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Introduction
Hi there. I'm SpawnofHell, or also known as Artemius I in game. I'm a long-time league player who played at Gold ranking at Season 2. I specialize mainly in playing top lane champions, some of my main champions being
Lee Sin is a bruiser/assassin hybrid who can be a strong laner as well as a jungler. I like to abuse his strength at top lane as he is one of the few top laners who can lane vs any matchup and has means of escaping ganks from almost every jungler. This, along with his ability to take multiple roles, makes him a great choice for solo queue as you can choose him early without worrying about counterpicks. He can be played either as a solo top or a mid lane assassin.
Season 3 added significant itemization for champions such as Lee Sin making him stronger than ever, and one great way to abuse this is to allow him the ability to farm a solo lane and become an early and mid-game terror. He remains relevant to the game for a longer period of time when on even grounds with the opponent and has the power to completely shut down a laner. Though difficult to master, Lee Sin brings power and utility to the team that allows him to indirectly carry a team to victory.
For anyone who cares, I've posted my current ranked stats below for the sake of interest:
My Lee Sin ranked stats (will be updated regularly)
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PROS
+ Versatile kit containing burst, mobility and utility + Powerful early-mid game due to sustain and damage + Difficult to directly counter and wins many matchups + Runs on an energy allowing him incredible sustain |
CONS
- Becomes less powerful late-game where his damage falls off - Ultimate is very easy to get wrong and lose kills - No hard crowd control or initiation - Requires micro-management of energy through his passive |
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Additional Comment: Lee Sin's weaknesses lie more in the workings of his kit than anything else. He is almost impossible to hard counter but there will be a point in games where your power begins to drop off and you're only still relevant because of your utility. The point of Lee Sin is to bring games to an early game through a massive early lead, usually by turning the game into an effective 4v5. |
Greater Quintessence of Attack Damage
Looking at Lee Sin's AD ratios should explain this choice. 1.8 total bonus AD ratio on
- 13.5 physical damage on both
- 15 magical damage on
- 30 physical damage on
- 15 physical damage on autoattacks
That is a ridiculous boost in damage at the very early levels considering we get it for free. Since Lee's early game is so strong, the damage from AD runes makes him an unbeatable monster in lane.
Greater Mark of Attack Damage
Read the above for the same thing.
Greater Seal of Armor
Armor runes are necessary with all the high physical damage bruisers who go top in the current meta. Even mid lane, in fact, is best with armor runes as a melee since many mages take advantage of their ranged autoattacks to try and harass and zone without burning their mana pool. The damage you mitigate from early armor makes a huge difference.
Greater Glyph of Magic Resist
The reason I get flat magic resist over scaling is because I occasionally go mid lane and not top with Lee Sin, and I like to be prepared. Even top lane sees the occasional AP-based champions such as
Flash is non-negotiable. It's the most foolproof spell in the game with limitless different uses in a game. You can use it as a gap closer for a
It's not an absolute, but I don't see why you would ever use anything else. You could use Exhaust to cripple enemy AD champions in conjunction with
Flurry
This passive is incredibly important to get right if you want to master Lee Sin. Though we don't emphasize attack speed in lane as much as jungle, the fact that this ability is essential for energy control is why it is important to chain auto-attacks between your combo. If you don't take advantage of the resource return that Flurry provides, you will be unable to properly manage your energy costs and be useless in extended fights.
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Sonic Wave / Resonating Strike
One of the highest damage, non-ultimate abilities in the game. It is also an amazing gap-closer with huge range and a built-in execute. This makes is the perfect finishing ability on low-health targets. It is highly important to learn how to land this ability as it is your means of reaching ranged opponents. This ability along with his crowd control makes Lee Sin impossible to kite and difficult to escape.
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Safeguard / Iron Will
Safeguard is an overpowered ability. When we take it apart by its functions, it provides lifesteal, spell vamp, armor, shield and a dash in a single ability. This is what makes Lee Sin so ridiculous in lane as it allows him to mitigate, escape and heal off enemy harass all in one. What's more is that it is a gap closer that can be used defensively, which makes Lee a very difficult opponent to gank. It also provides support for your ally when necessary. Though not a damage skill, it is the most powerful ability Lee Sin has.
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Tempest / Cripple
Tempest is a high ratio AoE which slows both movement and attack speed, and does magic damage. This makes the ability incredibly powerful albeit it is underestimated by most players. Tempest does magic damage, which means it ignores the armor runes that most top laners choose to use making it very strong in lane. In addition, the ability to lower attack speed is a powerful debuff which makes it difficult to outtrade Lee Sin in duels. Though Lee Sin begins to taper late game in most cases his ability to severely cripple AD-based champions allows him to still be an asset to the team.
Dragon's Rage
A complex ability due to its function. There are many uses for Dragon's Rage, ranging from the ability to counter-initiate or peel for a carry to using it as a high damage burst on multiple opponents. The most important thing to know is that despite its damage, the utility is more important. To use Dragon's Rage solely as an execute in teamfights is one of the greatest mistakes of many Lee Sin players. Even when building damage, this ultimate has the ability to do huge burst to an entire enemy team which means using it as a finishing blow is a huge waste of its potential. When playing Lee Sin as a tanky defender the damage is only a supplement to the utility it brings to your team.
Generally, an assassin Lee Sin would go for maxing Sonic Wave first, and a tankier Lee would focus on the utility of Tempest. I would always max Safeguard first or second as it is your strongest ability when laning.
Safeguard ->
Tempest
I feel
Alternative:
Safeguard ->
Sonic Wave
A viable alternative if you prefer single target burst over AoE damage and slow. This alternative makes you an incredible duelist as the damage from
Alternative:
Tempest OR
Sonic Wave->
Safeguard
Maxing a damage ability over Safeguard first is a fine move as long as you can handle losing out on some amazing lane sustain. If you get early kills and want to go for a complete lane shutdown, this is the way to go. I still feel Safeguard is important to level up for the amazing utility and sustain which is why I do not advocate leaving it for last even when skilling for damage.
Starting Build
sight wardSince the beginning of Season 3 the popularity of
The sight ward is personal preference. I lose sustain but minimize the risk of being ganked early on. I tend to be very aggressive in lane and trade damage, and this naturally pushes the lane due to
Laning Phase
Item Sequence
All items here save one have several things in common. They're cheap, powerful, and build into useful items for Lee Sin later into the game. Depending on the situation, any one of these items can make your laning a lot easier. For example, against ranged harass you may need the sustain from
Boots
Item Sequence
Damage Items
Item Sequence
These are all options for a damage-focused player. Keep in mind that these aren't always optimal choices, and some are very niche, and aren't often recommended despite me putting them there. I don't want to hear complaints just because I listed
Survivability Items
Item Sequence
In the late game you will almost definitely want to build some form of defense as you need to be tanky in order to be useful in teamfights where a melee champion will need to survive being focused in the middle of a fight. These are all great tank items to build for different occasions.
Laning Phase
As Lee Sin, you want to make as much of an impact as possible during the laning phase. If you can take the enemy laner, whether top or mid, out of the game before mid game and get a level and gold advantage your chances of carrying the game will already be incredibly high. That said, you shouldn't play overly reckless while laning and take unnecessary risky. While it's true that Lee has a lower impact on the game later on when teamfighting and crowd control take over the game, he's not a champion like
Now for laning. Generally, you don't want to play too aggressively at the very early levels. Lee's highest power curve comes after a few levels and usually after your first recall after buying one or two laning items. You need to farm well and always return damage when the enemy laner tries to harass or take CS (creep score, i.e. farming)
I personally follow a set of golden rules during the laning phase:
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- Always be aware of the adjacent laner and jungler's location, or lack of location, on the map
- Always put creep score as a priority over harassing the enemy laner
- Always last hit and refrain from pushing the lane as much as possible
- Unless the enemy jungler and adjacent laner is clearly at another area or dead, and you are certain you can get the kill without dying, never tower dive
- Don't be hesitant with Flash unless you're sure you can escape a gank or survive a fight without it
- Play much more passively when your summoners are down
- When the enemy jungler shows up in another area, push the lane to the enemy tower to make the enemy lose CS
- After killing the opposing laner and at a reasonable level of health, push to the enemy tower and gank adjacent lanes or counterjungle
- When fed off the enemy laner, begin to roam and put other lanes ahead
- If your laner shows up in another area on the map, push his tower down
- Kill Teemo.
Yes, that is a lot of rules, and no, I'm not always able to follow them entirely every game. I commonly make the mistake of pushing without vision on the bushes or river and tower diving when a kill is not guaranteed. Regardless, these are all important rules to follow in the laning phase to be successful. Being aggressive early game does not mean taking risks you shouldn't. Remember that the objective of the game is to push down towers, get objectives and eventually take out the Nexus. Never lose sight of your main purpose just to get a good KDR.
Mid-Game
This is Lee Sin's strongest phase in the game. You should aim to put the game to a swift end after the laning phase ends through early teamfights taking advantage of your power at this stage into the game. By this I don't mean pick fights randomly, but focus on securing objectives, pushing lanes, and punishing enemies for going out of position.
Be aware that the more of an advantage you can make during this phase, the longer you can stay relevant before late-game kicks in and your power takes an incline downwards. In solo queue particularly, it's rare that enemy teams will try to stall even when at a disadvantage and instead resort to making gambles and dangerous plays trying to pull themselves back into the game. While comebacks are certainly possible this way, punishing them when they make the attempt is the last nail in their coffin. If they're attempting to drag the game out for their late game hypercarries (e.g.
SOLO QUEUE TIP:
This item isn't something I would get in co-ordinated games simply because it slows down the build and you shouldn't usually need it in a decent team. However, for low elo solo queue games this item has indirectly won me games. This item has many uses for Lee both specifically and generally. You can use it to do 'ward jumps' with
Late Game
You won't hard carry late game. That said, your late game isn't bad per se as much as the fact that you're no longer as much of a threat as you were in the early and mid game and what keeps you in the game is the utility you bring with a shield, debuff and counter-initiate ultimate. This is why tanky Lee Sins are more powerful and successful late game as they can remain in fights to spread out debuffs and peel for their carry, therefore taking full advantage of their utility.
If you went for a more offense-oriented build, your life is that much harder. The game shouldn't have gone on for this long, but perhaps you just weren't able to press your advantage or your teammates screwed up real bad. Regardless, all is not lost. If you built damage, you'll have a lot of burst and you need to play entirely as an assassin and make sure any threats on the enemy team are eliminated as soon as possible in teamfights. Make sure that you have good vision on the enemy team at all times in case a champion makes the mistake of going out of position so that you can catch them and take them out. Take any advantage you have to go for turrets, dragon, and Baron. A lot of times I see players make the mistake of not capitalizing on a kill to capture important objectives and waste their time sieging or farming. When you have the advantage, use it.
SOLO QUEUE TIP:
I shouldn't even have to make a comment on this, but surprisingly teams, especially in solo queue, are dismissing the power of true vision. In my opinion, the ability to remove the enemy team's vision on Baron is still invaluable as well as removing any other vision they might have so you have the advantage of them not knowing where you are at times. Either buy these items or convince your teammates to.
General Tips
This part is rather difficult. The thing is, Lee Sin is a very high skillcap champion. There isn't exactly a way to completely explain every facet of every way Lee can abuse the power of his kit because of just how versatile he is and how much he can do. However, there are several tricks you should learn and master before even considering playing Lee in a competitive setting.Basic Combos
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Simple combo. You start with Sonic Wave, knock the target away with Dragon's Rage and follow them with Resonating Strike and slow them with Tempest if necessary. This is generally the combo I use as an execute to finish off an enemy in a duel.
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Do a Tempest/Cripple to slow the target, then take advantage of the slow to reposition yourself so that you can kick the target to your side of the battlefield. Good way to initiate a gank.
->
Should be self-explanatory. Same as above, except using Flash to position yourself in front of the enemy to kick them back.
Advanced Combos
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It's not necessarily this exact combo, but the point I'm trying to get across is that you need to get in uses of
sight ward ->
->
Once you've gotten the hang of ward jumping and timing it correctly, it can be used as an alternative to Flash to reposition yourself for Dragon's Rage.
->
->
This isn't exactly a difficult combo, but timing it is tricky. You can actually cancel Lee's Resonating Strike animation at the point of impact with Safeguard if you time it correctly. However, if you use it too early you will end up cancelling the move altogether and do no damage. Good way to harass in a risky situation (say, under a tower)
sight wardWard Jumpsight ward

Ward jumping is tough but an important skill to get right. Basically, it involves dropping a ward and then using
Note: Be warned, using
Dragon's Rage
Dragon's Rage is a difficult skill to get the hang of. An experienced
This ability has many uses, including:
Ganking: You can either initiate a gank from your jungler or start a gank on another lane with Dragon's Rage if you can position yourself properly to kick the target away from their tower and into a dangerous zone. Following up with a
Initiation: Initiating with Dragon's Rage is fun. If you can catch the enemy team from behind where their AD carry will probably stand, you can kick him through his teammates into your team which will result in their death. Hopefully you catch other members of the enemy team with the ultimate as well for extra crowd control.
Counter-initiation: This one is very important to do and one of the most common uses of the ability. If an enemy
Dis-positioning: If you catch an enemy out of position, kick that sucker into your team and watch them die.
Escape: If you or your teammate is being chased by an enemy, you can kick them away to save yourself or your teammate. Best results when you kick the enemy through a thin wall.
Anti-channel: Use Dragon's Rage to interrupt channeled abilities such as
Burst: Lastly, in the chaos of a teamfight you can just kick a target clustered with his teammates for some really good burst and crowd control. This requires some positioning in the middle of the teamfight but can really pay off if you get multiple members of their team. Kicking a 6-
Below is an example of a ranked game in which we were slightly behind until we managed to get a Baron - the enemy team had a chance at coming back but I made the perfect initiation to secure our victory. For clarity, we were blue and they were purple. Our team was






Smartcasting
Smartcasting is a very important skill, though it may not be suitable for all players or champions. It basically allows for fastest reactions as it removes the need for clicking on abilities and creates a smoother flow of abilities. For a champion like Lee Sin being able to use his abilities in a fast combination will improve play for many players.
Lee Sin 'Champion Spotlight'
Just for fun, and for people who may not know that this exists. Phreak is such a troll.
General: Synergy with Lee Sin is interesting. Truth be told, there isn't actually a lot of unique synergy between Lee and other champions, so this is more general than most. Champions who have abilities that supplement Lee Sin's as well as locking down individual targets are great for Lee Sin since they allow him to focus down an enemy easily.
I find that
--Honorable Mentions:
General: Lee Sin doesn't really have hard counters in the form of champions but rather certain mechanics (such as silence) which makes his job a lot more difficult. Since Lee relies on being able to combo and flow properly, interrupting him with disabling crowd control will hurt more than you might think.
Healing is annoying, but
--Honorable Mentions:
Have fun, and hopefully this guide has given you some helpful tips on how to build and play Lee Sin more effectively.
Extend your senses.
-SoH






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