properly. You don't want the enemy top to be ahead. SO DON'T GIVE HIM BUFFS.

When the leash is starting, hit the Lizard with your Resonating Strike and run towards your AD Carry. Keep him attacking while you are running towards him. This will save you a lot of HP to carry on the next camp. Since you don't have Health Potion, this step is very crucial to ensure your Jungling Rhythm and to ensure we follow our goal.

Invade their Jungle and start taking their Wraiths(leaving one lesser Wraith to delay the spawn). Then you can Gank Mid or Take Wolf, it's your call. Just be vigilant of unexpected movements such as Enemy Mid going inside the Jungle.

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Purple Route - Gank Top


Apply pressure to Top. If Top successfully wins, you can take control of the lower Map(Mid->Dragon->Bot Lane). The only difference with the Blue and Purple Route, is that when you are on the Purple Team, you are most likely to start with Blue Buff->Red Buff->Gank Top. While the most common line for the Blue Team is to do a Blue Buff->Red Buff->Gank Mid. This can give you an open opportunity to gank Top Lane freely(unless they read this guide/they are unorthodox players like us).



Follow the leashing code and you'll be saving more HP. Don't rely too much on your Doran's Blade lifestealing action.

The same thing, keep running towards your AD Carry when the Bot Lane is giving you a leash. Then take Red Buffs(with Smite. After taking Red Buffs, you can gank freely on top. However, be careful for unorthodox Junglers starting with different routes.

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Purple Route - Counter Jungle->Gank Mid/Top


Apply pressure on the Enemy Jungler by clearing his Jungle specifically his(Wolf Camp) then ganking Mid/Top. By this time(when you are Counter-Jungling) he may be setting up a gank on Mid/Bot. Give your team these information so they can be aware and avoid dying. With his "attempt" gank on Mid is failing since your Mid knows he is ganking(thanks to you), he will be clearing his wolf(to find there is only one wolf/none). You can gank on Mid/Top with an experience advantage.


Follow the route on the recent Chapter.

The same thing, keep running towards your AD Carry when the Bot Lane is giving you a leash, thus, saving you a lot of HP to take the next camp. Then take Red Buffs(with Smite. Counter-Jungle then gank Mid/Top. Be wary of the Enemy Jungle and his Mid Lane.

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General Tips

Basic Combos:

Setting Pick(1) : Resonating Strike -> sight ward -> Iron Will -> Dragon's Rage

Setting Pick(2) : sight ward -> Iron Will -> Flash -> Dragon's Rage

Setting Pick(3) : sight ward -> Iron Will -> Flash -> Resonating Strike(1st Pop) -> Dragon's Rage -> Resonating Strike(2nd Pop)

*Kick->Follow : Resonating Strike(1st Pop) -> Dragon's Rage -> Resonating Strike(2nd Pop)

Doing a Camp

Saving HP: Try using Smite when Iron Will(2nd Pop) is on. I believe that it will return some HP. A lot like Hecarim's Spirit of Dread.

Clearing a own camp : Iron Will -> Tempest -> Resonating Strike
*Get Iron Will to maximize your shield and lifesteal by using your skills.

Clearing opponents camp : Resonating Strike -> Tempest -/> Iron Will
*You can opt to skip iron will for the reason that you can do an escape if necessary with a sight ward


Safe : Iron Will(Ally) -> Tempest -> Resonating Strike
*This will significantly increase your chance of hitting with Resonating Strike.

Surprise : Resonating Strike -> Tempest
*Pays good with Good Aim.

Ward : sight ward -> Iron Will -> Dragon's Rage
*Saves Resonating Strike for burned Flash

**Be careful when using Dragon's Rage, when the opponent uses Flash in Mid-Animation, you might end up kicking him further away from your Team.

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To summarize, here is a TL:DR Version:

-Don't die with buffs.
-Gank as much as possible in the Early stages of the game.
-Transition slowly from AD to Tank.
-Try to adjust your game depending on the situation.

Note: Give me some tips on how to write a guide. Please give feedback if you have the time. :)

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Team Work