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Spells:
Ignite
Flash
Ability Order
Flurry (PASSIVE)
Lee Sin Passive Ability
Introduction



Lore
"The actions of one may sunder the world, but the efforts of many may rebuild it."
Lee Sin
Statistics
- Health: 428 (+85 per level)
- Health Regen: 7.0 (+6.5 per level)
- Energy: 200
- Range: 125
- Attack Damage: 55 (+3.2 per level)
- Attack Speed: 0.625
- Armor: 16 (+3.5 per level)
- Magic Resistance: 30 (+1.25 per level)
- Movement Speed: 325
Pros / Cons
Pros
+ No mana bar. Can sustain himself forever without the need of going back for mana.
+ High sustained damage. Can chain his abilities to keep his passive up for as long as he keeps hitting them. + Very high mobility. Has the ability to dash in and out of teamfights with 2 of his abilities. Can also be used to escape over walls. + High sustainability. Can stay in the lane for a long time without the need to go heal. + Strong duelist. The combination of his high attack speed, high damage and his ability to slow enemy movement and attack speed makes him exceptionally strong in a 1v1 situation. |
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Cons
- Has a high skill ceiling. Takes quite some time to master and is hard to play overall.
- Requires energy management. Chaining abilities can lead to you energy starving, leaving you not being able to do much. - Requires proper positioning. A lot of his abilities have positional requirements. - Item dependant. In order to have a decent late game, he needs items badly due to his high AD ratios and being a melee he also needs so survivability. |
Main Choices




Possible Alternatives




Hint: When going for





The standard rune setup for top lane

















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Offense Tree Tier 1 - 3 points in ![]() ![]() ![]() Tier 2 - 4 points in ![]() Tier 3 - ![]() |
Defense Tree
Tier 1 - 3 points in either ![]() ![]() ![]() ![]() Tier 2 - ![]() ![]() Tier 3 - ![]() ![]() Tier 4 - ![]() ![]() Tier 6 - ![]() |
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Alternative Setup

Awesome passive. This is what makes

Flurry does not activate when using summoner spells.
Flurry does not stack but it will refresh its duration each time an ability is used.
Flurry will still return 15 energy, even if the attack is dodged (
Counter Strike), parried (
Riposte), blocked (
Aegis Protection), or if it misses (blinds).

Cost: 50 energy
Cooldown: 11 / 10 / 9 / 8 / 7 seconds
Range: 975
Resonating Strike: Lee Sin dashes to the enemy hit by Sonic Wave, dealing 50 / 80 / 110 / 140 / 170 (+0.9 per bonus attack damage) plus 8% of their missing health as physical damage.
Cost: 30 energy.
Lee Sin's main ability to do damage, chase and initiate. Has a high AD ratio so deals a ton of damage later in the game. Also deals more damage the lower the target is.
Sonic Wave / Resonating Strike does not proc on-hit effects.
Sonic Wave / Resonating Strike strike procs spell vamp and
Rylai's Crystal Scepter slow similarly with all single target spells and abilities with full effect.
Sonic Wave / Resonating Strike will not damage
Black Shield.
Sonic Wave / Resonating Strike pops spell shield. If Sonic Wave is blocked by a spell shield, it will prevent follow up with Resonating Strike.
- Sonic Wave can hit and reveal stealthed units. If Resonating Strike is used, the target will no longer be revealed.
- Resonating Strike can travel through walls allowing for escapes when used on jungle creeps (more on this later)
- Sonic Wave is launched from Lee Sin's stretched-out hand. Units standing inside of the hand animation will not be hit by the skillshot.

Cost: 50 energy
Cooldown: 8 seconds
Range: 750
Iron Will: Lee Sin's intense training allows him to thrive in battle. For 5 seconds, Lee Sin gains 5 / 10 / 15 / 20 / 25% lifesteal, spell vamp and 10 / 15 / 20 / 25 / 30 armor.
Cost: 30 energy
This is what makes Lee Sin such a strong laner. Gives him a ton of sustain and tankiness while Iron Will is up and gives him the ability to come out ahead on trades with most melee. Also allows for making plays and escapes.
- Safeguard can be used on champions, minions, pets, wards,
H-28G Evolution Turret,
Demacian Standard,
Jack In The Box and
Noxious Trap. When cast on wards, Safeguard reveals the ward for 2 seconds.
- Safeguard can self-cast to shield Lee Sin without dashing to an ally.
- Safeguard cannot be used while immobilized. Lee Sin will be unable to self-cast Safeguard if he is rooted or snared.
- When stacked with magic shields such as
Hexdrinker or
Black Shield, these shields will take magic damage before any all-damage shields.
- When stacked with shields such as
Soul Shield or
Eye of the Storm, the most recent shield takes damage first.
- Safeguard can travel through walls.

Cost: 50 energy
Cooldown: 10 seconds
Radius: 450
Cripple Lee Sin cripples nearby enemies revealed by Tempest, reducing their movement and attack speed by 30 / 37.5 / 45 / 52.5 / 60% for 4 seconds. Movement and attack speed recover gradually over the duration.
Cost: 30 energy
Another ability that's great for chasing enemies or fighting melee/ranged carries. Deals magic damage so makes Lee Sin hard to build against in the early laning phase.
- Tempest does not proc on-hit effects.
- Tempest procs spell vamp and
Rylai's Crystal Scepter slow similarly with all are of effect spells and abilities with diminished effect.
- Tempest pops spell shield. Targets protected by a spell shield will not be marked and therefore not affected by Cripple.
- Tempest can hit, mark and reveal stealthed champions. Tempest cannot reveal wards,
Noxious Trap, or
Jack In The Box.
- Tempest grants vision of all enemies hit, even if the enter the Fog of War or brush.

No cost
Cooldown: 90 / 75 / 60 seconds
Range: 375
Amazing ability. Proper positioning with this ability can deal a ton of AoE damage. Also has various defensive purposes.
Dragon's Rage does not proc on-hit effects.
Dragon's Rage pops spell shield.
Dragon's Rage will not damage
Black Shield but the knockback or knockup will be negated.
Dragon's Rage has a brief channel time (0.2s) upon cast before it activates.
- If
Dragon's Rage's primary target dies from the damage, it won't be knocked back and no knock-ups will occur.
Dragon's Rage will interrupt all channels with the knockback and knock-ups.
Dragon's Rage can knock enemies through walls.
Ability Sequence
This is usually my preferred skill sequence. I max



However against mobile opponents (





Put a point in

Starting Items
![]() Boots of Speed The usual starting item. Makes for safer early laning, good chasing for more killing potential at low levels and allows for 4 ![]() ![]() Doran's Blade Works, but not recommended unless you're against a really easy opponent. If you can pull this off you'll be very scary at level 1. |
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![]() Cloth Armor The item you should pick up against most strong bruisers. Allows you to buy 5 ![]() |
Offensive Items
![]() The Brutalizer Great early buy when your lane opponent starts getting some armor. Can be upgraded into ![]() ![]() The Bloodthirster Because of ![]() ![]() |
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![]() Frozen Mallet Amazing item. Allows you to stick on your targets for as long as you please and gives you a very nice health boost as well. ![]() Last Whisper Great item to counter high armor targets. Becomes a good buy once at least 2-3 enemy champions have over 100 armor. |
![]() Trinity Force Good buy if you're snowballing the lane. All the stats on it are useful so it's gold well spent, just make sure you have the gold to spend. ![]() Doran's Blade If you're getting one, might as well get a second. Two of these should be enough to make you a beast early game. |
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![]() Doran's Blade Good buy to snowball your lane and increase your early game strength in general. ![]() Atma's Impaler Get this when you start getting some health (from your ![]() ![]() |

Maw of Malmortius
Great buy against a double AP setup. Get an early

Defensive Items
![]() Warmog's Armor If you want to be more tanky, you can get this. Personally I prefer other items but this is definitely a good option. ![]() Force of Nature Great item against heavy magic damage. You can get this against double AP setups. |
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![]() Randuin's Omen Great item. ![]() ![]() ![]() Aegis of the Legion Good and cheap way of getting some tank stats and giving your team a nice aura. You can get this when your support/jungle isn't going to. |
![]() Banshee's Veil Good to get against very bursty long cooldown AP champions, such as ![]() ![]() ![]() |
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![]() Guardian Angel Good pickup if you're being heavily focused. Goes well with ![]() |
Boots
Early Game Core
This is what you'll be looking to build (in this order) against a heavy AD bruiser. Gives you the armor and benefits from

Same idea as above. Instead of the


Getting an early hexdrinker against AP champions can safe your life. Build into

The 2






Straight into a strong AD item for max snowball potential.
Finished Item Builds
This build gives you a nice health pool, enough magic resist to deal with most of the AP damage, a shield to save your life from

Note: If the enemy AD carry becomes a problem replace either



A nice balance of tankiness and damage. If enemy team doesn't have a lot of armor, replace


The build I aim for in the avarage game. If there's an AP carry dominating you can always replace



These are of course not the only viable builds and I did leave out a couple of items, but those are more sitational and should only be used under certain circumstances. (All viable items explained in the above 'Items' section)




Hint: When buying boots, unless you have to go help your team, wait at the edge of the shop range untill 10~ seconds after minions have spawned for another 35 gold to buy an extra

Grab your starting skill accordingly. (


Hint: When on purple side, you can ask your mid lane to assist you with killing the wraiths to get an edge on your opponent. In this case you can put a point in


You can start harassing your opponent from the moment they get in range. If you picked


Here's a few common harass combos:









When going for a kill:






When being ganked, escape using your



You can also carry a ward with you for escaping puproses (more on this below)













































You can also be more of a disruptive tank, initating a fight and landing a


Lastly,




Escaping Using Wards
This is fairly simple. You place a ward over a wall or on a spot ahead of you and you immediately





Escaping Using Minions
You can also abuse the fact that your

Stealing Dragon/Baron


Note: When you don't already have vision of the dragon, you can use your Sonic Wave to give you vision, wait for the right time and then Resonating Strike in for the steal.
If you have a ward, you can also get away safely as shown below.

Lastly, credits to jhoijhoi for her guide to making a guide for all the great looking templates I used when making this guide.
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