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Introduction

Just a quick few words about the guide before we start; This guide is a projected. I plan to add content over a period of time. If you find any mistakes or something you disagree with, leave a comment. And also, if you decide to downvote, please leave a comment.
Looks like you've come here to learn something; How to play Lee Sin. Let's start with a little information about Lee Sin, and why you should spend time learning how to play him, and eventually master him.
Lee Sin is an extremely mobile champion, that can be played in a variety of different ways. He has excellent damage, and can be built to be an un-killable tank! Due to these factors, he can be played as a strong offtank, great support-jungler and even a glass cannon!
Based on the above, I'd say it's safe to say that you've come to the obvious conclusion. Lee Sin is the most versatile champion in the league. The diversity between builds and play styles is enormous, and there isn't just one that dominates all others. It's almost like he's more than one champion!
However, Lee Sin doesn't have to remain in the jungle. He's an excellent top lane, and can even be played against a lot of strong mid-lane champs! Once you take all of this into consideration; It may look like lee sin has a lot of mechanics behind him, and he does.
That's why he's such a great champion. You can make endless plays with him, and look good doing so. And Here's a great video to show you just mobile lee sin is! (Credit to Diasheno for the video)

Powerful Pros!
- Extremely mobile champion, with the use of
and
- Very powerful ultimate if you can master it.
- Great amount of damage, especially from
base damage at level 3 and it's insane AD scaling!
-
can be used to shield allies and save their lives!
- He's a ninja monk!
Now, when you take into account the above pro's, it's hard to now want to play lee sin. The insane mobility offered by


When you add the damage offered by his incredible ultimate, and it's potential CC, Lee Sin becomes practically unstoppable.
Unfortunate Cons
-
scales off AP and has terrible scaling, making it a rather weak shield
- Damage falls off late if you start building him tanky
- Silences absolutely destroy him
- Takes a significant amount of time to master him.
Now, moving onto his cons. It is a real shame that


Also, if you get caught by a silence you're in a bit of a pickle. Lee Sin relies heavily on his abilities, and being unable to use them really destroys him.
He's also not a very easy champion to master, especially when it comes to things such as your ultimate, and ward jumping. But don't worry, we'll move onto them.

Before we begin, you should know that this is going to be the most crucial chapter of this guide, as lee sin revolves around abilities.
So lets start with the easy stuff; Ability Explanations.
All of Lee Sin's abilities have a second component, excluding his ultimate (Which in a way kind of does). This leaves Lee Sin with almost 8 strong abilities, each being more powerful that abilities of other champions!
dragons rage | Dragon's Rage is Lee Sin's main source of CC. Using this powerful roundhouse kick, Lee Sin knocks back an enemy in the direction he is facing. Any units that come in contact with the enemy are also knocked up. This ability is great in teamfights for destroying the enemy back line, setting up great ganks and dishing out an insane amount of damage! However, if can also be used to ruin a kill; So make sure you don't use it too early or you'll end up kicking away the enemy! |
Ability Sequence
The above ability sequence is taken for multiple reasons. It allows for early mobility, great sustain in the jungle and a good reliable source of damage.
Sonic Wave / Resonating Strike is taken and maxed first for the early CDR + Steady damage increase.
Safeguard / Iron Will is taken second to increase the amount of life steal + spell vamp, allowing for nice sustain in the jungle. The cooldown however stays the same.
Lastly, Tempest / Cripple is taken last due to the damage not being crucial early on, and a 20% slow combined with red buff is sufficient for early ganks.

As for masteries, I take 21/9/0 masteries, to maximize the amount of early game damage Lee Sin can dish out, Whilst still having a small amount of bonus defense to stop him being incredibly squishy.
As for defence, a point is taken in





Runes




The masteries taken are pretty straight forward; 3 Flat AD Quints are taken to increase damage, the same goes for the marks. Armour seals are taken for durability in the jungle and against enemy champions. The only runes that really need explanation are the scaling magic resist glyphs. They're taken to increase magic resist late game as you won't have much enemy interaction early levels as you should be farming your jungle.

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Other Viable Summoner spells include
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When looking at the recommended items for Lee Sin, you may get a bit confused as to why I take items such as

In terms of core,





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