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Recommended Items
Runes:
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Smite
Items
Ability Order
Flurry (PASSIVE)
Lee Sin Passive Ability
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Hi, I'm Vapora Dark, a veteran player that's been playing since season 1. During that time I've hit Master tier as a mid lane main in season 5, as an ADC main in season 7, again as a jungle main in season 8, and once more in season 9 playing a mix of all those roles including mid and Fizz. I can play every role to a very high level and have a very good understanding of the general aspects of the game on top of that. |
I've been writing guides on MOBAFire since 2011, among which my achievements include winning the MOBAFire guide contest multiple times, achieving the highest score on the site multiple times with multiple guides, achieving the most comments on a single guide of all time by a very large amount which hasn't come even close to being surpassed in the 3 years that it's been archived, and having the most collective guide views on the site by a very hefty amount. I've also written some champion guides for Riot Games on the Lolesports site.
Lee Sin is an early-game powerhouse capable of out-dueling almost any jungler or champion on the map. Your intention with Lee Sin should be to get ahead early and snowball your laners to prevent you from falling off later on.
I hope you enjoy reading the guide as much as I enjoyed writing it, and most importantly, that you take everything you can from it! And if you do enjoy it, upvotes are very much appreciated!
Electrocute: Lee Sin is a champion that wants to be really bursty early on, and this is the best keystone for that. |
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Sudden Impact: Since Lee Sin tends to start fights with either Sonic Wave / Resonating Strike or Safeguard / Iron Will, this rune is perfect for him. |
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Eyeball Collection: Neither of the other rune options here are very good so by default Lee Sin will want Eyeball Collection to improve his combat stats. |
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Relentless Hunter: While having no particular synergy with this, it's just nice to have extra movement speed to roam around the map with, and can sometimes be the difference between making a play or not being on time to make a play. |
Triumph: This can be a life saver in close fights, and the 25g per takedown actually adds up to quite a bit in bloody games. Coup de Grace: Out of all the runes in this branch, this is the one that gives the most damage on average, so it's a simple enough choice. |
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This is the famous Insec, Lee Sin's bread and butter combo. You start off using Sonic Wave and Resonating Strike to close the gap, then place a ward from either your trinket or your Control Ward behind the enemy, then you use Dragon's Rage to kick them towards your team.
It's worth noting that every time you use Dragon's Rage on someone you can then auto-attack them while they're mid-air being pushed away from you; make sure to sneak in this free auto every time you can, since it's free damage.
This is your combo for dueling people when you want to burst them down while starting off in melee range. Start off with a point blank Sonic Wave, auto-attack them twice (or as many times as you can before they run away), then use Dragon's Rage (remember to sneak in the free auto-attack!), and then use Resonating Strike again to close the gap and continue the assault if they still live.
There are many spells in the game where you can Flash mid-cast and the spell will cast from where you Flashed to rather than where you started casting it. Tempest is one of said spells. So basically in any situation where you would want to Flash then tempest, you should use Tempest -> Flash instead as it's slightly more efficient, giving your opponent just slightly less time to react to it and flash away.
Dragon's Rage is another one of those spells mentioned above where the spell will cast from where you Flashed to, and this is even better than the previous interaction since beginning to cast Dragon's Rage will root someone to the spot until your kick is finished casting, making it impossible for them to redirect the direction of the knockback if you execute it properly. This can also replace the ward hop in the Insec if you don't want to risk the enemy Flashing or otherwise using a gap closer to prevent your Dragon's Rage from sending them in the direction you want to.
When you want to finish off a low HP enemy and you don't want to risk missing Resonating Strike (or them dodging it), this is the combo you should use. Get into melee range of your target, whether by walking up to them or using Safeguard or Flash to close the gap. Then use Dragon's Rage and once you have a clear sense of where they're being knocked back, use Sonic Wave while they're still in the knockback and unable to dodge. Sonic Wave should hit them at the end of the knockback and then you're free to follow up with Resonating Strike and minimum one auto-attack. And just like that you'll have landed an auto-attack and all 3 instances of Dragon's Rage, Sonic Wave and Resonating Strike without any form of counterplay available to your target, even if their Flash was up. Just make sure you don't miss Sonic Wave during the knockback or you'll look like an idiot, especially if you used Flash to get into Dragon's Rage range.
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This is a neat little trick to catch enemies under minion cover by surprise. When there's 1 minion standing between you and them, cast Q towards them and while it's mid-air use Smite on the minion to get it out of the way and hopefully Sonic Wave will land onto your target. You could smite before casting Sonic Wave but then your target would have more time to react to the fact that their minion cover is gone, whereas if you do it after you've already cast Q they'll be caught off-guard.
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Farm, farm, farm. You want to get yourself as fed as possible so take as many jungle camps as you can, as well as take lane CS whenever the opportunity arises (explained further down).
As with any jungler you should be ganking, but don't go out of your way to force ganks that seem unlikely to succeed. But on the flip side, go for any ganks that seem likely to succeed, since whether it results in a kill for you or for your laner, you'll still be getting free gold and XP, and then get to tax some gold/XP from the lane CS as you help your laner shove the wave into the tower to make the enemy miss out on CS. When ganking, try your luck at hitting a long-distance Sonic Wave if you need it to close the gap, but this isn't always the case, and oftentimes it's better to simply walk up to your enemy and slow them with Tempest/ Cripple, auto-attack them a bit and just use a point blank melee range Sonic Wave once you feel is optimal. Trying to use Sonic Wave from a distance at the start of a gank will often result in a miss and a loss in damage, especially if the enemy just Flashes it. If you wait until you can cast it from point blank range, enemies will often not react in time to Flash to dodge it. |
Whenever one of your ganks succeeds, look out for an opportunity to get an objective out of it. For example if you double kill the enemy bot lane you can convert that into a dragon since for the enemy mid and jungle to contest that they'd have to 2v4. However, dragon is not always a possibility, especially if your team is low or if you only kill one of the enemy bot lane, and sometimes it's just not even the best objective to take. If you have to choose between taking a dragon or getting the tower first blood, you should pretty much always go for the tower first blood, since it grants a massive gold increase which is more immediately beneficial than that of the buffs given by dragons. And in general I would just always prioritize towers over dragons, since getting more map control by taking down towers makes it easier to take dragons later on, whereas choosing to take a dragon instead is harder to convert into taking towers later.
Additionally make sure to hold lanes whenever possible, e.g. if one of your laners has to recall or dies, the enemy will be shoving that wave into your tower to make your laner miss CS, so you can take advantage of this by taking the wave for yourself since it would die to tower anyway, and thus get yourself ahead since lane CS gives more gold and XP than a jungle camp, and does so without being at the expense of your HP.
Whenever you see the enemy jungler showing up on the opposite side of the map, if there's no plays for you to make on your side then it can be worth going into their jungle to counterjungle them while they're too busy to respond. Whenever you counterjungle, if possible you should take the big monster but leave 1 small monster alive, to delay the camp's spawning as much as possible. When the enemy jungler wants to farm the camp, they won't find it already in the process of respawning soon, but have to kill the last remaining monster for a tiny bit of gold and a tiny bit of XP, and then have to wait the entire 1m40s for it to respawn.
If you find yourself getting significantly ahead of the enemy jungler then you can just start going into their jungle whether you have vision of them or not, provided your lanes are in a position to help you. With a level advantage you have a stronger Smite and can easily steal away camps they're trying to do, and they shouldn't be able to straight up win fights against you. Just don't do this if your nearest laner is getting pushed in since that means they won't be able to come help as they would miss a lot of CS to the tower, but the enemy laner can come help kill you without losing out on anything. As the game progresses you'll find yourself in many team-fights. During team-fights you generally want to Insec priority targets, but it's not quite as simple as that since enemies will frequently try and protect their carries and with enough CC and burst you may just end up dying uselessly if you try to Insec at a bad time. It's sometimes even more valuable to simply peel for your own carries, and while using Dragon's Rage to peel someone away from your carries, trying to line it up against the enemy team where it'll cause the most damage and disruption to the enemies. You'll have to use your own judgement to determine what's the correct choice, but it's generally best to peel if you have a great late-game ADC like Jinx, Twitch, Kog'Maw, Vayne, etc. |
That's it for my Lee Sin guide. I hope you found this helpful and learn to play Lee Sin as well as you want to.
Special thanks to Hopper for banners and coding.
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