Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
x
x
Did this guide help you? If so please give them a vote or leave a comment.
You can even win prizes by doing so!
Vote
Comment
I liked this Guide
I didn't like this Guide
Thank You!
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Runes:

Domination
Precision
Spells:
Flash
Smite
Items
Ability Order

Flurry (PASSIVE)
Lee Sin Passive Ability
>> Table of Contents <<
The Goal
«… A young summoner sits in his room and turns the pages of a book in his hands. It's his diary. A journey of his goal. A meaning of his life... His own meaning.
Every time he turns the page, his facial expression changes. Some pages make him mad. Some of them put a smile on his face. Some trigger deep thoughts in his soul. They are all different but there is a fact which unites them all: they are all meaningful. Victories, defeats, rages, teases, blames, surrenders... He truly knows everything of these. This diary is a large proof of his experience.
He grabs yet another page in his hand to turn it. His face suddenly freezes.
«Here it is» - he said. «The thing I fear the most.»
The page he stopped turning the book on was the first one. The time has come for him to read it from the very start once more.
«Perfection never comes on its own...» - he started reading. «...Achieving it is a hard work on your mind, technique and spirit»
A perfectly strong spirit will never break, no matter how hard things get. Same goes for a summoner of the Blind Monk.
A warrior's perfect spirit is very adaptive. …»
Introduction
|
Greetings, League community. I'm Simplar Duosora, the one behind the graphics, content and idea of this guide. Hope you'll find it useful and fun to read! It's a pity that there was no really comprehensive Lee Sin guide before this one, despite his popularity. There was a lot of material about Lee already, though it took a lot of time for me too to watch many videos and understand how Lee combos work, how his synergy works and so on. This is why I've decided to make THE Lee Sin bible for you to use. He's really fun champion to play and rewarding to master, so you should definitely give it a shot to learn him! It's true that I am far from being a perfect Lee Sin since I reside in mid-silver (somewhere around Silver III on a moment of writing this), but improving my skill is always a part of my player experience. The guide uses the experience of high elo Lee Sin players together with my analysis. This made this guide easy to read and easy to understand. |
* Image by Ryuuuna
|
Pros & Cons
+ Mobi-lee-ty + Uti-lee-ty + Variabi-lee-ty |
|
- Decea-sin-g - Discompo-sin-g - Abu-sin-g Despite all his good sides, |
The preseason is here, and so are the new runes. This new system merged old runes and masteries in one simplier system which is way more handy to both describe and use.
How did the old system work | HistoricalHow does the current system work
There are 60 different choices in total, splitted between 5 paths: Precision, Domination, Sorcery, Resolve and Inspiration. Every path has a choice of 3 keystones and a choice of 9 different runes.
In every rune page you create, you can pick up one primary path and one secondary path. In primary path, you have to choose one of 3-4 different keystones and 3 out of 9-10 different runes, split between 3 different rows. You can pick only one rune from one row. In secondary path, you can pick up 2 out of 9-10 different runes from that secondary path (the row rule still applies there).
Moreover, you are getting the special trait bonus of your primary path (these traits are listed below in specific path sections).
Where are paths, keystone and runes located? Look at this screenshot!Just saying, I won't be stopping in detailed rune descriptions, as you can read the most updated data by clicking on a rune's icon, so I'll just state my opinion of their current viability with
Precision's Traits:
- The Merciless Elite (Domination secondary): Grants 10 Ability Power or 6 bonus Attack Damage (Adaptive) as well as 9% bonus Attack Speed.
- The Brazen Prefect (Sorcery secondary): Grants 10 Ability Power or 6 bonus Attack Damage (Adaptive) as well as 9% bonus Attack Speed.
- The Eternal Champion (Resolve secondary): Grants 15-135 (based on level) bonus Health as well as 9% bonus Attack Speed.
- The Savant (Inspiration secondary): Grants 18% bonus Attack Speed.

|
Press the Attack Probably the best keystone in this tree if you'll ever decide to use it as your primary. If you'll weave some basic attacks in your combo, you'll get bonus damage from your burst combo which may come in handy if you are facing a lot of tanky champions you cannot really burst by using Domination runes. Be warned that it might slow down your combos so don't use it at all if you are against a team of champions which can be killed in one quick burst. | |
|
Lethal Tempo That's a keystone for auto attack reliant champions without ability to disengage from a fight. | |
|
Fleet Footwork A keystone which promotes a playstyle of kiting an opponent (attacking them and moving a bit, repeat until your enemy is killed). That's clearly not what | |
|
Conqueror This keystone is more of a choice for champions which specialize on long trades, as it requires you to stay in combat for quite a while before its effect is enabled. |

|
Overheal
This is a situative choice for |
Triumph
A bit of additional gold and quite good extra healing after killing any enemy champion: what's not to love here? |
Presence of Mind
|

|
Legend: Alacrity
A potential bonus of 18% Attack Speed. It will speed up Lee's clears which is important in games where you are going to contest objectives a lot and/or where your successful early game must bring you what you need to extend the lead by securing objectives. |
Legend: Tenacity
A potential bonus of 30% Tenacity. Good to take if your enemies got a lot of crowd control and you can't afford to buy |
Legend: Bloodline
A potential bonus of 8% Lifesteal. This works well with your |

|
Coup de Grace
A good contribution to your deadliness. With |
Cut Down
This option works best against the team of tanks as it outperforms |
Last Stand
This option works on champions like |
Domination's Traits:
- The Twisted Surgeon (Precision secondary): Grants 5.5% bonus Attack Speed as well as 14 Ability Power or 8.4 bonus Attack Damage (Adaptive).
- The Aether Blade (Sorcery secondary): Grants 20 Ability Power or 12 bonus Attack Damage (Adaptive).
- The Immortal Butcher (Resolve secondary): Grants 15-135 (based on level) bonus Health as well as 10 Ability Power or 6 bonus Attack Damage (Adaptive).
- The Wicked Maestro (Inspiration secondary): Grants 20 Ability Power or 12 bonus Attack Damage (Adaptive).

|
Electrocute There are a couple of things worth mentioning here. | |
|
Predator I strongly disagree with picking it on | |
|
Dark Harvest This choice is actually very, very viable to pick on | |
|
Hail of Blades A latest addition to Domination tree, this keystone just won't do well with Lee. The only way I maybe see it working is to compensate some of the Energy loss in synergy with your |

|
Cheap Shot
Your way to go when teamed up with hard crowd control setups (if you have |
Taste of Blood
Holy pepperonis level synergy with |
Sudden Impact
I must admit, this thing has pretty nice synergy with |

|
Zombie Ward
Sadly, |
Ghost Poro
This choice is what I would call a staple choice for |
Eyeball Collection
That's a good optional choice against those teams where you can snowball pretty fast. It is small but nice addition of AD. Remember to not go this rune unless you are legit sure that you are going to grab and extend your early lead as much as possible as it won't be as good. |

|
Ravenous Hunter
Complements your |
Ingenious Hunter
This is probably a staple choice of all four. It also reduces a cooldown of your trinket, which clearly means more wards per second for you. Thus, more often ward jumping with |
Relentless Hunter
Very nice niche option for different roamers like |
Ultimate Hunter
I would probably choose between Ingenious Hunter and Ultimate Hunter, as your ultimate has pretty long cooldown time which can slow down your insecs or ganks as Lee relies on his ultimate as mush as he does on wards. If you feel like you will need presence in fights more than extra mobility, choose this one. |
Sorcery's Traits:
- The Incontestable Spellslinger (Precision secondary): Grants 5.5% bonus Attack Speed as well as 14 Ability Power or 8.4 bonus Attack Damage (Adaptive).
- The Calamity (Domination secondary): Grants 20 Ability Power or 12 bonus Attack Damage (Adaptive).
- The Ancient One (Resolve secondary): Grants 15-135 (based on level) bonus Health as well as 10 Ability Power or 6 bonus Attack Damage (Adaptive).
- The Cryptic (Inspiration secondary): Grants 20 Ability Power or 12 bonus Attack Damage (Adaptive).

|
Summon Aery I won't say that a pet companion which synergies with whole | |
|
Arcane Comet This keystone is pretty interesting if we think about comboing it with | |
|
Phase Rush Simple and clean, I don't think |

|
Nullifying Orb
That's very, very good choice when facing a lot of mages, as it stacks with |
Manaflow Band
This rune has a great synergy with |
Nimbus Cloak
Why would |

|
Transcendence
This rune allows you to turn cooldown reduction overcap into something pretty useful. Honestly, I wouldn't recommend using it on |
Celerity
I imagine it being viable on movement speed dependant champions like |
Absolute Focus
That's both your best and your staple choice from these three. First, |

|
Scorch
If you are planning to pick |
Waterwalking
Your staple choice there. It helps with securing and contesting objectives (Rift Scuttlers, Elemental Dragons, Rift Herald, Baron Nashor) with its extra stats and movement speed it provides. If you want to pick some Sorcery runes, I definitely recommend you this one for jungling. If your are playing non-Summoner's Rift mode (3v3, ARAM), you should staple to another rune to the right of this one. |
Gathering Storm
It would be great on |
Resolve's Traits:
- The Imperious Behemoth (Precision secondary): Grants 15-135 (based on level) bonus Health as well as 9% bonus Attack Speed.
- The Leviathan (Domination secondary): Grants 15-135 (based on level) bonus Health as well as 9 Ability Power or 5.4 bonus Attack Damage (Adaptive).
- The Arcane Colossus (Sorcery secondary): Grants 15-135 (based on level) bonus Health as well as 10 Ability Power or 6 bonus Attack Damage (Adaptive).
- The Enlightened Titan (Inspiration secondary): Grants 30-270 (based on level) bonus Health.

|
Grasp of the Undying Good one if you are planning to get a lot of health on | |
|
Aftershock Pretty awesome synergy with | |
|
Guardian This keystone (combined with this path, of course) is going to be insane on tank supports with unit-target abilities (especially shields) like |

|
Demolish
If you are going to use health for tankiness, this is your choice unless someone else like |
Font of Life
Its effect procs from |
Bone Plating
That's going to make us significantly more durable, especially early on, when even a small damage matters. Of course, it can be countered by |

|
Conditioning
This rune makes Lee tankier after a delay. This rune shines in mid-late game when |
Second Wind
It complements |
Chrysalis
Say hello to your staple rune choice. It gives you extra health, allowing you to stay healthier during your clears and then it complements your success in ganking and securing kills, giving you more power to keep snowballing. In my personal opinion, this rune is the most comfortable choice of this triplet. |

|
Overgrowth
Many champions love late game, but not |
Revitalize
This rune will boost your |
Unflinching
I see this rune pretty abuseable with |
Inspiration's Traits:
- The Elegant Duelist (Precision secondary): Grants 20% bonus Attack Speed.
- The Ruthless Visionary (Domination secondary): Grants 22 Ability Power or 13.2 bonus Attack Damage (Adaptive).
- The Stargazer (Sorcery secondary): Grants 22 Ability Power or 13.2 bonus Attack Damage (Adaptive).
- The Timeless (Resolve secondary): Grants 35-300 (based on level) bonus Health.

|
Unsealed Spellbook I gotta clarify that you are not looking to swap your summoner spells (both | |
|
Glacial Augment This keystone mastery is going to be very strong if you plan building or | |
|
Kleptomancy Picking this keystone on |

|
Hextech Flashtraption
I don't think you can get much use of an extra flash mostly because of its delay and that channeling which prevents you from moving during the channel. I would explore another options from this triplet to pick, as |
Magical Footwear
Free boots? That sounds great! Extra stats from obtained boots? Now that sounds even better! This will allow you to spend more gold on other items and get boots automatically around the time you would actually build them. I see this as |
Perfect Timing
|

|
Future's Market
|
Biscuit Delivery
Staple choice from this triplet if you are picking it. In League, obtaining free stuff is great, especially when it's good, as it economies your gold to spend for something better. Even though I see this rune more of a supportive choice because supports are on a low economy role, I still recommend to use it while playing other roles as it's free sustain and it regenerates 20% of your missing health with one biscuit (you got no mana). If you time it well, you are going to profit from this mastery a ton. |
Minion Dematerializer
This rune is probably going to become the local meme soon. Say ps-s-s-sht for quick pushing the lane early on! Probably, this is going to work best on support |

|
Cosmic Insight
Your clean, uncontested staple choice. It allows you to reduce your |
Approach Velocity
I can imagine this rune being a good synergy with |
Time Warp Tonic
Extra healing from potions along with that extra mobility over their duration will speed up your overall jungle clears with |
Abilities
It's the time to explain the abi-lee-ties of
|
Flurry Cost: none Cooldown: none After using an ability, This passive ability raises Tips and Tricks |
|
Sonic Wave Cost: 50 energy Cooldown: 11/10/9/8/7 seconds | |
|
Resonating Strike Cost: 30 energy Cooldown: none This is one of the signature abilities of Tips and Tricks |
|
Safeguard Cost: 50 energy Cooldown: 12 seconds | |
|
Iron Will Cost: 30 energy Cooldown: none For next 4 seconds, A very strong defensive ability which also contributes to Tips and Tricks |
|
Tempest Cost: 50 energy Cooldown: 10 seconds | |
|
Cripple Cost: 30 energy Cooldown: none A nice soft control / chasing ability. It's also good for purposes of tricking your enemies which think that Tips and Tricks |
|
Dragon's Rage Cost: none Cooldown: 110/85/60 seconds HIKU!!! ..oh, so, where were we...? Ah, yes. This is a very strong control ability, allowing Tips and Tricks |
To give more clarity on ability order, let me tell you what is used when.
AD Bruiser Lee Sin
Tanky Lee Sin
Full Damage Lee Sin
Items
Now that you know your abilities, it's also good to know which items is it good to get on
|
Starting Items (Jungle)
|
|
|
|
|
|
|
|
|
|
Starting Items (Lane)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Jungle Item: Upgrades & Enchantments
|
|
|
|
|
|
|
|
|
|
Boots
|
|
|
|
|
|
|
Overall, remember a simple rule:
Now you know how to choose your boots!
|
Basic Items
|
|
Build Order: Getting bead before long swords will instantly spoiler the enemy that you are going |
|
|
|
Build Order: Damage over health early on, so LS over Ruby. |
|
|
|
|
|
Offensive Items
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Defensive Items
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Elixirs
|
Always remember: elixirs are either bought after your whole item build is completed or when you need a bit of stat boost to ensure a win of an important fight!
|
|
|
|
|
Lee's item order
|
Itemization isn't difficult, just keep asking yourself right question to find the answer what to pick. See the full analysis under the spoiler to get an idea!
Jungle Bruiser Lee
Combos
The fun part about playing Lee is that he got a lot of combos. I will structurize them by difficulty, from easiest to hardest. If you know another combo and it's not featured here, don't hesitate to send it in the discussion of this guide and it will get in that list too!
stands for Place a ward
stands for Auto Attack (or Basic Attack).[#x] stands for 'do the combo number x'.
Now, on to the list of combos!
|
#
|
Name
|
Difficulty
|
Sequence
|
Details
|
| 1 |
2-Hit | 1/5 |
-
-
-
| This is the simpliest of all combos. Land your first Q, attack twice, press your second Q. Practice it in Practice Tool in order to get an idea of Lee's playstyle. |
| 2 |
3-Hit | 1/5 |
-
-
-
-
| A stronger version of the previous combo. Perfect for farming the jungle. You can do this combo only if you have enough attack speed. |
| 3 | Jungle Punch Series | 1/5 |
-
-
-[#2]-
-
| This combo is simply perfect for farming jungle camps when you only got your Q. Just keep track of your basic attacks to not mess up. |
| 4 | Ward Jump | 1/5 |
-
| One of these bread and butter combos of Lee Sin. Place any ward and then use Safeguard on it. |
| 5 |
Instant | 1/5 |
-
| Cast Tempest and flash in a close range to an enemy. This will reduce the time window for an enemy to react on an engage. One of rare basic combos of Lee, still useful. |
| 6 |
| 1/5 |
-
| Cast Dragon's Rage and flash right after to relocate yourself. The knockback will use Lee's position after the flash for a knockback direction definition, so if you want to surprise your enemy, use this combo. It's simple to use and understand. |
| 7 | Mind Changer | 2/5 |
-
-[#4] | Time it before you'll reach your target with Resonating Strike. You can also jump on an ally. Ward is not necessary for doing that combo, but it needs the right timing. |
| 8 | Sonic Wave Through Minion | 2/5 |
-
-
| A good way to surprise your enemy. A minion behind Lee and his enemy will make him feel safe because (as he thinks) minion will 'zone' Lee from engaging. This combo proves that it's not always right. Before using the combo, left click the minion. If Smite has enough true damage to finish off this minion, do this combo to increase the chance of hitting your Q and adding an element of surprise. |
| 9 | Objective Steal | 2/5 |
-
-
| To do this combo correctly, you need to cast Smite right before you reach the target with your Resonating Strike. This simple trick makes Lee an effective objective stealer. Practice it in a Practice Tool to perfectly time it. |
| 10 | Steal & Escape | 2/5 |
-[#9]-
| Same as the previous one, but it also allows you to quickly escape after stealing an objective. This will force a couple of enemy flashes or dashes because they will want to chase you up. |
| 11 | Steal, Escape & Punish | 2/5 |
[#10]-
-
| Same as the previous one but with a sustainful Dragon's Rage kickback to restore some health for yourself along with kicking the flashed enemy so he won't be able to chase you. |
| 12 |
Extended | 2/5 |
-[#2]-
-
-
-
-
-
-
-
-
-
-
-
-
-
| Pretty easy to use against isolated immobile tanky targets with a ton of health.You can finish it off with repeating 3-Hit Flurry combo ([#2]) or even adding a Dragon's Rage cast right after. |
| 13 | Basic Skirmish Combo | 2/5 |
-
-
-
-
| The most complicated part of this combo is to get in a close range to an enemy without firing Resonating Strike before your Tempest. You can also extend this combo by attacking and casting E right after you finish this combo to slow your opponent and land two more attacks. |
| 14 | Skillshot Dodger | 2/5 |
-[#4]-
| If you are able to do it fast enough, you can dodge many narrow skillshots like Ezreal's Mystic Shot, Morgana's Dark Binding or Elise's Cocoon and land your Resonating Strike right after. This combo has the power to force your enemy to flash or waste the escape with you still catching up to him. Activate your W again and use AA-E-AA if you can finish off your enemy. |
| 15 | Target Execution | 2/5 |
-
-
| Pretty easy to understand. You must hit Sonic Wave on an enemy, use Dragon's Rage to knock this enemy back and cast Resonating Strike while the ulted target is mid-air. Reasons to use? First, this hurts. Second, this allows you to quickly catch up with the target you just knocked away. |
| 16 | Ward Insec | 3/5 |
-[#4]-
-
| Another bread and butter combo of Lee Sin. It's actually pretty difficult to pull off properly. 'Insec' means that you jump in a group of enemies (or one enemy) and knock one or a couple of them back to the place where you are safer than the enemy. Lee Sin and Azir are the most popular champions which are able to use insecs. Highly recommend to practice this trick versus your friends in a custom game before trying to do it in a real game (so you won't be able to clearly predict their moves and get more productive insec practice). You must place a ward behind your enemy so you'll ult him away from his allies. |
| 17 | Flash Insec | 3/5 |
-[#6]-
| Same as above, but you flash behind your enemy instead of ward jumping. Note that you must press your ultimate right before flashing since the ultimate has a 0.25 second cast time and flashing after starting its cast will change its direction. |
| 18 | Flash Ward Insec | 3/5 |
-
-[#4]-
-
| A bit different insec. This version does that same good ol' insec but you must flash to the enemy (over the skillshot like Ezreal's Trueshot Barrage or Ashe's Enchanted Crystal Arrow), then ward jump behind and cast your ultimate. This trick allows you to bait out enemy's powerful ability and then knock the enemy to a place where you are safe. Worth to practice since it's really powerful if used right. |
| 19 |
Insec + | 4/5 |
[#16, #17 or #18]-
-
-
-
-
-
-
-
-
-
-
| Use any insec and this punch series. It's a pretty long combo and requires you to master kiting but if done right, it simply means a ton of damage unleashed on your enemy. |
| 20 | On-Dash Ult | 4/5 |
[#4 or
-
]-
| Now this is a rare trick not many Lee Sin players know. You need to press Dragon's Rage exactly during your dash. It can be used on any nearby target, not necessarily on the target of your Resonating Strike. It's pretty difficult to pull off since you must decide quickly if the situation favors using that combo. |
| 21 | A Blast From The Past | 5/5 |
-
(attack the Blast Cone)-
| Once again, rare and really hard combo to pull off. It is one more way to proc Courage of the Colossus (if you will decide to use this mastery) and is also a good way to isolate the enemy the way you want. |
| 22 | Angular Knockback | 5/5 |
-[#4]-[#21] | Probably, one of the hardest Lee combos I know. You ult your enemy near the Blast Cone, then wardjump to it, and use it to blast your enemy off in another direction. It is pretty fancy when done right. |
Matchups
For
|
Playing against farm junglers
|
Farm junglers are a type of junglers which want to farm a lot during early game to reach late game sooner. In late game, they are unstoppable monsters. The notable examples of such junglers are
When playing against a farm jungler, keep that in mind. Their weak sides are their early game which can be abused by you (you can make an early invade and catch your enemy there, resulting your early kill in most cases) and their low gank presence (you will always outgank your enemy if you are playing the game right). Pay attention to where they start as it will assist you in determining their current position on a map.
If you will screw up their early game by invading and killing them, they won't be able to snowball themselves, provided that you won't ever stop invading them and stealing their jungle camps. This makes them being able to take objectives only together with their team, along with forcing them to tax their lanes (that's the way they may comeback: if their jungle and objectives are missing, then they either show themselves on a lane and steal their teammate's farm (partially) or ragequit the game).
Make your item build the way like enemy jungler do not exist as they won't do any major harm being countered by your map influence. Keep watching their slots, though: after they've made it past three full slots, think about grabbing defense against them. Else don't even bother: keep farming your own jungle, their jungle, themselves, their allies on their lanes. Any farm jungler is a free win matchup when Lee knowing what he's doing.
|
Playing against gank junglers
|
Gank junglers are a type of junglers which spend more time ganking lanes than farming the jungle. The good examples of gank junglers are
Generally, any gank jungler is a skill matchup for
If you are ahead by objectives, feel free to keep extending your lead as you'll win in every situation of encountering a gank jungler after that.
|
Playing against control junglers
|
Control junglers are that type of junglers which aim to invade you a lot and got everything they need to establish and maintain map pressure. They can easily track you while you can barely track them. The good examples of control junglers are
So, this type of junglers is pretty creative of what they do and when they do it. As they are hardest case to counter for a gank jungler like
Sounds odd? I totally understand!
To counter a control jungler, you must first discover his position on a map. If they are farming, then farm yourself too. If they are ganking, always countergank them. If they are invading you or taking an objective, make haste there so they won't get too much bounty for clearing your whole jungle side. Alternatively, you can go to any closest free lane and get farm from there. This way, you are countering their income by getting at least the same amount of gold by your action. If they are taking objective, always force your team to contest it but don't even try to do it alone if you are either even or behind.
Warding
Establishing and maintaining smart vision always was one of the most important parts of success in League of Legends. That's because vision gives you and your allies vital parts of information about your enemies' positions in a map and their plans/intentions in the foreseeable future. Vision is especially significant in solo queue games due to the lack of coordination in most of the matches. Let's make
You can primarily get information by warding. And here comes the interesting problem I'm sure Lee players did face before at least once after both Sightstone and Tracker's Knife got deleted: how can
People tend to think that if you are the only source of vision (for example, if you are in a solo queue game and got no duo partner to trust with warding), then your
Now, where were we... Treat warding as an inner contest happening between your team and their team alongside the contest for the nexus. Warding allows you to get information which is used for smart macro play, allowing your team to get rid of the isolated enemy or, for example, snag an objective whenever enemies are far from it and have no tools or opportunity to get there quickly. This is why wards which provide efficient vision and are hard to contest are extremely valuable tools in game.
First thing you should know it's not necessary to place your wards only in brushes and nowhere else. That's because both brushes and dragon / baron pits are the most common places people use their control wards in, which reveal and disable your stealth wards.
Blue Jungle Warding
Red Jungle Warding
Neutral Objective Warding
Jungling
You should absolutely read this flowchart. This way, you'll grasp the way junglers usually think in.
Click the chart for HD qualityIf you understand this flowchart, no clear will be a problem for you after the first one, so the only think you should know is how to do your first clear.
|
First clear routes
|
After patch 8.10 things became rough for
1. Buff (any) -> Rift Scuttler -> Gank mid -> Rift Scuttler -> Buff (take yours or invade your enemy's)
Use this route if you are sure you can get a scuttler. If not, use route #2.
2. Red Buff -> 2 small murk wolves -> Blue Buff -> Gromp -> Gank top or mid.
This way, Lee Sin will end up being at least level 3 and you can continue your game by the flowchart above.
Laning
Sad-lee, Lee is currently not viable for laning. :(
Sorry folks.
Change Log
[8.15]:
- Updated the guide's contents to reflect the current patch.
[8.14]:
- A MAJOR update to the guide, now done!
[7.22]:
- The Preseason is here! Removed Runes and Masteries sections and added sections for new Runes Reforged. I hope you will enjoy these detailed descriptions as much as I do! :)
- Reworked Pros & Cons section.
[7.11e2]:
- Improved Items and Combos sections.
[7.11e1]:
- Added a couple of skill orders to choose from for more clarity.
- Clarified item builds and added a core item order (to display in front of the guide).
- Changed default skill order in the guide's header to AD Bruiser Lee Sin as it is the most popular way to level abilities on him.
- Properly aligned all 3 mastery tree columns so it will be easier to click on spoilers to reveal details of each comparison. All comparisons are accurately in line with one another now.
- Detalized Fury vs Sorcery in mastery choices.
- Bandit description fixed: it really does not proc off abilities, sorry.
- Corrected and detalized my description on Battering Blows vs Piercing Thoughts.
- Added a remark below the analysis of masteries which adds more clarity on correct mastery choices.
- All runes are now divided by 3 categories: the good, the bad and the doubtful.
- Reworked the description of marks for more clarity on the choice.
- Reworked the description of seals for more clarity on the choice.
- Added more choices to glyphs to discover: energy and scaling energy.
- Reworked the description of quintessences as it was pretty non-informative.
- Added more choices to quintessence analysis: energy and energy regeneration.
- Added a Smite synergy with Iron Will to Abilities section.
- Made Dragon's Rage tips and tricks much clearer than before.
- Added more clarity to Hunter's Talisman and Corrupting Potion.
[7.11]:
- Initial release!
Videos




You must be logged in to comment. Please login or register.