>> 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

+ Versati- lee -ty

+ Mobi- lee -ty

+ Uti- lee -ty

+ Variabi- lee -ty





Lee Sin Sonic Wave Resonating Strike Safeguard is a splendid solo queue pick. With all the tools he got, he easily adapts to nearly any possible team comp. Together with this, his insane mobility fromandand his general utility provided by his whole kit all make Lee a really versatile and useful champion which is also fun to play.

- Decrea- sin -g

- Decea- sin -g

- Discompo- sin -g

- Abu- sin -g





Despite all his good sides, Lee Sin Lee Sin Despite all his good sides,is still bad in a couple of things. First of all, he falls off hard when it comes to the late game. He may also dismoral (e.g. tilt) a player if something goes wrong. To do well as Lee Sin, playing to improve isn't enough. You must always play to win to avoid being abused by the enemy team. Moreover, comebacks onare very difficult.

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 | Historical How did the old system work | Historical

Old system (before preseason 8) offered 36 different masteries and four types of different runes of three tiers (Regular: 19 mark types, 24 seal types, 22 glyph types and 33 quintessence types; Limited: 5 mark types, 3 seal types, 4 glyph types, 18 quintessence types).

Buying every tier 3 rune (9 of each mark, 9 of each seal, 9 of each glyph and 3 of each quintessence) before season 6 would cost 406890 IP (Influence Points, they are now Blue Essence). This is a huge number, actually: previously players got around 100 IP per every victory in matchmade non-bot games and around 80 IP per every defeat, instead of how it looks like now, rewards on every levelup. Imagine how much games it took to play just to buy every rune and every champion. Colossal.

There was no Hextech Crafting till mid-season 6, so you couldn't craft a champion with shards or blue essence, same for skins and wards, so people needed to grind it a lot by playing games.



How does the current system work

Precision

Domination

Sorcery

Resolve

Inspiration

Where are paths, keystone and runes located? Look at this screenshot! Where are paths, keystone and runes located? Look at this screenshot!

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.

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.

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.

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. Lee Sin Flurry

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 Lee Sin

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. Lee Sin Olaf Yasuo Irelia



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 Mercury's Treads Please note that you cannot reduce a crowd control duration below 0.5 seconds, so don't overinvest in this stat. In most cases, taking this rune alone and Elixir of Iron

Legend: Bloodline

A potential bonus of 8% Lifesteal. This works well with your Iron Will



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).

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).

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).

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).

Zombie Ward

Sadly, Lee Sin Safeguard Safeguard

Ghost Poro

This choice is what I would call a staple choice for Lee Sin

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 Iron Will Legend: Bloodline - this works well with your Iron Will

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 Safeguard

Relentless Hunter

Very nice niche option for different roamers like Talon Quinn Rengar Lee Sin Boots of Mobility

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).

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).

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).

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 Lee Sin

Arcane Comet



This keystone is pretty interesting if we think about comboing it with Lee Sin Cripple Lee Sin

Phase Rush



Simple and clean, I don't think Lee Sin



Scorch

If you are planning to pick Lee Sin Sonic Wave Resonating Strike Tempest

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 Lee Sin Lee Sin Vayne Draven



Resolve's Traits

The Imperious Behemoth (Precision secondary): Grants 15-135 (based on level) bonus Health as well as 9% bonus Attack Speed.

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).

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).

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.

Demolish

If you are going to use health for tankiness, this is your choice unless someone else like Yorick Cho'Gath Sion (it has a champion-specific cooldown and a turret-specific cooldown: you can only proc multiple demolishes on one turret after some delay). In that case, address other options.

Font of Life

Its effect procs from Dragon's Rage Cripple Lee Sin

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 Lulu Pix, Faerie Companion Lulu



Conditioning

This rune makes Lee tankier after a delay. This rune shines in mid-late game when Lee Sin Maw of Malmortius

Second Wind

It complements Warmog's Armor Spectre's Cowl Spirit Visage Lee Sin

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.



Inspiration's Traits

The Elegant Duelist (Precision secondary) : Grants 20% bonus Attack Speed.

: Grants 20% bonus Attack Speed. The Ruthless Visionary (Domination secondary) : Grants 22 Ability Power or 13.2 bonus Attack Damage (Adaptive).

: 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).

: Grants 22 Ability Power or 13.2 bonus Attack Damage (Adaptive). The Timeless (Resolve secondary) : Grants 35-300 (based on level) bonus Health.

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 Lee Sin Flash Dragon's Rage

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 Lee Sin

Perfect Timing

Lee Sin Lee Sin Zhonya's Hourglass Zed Syndra



Future's Market

Lee Sin

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 Lee Sin



Cosmic Insight

Your clean, uncontested staple choice. It allows you to reduce your Flash Smite

Approach Velocity

I can imagine this rune being a good synergy with Soraka Lee Sin Lee Sin

Time Warp Tonic

Extra healing from potions along with that extra mobility over their duration will speed up your overall jungle clears with Refillable Potion Iron Will



Abilities

Lee Sin Lee Sin It's the time to explain the abi-lee-ties ofso you can get a better idea on how they work. It's important to read this part before proceeding forward as to start learning combos, you need to have a general information about's skillset.

Flurry

Cost: none

Cooldown: none



Lee Sin 2 basic attacks within 3 seconds gain 40% bonus attack speed , returning 20/30/40 energy (on levels 1/7/13) on the first attack and 10/15/20 energy (on levels 1/7/13) on the second. After using an ability,'s nextwithin 3 seconds gain, returning(on levels 1/7/13) on the first attack and(on levels 1/7/13) on the second.



Lee Sin This passive ability raises's early power a lot, but with it, it's one of the hardest passive abilities in game to use well since to maximize its usage you need to insert 2 basic attacks between each ability usage.



Tips and Tricks Tips and Tricks Even if the attack won't deal any damage (due to blind, block, parry or something else), you will still get Energy from it. This is why Lee Sin Flurry

Items and summoner spells won't activate Flurry

Every secondary ability of Lee Sin Flurry

Tempest

Cost: 50 energy

Cooldown: 10 seconds



Lee Sin [80/120/160/200/240 (+BonusAD)] magic damage to nearby enemies and granting sight of them for 4 seconds. smashes the ground, dealingmagic damage to nearby enemies and granting sight of them for 4 seconds.



Cripple

Cost: 30 energy

Cooldown: none



Lee Sin Tempest [20%/30%/40%/50%/60%] for 4 seconds, decaying over the duration. slows all enemies in range and marked bybyfor 4 seconds, decaying over the duration.



Lee Sin Tempest Sonic Wave A nice soft control / chasing ability. It's also good for purposes of tricking your enemies which think thatis only about physical damage. You should note that's sight works different, not like's.



Tips and Tricks Tips and Tricks Tempest

Unlike Sonic Wave Resonating Strike Tempest Cripple

Spell vamp will heal you only by 33% of the damage dealt since Tempest

Remember that Cripple Tempest

To give more clarity on ability order, let me tell you what is used when.

Tanky Lee Sin Tanky Lee Sin > > >



1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

Q

W

E

W

W

R

W

Q

W

Q

R

Q

Q

E

E

R

E

E



Lee Sin Safeguard Sonic Wave This skill order is mostly used on tankierbuilds which are popular in higher elo.'s shield is lame early on, but when maxed, it provides really decent protection. Moreover, as a tank, your utility will be more in your mobility and correct usage of insecs while staying alive due to your tankiness than on damage of early maxed

Full Damage Lee Sin Full Damage Lee Sin > > >



1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

Q

W

E

W

Q

R

Q

Q

E

Q

R

E

W

E

E

R

W

W



Lee Sin Safeguard Sonic Wave Tempest This skill order is used bywhen going full damage builds and/or whenever he is fed (has a notable item advantage, like, has one big buy more than his opponent).'s shield still may come in handy, but hereandmaxing is prioritized over it.

Items

Lee Sin Lee Sin Now that you know your abilities, it's also good to know which items is it good to get on. I am going to be as detailed as possible while describing the items to provide you the best insight possible. Usually, one item chosen right in the right time and order can determine the game. So it's definitely important to know your itemization while playing

Starting Items (Jungle)

Hunter's Machete Lee Sin Flurry Iron Will Lee Sin is very good starting item if you are going in the jungle as. First, the on-hit damage it provides has a great synergy withwhich makes it possible to proc this damage faster with its bonus attack speed. Apart of that, the life steal in the jungle has awesome synergy together with. So, faster clears and better sustain makes it highly preferrable starting item for a jungle(which is also chosen a lot in a pro scene, and for a reason).

Refillable Potion Health Potion Lee Sin Blitzcrank Thresh Shaco Health Potion is generally chosen overonas it recharges every time you enter the base and is a massive gold economy on potions because of that. Though, if you think you are going to get invaded (for example, if enemies gotorin their team, they might invade with a high probability; if their jungler is, also watch out for potential invades), it's better to start 3xinitially as you might want to keep yourself healthier for the possibly upcoming duel to outtrade your enemy.

Warding Totem Safeguard over other trinkets because of getting some vision for the Blind Monk, so you could gather information from the minimap (more details in Warding section of this guide). Also, for's ward jump purposes.

Starting Items (Lane)

Cloth Armor Pantheon Jayce Health Potion is a good start versus a lot of physical damage poke (for example, if you are facingor). Works even better together with a couple ofs because it'll deny a good ton of poke.

Long Sword Lee Sin Tiamat is a splendid start because it will speed up the crafting of one of your most important core items while laning as. Along with that, this item provides pretty nice extra physical damage which will make your spells hurt more. Use it against these matchups which you hard counter (see more details in Matchups section).

Corrupting Potion Lee Sin Yorick is kind of subpar choice foras the mana sustain is wasted and the bonus damage isn't that notable as it is on a champion like(his Mist Walkers are able to proc the extra damage with each their attack). Skip it for something more useful.

Doran's Shield Sion Garen Darius Heimerdinger Spectre's Cowl Dr. Mundo is a good defensive starting item for laning and it works good against tanky matchups likeand, as a special case,where you need to catch up with their basic health regeneration to beat them. It also gives a ton of innate healing. Together with something likeyou are getting alevel health regeneration.

Doran's Blade Lee Sin is a nice general start on. Extra health, life steal and attack damage all make this item a good all-rounder. Use it versus these matchups where you have a bit of advantage to extend it a bit more.

Boots of Speed Ziggs Ezreal Xerath Brand is a nice start versus skillshot-based matchups (are good examples) so you can dodge their poke easier. Of course, when you get more experienced with these, you can start something else, but in many cases this option is still the best to start with against them.

Health Potion Corrupting Potion is generally taken together with any starting item (excluding). It helps you to regenerate the damage taken from your opponent.

Warding Totem Safeguard is taken on lane for the same reason as in the jungle:'s ward jumps and getting some vision across the lane.

Jungle Item: Upgrades & Enchantments

Skirmisher's Sabre 20% of the damage dealt to you by the target of the Challenging Smite Talon Akali Kassadin LeBlanc is taken when you are playing versus high damage assassin which snowballs better than you for some reason since this jungle item upgrade will chop offto you by the target of the Challengingprovided by this item. Basically, this is a secondary jungle item upgrade choice when your team falls too behind to some bursty assassin (good examples areor).

Stalker's Blade Smite Cripple Smite Hecarim Rammus is taken when your enemies are too mobile and you cannot catch up with them. The Chillingof this jungle item upgrade allows you to fix things up and ensure that your target won't escape, let alone the good synergy of this upgrade with yourand some damage from the Chillingitself. Consider this as an option versus someone likeor

Enchantment: Warrior Lee Sin Lee Sin is the most popular jungle item enchantment on. It's for a solid reason: Cooldown Reduction and Attack Damage is pretty much everything that anyplayer needs early on to be stronger. Actually, he benefits so much from bonus Attack Damage so there is basically nothing else to consider for the most efficient early damage improvement. Take this in vast majority of games.

Enchantment: Cinderhulk Lee Sin Tiamat Seen that 200% increased damage in the description of this enchantment?). Definitely a viable option for tankier Lee Sin is a solid option of's jungle item enchantment. It is sometimes used in a pro scene when you need to be tankier and useful more than dealing damage. If you are playing a 5v5 with friends and you see that they are doing good, take this enchantment. First of all, it has a nice synergy with any health providing items by increasing their utility on you even more and, as a result, boosting stat efficiency. Moreover, the Immolate passive of this enchantment makes your jungle clears even better than just withby dealing consistently noticeable extra damage to champions and even more to minions and jungle monsters (have your Leethat 200% increased damage in the description of this enchantment?). Definitely a viable option for tankierbuilds.

Boots

Ninja Tabi Caitlyn Kindred Olaf Draven Kayle is the perfect boot choice when you are facing a physical damage oriented (especially low crowd control and basic attack reliant, like) team to chop off a decent part of their damage. This will help you to live longer and, as a result, keep stomping them while laughing on low dps they do to you. Yes, you'll realize it works like that when you will try equipping tabis against basic attackers! Honestly, best feeling ever.

Boots of Mobility st of Mobility. This is the shortest and the most informative description I can ever think of about this item. In short, it gives Lee Sin lee -ty overall! This will be your ordinary choice of boots as they boost the strong side of Lee Sin ... Actually, more like Booof Mobility. This is the shortest and the most informative description I can ever think of about this item. In short, it givesmore opportunities to counterjungle, faster roams and more mobi--ty overall! This will be your ordinary choice of boots as they boost the strong side of: his excessive mobility.

Mercury's Treads Morgana Dark Binding Pantheon . Get these boots and say goodbye to that annoyingwith her, cutting its duration short. Also say goodbye to this annoyingwith his on-target stuns. Moreover, the magic resistance provided by these boots is able to keep you alive more versus heavy magic damage comps. Keep an eye on these teams.

Basic Items

Tiamat Lee Sin



Build Order: Long Sword Long Sword Rejuvenation Bead gives a lot of power to's early game both in lane and in the jungle, giving him both life steal and some damage in an area around him which triggers on both activating the item and basic attacking an enemy. Get this as early as possible, preferrably on the first back since this item will give a large spike to your power.->->

Tiamat Getting bead before long swords will instantly spoiler the enemy that you are going, so better avoid buying a bead first.

Caulfield's Warhammer Lee Sin Enchantment: Warrior is a good item onsince it gives him some Attack Damage and Cooldown Reduction. Preferrable to get it if you are ahead and going to getsince it'll help extending your lead.

Sheen Lee Sin Sheen Trinity Force Lee Sin Lee Sin Mordekaiser Trinity Force Sheen Sheen Sheen Trinity Force may seem an odd buy onas he don't have mana as a resource and uses Energy instead, but it may be a worthy buy to significantly increase your damage for trades and to extend your lead if your team is winning. The basic attack damage bonus from Spellblade is what makes bothandgood items to buy onto extend his lead with an extra damage. Also it's worth to mention thathas 116 base Attack Damage on level 18 which is just 30 less thanhas (note thatis one of his core items for the high coefficient). If you are doubt toor not to, look at the champion's base Attack Damage at level 18. If it is above 110, gettingintois worth it. Else it's not.

Hexdrinker Maw of Malmortius Lee Sin is a mix of an offensive and defensive item. Comes in handy to rush when some sort of mage or AP assassin got way too uncontrollably fed. Or in general versus heavy AP enemy comps. It gives you a nice damage along with a nice shield. Its upgrade,, is also nice on. Consider getting vs magic damage.

Offensive Items

Black Cleaver Sonic Wave Resonating Strike Dragon's Rage is one of your core items. It is useful because it shreds a ton of armor, including base armor too. Moreover, it procs by basic attacks,and. Basically, by everything which deals physical damage. One simple combo done right could fully stack this item's passive. Get it every single game for armor shred and damage boost.

Trinity Force Lee Sin Lee Sin Lee Sin is one of the most expensive (if not the most expensive), though it is the most all-rounded and useful item in this game. The bonus attack damage, attack speed, a huge chunk of damage with from Spellblade, everything is so good about this item (apart from its high price and the fact thatdoesn't use mana, though) that its pros onhighly overcome its cons. Every time when you need to drastically extend your lead, get this item to greatly delay yourself from falling off. It's the main solution to one of the main problems of: his withering in late game. Definitely consider getting it as an option of hyper offensive item slot.

Titanic Hydra Lee Sin Flurry Enchantment: Cinderhulk Lee Sin Black Cleaver is pretty good item to have on. It increases your damage along with your tankiness and gives a basic attack reset. It's what makes this item great: even more waveclear, a possibility to quickly proc both attacks of your, super synergy with health items (is also on that list too) and a fair amount of tankiness together with its other features. Consider it one of's core offensive items along with

Maw of Malmortius Hexdrinker Hexdrinker Lee Sin is just like, but better and stronger. The same rules apply to it as towhich I did describe a while ago already. Things to add are that it provides a ton of magic resistance and a stronger shield which makes it perfect offensive anti-magic item on. It is only worth to build when you are either a bit ahead or a bit behind the enemy's AP carry (it'll help to safely extend your own lead). Though, go for anti-magic defensive items if you fell way too behind as this item won't be as efficient as other ones will be.

Ohmwrecker Lee Sin Ohmwrecker is good onas on any diver. First question you may have is why did I putalong with offensive items. The answer is simple: because despite its defensive stats this item is made for offensive and very aggressive towerdiving plays. In addition to that, just imagine the satisfying feeling of turning off the two enemy nexus towers for 3 seconds to give your team a nice window to destroy these enemies... it will be also useful against these ones who prefer to hide under their towers. Time to turn these structures against their teams!

Guardian Angel Lee Sin Hexdrinker Chronoshift turned into a really nice item forafter it got Attack Damage on it. It's yet another mix of an offensive and defensive item (this time, it is against physical damage, which makes it's alternative with armor instead of magic resistance). Together with its revival component, it's basically a freefor your needs. Use it whenever you get hard focused by heavy burst champions or in general against heavy physical damage enemy teams.

Defensive Items

Death's Dance Lee Sin Lee Sin Iron Will Garen Demacian Justice Veigar Primordial Burst Xerath Lux is surprisingly pretty rare to see onas a defensive item. It gives you time to shield or outsustain any incoming heavy burst, has a nice synergy with'sand any other life steal. It gives a lot of attack damage, a window to deny an incoming damage and extra life steal. For its cost, the item itself is truly efficient. It works especially well against executes like'sor's, delaying a part of their damage to give you a time window to react. Basically, I highly recommend this item against any sort of heavy burst (now go an surprise thator their mega fedwith the fact that her combo was not enough to deal with you!).

Randuin's Omen Yasuo Caitlyn Draven Vayne Kayle is a very nice defensive item against attack speed basedand critical strike based champions (theirorcan partially say goodbye to their high damage when attacking you). It also helps to slow them down for a brief moment so you can deliver your flashy kicks right where they are needed.

Dead Man's Plate Lee Sin Trinity Force Resonating Strike AWESOME feeling of discharging Dreadnought with the basic attack and removing a ton of enemy's health with just one attack. Defensive itemization never been so much fun, trust my word for it. On top of that, it is a nice tool to quickly escape from an enemy which chases you or lead him into a trap quite faster than usually. is one of these go-to options when it comes to protecting yourself from physical damage. I believe it has a strong reason to take this place: what else could increase your mobility, your damage and provide decent defensive stats against physical damage in one slot? Moreover,'s constant dashing also allows to fast charge Dreadnought's passive. Imagine it together with- try it at least once! - fully charge Dreadnought, cast yourand get thefeeling of discharging Dreadnought with the basic attack and removing a ton of enemy's health with just one attack. Defensive itemization never been so much fun, trust my word for it. On top of that, it is a nice tool to quickly escape from an enemy which chases you or lead him into a trap quite faster than usually.

Spirit Visage Iron Will Lee Sin is a go-to option against heavy magic damage. The extra health regeneration, the notable bonus to your self-heals (together with all your other sustain you have got), the good amount of magic resistance makes it feel like this item was specially made forto use. Go for it every time when you are facing heavy poke-reliant magic damage enemy teams.

Sterak's Gage Darius Fiora Darius Hemorrhage Safeguard is an efficient way to increase your health when you need more efficiency on your armor and magic resist and it is also efficient against something likeorsince these fellows love to do true damage on their enemies and health is the best thing you can get against true damage. For example, ifapplied too much bleed with hisand it's about to finish you off, Sterak's shield will pop up to safe you. Bonus points for usingaswell.

Bloodthirster Lee Sin Iron Will Morellonomicon Executioner's Calling is a pretty nice defensive sustain provider. While working good on all basic attack based champions, it also works fine onbecause he gotfor synergy with every other sustain. So, if your enemies gotor, it's time to transcend them by using this item to apply heavier damage while outsustaining their heal reductions. Perfect for quick health regains, it may be expensive, but situatively perfect item to get.

Elixirs

Elixir of Iron Lee Sin is the best general elixir to choose on. It provides more tankiness, more tenacity and increases the overall level of tankiness and overall utility of all resistances which you have bought on your way to victory.

Elixir of Wrath Iron Will increases your attack damage and overall sustain (good synergy with your). Take it if your team needs to ensure a lead as your damage will fly up to the skies with this small yet powerful potion.

Lee's item order

Combos





Place a ward

Auto Attack (or Basic Attack).

[#x] stands for 'do the combo number x'.



Now, on to the list of 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 forstands for[#x] stands for 'do the combo number x'.Now, on to the list of combos!

# Name Difficulty Sequence Details 1 2-Hit Flurry 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 Flurry 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 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 Tempest 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 Dragon's Rage 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 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 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 Flurry 2/5 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 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 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 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 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 + Flurry 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 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 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

Playing against farm junglers

Playing against gank junglers

Playing against control junglers

Warding

Blue Jungle Warding Blue Jungle Warding

This ward is splendid at spotting enemy jungle transitions and mid lane roams early on. It covers the most efficient path between blue and red jungle, thus it will allow you to know the side enemy jungler is in. If you'll spot an enemy jungler walking through this ward, you will have enough knowledge about his position and can either go meet him for a kill or gank a lane he cannot reach with this current pathing.





This is a ward which probably every support must know to abuse. It can easily predict if an enemy jungler is in his blue jungle and planning a gank mid or bot anytime soon. The ward debris to the right of the active ward can easily scout you out if a gromp is up or not. You want to scout out gromp whenever a blue buff won't appear anytime soon, so use this ward for your blue vision needs.





This is a mid-late game ward near the wolves pit used whenever enemies are down or defending the base. It allows you to scout out if someone is trapping you soon if you are splitpushing the closest lane or coming to dragon or baron (depends on which blue side is this). If you are placing all three wards (this and both above), you establish a full control on your enemy's blue jungle. This ward is splendid at spotting enemy jungle transitions and mid lane roams early on. It covers the most efficient path between blue and red jungle, thus it will allow you to know the side enemy jungler is in. If you'll spot an enemy jungler walking through this ward, you will have enough knowledge about his position and can either go meet him for a kill or gank a lane he cannot reach with this current pathing.This is a ward which probably every support must know to abuse. It can easily predict if an enemy jungler is in his blue jungle and planning a gank mid or bot anytime soon. The ward debris to the right of the active ward can easily scout you out if a gromp is up or not. You want to scout out gromp whenever a blue buff won't appear anytime soon, so use this ward for your blue vision needs.This is a mid-late game ward near the wolves pit used whenever enemies are down or defending the base. It allows you to scout out if someone is trapping you soon if you are splitpushing the closest lane or coming to dragon or baron (depends on which blue side is this). If you are placing all three wards (this and both above), you establish a full control on your enemy's blue jungle.

Red Jungle Warding Red Jungle Warding

The closer you get to the intersection with that ward, the better. It's considered an offensive ward and a perfect ward to scout out enemy ganks from the red jungle. Plus, if you put a Control Ward in a small river brush, your midlane is absolutely safe from that side.





Back when laneswaps happened a lot more often, this ward played a role of informer about the laneswap. Aside of that, it plays a role of vision provider, telling you if your enemy entered the red jungle by using these two routes.





No, this is not a joke. This is an important ward placed atop the blast cone between Red Brambleback and Baron's pit. Its main advantage is that no Control Ward (neither placed at Baron's pit nor Red Brambleback's brush) will disable or catch this one. It can tell you if the Blast Cone is used or someone roams top through that path. The closer you get to the intersection with that ward, the better. It's considered an offensive ward and a perfect ward to scout out enemy ganks from the red jungle. Plus, if you put a Control Ward in a small river brush, your midlane is absolutely safe from that side.Back when laneswaps happened a lot more often, this ward played a role of informer about the laneswap. Aside of that, it plays a role of vision provider, telling you if your enemy entered the red jungle by using these two routes.No, this is not a joke. This is an important ward placed atop the blast cone between Red Brambleback and Baron's pit. Its main advantage is that no Control Ward (neither placed at Baron's pit nor Red Brambleback's brush) will disable or catch this one. It can tell you if the Blast Cone is used or someone roams top through that path.

Neutral Objective Warding Neutral Objective Warding



This is how you ward Dragon.





This is how you ward Baron. Note that these wards are useful when you have no access to Rift Scuttler's vision circle. Like that, Control Wards inside the pits won't track and disable your ward.This is how you ward Dragon.This is how you ward Baron.

Jungling

Click the chart for HD quality Click the chart for HD quality

First clear routes

Laning

Change Log

Updated the guide's contents to reflect the current patch.

A MAJOR update to the guide, now done!

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.

Improved Items and Combos sections.

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.

Initial release!

Videos

There are 60 different choices in total, splitted between 5 paths:and. 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).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 withNow you know how to choose your boots!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!For, many jungle matchups are played in similar way, so it would be better for overall comprehension to split every League champion up by four categories: farm junglers, gank junglers, control junglers and special cases. Then it will be a lot easier to understand general playstyles followed by different enemies which makes it simple. Agree, it'll be easier to memorize types of junglers and countering them instead of listing every individual matchup and writing almost the same information over, and over, and over again.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 areandWhen 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.Gank junglers are a type of junglers which spend more time ganking lanes than farming the jungle. The good examples of gank junglers areandhimself.Generally, any gank jungler is a skill matchup for. As you and your enemy got approximately equal gank potential, you got two choices: either initiate a gank yourself and expect a countergank from your enemy or wait for your enemy to gank and countergank yourself. It all depends on when is the situation more likely to turn on your advantage: a jungler like, for example, got no escapes when her ultimate is on cooldown, so when she ganks a lane, get to the countergank: by wasting all crowd control she has and with her ultimate on cooldown, you have a huge chance for her gank ending up with two kills for you or forcing your enemies to useto get away from you.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.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 areand, which worth a special mention,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, I'm marking these as the hardest matchups to him. They can start anywhere (even if it's your own buff and/or raptors), they act like they did already own you and are just extending their lead, they can pretend to play like a gank junglers while actually countergankingand snagging your stuff out from under you, making you believe they weren't there.Sounds odd? I totally understand!, for example, can use a cheese jungle strategy to cut down your early game by goingsummoner spells and placing a ward near one of your buffs. Then he marks two of his packs, teleports to your buff, marks and smites it and then goes back to his jungle to take that same buff from his jungle. That way, you've got a 5 minute penalty issued by this annoying little tree.can be predictable by watching the minimap and arriving to the marked camp way before they do.invades you early on and steals your buff out from under you. We can dwell in endless debates about control junglers' tricks to put you down, so just believe that they have gotto do so.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.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 makemuch less blind when he does this decisions!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 canestablish vision if he needs wards for jumping and having more mobility? The answer to this problem lies on the surface.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 yourgoes for jumping and your trinkets go for warding. Else your trinkets go for jumping andgoes for warding one important spot. By thinking like that they forget that if you are placing aon a visible spot right in front of your enemy, you are basically giving him a part of your gold for free later when he gets your ward done. So remember that yourgoes for warding - no exceptions!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.isn't a nice thing to such wards either. This is the reason you must make your wards less scoutable and obvious, yet providing necessary vision to you and your allies.You should absolutely read this flowchart. This way, you'll grasp the way junglers usually think in.If 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.After patch 8.10 things became rough for, as he relied on quick level 3 route and now he has to delay the ganks as early ganking will put him behind in most cases, yet therea way to get through it. Use these two clear patterns: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 beinglevel 3 and you can continue your game by the flowchart above.Sad-lee, Lee is currently not viable for laning. :(Sorry folks.