(2.34 at level 18)
(9.72 at level 18)
(21.06 at level 18)
(1.8 at level 18)
(1.26 at level 18)
(1.08 at level 18)
(1.98 at level 18)
(1.8 at level 18)
(21.06 at level 18)
(1.8 at level 18)
(1.08 at level 18)
(2.7 at level 18)
(19.44 at level 18)
(1.08 at level 18)
(2.88 at level 18)
(0.72 at level 18)
(9.72 at level 18)
(1.08 at level 18)
(25.56 at level 18)
(2.7 at level 18)
(0.9 at level 18)
(3.06 at level 18)
(4.32 at level 18)
(5.04 at level 18)
(7.74 at level 18)
(75.06 at level 18)
(4.5 at level 18)
(6.84 at level 18)
(48.6 at level 18)
(6.66 at level 18)
(2.34 at level 18)
Resonating Strike: Lee Sin dashes to the enemy hit by Sonic Wave, dealing physical damage plus 10% of their missing health.
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).
Iron Will: Lee Sin's intense training allows him to thrive in battle. For 5 seconds, Lee Sin gains Lifesteal, Spell Vamp, and Armor.
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.
Cripple: Lee Sin cripples nearby enemies revealed by Tempest, reducing their Movement and Attack Speed for 4 seconds. Movement and Attack Speed recover gradually over the duration.
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.
Exhaust: Reduces target's Magic Resist and Armor by 10
Ignite: Increases Ability Power and Attack Damage by 5 while on cooldown
Surge: Increases Attack Speed bonus to 40% and Ability Power gained by 10%
Ghost: Increases Movement Speed bonus to 35%
(+2.25/4.5/6.75/9 Attack Damage at champion level 18)
(4.5/9/13.5/18 Ability Power at champion level 18)
Revive: Grants a massive Movement Speed boost for a short duration upon reviving
Cleanse: Increases duration of disable reduction by 1 second
Heal: Increases Health restored by 10%
Smite: Grants 10 bonus gold on use
Garrison: Allied Garrisoned turrets deal 50% splash damage
(+27/54/81/108 Health at champion level 18)
(+2.7/5.4/8.1% Cooldown Reduction at champion level 18)
(50% reduced effect on the Crystal Scar).
Teleport: Reduces cast time by 1 second
Promote: Increases promoted minion's bonus defensive stats by 15%
Flash: Reduces cooldown by 15 seconds
Clarity: Increases Mana restored by 20%
Clairvoyance: Increases duration by 2 seconds
(+72/144/216 Mana at champion level 18)
or +4/7/10 Energy
(50% reduced effect on the Crystal Scar)

Summoners
Runes
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Masteries
1/1
3/3
0/4
0/2
4/4
0/4
0/1
0/4
1/1
0/1
0/3
0/1
0/3
0/4
0/3
0/4
0/1
0/1
3/3
3/3
2/2
4/4
0/3
2/2
1/1
0/3
0/1
0/1
2/3
3/3
0/3
0/3
1/1
0/1
0/3
0/3
0/1
0/4
0/3
0/1
0/4
0/3
0/1
0/2
0/4
0/1
0/3
0/3
0/1
Skill Order
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Q 




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W 




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E 




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R 


Items
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Starting Items
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Core Items
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Endgame Items
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Boots + 3 OR 4 pots
Cloth Armor + 5 Pots
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Safe Choices
Are you man enough? WARDS WARDS WARDS!!!
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Possible Final Items A Realistic AGGRESSIVE 6 Item Build A Realistic BABY 6 Item Build |
Summoners
Flash is a critical summoner spell due to how position reliant Lee Sin is. Taking flash allows Lee Sin to land those oh so fine combos that we see make Protato Monsters Top 5 List every Week, as it facilitates the most perfectly lined up ultimates, Q combos, and more, that would not be possible with any other summoner spell. Plus it makes him almost ungankable in lane, as with Flash + W, you can clear half the lane if you hop to a ward or an allied Creep with Safeguard.
I take ignite because I like killing people and I'd kill less people if I didn't have ignite.
Cases can be made for Exhaust/Ghost/Teleport but in general I'd stray away from these choices as Lee Sin doesn't need to crutch on such baby summoners.
Masteries
1/1
3/3
0/4
0/2
4/4
0/4
0/1
0/4
1/1
0/1
0/3
0/1
0/3
0/4
0/3
0/4
0/1
0/1
3/3
3/3
2/2
4/4
0/3
2/2
1/1
0/3
0/1
0/1
2/3
3/3
0/3
0/3
1/1
0/1
0/3
0/3
0/1
0/4
0/3
0/1
0/4
0/3
0/1
0/2
0/4
0/1
0/3
0/3
0/1
9/21/0 is my preferred setup with Lee Sin, making him incredibly tanky and making the most of the effective HP that could be gained from his W throughout the game.
If I am feeling particularly feisty, I will go 21/9/0 for a bit more damage, but I find that the tankiness provided by 9/21 facilitates more aggressive plays anyway, and it is my optimized setup against nearly any matchup.
Runes
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3
Begin with Boots + 3 or 4 Pots (depending on the Level 1 play) against most matchups that do not flat out own you in terms of physical damage.
This is almost always a safe start.
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5
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0
I'll typically grab a few doran's blades after early laning ends due to the incredible stats and efficiency that they provide. They allow me to make those aggressive plays on my opponent that so swiftly define Lee Sin's playstyle although I will sell them as the game begins to stagnate and my item slots fill up.
Second Item is usually going to be a Phage or a Hex Drinker. I will buy Phage against most melee opponents as landing a Phage Proc can easily net you a kill in lane or in skirmishes, and as it is such an efficient item gold wise, it is never a wasted purchase.
If I am against heavy magical damage then I will tie in a Hexdrinker into my build (such as against a Vlad/Kennen/Rumble) or Double AP which will allow me to trololol away from any plays attempted by them (as you will always have Hexdrinker shield+ Safeguard to prevent you from dying) and facilitates aggressive plays onto your enemy (even at low health values when they would never expect it!).
Brutalizer is an efficient item that gives Lee Sin AD+Armor Pen+ CDR, all stats that do not go to waste on him and help snowball lanes that normally would only be little balls of ice.
Many people will sometimes look upon my builds with a quizzical look and scoff at my Youmuu's Ghostblades, Bilgewater Cutlass', or even Infinity Edge's. However, fear not my friendly summoner, these items are infact incredibly viable on Lee Sin and allow him to snowball so hard that he would be able to take on all of Noxus in a 1 v (Population of Noxus).
Bilgewater Cutlass is probably one of the most overlooked items in the game and with how easy it is for Lee Sin to gap close on an enemy, activating this cripple 50% 3 second slow + 150 Damage nuke on your lane opponent almost always spells certain death. It can get so silly to the point that your lane opponent will have to admit his match incredibly early into the game, trudge off into his own jungle, and tell his jungler that "No DUDE, YOU F**** GO LANE AGAINST HIM".
Youmuu's Ghostblade is another fun little item that has an incredibly powerful activation and builds off of the Brutalizer, one of the most common mid game purchases for Lee Sin. There's nothing more satisfying than finding an enemy champion, unleashing your full combo while having Ghostblade activated, and watching them type in all chat "WHO BUILDS GHOSTBLADE.. ON LEE SIN!?!? @lolDyrus ;) .
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5
Wards are the most important item to buy on Lee Sin, as they allow you to make flashy plays/escapes/cool stuff that you dream about doing and will easily come to you with practice. One of the defining features of Lee Sin is that he is able to W jump to wards and allied champions/creeps, so you will be able to make flashy plays such as jumping into baron pit, stealing it, or nabbing a kill, and happily jumping out by placing a ward over the ledge. The possibilities are literally endless. Another example would be to ward in the middle of your lane towards your turret instead of in the river, so that when the enemy jungler comes, even if you had no idea they would be there, you can simply jump to your ward that is near your turret and escape any and all ganks. If you want to be really safe you would buy 2 wards and ward your river for the jungler anyway, but if you can successfully pull these plays off, you will waste everyone's time. This is especially effective against an enemy jungler that has an early oracle as well, as they would never suspect to check the middle of the lane for wards! Pretty smart huh?!? :D I kid I kid.
But seriously. Buy those wards. Or I will find you.
Upgrade your boots to whatever, whenever, it doesn't really matter that much but i'll typically transition into mercury threads, regardless of what I bought earlier in the game to perhaps help me out in lane.
Above I have listed some typical end game item choices that are all incredibly viable on Lee Sin depending on the enemy team composition. In general, I tend to go for the more offensive oriented builds, such as BT, IE, and Youmuu's with a GA thrown in for survivability and a Last Whisper if the game goes too late and the enemy team starts stacking armor. I'll also throw in a negatron midgame to not get chunked my casters as Lee already gains a decent innate amount of armor from his W reactivation.
Skill Order
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Q 




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As explained in the ability descriptions: I will typically max W before anything else as the amount of Sustain and Buffer potential it creates is phenomenal for out harassing your lane opponent, tower diving, shielding your allies, or anything else for that matter. I will almost always max Q second because as Lee Sin you do not want to fall behind on damage and E with one point does an amazing job by itself (however against HEAVY auto attack reliant champions such as Tryndamere or Jax, it can be argued to put earlier points in E or even max it first). If I find that additional sustain will just be redundant in lane, then I will stop maxing W and begin putting points in Q to raise my kill potential.
Obviously take points in DRAGON's RAGE!!!!!! whenever possible.
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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).
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.
This ability is one of the strongest components of Lee Sin, and is why he is so infuriating to play against regardless of the circumstances. Safeguard /Iron Will is a target-able ability that activates a shield on both you and your target for the next 5 seconds, and when re-activated, grants Lee Sin an insane amount of free Lifesteal/Spell Vamp (random but ok)/ and bonus Armor. I typically max this ability first, but I may end up leaving it at levels 3 or 4 and maxing Q and E from there because I can recognize that perhaps the bonus defensive stats are no longer needed if I am already in a very winning scenario. Lanes where you would 100% want to max W first are ones such as Riven, Renekton, Gangplank, etc, where you can straight up win the lane (or do very well) simply by utilizing the extra armor component that is given to you.
Random fact: Safeguard / Iron Will is probably one of the most overlooked abilities of all time, and was never maxed before Q/E until only a few months ago. (hint hint IEM Hannover :P ) They proceeded to chop off some of the free Lifesteal in the coming patches but it still grants him killer sustain in the form of the spammable damage shield.
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.
This ability is an AOE nuke that scales off of Lee Sin's bonus AD damage and when reactivated sends out a crippling AS/Movement speed slow that absolutely brings AD Champions to tears (I'm looking at you Tryndamere). Remember that the second component can be used within 3 seconds of hitting your opponent with the initial burst, so sometimes it is beneficial to wait and see if they try to use Ghost or Flash before slowing them like Froggen would. Hitting E successfully also makes it extremely easy to land a follow up Sonic Wave.
Additionally, if Lee Sin can successfully get in the middle of a team fight and slow an entire team lategame with his E, that's a brutal 60% AS/Movement Speed Slow that can absolutely win your team the game if nailed correctly.
Oh Dragon's Rage... This ability is one of the flashiest play-makers in the echelons of higher elo, and one of the most rage inducing catalysts at lower levels of play. This ability can be a beast or a burden, depending on how it is used. Dragon's Rage produces a high damage kick that knocks up the targeted champion and shoots them in a line directly in front of Lee Sin. This ability has many purposes, the primary one being annihilating your opponents.
Combo's that I enjoy using R with include landing a successful Sonic Wave, using Lee's Ult, and then following up with a Resonating Strike to finish them off, there is literally nothing in this game as satisfying as killing an enemy in this fashion, so please try it out and if I'm wrong I'll give you your money back.
Of course, Let's not forget that if you manage to line up this ultimate by shooting an enemy back into their team, it will deal full damage and knock up other champions as well, making this potentially one of the strongest ultimates in the game if properly utilized.
Another often overlooked aspect of this ult is it's use as an escape tool. Did the jungler just pop up in your lane and pounce on you with red buff? Why not Dragon's Rage them AND your lane opponent away in one swift blow? WHERE's YOUR GANK NOW?!?! ok sorry i'll calm down.
Let me be very clear: Lee Sin has the potential to win every single lane matchup. That's right, every single one. There is no champion in this game that out right beats Lee Sin in lane, and that is an underlying reason why having him as part of one's top lane repertoire is so important.
I plan on adding more indepth explanations for matchups later. Lee tends to beat the following champions if played optimally:












Let it be clear that against pretty much everything, if PLAYED OPTIMALLY Lee Sin can go even in CS at the very least. The most difficult matchup for Lee would probably be Udyr, but even then, if Lee wishes to focus on just farming, he can manage to survive very handily. Again, many of these, such a Lee vs Jax or Olaf are extremely skill dependent matchups and can go either way on any given sunday.
Lee Splits/Loses to:





Mid Game if I am absolutely steam rolling my lane, I will either freeze the creep line at my own turret utilizing W to tank the creeps and hold them in an unfavorable position for my lane opponent, or if I am ahead enough to where I feel absolutely confident in harassing them under tower (using W shield health as a buffer), then I will ward deep into the enemy side of the map and go balls to the wall aggressive on my opponent, which usually can net a kill (or force the enemy jungler to focus ALL of their attention top).
This is a random clip of a terrifying gank turned into a double kill for Lee Sin due to some quick reaction time and flashy plays!
Whichever occurs, you will be making a very positive force on the game simply through your lane pressure, which is the area that Lee Sin really excels at, as unfortunately, when the game turns very late, he begins to fall off rather hard.
Lategame is where Lee Sin typically runs into a few problems, as when all the enemy carries and mages are fully decked, they can unload the front of their damage within half a second, while Lee Sin has to spend precious time casting and unloading his skills which do not scale that incredibly off of AD, especially when tank items become a necessity.
Of course, this all depends on how fed one is. Lee Sin is one of the strongest snowballers in the game from early to mid game, and if you have pulled far ahead, you can typically just kill everything in team fights. If your laning phase did not go exceptionally well and you find yourself even in farm with everyone else, your main priority is either to continue applying pressure by Split pushing / 1v1ing those who come to defend their outer turrets, or to force objectives such as Baron/Dragon which will transition to favorable skirmishes (HOPEFULLY) for Lee Sin and friends.
Lee Sin is an incredible team fight champion, with high damage, INCREDIBLE Peeling potential with his W/E/R to protect your own carries and overall survivability in that if things turn sour in a fight, he can easily W out hanging on to dear life, allowing your team mates to cleanup a battle.
Generally, you should be looking to dive their squishies / AD carry as Lee Sin can blow them up incredibly fast with a few autos, and a well landed Q and R combo. If however your AD carry is the one who is truly carrying the team on their back, you might want to forgo these aggressive maneuvers in order to protect them from the enemy, who will be recklessly diving them in hopes of getting a kill. In general, just analyze situations and games as they develop and make instinctive plays for yourself on how to operate in team fights.
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