Lee Sin Build Guide by tradtrad
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+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
Threats & Synergies
Kha'Zix is the king of 1v1's when he finds you isolated because of his Q. He loves to seek you out by invading. To counter this, make sure to ward your jungle entrances so you don't face-check a Kha'Zix in your own jungle. Doing so means almost certain death. Try to farm your jungle with high amounts of HP to increase the likelihood of surviving a Kha'Zix invade. If you ever find yourself low, it's better to Recall and return to your path in good condition. Kha'Zix is very vulnerable to counter ganks - try to track where he starts his jungle at level 1 and match him for an easy kill when he in to assassinate your laner. Pre-6 or without his (100 second CD), Kha'Zix's dueling power is quite weak. His jungle clear gets him somewhat low on HP so look to invade him - if you can get the first hit on him, you will surely win.
Your Q can follow her however if shes smat she will rappel as your coming in to negate the damage, she also has execution damage on her Q, you can beat her in early levels, put when she hits 9 theres no point if your equal as she will always beat you. Try to dodge her stun with a Safeguard.
Shaco heavily relies on momentum with his first clear of boxes (W). Get wards down early before minions spawn to track his starting location. If you can disrupt his starting box setup with your team, you can severely hamper his early clear speed which is the catalyst to Shaco's snowball game plan. You can farm and ignore Shaco but if you don't keep tabs on him, he will snowball against your laners. Focus on taking Scuttles and planting vision on his side of the map and camps. This will allow you to play passively while negating Shaco's pressure. When you're behind, your best option is to work with your team to ward the river and entrances to your jungle to track his invades and ganks. If you can manage to track his movement and get a counter gank off, you can easily turn the tides and kill him since he tends to not bring Flash. Shaco farms slowly and dies quickly when he's behind, so feel free to invade him. His Q has an incredibly short invisibiltiy duration of 1.5 seconds in the early game so it's hard for him to juke heavily and use it as an escape - use this to your advantage.
Hard but not impossible, if you play the movespeed lee you will outtarde him if he doesn't build Feral Flare, if he does avoid fighting him 1v1. His bearstance is strong against your Q engage and it also gives movespeed. His w is also better in tardes than yours and can be used while snare as it isn't counted as a displacement.
Vi relies on two very long cooldowns to make ganks work - her Flash in combination with her Q, and her R which has a 150 second cooldown. Always keep track of these so you can play aggressively when she doesn't have them. Whenever you are dueling a Vi or getting ganked by her, remember that she maxes Q first, and that it's her major form of burst. If she misses it or you know its on cooldown, you can either walk away and likely survive, or turn on her as she won't have much damage left. Vi normally needs a lot of gold to get going so she will be focusing on farming her own jungle at first. The only time she will consider an invade is if she has her ult up and when she has just completed a major item. Other than that, you're mostly free to farm as you like against her. Vi is quite easy to take advantage of in the early game - look to invade her at level 2 or 3 because she has trouble defending her camps. Wait for her in a brush in her own jungle and wait to see if she uses her Q or E to clear a camp. If she does, she will have no escape and no damage output to fight you.
Eve needs her red to gank anyone early in the game because she has little CC and its also a large part of her damage. Her path will almost always lead her to red buff before she does her first gank. Use this to either counter jungle her blue side if she starts red, or to steal her red if she starts blue. Eve is always looking to pick off targets who are alone with her high burst damage. Avoid this by either staying near teammates or building some early magic resist so you can survive her initial damage. She falls off heavily late game so you just need to weather the storm of her early game. Eve is looking to pick up easy kills on low health targets, players overstaying, or pushed up too far. Be aware of this in game and don't stay around to push out that last wave or do that last camp while on low HP. Instead, go back to your tower to Recall safely instead. Without her ultimate Eve is very easy to kill. If you ever catch her trying to gank without it post-6, you can turn and kill her.
Should be easy, you can reveal him with your e and when he wants to engage ult him out of your team when he starts ulting, this will make him useless, also if he uses his e defensivle try to follow with your q or w. Wards are key in this matchup.
Before level 6, Nocturne has a decent 1v1 but is poor at chasing enemies down and securing camps. Abuse him by heavily invading his jungle early. Try starting the same camp as him and then take his next buff with Smite. Aim to be the mountain he has to climb to get level 6! Try keeping track of his ultimate CD for your team - it has a 150 CD at rank 1 (pay attention to the amount of CDR he may have as well). He becomes lackluster late game, so as long as you track his major ganking tool for your team, you can farm away and outscale him. Nocturne will be looking to gank or dive lanes with his ult. Hanging around with low health while Nocturne is in game is bound to make you a target, so try to use this as bait when possible. Once he uses it, he cannot cancel halfway through and will be stuck on whoever he goes on with no escape. When behind, Nocturne isn't great at defending himself in the jungle due to his lack of execute for camps, and a lack of mobility. Whenever he has his Flash down look to duel him. If you manage to dodge his Q, or force him to fight away from the trail, he will do even less damage.
Early game kill him by warding his jungle and predicting his pathing, try to steal his buff, however he is a "ticking time bomb" and eventually he will become a nightmare to the poing where he will ignore your ult damage. Nonetheless as games are lasting quite short in the current meta he will not reach his overpowered stage often, and even less so if you counter gank, and counter jungle him by stealing his camps and waiting for him to gank cheesing him in bushes in him own jungle since you will out duel him when he doesn't have 3 items.
Warwick is incredibly weak when he's behind. Without the stat and skill advantage, and if he's building Cinderhulk, he has little to no damage and can be easily taken down. Warwicks generally want to farm to level 6, but will take free ganks when they see the opportunity. You shouldn't have a problem with staying even and farming against Warwick because they will focus on farm over invading and ganking. Respect Warwick's map presence when you or your teammates are low. Warwick will be looking to use his W to find easy ganks, so you can use that against him to warn your teammates, or be there for a counter gank if he's too predictable. Warwick's weakness lies in the fact that before level 6 he has no upfront burst outside of his Q, so he relies on his E to reduce your burst and fight you on a DPS level. Try to find him while he's jungling with Primal Howl so he has no way to fight back properly.
Jarvan's E + Q combo is easily side-stepped or dodged with mobility spells, so his only real ganking or dueling tool is his R. It's a 120 second cooldown early on, so if you know it's on cooldown, feel free to farm against him while he's a reduced threat. Jarvan's main source of damage comes from landing his E into his Q combo. Not only does it knock the person up, but it also provides armor shred if done correctly. As long as you dodge this, his damage output is extremely low - be on the look out for it. His R is incredibly dangerous when you're playing from behind. Whenever it's up and you don't have Flash or a mobility spell, stay a safe distance away from him (he can look to engage every 120 seconds after using). His main source of poke uses his Q, but when he uses it, he becomes vulnerable since he can't do E into Q combo to escape. If he uses it for poke or last hit, and you are stronger, this is a good time to trade or fight him.
Man I hate this guy, early game he dominates, that is when he gets q and w. I you can try to steal his buff, he will usually start with e in the jungle which is his worst combat spell at early levels, although it does double damage to champions you can avoid it, kill him before he gets his w. Then you need to have map awareness and wardaing against his ult at 6. You should beat him in 1v1's if you use your passive correctly. Remember he gets his attack shield every 4th spell and when he uses 4 it resets, so he will always try to engage you without his w unless someone is nearby.
Starting to become pretty FOTM with his new update, I haven't played much against him, but when i played as him anyone who stuck to me was always annoying, this means when he uses his w try to slow him with cripple, if he goes into your team to ult somene ult him further into your team or even behind your team, this will take your teammate to relative safety. You should beat him in early and mid game tardes before he gets iceborn/tri force and a tank item. Consider black cleaver in this matchup.
Amumu will be looking to make plays with his R. As long as you're able to play safe and respect it's power while it's up, Amumu won't be able to do much until the team fight phase. Amumu is not very threatening while ahead in terms of dueling, but he'll attempt to leverage his lead by diving your teammates with his R. Be ready to counter gank whenever you see low health teammates under tower. Amumu is extremely reliant on his ultimate early game to make anything happen in terms of ganks or even defending himself. If you notice him use Curse of the Sad Mummy, you have a 150 second window at rank 1 - look to bully him in his jungle or play aggro in lane without too much fear of his ganking power. Amumu needs blue to clear really badly, so he will always start there. To counter this, either late invade his blue if your level 1 is better than your enemy's team's since Amumu's level 1 is horrible. Or, start your blue as well and then immediately go take his red side jungle since he'll have no way of stopping you.
Trundle's Q steals your AD so taking extended auto-attack trades against him in the first few levels is a bad idea,. Instead, take shorter trades then back off. Instead, look to farm and gank as it is easy to surpass him in both those areas of play. Trundle is an extremely difficult champion to dive due to his pillar and his stat stealing abilities through his Ult and Q. His weakness is that he has zero ways to farm from range so when you're ahead, look to freeze or zone him to deny his ability to farm. Trundle has no form of poke damage or waveclear before he gets items, so farming against him is not a problem. All you have to do is watch out for W, which in combination with a jungle gank, is an extremely potent gank assist tool. To minimize its threat, stay away from walls so he cannot trap you against it. When behind against Trundle, it's almost impossible to win a fight when his ult(110 second at rank 1) is up, but it's still possible to win a fight when it is down. If possible, keep track of when he uses his ult during a gank or previous skirmish. Once you know it's down this is your only chance to fight him so look for any chances to counter him as he will die a lot easier. Splitting jungle farm versus trundle is not much of a problem as he is not the most threatening champion when it comes to invading you. The thing you'll have to watch out for though is Trundle soloing neutral objectives because he is very good at it so make sure to keep vision on herald and dragon if you plan to farm out. His weakness is that he has a hard time pressing advantages from the jungle due to his lack of engage and he is easily kited. To play into this avoid full-on fights or skirmishes with him until the teamfight phase where you will want to kite out his ultimate then kill him once it is down. When behind against Trundle, it's almost impossible to win a fight when his ult, (110 second at rank 1), but it's still possible to win a fight when it is down. If possible, fake an all-in so that he uses his R on you, then attempt to escape to your tower/team. The best time to do this is when you know his pillar is off CD as well - once you have baited it out, it becomes possible to trade with him or have a laner help you.
Becoming very favourable to pick with the new Quill Coat, Try to kill him before he gets his [[Spirit of the Ancient Golem]] as he won't be as tanky and ready to receive your damage output, rush a Dorans Sword in this matchup and counter jungler him for as long and hard as you can, remember to look at the map for SS's because you shouldn't rely on your team to call them for you.
Highest winrate almost 60% this guy. WHY? Quill coat can answer, it gives him armor and he scales very well with armor, Black Cleaver and Last whisper should be bought in this matchup, if you get a trundle to go toplane in your team he can try steal his resistances. Kill him early at his camps as he will always be low due to his painfully slow clear times before getting quill coat. Late game kick him behind your team or try to stop him from taunting your carries, if you are behind then build tank. Try to kick him out of the team if he has sunfire cape and tremors acitve.
Lee Sin's dueling power is extremely strong pre-6, but if he misses his it pretty much disappears. When looking to engage on Lee, be ready to Flash or dash to dodge it and go in on him if it misses. He doesn't scale very well, so as long as you don't allow him to snowball in the early game, you'll be okay. Focus on counter ganks and good warding to mitigate his early strength. Beware him invading your jungle. Make sure to ward any buffs that are about to spawn - he'll be looking to take them from you. Lee Sin's dueling power is very low without his ult (110 seconds CD early game.) Look to fight him while it's down for an easy kill.
Counter jungle him early, with his high cooldowns and low mobility stealing this guys buffs is so easy, if you meet him in the jungle before level 9 you should always kill him no matter what. As soon as you break through his shield he has lost 90% of his power and follow his Dredge line with your resonating strike. Get a banshees.
Hecarim cannot clear his jungle without a Blue Buff early. Look to invade and take it away from him whenever possible and you'll gain a massive farm lead on him. Hecarim is squishy in the early game and often doesn't take Flash. This makes him a prime candidate for dying to counter ganks or to face checks. He will often lose the 1v1 early on since he is incredibly reliant on items. When Hecarim is ahead, he'll often be looking to dive lanes with his R. Don't stick around with low HP and be ready to Flash or dodge his ultimate when he comes flying in. Until he gets Trinity Force Hecarim will not attempt any crazy plays. This gives you some breathing room, make sure you take advantage of it!
Gragas is not a very strong duelist and has a slow early clear - look to invade him early on to punish this. When you fight him, as long as you can dodge either his Q or his E, you will win almost every time. If he tries to run, try to cut off his escape by getting behind him to block his E (even at the cost of your Flash). He will be looking to pull off his E + Flash + R combo in an attempt to secure kills. The second you see him, be ready to Flash instantly in anticipation of this combo. Try to find Gragas in an attempt to duel him whenever you can. His consistent damage is quite low without his R. If you can block his E he has no real way to deal with you. Don't get baited into getting ulted by him under tower. If you see that the minions nearby are about to die, get away from tower so he doesn't CC you under it while you tank damage.
He's kind of a nightmare to deal with catch him with your q when he ults to follow him in but you won't get knocked up. Don't bother fighting this guy too much cc and tankiness to kill steal his camps his clears are slow.
Sejuani's R is what makes her a big threat in terms of ganks. It has a 130 second CD with no CDR so if she doesn't have it up, she isn't much of a threat. You can look to even turn ganks on her or invade her jungle while its on CD. Do not worry about Sejuani's pre-level six ganks. If her Q doesn't land on you, it's unlikely that you'll die since her damage output is very low. However, you should still be careful if her W lands - if she's able to stack it up, the stun is very deadly. She's unlikely to invade you often so feel free to farm as much as you wish. Keep track of her R 130 second cooldown (with no CDR) so you can be ready to counter gank her when needed. Stay away from her melee range when you're behind. If you allow her passive, Frost, to stack on you, it will likely be the end of you. Instead, look to stay out of range or look to out farm her since her clear speed is lacking.
Get a Randuin's and you will ruin his life, you should kill him until ge gets 4 items. If he is building [[Feral Flare]] you will never kill him late but early he is also quite strong with his perma slow and true damage. Take note that his passive Berserker Rage makes him stronger the lower he gets, as does his W Vicious Strikes.
He is very good at diving towers and countering a tower dive. Do not attempt a tower dive or staying under tower with low HP while you have no vision of him. Look to invade him in his jungle as he is quite easy to kill. The best time to strike is when he uses his Drain on a jungle camp as he will not be able to use his main damage ability on you. Crowstorm (R) is his most deadly ability and has a 150 second CD. When this ability is up in combination with his Flash, do not attempt any risky plays like dives or staying on the map with low HP. He will easily be able to punish you. Fiddle has an extremely slow clear and is reliant on getting blue. If you can ever deny him the blue early, he will be pretty much unable to clear his own jungle. You can either late invade his blue with your team since he is very bad at level 1 or level 2, or invade him yourself. Wait until he uses Drain on a camp then engage onto him - he won't be able to do anything to you for the next 4 seconds, giving you plenty of time to gain the upper hand in the 1v1. You can also kick him out of your team in the early game when he ults, but as he gets a Zhonya's Hourglass in the late game this will be harder to do.
Before he gets stacking he is easy and has no mobility however his silence is a pisstake and his kncokup is very annoying, try to land your q on him before he knocks you up so you can follow up immediatly. Also keep tabs on his ult and how big he is along with what hes building.
Zac mostly focuses on farming and ganking when he's behind so you don't have to worry too much about being invaded. You do, however, have to be able to help defensively ward and be alert to help your laners. Even if they are playing passively, Zac has an easy time diving them. Zac is incredibly low in his early clears so anticipate which buff he will start and be ready to invade early and apply pressure. His has damage and health will be too low to contest you early. Keeping tabs on Zac is incredibly important when you're trying to farm out. If you're both farming he will always get the upper hand by having more effective ganks during down time if you're not invading or tracking him. Once you get Zac behind, you want to be even more aggressive. Start warding his camps and track him. This will allow you to easily contest his camps or set up a counter gank. If he desperately ganks, you can blow him up with your laners due to him being so squishy when he's behind. Remember you can Smite his passive too.
At level 3 she can trade with you if she has a point in each skill, be weary of her burnout as it has a long duration, try to kill her at her second buff, you can check where she started by looking at how late the enmy botlane came in. Without burnout she is an easy kill or flash atleast. However in the current met she is insanely strong so consider banning her as she has very good item and rune synergy
The reworked Xin has been absolutely disgusting every patch since his rework, he can outduel you, outclear you, out gank you. To be honest there is no reason to pick Lee Sin if you can pick Xin. He's also easier to play, falls off less and his items are better in the current meta.
Graves is a high damage and fairly durable marksman, but his auto-attacks can't pass through minions, champions OR towers. If you hide behind units and structures, you can actually bully Graves without much struggle. Graves relies on red buff to gank early on. Try stealing it early to deny him early pressure on the map. Graves's main strength is his ability to farm well. Continue to deny his red buffs to negate his ability to translate that farm into ganking power. If you don't get hit by both portions of , his damage output is very weak. Be ready to dodge and stay away from walls to make it easier on yourself. Once this ability misses, he can no longer duel you early game.
Try not to let him get free hits on you since it will allow him to transform a lot earlier in the game. When farming out against a Kayn, it's best not to do pointless trades or fights with him. As long as you dodge his W, his stickiness is greatly reduced. Pay attention to walls so you can spot his marker and be ready to Flash the W if needed. Without his transformation, Kayn is weak in fights. Look to duel him - especially if his ult is down (120 second CD rank 1). Kayn's early game dueling and ganks are quite weak. You can easily turn on him by dodging his W - it's his major source of damage and CC in the early game.
Be diligent about taking out Rek'Sai tunnels. The cooldown for placing tunnels is 26 seconds at rank 1 with no CDR, so taking them down greatly reduces Rek'Sai's early mobility. Rek'sai's passive on her burrowed Q, Prey Seeker allows her damage to apply Mark as Prey to enemy champions, once that is done she can burrow into the ground and appear near her target dealing damage if she hits you, so get your dancing shoes on for some fancy footwork! Rek'Sai scales quite poorly into the late game, but has amazing farming skills and early pressure. The best thing you can do to maintain a farming situation against her is to deny her mobility by destroying tunnels, and to ward in the river to deny her ganks. This will slow her down enough for you to outscale. Her passive doesn't see you while you stand still, so when ahead, look to camp a brush in her jungle or in river while standing still. This will allow you to get the ambush on her for an easy kill.
Possible the hardest matchups above Shyvana, Udyr Trundle and Kayn. Her kit is insanely overloaded and the shield she gets from her passive negates a good portion of your burst including electrocute, so try to wait it out, however your Tempest (E) does go through it since she will receive a physical damage (orange) shield against you. Alternatively you can wait until her shield procs against a magical damage champion such as your midlaner or support and then jump on her, though remember the second part of her hook shot can interrupt your Resonating Strike. After doing her first buff and then a camp or scuttle, depending on which side she starts on, she will almost certainly always gank a lane for a free flash from your teammate due to her E. With good ward placement from you, using Ghost Poro, you can predict this and counter gank her possibly killing her or turning the gank in your favour in the least. Invading her can also go horribly wrong as she can outtrade you with her shield and double aa reset on her Q, aswell as her hookshot interrupting your Q as previously mentioned. If she ults you, you can't jump out aswell, but you can kick her away; 1 second after she leaves the zone, it will disappear which is very effective at saving carries. If you cannot leave the area of her tactical sweep, then move towards her for the inner damage so that she will not get the extra %max health damage on you which is the better of two evils. Another thing to note is that her hookshot has a 16s at level 1, but she will max it so it will go down to 10 seconds, (-1.5s every rank). So avoiding it is quite important and will help you trade her in early game. To be comptely honest her kit is way overtuned and overloaded and she is banned most games in high level play. Just to accentuate the point, if you go on Lolcounter the only counter point is "Don't Die."
Avoid fighting Ivern 1v1 in the jungle when his R is up - keep in mind that it does have a 160 second cooldown at rank one. If it's down, Ivern doesn't have the damage to defend himself, so you can look to invade him then. Ivern gets low on health in his initial clear, so you can look to kill him in his own jungle or counter gank him knowing he won't be at full HP. As long as you dodge his Q, his ability to chase you down and secure a kill is quite low. Dodge this ability at all costs if he's coming after you. Ivern loves to cheese your buffs at level one by using Q over the wall and Smiting to steal the buff with his passive. Be diligent in warding the entrances to your jungle around the camp and ask for someone to ward the opposite camp to know if Ivern stole it.
Kindred relies on getting marks to scale well. Her early clear is slow and if she doesn't kite well, she can get somewhat low. Use this knowledge to contest her marks early - you should either arrive before her, or beat her 1v1 after she takes a few hits from the camp due to the HP advantage. If your team is ahead on the side of the map that her mark spawns, ping it and go contest it. By doing so, you can slow down her ability to scale while you try to farm up. Don't bother to deny her marks when you're behind and be very careful whenever she chooses to mark you. It's best to avoid fighting her and instead focus the opposite side of the map to reduce her chances of scaling off of you. Without her ultimate, (160 second CD), she's very easily killed in a counter gank or during a jungle invade. Try camping around a mark so you can kill her as she shows whenever her ultimate is down.
Nidalee's early jungle clear leaves her at low health and she's squishy champion to begin with. You can score some easy kills by invading her at level three and waiting in a bush she will pass by. Nidalee will be looking to invade you when ahead, so make sure to ward the entrances to your jungle as much as possible. You will likely be dead to her strong chase down potential if you're jungling with low HP, so be safe and back when low. Nidalee farms extremely quickly but becomes mostly a heal bot in the later stages of the game, so stop her from taking your camps and scale evenly with her so that you can have better late game impact. Nidalee tends to not build tanky early on, and unlike most champions, she doesn't have an impactful dueling ultimate. This leaves her open to a timing attack if she falls behind, so look to invade the next buff that spawns right as you hit level 6 as she will almost always lose this duel, especially with the element of surprise.
Do not attempt to 1v1 Volibear if you are jungling against him. If he has his passive up, he will win most duels early on. Instead, look to out-farm him since his clear is very slow in the early game. His clear speed is rather slow and he has poor jungle mobility, so out-farming him and dodging his invades is quite easy to do. Just be vigilante about not face-checking him or it will certainly lead to your death. When Volibear is ahead, fighting him even 2v1 when he has his passive and ult, can turn into a disaster. Instead, look to ward defensivly and out-farm him. He scales very poorly so just weather the storm and as long as you see him coming, he won't really be able to kill you early on. Without his passive, Chosen of the Storm (120 second CD), Voli is actually very killable early in the game before he gets items. Whenever it's down, look to hunt him in his own jungle - invade the side of the jungle where your laners are shoving so they can come help you if needed. During his ganks always be weary of the Flash + Q combo, and later on in the game you can kick him away from your carries into his team, and since he tends to build a lot of health it will hurt the enemy team quite a bit.
Master Yi has no real dueling power when his ult is on cooldown (85 seconds). If you ever see a Master Yi without it, do not waver, go kill him because it is also his major form of escape. Masteri Yi looks to farm up and scale on items - he's very weak until he completes his jungle item. Look to fight him 1v1 in his own jungle and bully him off of camps whenever possible to slow his scaling. Do not try to 1v1 a Master Yi when behind. Instead, try to focus him down with teammates since he doesn't build tanky early in the game. Farming out against a Yi is very dangerous, but can be possible since his invading isn't too threatening. If he does decide to do so, don't get baited by his Meditate into overstaying - his team is likely coming. Double-check the minimap whenever he uses the ability, it has a 35 second CD so he can only use it once per fight.
He snowballs really hard, and is usually played by one trick players who know what they're doing. Luckily for you he's more broken in toplane which is where you will see him more often. If he gets ahead you will try and kick Rengar off your carry if you can and hold control wards to reveal him. If you are ahead you will shit on him pretty bad. Rengar has one of the strongest level 2's in the game and he will look to abuse this, especially if he starts on the blue side, at red buff. He can then contest scuttle with the slow and he can kill you. Rengar's ultimate cooldown is 130 seconds at rank one with no CDR, so pay close attention when he first hits level six. If he misses his first ultimate attempt, it will greatly delay his chances to snowball. Rengar's R has a 130 second CD at rank 1 with no CDR. Since Rengar will be looking to hunt you down, do not overstay in lane and be sure to maintain high health while his R is active. Staying close to a tower will also help keep you safe. Invade the enemy jungle and attempt to fight Rengar. If you can force him to use his R (his best ganking tool) defensively, it will reduce his chances of coming back into the game through kills. When looking to farm out against a Rengar, the best thing you can do is deny him chances to snowball off his R. Be around to counter gank for low health teammates and you can help deny him a chance to score easy kills.
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. Lee Sin is an assassin in the early-mid game and a supporting bruiser in the late game. His early game purpose is to shut down the enemy carries and snowball his lanes. On the other hand in the late game his purpose is to go tankman because his damage falls off pretty hard. 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, but not if you have an AD top and AD mid such as Talon, as the enemy will stack armor. 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 lower Elo games, if you master him in Bronze you will have a good concept of the jungle and objective pressure, as well as this you can make the plays so feed your teammates which will ultimately help you climb.
+ 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 Warding Totem. 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.
- Scales badly into late game.
- Cannot carry on his own, but can make his teammates carry by snowballing lanes early.
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 defensivelt 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. It is also easy to accidentally use Iron Will by accident when wardjumping if you mash w, which will further drain energy, however your Safeguard will come off cooldown 3 seconds earlier.
|Electrocute is essential on Lee Sin. It is immense for early game ganks and skirmishes as well as bursting squishy characters in the late game as it scales with your bonus AD.|
|Sudden Impact is the strongest option of the level 2 runes in domination as not only is it the only rune that gives lethality, you can PROC it twice with your Resonating Strike and Safeguard. Giving you 10 lethality and and 8 magic penetration means all your abilities are amplified including your Tempest which does magic damage.|
|Eyeball Collection is the most popular rune slot in this line as it grants damage which scales with stacks acquired from champion and ward takedowns. This means that you will gain increasing AD over the course of the game, and if you build it up early you can snowball early pressuring the map the most out of any other rune in this row. Some players like Peanut take Ghost Poro although this is optional it helps you gain early vision in the river and also grants attack damage if in enemy territory.|
|Relentless Hunter is the perfect rune to take in the last slot of the domination tree, as it is yet another stacking rune which gives movespeed out of combat. This means that as you stack it up early you will be able to move around the map faster whether it be to gank, invade or even proccing on an escape, thjis rune is indispensable compared to the other options in the row.|
|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.|
|Hunter's Machete + Warding Totem - Pretty standard on any attack based jungler, although I do not upgrade this anymore as I don't find enough value in the upgrade, you might want to consider Stalker's Blade The trinket is good as from level 2 you can ward jump.|
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.
|Phage is what most of the high elo Lee players are taking as it builds into The 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.|
|Boots of Speed - When you go back with 1400-1500 gold, get this along with Caulfield's Warhammer at an early point so you can upgrade it later. This items is the bread nd butter of for movespeed on Lee Sin. Easpecially early it will be easier to dodge skill shots such as End of the Line and Light Binding|
|Jaurim's Fist - Another great tier 2 item which allows you to get slightly tankier as you build towards Titanic Hydra, the damage is also good, and you will actually end up building this again after you finish your Hydra when you build Sterak's Gage after.|
|Titanic Hydra - The active is like a 5th spell, the damage is strong and the cone 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, giving you that much needed waveclear in late game. The active also procs The Black Cleaver's passive. It also works very well with Tempest. Titanic Hydra also resets the auto attack timer which means it is easier to get the second flurry attack off to gain enery back. Since the passive and active scales with maximum health, you will do quite a lot of damage in the midgame with burst combo's onto the squishier targets.|
|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 Malzahar then Mercury's Treads may be a better option, however remember that they do not reduce the duration of knockups and knockbacks, 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.|
|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.|
|The Black Cleaver and Duskblade of Draktharr - Both snowball items, attack damage, armor shred, cooldown, and some health too for cleaver, 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 as the armor shred stacks on instances of physical damage. This is a very good choice in a majority of games as the movement speed from Phage is pretty good too. Otherwise if you are confident in your ability to isolate and take out champions pick Duskblade of Draktharr as this will reap the most rewards, with a short but powerful slow and enhanced auto and a Oracle Lens like passive.||
Sweeping 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 good in trading, 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.
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.
PHYSICAL DAMAGE: 50 / 75 / 1000 / 125 / 150 (+ 100% bonus AD)
Resonating Strike RANGE: 1200 COST: 30 ENERGY
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).
COMBINED DAMAGE: 100 / 150 / 200 / 250 / 300 (+ 200% bonus AD)
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 (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.
SHIELD: 55 / 105 / 165 / 220 / 275 (+ 80% AP)
W (Second Cast) - Iron Will
ACTIVE: For 4 seconds, Lee Sin gains bonus life steal and spell vamp.
LIFE STEAL & SPELL VAMP: 10 / 15 / 20 / 25 / 30%
I take this at level 2 after 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.
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.
MAGIC DAMAGE: 80 / 120 / 160 / 200 / 240 (+ 100% bonus AD)
E (Second Cast] - Cripple
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 3 for stronger gank potential. This move has to be activated once to be able to use the second part, Cripple. 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. Finally, during early ganks you can Sonic Wave- Resonating Strike- Tempest to quickly actvate Electrocute, or you can Tempest+ Flash
to catch opponents off guard. Another thing is that Cripple procs Electrocute, so you can literally AA- Tempest- Cripple and get electrocute damage off.
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.
PHYSICAL DAMAGE: 150 / 375 / 600 (+ 200% bonus AD)
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, they will never see the Q-R-Q combo coming! 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.
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 red buff and ask your botlane to ward the bottom river pixel bush around 1:10. This, along with seeing which of the enemy laners leashed will help you find out the enemy junglers starting buff and their intention such as securing an early Rift Scuttler . Start with your Sonic Wave and auto the red buff then Sonic wave so that you use resonating strike after your allies leashing ability so Resonating Strike does bonus damage. Then gank top immediately as the enemy laner will have pushed top since your laner leashed red. Usually this will net a Flash if not a kill. It's also a super quick way to get the enemy toplaner tilted. This then puts you in prime position and timing to take rift scuttler on the topside of the map. Usually you would get this before the enemy jungler comes. After the scuttler you can gank midlane, go top again or even invade the enemies blue if they have a slow clear, or are a weak duelist, or you have priority in mid and toplane.
Similarly to purple side, start at the red buff, but this time after clearing red buff you can choose to fight the enemy jungler on the bottom side scuttler which you should win (if your side lanes are even) since you have red buff which will help you duel the enemy jungler. If you know the enemy started at Red buff, then take their blue buff and gromp before doing rift scuttler . Then if you see them appear on the topside of the map either ganking or on a ward, then steal their wolves to. Then head down to Rift scuttler, and gank mid or botlane after.
Alternatively you can rush to the topside crab after red buff, and then try to match a gank in toplane which is usually quite effective for a counter gank if the enemy started red buff and cleared a camp (usually golems or raptors) after.
When you are fighting the enemy jungler or even considering it, take a glance at your minimap and see which lanes are pushed, depending on this, it will determine whos 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.
-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 movespeed, 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
- Control Ward, Stealth Ward, Vision Ward, Warding Totems
- Demacian Standard
- H-28G Evolution Turret
- Jack In The Box
- Cell Division
- Dark Passage
- 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.)
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
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