Click to open network menu
Join or Log In
Mobafire logo

Join the leading League of Legends community. Create and share Champion Guides and Builds.

Create an MFN Account


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


Lee Sin Build Guide by Disegno

The Many Blindfolds Of Lee Sin

The Many Blindfolds Of Lee Sin

Updated on November 26, 2011
Vote Vote
League of Legends Build Guide Author Disegno Build Guide By Disegno 17 4 156,478 Views 27 Comments
17 4 156,478 Views 27 Comments League of Legends Build Guide Author Disegno Lee Sin Build Guide By Disegno Updated on November 26, 2011
Did this guide help you? If so please give them a vote or leave a comment. You can even win prizes by doing so!

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

I liked this Guide
I didn't like this Guide
Commenting is required to vote!
Would you like to add a comment to your vote?

Thank You!

Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.

Choose Champion Build:

  • LoL Champion: Lee Sin
  • LoL Champion: Lee Sin
  • LoL Champion: Lee Sin
  • LoL Champion: Lee Sin
  • LoL Champion: Lee Sin


LoL Summoner Spell: Flash


LoL Summoner Spell: Smite


LeagueSpy Logo
Jungle Role
Ranked #58 in
Jungle Role
Win 50%
Get More Stats
Jungle Role Ranked #58 in
Jungle Role
Win 50%
More Lee Sin Runes


Lee Sin is one of few champions who can double blink, making him extremely mobile, and able to juke in or juke out some people. With this mobility he can get some crazy initiations started as well as get away from some crazy initiations that get started on him. He can be built with few AD items and still pull off a 5 AD Ratio with his full combo.

There are a few ways to play him but the most known and most recommended are the Top Solo or Jungle Lee. As you can see there are a lot of builds that are going to be explained in this build, as far as those 4 go shown above, those are the main ones that I like to use, depending on team comp, enemy team comp, fed, or not. There are so many things that he can be built with. Mainly because of that 5 AD Ratio with full combo, 200 damage, 1000 damage right there if you land everything, that is what makes him so dangerous.

Another thing is he has an extremely high skill cap, although if he is good for learning skill shots too because you can spam your Sonic Wave / Resonating Strike so much more often. Lee Sin is the reason why I can play Ezreal so well for those of you who are a fan of my builds. Extremely fun to learn because he isn't so much, limited by mana, and he has a great amount of sustain if you get a Vamp Scepter after your first recall. Safeguard / Iron Will at level 1 with the scepter just works really well for laning Lee.

This video is enjoyable and at the same time a good run through of how to use his skills correctly..

To sum up some things, mobile, agile, strong as hell, and has so many ways to build him and play him. This makes him extremely fun as a champion, a well worth purchase, and a great asset to any team that is willing to support each other. Skill set includes two blinks, slow steroid, attack speed passive for 2 hits, shield, disable/knockup, and sustained lifesteal. Depending on if your team has your back, you can initiate fights, or follow up on fights very easily cause you can just burst so well. Here it is, The Many Blindfolds Of : Lee Sin.

Credits to jhoijhoi for the template, which you can find here.
Credits to videogamedunkey for the video on Lee Sin, you can find his YT channel here.
Back to Top

Pros / Cons

  • If you have good experience with Lee Sin, you can easily get around the Cons. When I was listing his Pros, these are things you should keep in mind when you are playing him. They are the essentials to playing him, mastering him is a difficult thing to do, but it is possible to still do well if you keep up your farms. Keep a steady farm and keep ganks frequent if you are the team's jungler. If you are solo top, the only thing you can do is farm, and wait for a gank. You have a great sustain if you are solo top and can harass a lot better than most solo tops. Master yourself, and you'll master the enemy's... death timer.

+ Extremely Mobile
+ Can Be Built Many Ways
+ 5.0 AD Ratio W/ Full Combo
+ Stealth Detection Slow
+ Ult Can Cripple Entire Team
+ Attack Speed Steroid

- High Skill Cap
- Enemies Can Dodge Skill Shots
- Ganks May Rely On Q Landing
- Team Reliant
- Tank Needed To Live
- Some Expensive Builds
Back to Top

Mastery Trees

  • On a regular occasion I would run a 21/0/9 mastery tree while in the jungle. It's standard for a Bruiser or AD Carry and this is where I would prefer AS > AD as far as the 2nd row goes. The remaining 9 points in the Utility tree for the extended jungle buff and lower death timer.
Offense :
  • Deadliness , Alacrity , Sunder , Lethality , and Brute Force are all things that contribute to the AD portion of his attacks. Critical Related in some points but all are damage based.
  • Sorcery point because I need it to continue with the mastery tree, very useful in laning, not so much jungling cause you'll have blue buff.
  • Plentiful Bounty mastery because of the gold given everytime you smite, jungle speed increase, and increase the chances on last hitting a neutral buff like Dragon or Baron.
  • Offensive Mastery does more damage to minions or in this case, jungle creeps, so again, increase in already fast jungle speed.
  • Havoc to increase his overall damage for both AP and AD aspects. Contributes to your late game damage but not so much early game.

Utility :
  • Good Hands all 3 points in this because I want the death timer reduced. The other things shown are useless to you in the sense that some of them give mana regen and the other is a Teleport mastery.
  • Awareness points to increase experience gain, if the enemy team doesn't have this mastery put in, could be the difference in why you have a faster jungle, or get to level 6 before the opposing jungler does.
  • Utility Mastery finally I get this, I ask the jungler if we have one for a Blue Buff after he reaches 6, and he doesn't mind. 15% buff increase is a lot, works well for Blue and Red, and more open space for ganks.

  • Looking for a more defensive jungle? Here's the answer to that. A working and reliable way to set up your mastery trees and still maintain a good jungle speed. Works very well for those going straight up tank after building the Wriggle's Lantern and Mercury's Treads.
Offense :

Defense :
  • Resistance , Hardiness , Defensive Mastery , and Harden Skin all reduce damage given to you directly. That means Magic Resist, Armor, Minion Damage, and just regular damage. Helps you against those "I blue pill after small golems because I might die" well.. run this and you'll get lizard buff fine.
  • Evasion and Nimbleness are some good points for those nailbiter situations, people have dodged and lived, or people never dodge and die.. If you decide the enemy team goes like, woah, new 4 AD Meta, Ninja Tabi could help against that along with some nice dodge.

Utility :
  • Perseverence point placer, can help regen some health if you are waiting on a gank. Not that much of a difference for I prefer 10% reduction death timer than I do like 4% mana/health regen.
  • Greed mastery to help you generate some of them Gs. Not noticeable if you stare at your gold for the next 10 minutes but will make those 20-30 seconds for an item waiting time go a bit faster.
  • Utility Mastery for the same reason as above except now you can put both points into it for a 30% increase in buff timer.
  • Good Hands for the same explanation as above..
  • Awareness for the same reason as above.

  • These are laning masteries but they are relatively similar to jungling so I only listed some key points in each of the mastery choices below.

  • Cruzerthebruzer inspired laning.
  • Points in offense for exhaust to catch up and reduce enemy armor / magic resist.
  • CDR for the somewhat increase in spamming skills.
  • Full tank defense tree to avoid those nailbiting situations if you have some experience with this game where, if you had went this tree, you would have lived.
Back to Top

Rune Page Setups

  • With the wide variety of builds come the wide variety or rune setups that could come with it. Now when I say variety I don't mean run every rune that looks okay with him. I mean that he can have some mixed in runes with a natural setup.

Greater Mark of Desolation -- Greater Mark of Desolation : Pretty much standard although never a bad idea to mix some Greater Mark of Attack Damage to round off the 10 AD bonus. You still get granted a nice 10-15 ArPen and there is still some ArPen built into this.

-- Greater Mark of Attack Damage : You can run a full attack damage page and still jungle fine. I'm providing a video of stonewall008 doing it because he knows his Lee Sin jungle extremely well. Although I have never tried it, full damage, Long Sword, that is a hell of a lot of damage. If you go cruzerthebruzer style, he adds 2 of these to his arPen reds to round off the damage.

-- Greater Seal of Armor : I prefer these seals for him only, because, armor works well on any champion practically. They are cheap and the bonus on them are extremely well worth for level 1. Helps your jungling as well taking less damage from the creeps.

-- Greater Glyph of Scaling Magic Resist : Magic Resist to any champion that uses AP. Helps a bit early game and a lot more late game. Grants you the Magic Resist boost that will help you and pair nicely with the Force of Nature that you may consider buying depending on the build.

-- Greater Quintessence of Attack Damage : AD Quintessences that I run almost all the time when playing Lee Sin simply because I can fit it into my jungle and along with that it provides a stronger gank. If you decide to run the full AD page, the ganks are just so strong if you land your Q. By Level 6, you have that 5 AD Ratio combo, running this, is just.. massive punt to the face to the enemy.

Greater Quintessence of Desolation -- Greater Quintessence of Desolation : Armor Penetration Quints to those who don't want the extra early game damage. It still helps cause your on-hit effects will be added onto your Mystic Shot, helps a lot early game as well, and contributes to mid/late game.

-- Greater Quintessence of Health : Health runes to help improve some early laning phase. I added it in one of the builds above and only recommend it if you want a greater defensive early game. The boost will make you a lot harder to kill and you can farm better in a duo lane or a solo lane.

Back to Top

Summoner Spells

  • These are the summoner spells that I recommend on Lee Sin. There are many reasons why I included some of these spells. Some are questionable yes and some can really work with him if you know how to use it well with him. Spells not mentioned in this aren't recommended.

-- Flash : I always run this on him. Basically, Flash, Dragon's Rage into your team, can be your initiation. Or you can use this to escape as well if you have burned your Safeguard / Iron Will and Sonic Wave / Resonating Strike.

-- Smite : Get this always if you are jungling which I am for most of the time. I haven't had many chances to solo top so always run this, faster jungle, and used to steal neutral monsters like Dragon and Baron.

-- Exhaust : I run this a lot of times as well. Reason being is because it basically takes adds more of a pain to your enemy cause you can just kite so well around an enemy. Can easily DPS your enemy down with your Flurry and will make them weaker due to the reduced armor and magic resist. Lets you Tempest / Cripple without attempting to land Sonic Wave / Resonating Strike if you so do please. Your Q will do more damage the weaker they are so.. Ya.

-- Ghost : This is fine, I don't like it as much as Flash though. It is a huge speed buff and you can go through massive creep waves without being kited. You can use it to catch up and Dragon's Rage or use it to speed you up as you Safeguard / Iron Will to a nearby ally.

-- Cleanse : Run this if the enemy has a CC heavy team, also known as, knockups, silences, and stuns. You need to be able to put out your skills as much as possible because you want to deal that 5 AD Ratio combo. This lets you run into a team extremely tanky without being touched by CC for a few seconds. A free QSS if you would refer it to.
Back to Top

Ability Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
  • I go for this skill sequence in Top Solo because I like the facechecking Q.
  • Always run the same thing because I want maximum damage, for I don't prioritize damage for most of the games I play.
  • Grabbing a point in Safeguard / Iron Will for a bit more sustain if you are still in that laning stage by Level 8.

  • Flurry : After Lee Sin uses an ability, his next 2 basic attacks gain 50% Attack Speed and return 15 Energy each.
  • Skill Explanation : An attack speed steroid that let's Lee Sin jungle extremely well. It gives you bonus attack speed for 2 attacks and restores 15 energy for each attack with the Flurry active. Try to use this with every spell cast, it works extremely well if you have a Lizard Buff, cause they won't be able to run away, two hits, next spell, two hits, next spell. With this it'll let you efficiently spread out all of your damage and because you attack more, it'll maximize your damage as well.

  • Sonic Wave : Lee Sin projects a discordant wave of sound to locate his enemies, dealing 50/80/110/140/170 (+) 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 50/80/110/140/170 (+) physical damage plus 10% of their missing Health (Max: 400 damage vs. Monsters).
  • Skill Explanation : This is a skill shot nuke and blink, the first part of the skill marks the enemy, when you press your Q again, it will kick to the enemy that is marked. This also gives you vision of an enemy so it will let you face check safely. If you can land this after you land a Tempest / Cripple then you will get more damage because the damage increases if the enemy has less HP. Also running this immediately after Dragon's Rage, disabling them, shooting it out in a straight line, will guarantee a hit, and grant more damage as well. You can also use it to initiate if needed because it's a nuke skill, as mentioned in the above.

  • Safeguard : Lee Sin rushes towards a target ally, shielding them both for 40/80/120/160/200 (+0.8) damage over the next 5 seconds. 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 5/10/15/20/25% Lifesteal, Spell Vamp, and 10/15/20/25/30 Armor.
  • Skill Explanation : This is a shield, blink, and sustain skill. It's basically the swiss army knife of Lee Sin. You can use the shield to run away to allies and wards, so you can go through walls by putting than your own ward. The spell vamp and lifesteal are granted as well once you use the second part of the skill, this is what makes him a jungler, the extra sustain in jungle, and can be paired so well with a Vampiric Scepter for junglers. You can use this skill to harass for those behind turrets, if you land a Sonic Wave / Resonating Strike, kick them, and then Safeguard / Iron Will your way back.

  • Tempest : Lee Sin smashes the ground, sending out a shockwave that deals 60/95/130/165/200 (+) physical damage and reveals enemy units hit for 4 seconds. If Tempest hits an enemy, Lee Sin can cast Cripple for the next 3 seconds.
  • Cripple : Lee Sin cripples nearby enemies revealed by Tempest for 4 seconds, reducing their Movement and Attack Speed by 30/37.5/45/52.5/60%. Movement and Attack Speed recover gradually over the duration.
  • Skill Explanation : This is a stealth detecting and speed debuff to the enemy team. This is an anti DPS skill as well and can be used to your advantage if you use it on the right targets. If you can initiate with this skill during ganks then you would be better off because you can land more basic attacks. It'll also easily let you follow up on your wave and kick.

  • Dragon's Rage : Lee Sin performs a powerful roundhouse kick launching an enemy champion back, dealing 200/400/600 (+) 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.
  • Skill Explanation : This can be used in many ways. You can use it to initiate a fight if you have a good angle during a gank because you can use the disabled time that they have to land your Sonic Wave / Resonating Strike, it will land if you shoot it straight in their face. Easily follow up on the kill with the rest of your set. It's very strong cause of the 2 AD ratio that comes with it. You can use it to kick away enemy teams chasing you if you have an angle on all or most of the people chasing you.
Back to Top

Reasonable Item Builds

Disegno's Lee

CruzertheBruzer's Lee

Fratma's Lee

Damage First Lee

Try To Kill Me Lee

  • What I explain directly below this post is my build for jungling and going solo top. The other builds I have listed in this guide will be listed with explanations at the bottom of the section.

Early Items

/ / /
  • Vampiric Scepter : I always run this in the jungle because I put 2 points in Safeguard / Iron Will and you'll be surprised at how much sustain or life you can get back in the jungle, 22% Lifesteal after the Iron Will buff. I run this every time I go for Blue -> Double Golems / Red.
  • Cloth Armor : This is not a bad choice at all. I get it when I don't wanna get the 2 points in Safeguard / Iron Will and focus on getting more damage dealing skills. I have notes on how to run the Health Potions as well below, I run this going for the Wolves -> Red camp always.
  • Boots : I ALWAYS run this whenever I solo top. Even though he is an amazing jungler, he is also an amazing solo laner. Reason being is because of his sustain. It's not much but it does contribute because you also have the 3 Health Potions that you buy early on.
  • Doran's Blade : ONLY run this if you are going bottom with another laner. I only play included ranked Lee Sin builds sorry, but as far as normal games go it'll still work cause no one will be able to kill you.
  • Vampiric Scepter / Cloth Armor : Doesn't matter which one you grab first, I'd recommend going for the Lifesteal if you are going for Blue earlier for the faster jungle with the cooldown reduction. For those who want Red faster, I'd recommend the armor for you can heal yourself and gank after you get it.
  • Boots : Grab it for the movement speed and by that time you'll have enough for a part of your Wriggle's Lantern if you have ganked which should be easy cause you're Lee Sin and whichever path you went, it had some sustain in the jungle.
  • Wriggle's Lantern : Finish this, something any jungler would do. Has the free vision ward whenever it does run out. Has the sustain in the jungle because you should constantly keep up your farms. The Madred's Razors will proc 500 damage for some attacks to minions, speed up some jungle times, and emptying creep pushes.
  • The Brutalizer : This is the last item that I get before I start heading towards finishing your Boots. This is a must for Lee Sin in my point of view, the early game damage is great, the early armor penetration is great, and the 15% cooldown reduction will let you constantly kick up enemies with Dragon's Rage.

Laning (Solo Top)

  • Boots : Almost always, run this, the movement speed to dodge some attacks, and just to simply run faster. It also gives you the great option of grabbing 3 Health Potions. I always do this because my sustain is great already and this adds more sustain.
  • Phage : Instantly go into this because I want the health that covers up for not getting a Doran's Blade or a Doran's Shield and the damage that covers for the DB. What this also does is if you are attacking casually, they will most likely get slowed, and you can just harass with your passive and Tempest / Cripple. I like it just for that cause it lets you space out your abilities for Flurry so well.
  • The Brutalizer : Same explanation as above, cooldown reduction, armor penetration, and flat damage to contribute to your already bought Armor Penetration and Damage runes.

Laning (Duo Bottom)

  • Doran's Blade : I normally run this first because there is always going to be 2 people at bottom, and if you are one of those 2 people, then you're gonna need a bit more of everything. Although this isn't sustain-ish, it's still a nice option to have for last hits and being able to take in a bit more damage with the health boost.
  • Boots : I almost always grab this next cause well, it's cheap, and with your first recall you should be able to start grabbing some sustain, basically Health Potions, and then you can get a lot more room for farms and kills if a ganker comes by.
  • Phage : Health, damage, and on hit slow, I get this because whenever I duo bottom I like to be tanky as hell, and still do great damage. Depending on how you utilize your skills and if you actually save Sonic Wave / Resonating Strike for when they are lower HP, you will be doing more damage.
  • Giant's Belt : I immediately rush this afterwards because now you'll be even more harder to kill and you can still do that 5 AD Ratio that hurts everyone so much. Morale of this build is that you can build so tanky and get a few items that boost damage, and still do damage.

Core Items

  • Mercury's Treads : This would be the main option for him. This provides you the tenacity granted against a CC heavy team and the Magic Resistance. I'd consider this if there were greater AP threats as well as being against a CC heavy team. These are much better than the other boots because Lee Sin needs to be able to deal damage not be disabled for most of the time.
  • The Brutalizer : I get this to cover for the damage missing in this build. I always run this because the damage is great and so is the armor penetration, letting you deal more damage. The cooldown reduction will also help out the matter that your Dragon's Rage already has a frequent cooldown.
  • Atma's Impaler : Always get this after you have a Giant's Belt because if you get that you will get some more damage than just buying this flat out. This grant's you some more armor and some critical strike. The passive is what you want it for, the % health to damage lets you build tanky as well as getting damage for doing so.
  • Warmog's Armor : Finish this up after you get the Atma's Impaler and you will get a huge damage boost. This is your tankiest item and is probably your best item for it will grant you a nice health regen and just health in general. Living longer or longest in teamfights will let you be the initiator or the savior.

Finishing Touches



  • Youmuu's Ghostblade : Finishing this up The Brutalizer and going straight for this because you'll be surprised at the amounts of random criticals get you kills, but the main reason for this is the grand chasing active that it grants, Tempest / Cripple, Youmuu's Ghostblade, and you can auto attack better with Flurry.
  • Force of Nature : This is the perfect magic resist item for Lee Sin, not only does it grant health regen and magic resist, the movement speed passive let's you move even faster. This works so well with Warmog's Armor so you don't need to lifesteal back to full health after a mini skirmish in the map, you can lifesteal to make the process faster, but this will most likely do the work for you.
  • Last Whisper : By end game, they get tankier, they get more armor, and if they don't they still have a base armor that you can't go through all the way. With Last Whisper and it's 40% Armor Penetration, will just let you still go through those somewhat tanky people, and still not get killed. Also grants a nice damage boost to add more pain.
  • Bloodthirster : If you are focused on doing more damage and think you are tanky enough to take them, be my guest, although I don't recommend it, you will do a **** load of damage. For the most part if you don't get focused, then you will literally be able to take ****s on every one of them in the fight.
  • Trinity Force : I used to build these almost always on him but I like living more than I do dealing damage cause there are people that can do that for me. The Sheen proc helps you do so much more damage because you can proc it around 7 times if you space out your abilities. It's a great all in one item, speed, slow, health, and damage.
  • Guardian Angel : Another item that will increase your ability to survive, helps those really sticky situations where when you are focused down first, GA back to life, while everyone is using their cooldowns on other people, Safeguard / Iron Will to the side, and go back to dealing damage.

CruzertheBruzer's Lee

Fratma's Lee

  • This is more so a damaging over time build, making full use of your passive, and slowing the enemy with each on hit. Start off with getting a Phage and a Giant's Belt before building your Atma's Impaler. Finish up that Frozen Mallet and go straight into the standard FoN LW & GA. LW covers up for the lost damage by the way..
Damage First Lee

  • This is if you want to be the damage dealer of your team. That means if your team consists of 2 tanks and a support and you need the damage boost. I'd go Trinity Force, Bloodthirster, and then go into the Atmog's Combo, and finishing it up with the Madred's Bloodrazor to take down tanky champions faster.
Try To Kill Me Lee

  • This is my laning build. Basically I use it so that I'm unstoppable and can freely initiate while still dealing damage. The main idea of this build is going tanky enough first so that you can initiate but you can't get damage items til' mid game or late game comes.
Back to Top

Gameplay Summary

-- Using Abilities : Lee Sin has a learning curve, sadly. You have to space out your abilities and plan out your Resonating Strike / Sonic Waves. It isn't that hard, you just have to get used to it, what I do is pay attention to the way they react to me chasing them, they run left, aim left of them, vice-versa for the right side, and it shouldn't be hard to land if they are in point blank. As far as Flurry, in the jungle you have to space out your abilities to maximize jungle speed, and it gives you a attack speed steroid for the next 2 hits. Getting kills - a good idea is at Level 6, using Ghost or one of your two blinks to get behind the enemy, Dragon's Rage them closer to your current turret or away from their team.
-- Jungling : With this jungle route you should find yourself to be fine as far as living goes you just have to follow the instructions for jungling and be very careful as far as counter junglers go. After you get your Madred's Razor, jungling just gets as simple as it can, 500 damage procs, increased damage, and nice armor bonus. Easy jungler, get your own source of gold, you don't have to share a lane, and the best part, never worrying about mana.
-- Ganking : Don't gank officially after your first three jungle camps, if ganking anyone, you want them to waste their Summoner Spells because, this only opens them to a future successful gank later. I don't start ganking until I have the Lizard Buff, Boots, and when I have Dragon's Rage. What this does is let you kick the enemy closer to your team and if this does not secure a kill then you are doing something wrong with your team.
-- Farming : This should be one of the easiest things you do. Early game Madred's Razors will equal first completed build on your team, never leave your camps open to take as far as the enemy goes, if you are babysitting a lane in jungle, push the lane out far enough to avoid minion tower shots, and if you are in lane - this should be no problem. I always get a completed core build before my team, regardless fed or not. It is because of how well I end up farming.
-- Laning : Mostly just grabbing last hits and dealing as much damage to turret as you can. You want to grab your The Brutalizer and Phage before your Mercury's Treads because you are in lane, you don't want to make yourself an open target and you want to deal as much damage as you can to the enemy champions. Last hitting is easier explained in farming and pushing turrets, space out your abilities for the Flurry steroid, will help you push turrets more efficiently.
Back to Top

Jungle Route

Jungle Route

Wolves -> Wraiths -> Golems Route
  1. Start at Wolves *Pop Health Potion
  2. Next up Wraiths * Smite Blue Wraith
  3. Finish up Double Golems *Pop Health Potion
  4. Continue Jungle Starting @ Wraiths - Golems / Recall *Try to get Madred's Razors
  5. Start at Blue * Smite Golem
  6. Wolves *No Note
  7. Wraiths *No Note
  8. Red Buff *No Note / Smite If Up
  9. Double Golems *No Note
  10. Gank a Lane *No Note
  • Start at Wolves - popping a Health Potion, attack the small Wraiths - Smite the Big Wraith after attacking immediately, and taking out the Double Golems - Use a Health Potion. Now, at this point, you can choose to recall, counter jungle, or gank, do not go for the kill, waste their Summoner Spells. You do not want to gank at this point because, you have no red, you have no boots, and you only have a Cloth Armor. Just wait for another opportunity after your second run into the jungle. Finish your jungling and go straight for Madred's Razors, Boots, and then finishing up that Wriggle's Lantern. Try grabbing Boots and start ganking once you have the Red Buff, easier ganks, minimizing enemy escape, and increasing more damage because you can land many more hits on them.
  • I recommend this jungle if you are a first time jungle Lee Sin.

Jungle Route

Golem Buff -> Wolves -> Wraiths -> Golems -> Lizard Buff Route
  1. Start at Golem Buff *Get Someone To Leash
  2. Next up Wolves *No Note
  3. Then Wraiths *No Note
  4. Finish Up Golems *No Note
  5. If You Have Smite Up & A Bit Over Half Health Go To Red *No Note
  6. If You Can Gank, Gank or Blue Pill *Make Sure Your Team Is Cooperating
  • I normally go with this route, you need a lot of experience to pull this off, carefully knowing when to Safeguard / Iron Will will let you get through the whole jungle without having to blue pill. It will also allow you to gank if you do it right and have enough health. I start with blue because it's a bit faster for me this way, I get more cooldown reduction, and can run through the jungle quicker that way. For this route you I recommend Vampiric Scepter the most. Get a leash on your Golem Buff and you should be able to run through it just fine.
  • I recommend this jungle if you are an experienced Lee Sin jungler.
Back to Top

Additional Information

  • Here is where I'll be putting some extra stuff, this includes the Conclusion, Videos, Example Games, and Updates about the guide. I will figure out if I want to add any extra stuff here and list it below.

In Conclusion

-- Lee Sin : Following my build will help you grab kills, gank successfully, and help you clear the jungle faster. It comes with a major increase in your surviving ability, nice damage boost from The Brutalizer which will be used more frequently than you expect, and I have left many options open when Late Game comes. With all the information I put in "Tips and Tricks", this should help you get around the learning curve that he has, the spacing of his skills, and will eventually help you master the one called Lee Sin.

Example Games

  • These are some games that I have played with him recently using my build in the same item order that I provided above.
Feel free to send in some of your example games using my build!


  • This is gameplay commentary that I did for a game I recorded. I used the Early Trinity Force build if you were wondering what I used but I finally started recording.

Recent Changes

  • 9/16/11 : Reworked the whole build. Hopefully it'll give you some more options and help you in playing Lee Sin.
  • 8/20/11 : Guide finished and released.

League of Legends Champions:

Teamfight Tactics Guide