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Lee Sin Build Guide by SiAreEx

SiAreEx's Jungle Guide For Lee Sin: The Blind Monk

SiAreEx's Jungle Guide For Lee Sin: The Blind Monk

Updated on February 11, 2012
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League of Legends Build Guide Author SiAreEx Build Guide By SiAreEx 9,472 Views 11 Comments
9,472 Views 11 Comments League of Legends Build Guide Author SiAreEx Lee Sin Build Guide By SiAreEx Updated on February 11, 2012
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Update Log

2-7-12 : Guide has been published to Mobafire
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Introduction


Thanks to koksei for the Banner!

Hey guys. This will be my first Jungle guide, and it will be based off of one of my favorite champions to play, Lee Sin, The Blind Monk. This guide will explain my Jungle path, Build, Runes, Masteries, and Playstyle. I hope you all enjoy.

Here's some music as well to explain Lee Sin:
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Pros / Cons


-Pros!:
-Great durability.
-Strong mid/late game.
-great jungler.
-He's Lee Sin
-Amazing ganker
-A gamebreaking ultimate if used well
_____SPACE_____ _____SPACE_____
-Cons!:
-Need skill to use
-Must be positioned well
-Ultimate needs timing and placement
- Sonic Wave is his only non-melee spell
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Why The Blind Guy?

Why the blind guy?

Do you want someone who can deal damage up-close and personal while also tanking the damage that comes at him?

Then Lee Sin can fit that part. But what else can he do?

You need a jungler who can gank like a god at lvl 3?

Here you are. Lee Sin is a very dominant jungler in the fact that he has lifesteal, an attack speed and Movement slow, and an ultimate that can secure your team a high priority kill.

Okay, i see where you're going, but one more thing?

Alright. How 'bout the fact that all of his none-ultimate abilities are 2 parts.

Yes, this is true. This makes Lee Sin a very fun to play champion while making him very versatile and also a son of a gun to kill if he uses a technique that only certain Champions have the ability to use :D
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Lore

As a young teen, Lee Sin was intent on becoming a summoner. His will and dedication were unmatched by any of his peers, and his skill drew the attention of Reginald Ashram, the League's High Councilor at the time. While studying at the Arcanum Majoris, Lee Sin became frustrated with instruction paced for the other students. He spent his free time researching the nuances of summoning in hopes of graduating sooner. He made amazing advances in his arcane studies, surpassing all other students. By all indications, he would have become one of the League's greatest summoners were it not for one terrible mistake. Too impatient, he attempted to test his ability by summoning a beast from the Plague Jungles. What he summoned instead was a young boy, but not in one piece. He barely had time to look the boy in what was once his face before the jumbled human mass fell lifeless to the floor. A League investigation later revealed that the boy's entire village was obliterated by feedback from the ritual.

Lee Sin's talents were so promising that the League was willing to overlook the incident, but he could never forgive himself. He left the Institute and journeyed to the Shojin Monastery for eternal repentance, swearing never to practice magic again. Years later, hoping to atone for his crime with martyrdom, he set himself ablaze as a protest of the Noxian occupation of Ionia. He remained alive in this state, enduring searing agony for weeks. His actions paved the way for a League match wherein Ionia prevailed, but by the time he was doused, his eyes had been burned completely from their sockets. Hailed as a savior, he was reborn, and his will to act invigorated. He joined the League of Legends to continue his atonement with sweat and blood, a true monk's only possessions.

''The actions of one may sunder the world, but the efforts of many may rebuild it.'' - Lee Sin
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Runes

Runes

Precision
Fleet Footwork
Phase Rush

This is my basic rune setup on Lee Sin. is allows me quick jungle clears, attack speed, which is fairly low on Lee Sin, and cooldown reduction for his abilities since he runs on Energy, not Mana.


Runes

Sorcery
Phase Rush


These are fairly common Marks on Lee Sin. I personally prefer Armor Penetration because it scales much better later when reaching mid/late-game. Attack speed Marks are common as well due to his lack of good base attack speed.
Attack Damage Marks work well as well. I used to use these until i invested in Armor Penetration Marks. I personally recommended these runes for a Jungle Lee as well as Lane Lee.


Runes

Sorcery
Phase Rush


With Seals, you can be fairly versatile. I personally prefer to take Armor Seals, though I've seen players use Flat Health Seals or Armor per Level, which are all viable choices. This is a guide, not a Bible :]


Runes

Sorcery
Phase Rush


Now to Glyphs. When it comes to Glyphs, there's not many good choices. So the 3 Glyphs I recommend are Flat Cooldown Reduction, so that you may use Safeguard more in jungle for the extra lifesteal, Flat Magic Resist for enemy AP Carry champions, and Flat Attack Speed, since Lee Sin lacks a good base attack speed, and there aren't many good Glyphs as I've stated before.


Runes

Precision
Fleet Footwork

I personally take Alacrity Quintessences for Attack Speed which can help Lee Sin clear jungles faster and give him a quick upper-hand in a jungle fight or in a 1-on-1 duel. Flat Health Quintessences and Health Regen Per. 5 are also good to add to Lee Sin's durability if you prefer to focus a tankier build. Armor Penetration Quintessences are also a good chioce to add to Lee Sin's damage output early in the game
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Masteries

Offense Tree.



Offense


  • Brute Force : Gives me extra damage. Plain n' simple. Good for AD Champions.
  • Butcher : Good Mastery for Junglers. Deals extra damage to minions / monsters which can help you clear camps that much faster, and a good use of Mastery Points.
  • Alacrity : Attack speed is really helpful for Lee Sin. Lee Sin has a really low Attack speed, hence Alacrity and 3 Greater Quintessence of Attack Speed are really helpful
  • Weapon Expertise : Armor penetration. Always a handy thing to have with you in the jungle or in a fight. Makes your damage output larger and helps especially in the early jungling / ganking phases.
  • Demolitionist : Extra tower damage for pushes
  • Havoc : With the full 3 Mastery Points, you deal 1.5% more damage. Not much in the later stages of the game, but can definatly help early game with your auto-attacks.
  • Vampirism : Woot Woot! More Lifesteal! Every AD Champion can use Lifesteal to their advantage. For Lee Sin. It can keep you healthy alongside Safeguard.
  • Sunder : Sunder gives you EVEN MORE Armor penetration. So the equals more damage for you auto-attacks. making you unstoppable in fights and in the jungle.
  • Executioner : Now to end off the Offense Tree. Executioner causes you to deal 6% more damage to people under 40% health. Imaging the damage from Sonic Wave plus this mastery! It's crazy!



    Defense

    The points i take in the Defense Tree help in buffing my early game health and some extra Armor for early game durability against AD based Champions.
    • Summoner's Resolve : This buffs my Smite summoner spell by giving me 10 extra Gold on use. Giving me some extra gold in case I need to grab a pair of boots on my back.
    • Hardiness : A very general mastery. This gives 6 armor with all 3 Mastery Points included. This helps early game durability in the jungle as well as a Gank-gone-wrong.
    • Durability : This buffs my health per level. I gain 6 health per level with a total of 108 extra HP at level 18. Not much, but its better than none.
    • Veteran's Scars : This gives a flat 30 extra HP. Generic as well, but gives some bonus HP. I'd prefer to be lucky and walk out of a jungle with 15 rather than none ( If you know what i mean ).
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Skills

Skills




: - Sonic Wave: Lee Sin projects a discordant wave of sound to locate his enemies, dealing physical damage to the first enemy it encounters. If Sonic Wave hits, Lee Sin can cast Resonating Strike for the next 3 seconds.
Resonating Strike: Lee Sin dashes to the enemy hit by Sonic Wave, dealing physical damage plus 8% of their missing health.
This is your initiation tool when ganking. It allows you mark a target and do an immediate dash. It's best to use Tempest immediately after using Sonic Wave, causing them to be slowed and gives you a better chance to secure a kill while ganking. (NOTE: If you gank the lane that contains the carry, allow them to receive the kill. Their level is more important than yours.)



: - Safeguard: Lee Sin rushes towards a target ally, shielding them both from damage. If a shield is broken, half the Energy cost is returned. After using Safeguard, Lee Sin can cast Iron Will for the next 3 seconds.
Iron Will: Lee Sin's intense training allows him to thrive in battle. For 5 seconds, Lee Sin gains Lifesteal, Spell Vamp, and Armor. In my opinion, this is your Bread And Butter Jungling Ability (BABJA for short :3). This gives Lee Sin a temporary damage-blocking shield, passive lifesteal, spell vamp, and Armor, not only making you a great jungler, but also a mean son of a gun to duel against.



: - Tempest: Lee Sin smashes the ground sending out a shockwave that deals magic damage and reveals enemy units hit. If Tempest hits an enemy, Lee Sin can cast cripple for the next 3 seconds.
Cripple: Lee Sin cripples nearby enemies revealed by Tempest, reducing their Movement and Attack Speed for 4 seconds. Movement and Attack Speed recover gradually over the duration.
This help a bunch when ganking as well as jungling. This applies an over-time Attack Speed and Movement Speed slow, but the kicker is that it reduces over 4 seconds. This means they'll improve and go back to normal Attack Speed and Movement Speed after 4 seconds. Using this immediately after Sonic Wave can make a successful gank.



: - Lee Sin performs a powerful roundhouse kick launching his target back, dealing physical damage to the target and any enemies they collide with. Enemies the target collides with are knocked into the air for a short duration. This technique was taught to him by Jesse Perring, although Lee Sin does not kick players off the map.
Oh man, the puns this ultimate will make (i.e Jesse Perring, Chuck Norris) is unimaginable. Why? because it's a roundhouse kick. This deals a heavy amount of damage and knocks a target Champion backwards. The major upside to this is that anything in the path of your new projectile will be knocked airborne for 2 seconds. Note that this can cancel channeling speels such as Nunu & Willump's Absolute Zero or interrupting the teleport part of Shen's Stand United.



: - After Lee Sin uses an ability, his next 2 basic attacks gain 40% Attack Speed and return 15 Energy each.
This passive makes you a great duelist, jungler, and allows you to keep Energy without running out. This passive gives 30 Energy every 2 total hits, so spacing out the using of your abilities in a duel can help you if someone is running away and vise versa.
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Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

When it comes to Lee Sin, i prefer to max out Safeguard first for the most Lifesteal, Spell Vamp, and Armor from the Iron Will side of Safeguard. I choose to max out Sonic Wave right after to get the most damage from the wave and the gap-closing effect of this ability. i max out Tempest last, keeping it for the attack speed/movement speed slow, not for the actual damage. You can max out the abilities anyway you want, but i heavily recommend maxing out Safeguard for the extra Lifesteal and Armor.
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Summoner Spells



My personal choice for Jungle Lee Sin is Smite and Flash

Smite is literally every jungler's best friend in the fact that it deals 450 TRUE DAMAGE to target minion/monster. ( True damage means it ignore Magic Resist and Armor! ). This allows for faster jungle clears, walking out with a higher health pool, and allows 10 extra Gold with Summoner's Resolve .

Flash is a universal spell. It can be an offensive maneuver by Flashing behind a fleeing champ and Dragon's Rage them back into your team or using it to hop over a piece of terrain. It's always a helpful spell and makes it good for ganking as well as fleeing.
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Items

Here i will explain Lee Sin's start,early,mid, and late game items as well as Situational Items.

Starting Items!

This is the usual starting items when jungling. I prefer Cloth Armor and some health regeneration with 5 Health Potions. This allows camps to be clear quickly and with ease. A Regrowth Pendant and 1 Health Potion works, but it would make philosopher's stone a little worthless since mana regeneration is almost un-needed. ( Well it is :P ).



Early Game

With your Cloth Armor, you'll be able to upgrade with your first visit back to base. With this extra cash, you'll usually be buying tier 1 Boots, better know as boots of speed]. Alongside a pair of Basic Boots, you'll upgrade that [[cloth armor and turn it into a jungler's Pride N' Joy, Wriggle's Lantern. Why is this item so good on a jungler? It upgrades the passive from Madred's Razors, gives a good amount of early game Lifesteal, and, wait for the kicker, FREE WARDS! you can now ward lanes for no charge. You will want to sell this later in the game for Bloodthirster



Mid-Game (Durability is focused)

For mid-game, i prefer to focus on durability. The reason Heart of Gold is first on my mid-game list due to it's Gold per 10 Seconds passive ( Similar to philosopher's stone and Avarice Blade. ) This will make it a little bit easier to purchase your core durability items. I prefer to take Warmog's Armor before Trinity Force is due to the passive effect from Warmog's Armor. This makes this it so that you become tankier for doing your job; Jungling. When it comes to Lee Sin, Trinity Force will cause too much pain for one man to handle. Sheen's passive, plus Phage's 25% slow chance, PLUS extra Movement Speed and Critical Strike Chance from Zeal. This makes you a force to be reckoned with in middle and late game. These plus your later game items make you un-freaking-stoppable.



Late-Game (Damage is focused)

Here's a good item for Lee. Sunfire Aegis. i tried this out in a game and realized why it's so strong. The Magical DoT, Armor, and Health is amazing strong. I take Sunfire Aegis over Atma's Impaler and Bloodthirster is for 3 reasons. One; Magical DoT. Helps with duels and such. Health; More survivability early and late in the game. And Three; Armor. This heapls quite a bit for AD Based Champions. Now to Atma's Impaler. Atma's is by far one of my favorite items to pick up. Why? Even more Critical Strike Chance, 45 Armor, and a passive making 2% of your maximum Health Pool extra damage. This gives you amazing amounts of damage with your basic attacks as well as some of your abilities. Now this is what i meant when i said that you need to sell Wriggle's. Bloodthirster is a Lifesteal and Attack Damage based item that has what is known as a Snowball effect. The Snowball effect is that you gain 1 Damage and .25% Lifesteal every minion/monster/Champion kill, reaching a max of 40 Attack Damage and 15% extra Lifesteal. But the kicker is that you lose all your stacks upon death. This is why i take Snowball items like Bloodthirster last. They scale better into late-game where you won't be as squishy (low maximum health pool) and you'll be able to dive for enemy Champions with little to no losses for you or your team.



Boots

Mercury's Treads are my favorite boots to get on Lee Sin. Why? This gives him Tenacity, which makes all incoming CC's (Crowd Controls) duration lower to you. This gives Magic Resist, so this will add to your tankiness.

I've seen many Lee Sin players use Ionian Boots of Lucidity and focus Cooldown Reduction, but it lacks some tankiness when done so. Hence why i prefer murcury's treads over Ionian Boots of Lucidity.

Ninja Tabi are a great pair of Anti-AD Boots. they reduce all incoming basic attack damage by 10% and gives a good amount of early game Armor, making you that much durable in the early game/laning phase.

Situational Items

You're Lee Sin. It's pretty common that you'll be a heavy bounty for the enemy team. Here's an item that'll help with those AD Champions. Thornmail gives a bonus 100 Armor and a passive that causes all enemy BASIC Attacks to be shot back at them, taking 30% of their basic attack damage as MAGIC damage. This helps because AD Carrys undoubtedly do alot of damage, and they don't have much durability to add on to themselves. making them pretty much kill themselves when they target you.


Force of Nature is an amazing item. Tons of health regeneration. 76 Magic Resist ( Amazing! ), and an 8% Movement speed increase. Time to chase! This is great against heavy AP Burst champions like LeBlanc and Kennen.

I almost never take this item, though it is very very handy against a mix team. It gives a great amount of Armor, good Magic Resist, and a Passive affect that well revive you if you die, but has a terribly long cooldown of 5 minutes.

The reason Frozen Mallet is under situational is due to the fact that you want to be tankier. You can trade this out with a Trinity Force, but i highly don't recommended it. though this can help for chases, you still have a 1/4 chance to proc Trinity Force's slow.
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Jungling




This is my route for Lee Sin in the jungle. This route will give a simple explanation on how i make my way through the jungle.


Ancient Golem
Initial Spawn : 1:55
Respawn Time : 5 Minutes
Gold : 80
Experience : 280
This will be your starting buff for extra Cooldown Reduction and a good amount of Gold and Experience so that when you go to the Wolf camp, you'll be Level 2 and have Tempest as well as Safeguard.



Wolf Camp
Initial Spawn : 1:40
Respawn Time : 1 Minute
Gold : Varies On Time Spent Alive
Experience : Varies On Time Spent Alive
This is your next camp. You'll have both Safeguard and Tempest to help you clear this camp quick and easy. After this, you will move to the Wraith Camp.



Wraith Camp
Initial Spawn : 1:40
Respawn Time: 1 Minute
Gold : Depends On Time Spent Alive
Experience : Depends On Time Spent Alive
Camp #3. By the end of this camp, you'll hit Level 3 and have 1 Point in all of your non-ultimate skills. By this time, you have the choice to gank lanes or clear the camp in the order shown above.



Double Golems
Initial Spawn : 1:40
Respawn Time : 1 Minute
Gold: Varies On Time Spent Alive
Experience : Varies On Time Spent Alive
Next off is the Double Golem Camp. You'll be fully prepared being at Level 3 for this camp. you can clear it quick and easy and move off to the Lizard Elder, your final camp on your first route.



Lizard Elder
Initial Spawn : 1:55
Respawn Time : 5 Minutes
Gold : 80
Experience : 260
I choose to grab Red Buff last so that my ganks are more potent. Having this almost right out of the box when you gank will be a little more effective instead of it running off in about 3 or so ganks. Rinse and repeat when jungling, and MAKE SURE TO STAY HIGH ON EXPERIENCE. Staying in a bush for too long waiting for a gank can really mess you up Experience and Gold wise, so be wary!
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Ward Hopping.

Only 3 Champions in the game can do this. Lee Sin, Jax, and Katarina. Ward Hopping is using an ability ( Jax's Leap Strike, Lee Sin's Safeguard, and Katarina's Shunpo.) This allows them to go to the ward, so they can clear terrain without using Flash or needing an ally/enemy to jump to.

Here's a video of a Lee Sin ward hop by CruzerTheBruzer:




As shown. this make Lee Sin a great escapee if he keeps wards in his inventory. This will allow him to make a more efficient over-the-wall gank, or an escape when running low on Health.


This is about one of the best uses for Lee Sin's Dragon's Rage. He kicks 3 people at once, giving a 1v3 Victory!.

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Summary

Im gonna end it here saying that Lee Sin makes a dominant jungler, a great laning, and can also tank for your team. To wrap it up, I'm SiAreEx, and i hope you've enjoyed the guide.
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SiAreEx's Jungle Guide For Lee Sin: The Blind Monk

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